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Month Index: May, 2001
From: FC2 Daniel Davis <davisd@????.????.mil> Date: Mon, 7 May 2001 09:45:09 -0400 Subject: Re: Spelljammer rules take 7
sorry about the delay updated Spelljamming rules put together from the many ideas on the spelljammer lists(sj3e, spelljammer mailing list, living spelljammer) comments welcomed and please point out any areas the should by covered to convert the ships that aren't updates include more helm info, weapons and ramming, hit points , air rules, and other minor tweaks AIR RULES 1 ton = 112 days of fresh air for one medium size Creature before becoming Fouled 1 ton of Fouled Air lasts 112 days for one medium size Creature before becoming Deadly Creatures in fouled air receive a -2 on all rolls that are made Deadly air make a fort save using any bonus received for poison. fail once you pass out fail twice you die. Air use for different sized Creatures Fine require 1/16th 1 ton = 3376 days Diminutive require 1/8th 1 ton = 896 days Tiny require 1/4th 1 ton = 448 days Small require 1/2 1 ton = 224 days medium base 1 ton = 112 days Large require twice as much 1 ton = 56 days Huge require 4 times as much 1 ton = 28 days Gargantuan require 8 times as much 1 ton = 14 days Colossal require 16 times as much 1 ton = 7 days Making air using plants The following shows how much air one plant produces each day. Fine 1 day(Medium) wroth of air every 64 days Diminutive 1 day(Medium) wroth of air every 32 days Tiny 1 day(Medium) wroth of air every 16 days Small 1 day(Medium) wroth of air every 8 days medium 1 day(Medium) wroth of air every 4 days Large 1 day(Medium) wroth of air every 2 days Huge 1 day(Medium) wroth of air every day Gargantuan 2 days(Medium) wroth of air every day Colossal 4 days(Medium) wroth of air every day Elven Ships produce air based on their size per day Tiny 10 to 20 ft 1 day(Medium) Small 20 to 40 ft 2 days(Medium) Medium 40 to 80 ft 3 days(Medium) Large 80 to 160 ft 4 days(Medium) Huge 160 to 320 ft 5 days(Medium) Gargantuan 320 to 640 ft 6 days(Medium) Colossal 640 ft + 7 days(Medium) ARMOR CLASS the armor class of a ship is determined by the following base ac 10+ size + Natural(material) material modifiers for AC(see table 1 below) Size modifiers(see table 2 below ) Other AC modifiers Plating, light +1 Plating, Heavy +2 increased thickness +1(can only be done once) Stripping -1 Ship not moving -5 HARDNESS The Ships Hardness rating comes from the material that most of the ship is made from. If converting a ship from 2nd to 3rd the save for the ship is used to determine what it is made of. For a list of what a material hardness is see table 1 below HELMS Helms are based on size cat. of ship(ex. Huge, Titanic, etc..) and how well it converts power to speed Minor converts casters levels at a rate of 3 levels to 1 TM. Major helms convert at a rate of 2 Levels to 1 TM. TM is how many squares a ship can move in a round. Types of helms standard-power comes from divine and arcane spellcasters who sit on the helm. the helm draws the spell energy of the caster away until he has had a chance to rest and recover his spells. once attuned to the helm(usually 1 to 8 rounds) the spellcaster can no longer cast a spell as he has no energy to power it. The caster can power a helm for 12 hours at his full TM after that for every hour after that his maximum TM is lowered by 1, to a minimum of 1. after being on a helm for 24 hours the spellcaster will pass out and can not power the helm again until fully rested(8 hours of rest) Standard helms have a Hardness 15 and 100hp Psionic Helm-Treated as standard helms except it drains the psion's power points(added this helm type for those who use psionics. really I think with the new rules for psionics they could use a standard helm but for those who use the rules "Psionics are different" here is the helm for them ) Lifejammer- TM is determined by level of person placed in the helm(acts as a minor helm). The Helm drains the life-force of victim, draining 1D8 hit points. This damage can not be healed while powering the helm. Also each time spent powering the helm a fort save DC 15 must be made or the person dies regardless of hit points left. After the helm is powered any one can sit in