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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


Previous Message: Re: Metacultures
Next Message: Re: Metacultures
Month Index: May, 2001

SubjectFromDate (UTC)
Spelljammer rules take 7    FC2 Daniel Davis    07 May 2001 13:45:09
Re: Spelljammer rules take 7    Joseph Nathaniel Harrell    07 May 2001 14:37:25
Re: Spelljammer rules take 7    Invoker    12 May 2001 07:27:32
Re: Spelljammer rules take 7    Patrick Stutzman    12 May 2001 05:51:09
Re: Spelljammer rules take 7    FC2 Daniel Davis    12 May 2001 14:53:21
Re: Spelljammer rules take 7    George LaValle    12 May 2001 15:47:13
Re: Spelljammer rules take 7    A Psh    12 May 2001 23:54:43
Re: Spelljammer rules take 7    FC2 Daniel Davis    13 May 2001 11:05:29
Re: Spelljammer rules take 7    George LaValle    13 May 2001 05:34:52
Re: Spelljammer rules take 7    FC2 Daniel Davis    13 May 2001 11:46:30
Re: Spelljammer rules take 7    George LaValle    13 May 2001 06:36:16
Re: Spelljammer rules take 7    Invoker    13 May 2001 10:36:07
Re: Spelljammer rules take 7    FC2 Daniel Davis    13 May 2001 17:41:45
Re: Spelljammer rules take 7    George LaValle    13 May 2001 19:48:07

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