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Spelljammer Combat

 
Ships in Combat
This section provides instructions on how to run a combat encounter involving Spelljammer ships. These items focus only on the specific tops of running combat that is unique to the Spelljammer setting.
  We will use what I like to call "Ship Scale" where each Spelljammer ship (regardless of size) is represented by a token that occupies a single space on the map. Because of the simplification of this approach, individual spaces on the map represent more relative positioning than exact distances. Generally, a single space will represent around 100 feet and a hex grid will be used.  
Starting Distances
  Distance between ships will be decided upon by the DM and will take into account the passive perception of the Spelljamming Officer. The speed of each opposing ship will also be a factor for determining distance.  
Initiative
  A Spelljammer ship shares its turn with the Spelljammer Officer. At the start of combat, the Spelljammer Officer rolls their initiative as normal. On their turn, the Spellajmmer Officer directs the ship's movement and actions, in addition to their own actions.
Each other player character rolls their own initiative as well.  
Spelljammer Ship Actions
  The Spelljammer Officer directs the ship's actions in its turn, however, these ship actions do not count as the Spelljammer Officer's own actions. During its turn, the Spelljammer ship can perform all or any of the following actions:
  • Move up to its speed
  • Turn up to its agility
  • Attack with as many weapons that can be fully manned by the current number of crew members
  • Take any special actions that are specified in the ship's stat block
 
Tracking Stats
  During combat, you will need to track various stats for your ship, including hit points, crew members, and hit points for each weapon. The responsibility of tracking these stats will go to the Bosun of the ship.  
Directional Firing
  Some artillery, such as ballistae, are generally assumed to be rotational and appropriately placed allowing them to fire in any direction. Other artillery, such as mangonels and side-mounted cannons, are fixed and only able to fire in a specific direction. In such cases, the artillery's area of range is expressed as a cone with a length equal to the weapon's range.  
Ramming or Crashing a Ship
  A Spelljammer ship can attempt to ram another ship, creature, or object by moving into the target's space and making a special attack roll (1d20 + the Spellajmmer's proficiency bonus) against the target's Armor Class. On a hit, both the target and the ship take damage as shown in the Crash Damage Table. Certain abilities of the ship may change the damage's outcome.  
Size Bludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10
 
Mishaps Happen
  Sometimes things just go wrong, even with Spelljammers. The following rules for mishaps were based on the Descent Into Avernus book.
If a Spelljammer ship takes damage from a single source equal to or greater than twice its damage threshold, it must roll on the Mishaps Table. If a mishap has a repair DC, then it can end by making repairs to the ship (See Spelljammer Repairs).  
d6 Mishap Repair Check
Locked Steering. The ship can move in a straight line only. DC 15 Strength (Artisan Tool)
Helm Disconnection. The ship's speed and agility become 0. DC 15 Strength (Artisan Tool)
Weapon Malfunction. One of the ship's weapons (Random) can't be used until this mishap ends. If the ship has no weapons, no mishap occurs. DC 20 Strength (Artisan Tool)
Hull Breach. The ship's damage threshold is reduced by 10 until this mishap ends. DC 15 Strength (Artisan Tool)
Unconscious Crew. Five crew members become unconscious until this mishap ends. DC 15 Wisdom or Intelligence (Medical Tool)
Unstable. All creatures onboard must make a DC 15 Dexterity (Acrobatics) check or fall prone. Until this mishap ends, the ship is considered to be difficult terrain. DC 15 Strength (Artisan Tool)
 
Boarding
  Characters can move from one ship onto another by any means normally available to them, including jumping, flying, teleporting, running out a plank (as an action), or using a grappling hood (as an action), provided the target ship is within range for that method. If one ship is within 5 feet of another ship, creatures are presumed to be able to move between ships safely and without concern.
Characters preparing to board an enemy vessel may want to take the Ready action to do so as the Spelljammer maneuvers the ship to be within range.  

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