it and fly the ship without losing his hp or having to make a save. the powering of a helm lasts 12 hours. the person sitting on the helm when the 12 hours is up, is not automatically drained he must get up and then sit on the helm to power it. The person sitting on the helm must be alive(no undead) but need not be conscious to power the helm Lifejammers have a Hardness 10 and 100hp Death Helm: A rare sort of helm, appears as a standard helm. Any intelligent being sitting on the helm must save Vs Will at -3 or be charmed (as charm person). The charm makes them feel joy at being in the helm. Charmed helmsmen act as normal, except resist all attempts at removing them from the helm. The charm prevents them from feeling any weakness or wasting away. Charmed victims often fight comrades trying to free them, staying on the helm until they die. the charmed person will obey the orders of the captain of the ship when it come to moving the ship TM is determined by level of person placed in the helm(acts as a major helm). A death helm drains the life-force of victim(no undead), draining 2D6 hit points at the beginning of every 12 hours spent on the helm. This damage can not be healed while powering the helm. Also each 12 hours spent in the helm a fort save DC 20 must be made or the person dies regardless of hit points left. Deathjammers have a Hardness 15 and 100hp Series-made for races with innate spell/Psionic like abilities by the Arcane. They are liked together giving the +1 to TM for each helm manned. The helms are race specific and can not by used with other type of helms. A person manning a helm can not use his powers until rested. a person can only power a this helm for 12 hour. Series helms have a maximum total TM of 5 Series helms have a Hardness 10 and 100hp Furnace-They are powered by using the energy from magic items. ok this we have to change as the game mechanics have changed for magic items they are no longer worth XP. and even if you use the value of the XP used to make an item the numbers are different. so hear is the new rule: For every 1000gp of base price of a magic item a helm is powered at an TM of 2 for a week. if more than one item is place in the helm at a time the TM is increased by 1 for each item but also gives the helm a 25% chance to explode per item above the normal amount. the explosion does 10d10 dmg in a 30 foot radius Furnaces have a Hardness 10 and 100hp. A furnace only works in Wildspace if taken to the phlogiston they will explode for 20d10 point of dmg in a 45 foot radius. a chill fire spell will reduce this to a normal explosion. also Two helms can be linked together by the Arcane to move a ship or object one size cat. higher(ex. two helms capable of moving Huge Ships can be linked to move a Gargantuan size ship). the main use of the is for zooships(see WCC ship guide) HIT POINTS/HULL POINTS Are based on the tonnage of the ship and the material it is made from each ton of the ship has the following hit points Leather 5 Bone 5 Wood 10 crystal 15 Stone 15 metal(iron) 30 Mithral 30 Adamantite 40 Increased thickness adds 25% of hit points Stripping removes 25% of hit points INITIATIVE Crew Modifiers green -1 average 0 Trained +1 Crack +2 MOVEMENT CLASS The base MC of a ship is based on the size of it Table 2 lists the base MC for each ship size MC modifiers crew: green -1 standard 0 good and crack +1 rigging: Topped-Out +1 Standard +0 no-rigging -1 thickness: Stripping +1 standard/light plating 0 Plating heavy -1 Changes to MC for spelljammer ships Perfect Minimum forward speed none hover yes turn 180 degrees can turn in starting hex reverse-no cost up angle any down angle any down speed double TM in planet's gravity well between down and up 0 Good Minimum forward speed none hover yes turn 180 degrees at the cost of 1 TM must move 1 square before turning the first time reverse cost 1 TM up angle any down angle any down speed double TM in planet's gravity well between down and up 0 Average Minimum forward speed none hover yes turn 90 degrees at the cost of 1 TM must move 1 square before turning the first time reverse cost 1 TM up angle 60 degrees down angle any down speed double TM in planet's gravity well between down and up 0 Poor Minimum forward speed none hover yes turn 