BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Spelljammer & Weapon Stat Blocks

 
Spelljammer Stat Blocks
This section provides a summary and explanation of the basic components of a Spelljammer ship's stat blocks.   A Spelljammer ship's stat block is generally comprised of the following components.  

Single Component

  Spelljammer ships are considered "Single Component" ships, meaning that the ship itself only has one set of stats and pool points. These stats incluse an Armor Class, hit points, damage threshold, speed, agility, crew memebers, immunities, and weapons.  

Armor Class

  The ship's AC reflects the materials used to construct it and any defensive plating used to augment its toughness. When attacking you must meet the AC of the ship just like any other Armor Class.  

Hit Points

  These represent the condition of the ship. A ship's hit points funtion the same as for any regular creature. When a ship's hit points are reduced to zero, the ship is destroyed and no longer funtional. A Spelljammer ship does not have hit dice.  

Damage Threshold

  A ship's damage threshold appears after its hit points. A ship has immunity to all damatge unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the ship's hit ponts.  

Speed

  The ship's speed indicates how far a ship can move during its turn in combat. One hex on a map is considered to be 5 points of speed for the ship. Most ships have an average of 40 speed.  

Agility

  The ship's agility indicates how far a ship can turn or rotate during its turn in combat expressed in degrees. On edge of a hex is considered to be 60 degrees. Ships can normaly turn 1-3 edges with agility scores ranging from 60, 120, and 180.  

Crew Members

  This represents the number of crew members the ship has when fully manned. During combat, crew members are assigned to operate the ships weapons which determines the number of attacks the ship can make on its turn.  

Immunities

  Although not specified in the stat blocks, Spelljammer ships are typically immune to poison and psychic damage, as well as the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.  

Weapons

  Artillery and other weapons onboard a Spelljammer ship are considered to be separate components with their own stats and hit points. Each weapon requires a certain number of crew members to man it, otherwiswe it cannot be fired. A weapon cannot be fired more than once per turn. A crew member cannot man more than one weapon during a single turn.  

Summary

 
Name AC HP (DT) Speed (Hexes) Agility Crew Cargo Artillery
Bombard 15 300 (20) 7 60 12 150 tons Ballista (x2) Giant Cannon
Dragonfly 19 200 (15) 14 180 9 5 tons Ballista (x1) Mangonel (x1)
Flying Fish 15 250 (15) 8 120 10 13 tons Ballista (x1) Mangonel (x1)
Hammerhead 15 400 (15) 7 120 15 30 tons Ballista (x1) Mangonel (x2) Blunt Ram
Kindori Skeleton 17 250 (10) 8 120 8 10 tons Ballista (x2) Blunt Ram
Lamprey 15 250 (15) 7 120 15 6 tons Ballista (x4) Grappling Claws
Living Ship 15 250 (15) 8 120 5 10 tons Ballista (x1)
Nautiloid 15 400 (15) 8 120 20 17 tons Ballista (x4) Mangonel (x1) Tentacles
Nightspider 19 300 (15) 8 120 25 50 tons Ballista (x4) Mangonel (x1)
Scorpion 19 250 (15) 6 120 12 12 tons Ballista (x1) Mangonel (x1) Claws
Shrike 15 250 (15) 14 180 11 20 tons Ballista (x3) Piercing Ram
Space Galleon 15 400 (15) 7 120 20 20 tons Ballista (x2) Mangonel (x1)
Squid Ship 15 300 (15) 6 120 13 20 tons Ballista (x2) Mangonel (x1) Piercing Ram
Star Moth 13 400 (15) 10 120 13 30 tons Ballista (x2) Mangonel (x1)
Turtle Ship 19 300 (15) 5 120 16 30 tons Ballista (x3) Mangonel (x1)
Tyrant Ship 17 300 (20) 8 120 10 20 tons Eyestalk Cannons
Wasp Ship 15 250 (15) 10 180 5 10 tons Ballista (x1)
 
Weapon Stat Blocks
  This section provides a summary of the basic components of stat blocks for artillery weapons typically found on a Spelljammer ship. It is recomended that the firing of these weapons are done by the ship's crew.  

Armor Class

  The weapon's AC reflects the materials used to construct it. Match the number to hit to do damage to the specific weapon.  

Hit Points

  The weapon's hit points represetn how much damage it can take before it is destroyed. The hip points function the same as any other creature.  

Attack

  When rolling a d20 to hit the attack represents any bonus to the roll made for this weapon.  

Range

  The weapon's range is expressed as two numbers. The first is the weapons normal range in hexes, and the second indicates the weapon's long range in hexes. When making an attack with the weapon against a target beyond its normal range, the attack roll has disadvantage. Targets beyond this range cannot be targeted.  

Damage

  This represents the amount of damage the weapon deals to a target on a successful hit.  

Crew

  Artillery weapons are more complex and cumbersome than traditional weapons, generally requiring a series of actions to load, aim, and fire the weapon. This number represents the number of crew members required to fire the weapon in one turn. If there are not sufficient crew to fulfill these actions, the weapon cannot be fired that turn. Each crew member can only be assigned to one weapon each turn.  

Summary

 
Name AC HP Attack Range (Hexes) Damage Crew
Ballista 15 50 +6 12/24 3d10 3
Improved Ballista 15 50 +6 12/24 4d10 3
Mangonel 15 100 +5 20/48 5d10 5*
Carronade 19 50 +6 3/12 6d10 3
Cannon 19 75 +6 50/100 8d10 3
Blunt Ram n/a n/a +8 0 16d10 n/a
Piercing Ram n/a n/a +8 0 16d10 n/a
 

Comments

Please Login in order to comment!