45 degrees at the cost of 1 TM must move 1 square before turning the first time reverse cost 1 TM up angle 45 degrees down angle 45 degrees down speed double TM in planet's gravity well between down and up 1 square Clumsy Minimum forward speed none hover yes turn 45 degrees at the cost of 2 TM must move 1 square before turning the first time and after a turn reverse cost 2 TM up angle 45 degrees down angle 45 degrees down speed double TM in planet's gravity well between down and up 2 squares RACIAL MODIFIERS TO SHIPS BUILT BY A RACE(from the WCC) Aracorkra +1 to AC and +1 to TM Arcane up to +3 overall to MC, TM, and AC Dwarf +2 To AC if made of stone or gems Elf +1 to MC if grown Goblinoid +1 to AC or MC Halfling +1 to MC or AC Human(space) +1 to AC or MC Human(Groundling)-1 to AC or MC Human(Wa) +1 to MC Illithid +2 to AC when using wood Lizardfolk +1 to AC Neogi +1 to MC Scro +1 to AC or MC Thri-kreen +1 to MC RAMMING AND WEAPONS Normal weapons Missile weapons do not harm the hull of a ship (see page 135, near bottom of 2nd column of PHB: Ineffective Weapons rule). Siege Weapons The easiest way is to use the stats for the siege weapons just drop the time to aim to 1 round. Siege weapons ignore hardness. Ballista and space catapults are treated as crossbows, heavy to determine who can use them. Catapult, heavy dmg 5d6 range increment 1 square ROF 9 rounds crew 5 Catapult, medium dmg 4d6 range increment 1 square ROF 8 rounds crew 3 Catapult, light dmg 3d6 range increment 1 square ROF 6 rounds crew 2 Ballista, heavy(DMG) dmg 3d6 range increment 1 square ROF 4 rounds crit * 3 crew 1 Ballista, medium dmg 2d6 range increment 1 square ROF 3 rounds crit * 3 crew 1 Ballista, light treat as mounted heavy crossbow dmg as PHB does not dmg ship ROF 2 rounds crit 19-20/* 2 crew 1 Greek Fire Projector dmg 3d6 ROF 4 rounds Range increment 1 square crew 1 as for ramming base damage on the size of ship and distance traveled that round. 1d8 per square moved in straight line here is the suggested dmg due to size. Size Tiny 10 to 20 ft 1d8 Small 20 to 40 ft 2d8 Medium 40 to 80 ft 3d8 Large 80 to 160 ft 4d8 Huge 160 to 320 ft 5d8 Gargantuan 320 to 640 ft 6d8 Colossal 640 ft + 7d8 MISC. RULES TM - number that shows how many 150 ft. squares you can move in a round. Ship combat is laid out in cubes/squares which one depends on if you use 3d (standard)or 2d (simple, good for play by e-mail), Table 1 Material AC Hardness Leather +2 2 Bone +3 3 Wood +5 5 crystal +8 8 Stone + 8 8 metal(iron) + 10 10 Mithral +11 15 Adamantite +12 20 Table 2 (using the basic size times ten for ship sizes) Size AC MC Tiny 10 to 20 ft +2 Good Small 20 to 40 ft +1 Average Medium 40 to 80 ft 0 Average Large 80 to 160 ft -1 Poor Huge 160 to 320 ft -2 Poor Gargantuan 320 to 640 ft -4 Clumsy Colossal 640 ft + -8 Clumsy Note: most ships fall into a size group by taking the longest part of the ship which is usually the keel. on some ships that are almost as wide as they are long you need to look at how close they are to the next size group. take The armada it's keel is 300 ft. and its listed beam is 30 ft but that is not taking in the huge wings it has. so it should be placed in the Gargantuan group not the huge group. this also makes it convert closer to its second ed. stats. Daniel Davis Duct tape is like the force. It has a dark side and a light side and it hold the universe together... ---Carl Zwanzig
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Month Index: May, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Spelljammer rules take 7 | FC2 Daniel Davis | |||
| Re: Spelljammer rules take 7 | Joseph Nathaniel Harrell | |||
| Re: Spelljammer rules take 7 | Invoker | |||
| Re: Spelljammer rules take 7 | Patrick Stutzman | |||
| Re: Spelljammer rules take 7 | FC2 Daniel Davis | |||
| Re: Spelljammer rules take 7 | George LaValle | |||
| Re: Spelljammer rules take 7 | A Psh | |||
| Re: Spelljammer rules take 7 | FC2 Daniel Davis | |||
| Re: Spelljammer rules take 7 | George LaValle | |||
| Re: Spelljammer rules take 7 | FC2 Daniel Davis | |||
| Re: Spelljammer rules take 7 | George LaValle | |||
| Re: Spelljammer rules take 7 | Invoker | |||
| Re: Spelljammer rules take 7 | FC2 Daniel Davis | |||
| Re: Spelljammer rules take 7 | George LaValle |