Tradesman

The tradesman is a common short-range merchant ship, plying its way between the planets, not equipped to deal with much more than a similarly equipped vessel that has turned pirate. The tradesman is often a first ship for deep-space adventurers. — Lorebook of the Void, p. 26
 

Description

  Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.   A flying fish ship can float and sail on water, but it isn’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).   Typical weapons on a flying fish ship include a forward-mounted mangonel and an aft-mounted ballista.   Самый распространенный корабль в космосе – это торговец, слегка варьируясь от Серого Космоса до Космоса Царств, Криннского Космоса и далее. Используется людьми, людьми-ящерицами, эльфами, карликами, гномами, живодерами разума (когда приспичит) и даже расами типа орков и невысокликов. Часто торговец – это первый корабль для искателей приключений глубокого космоса.   Торговец – обычный купеческий корабль для коротких дистанций, курсирующий с планеты на планету, покупая и продавая. Несет только легкое вооружение, поскольку оружие съедает ценное грузовое пространство, и иногда ходит в конвоях под охраной одного и более военных кораблей.   Несколько торговцев имеют независимых хозяев, действующих самостоятельно, но большинство принадлежит купеческим гильдиям, работающим вскладчину и делящим прибыли и убытки. У каждой такой компании свой флаг, развевающийся на всех ее кораблях.    

Description

  The standard tradesman is the most common ship in civilized space, varying only in weaponry and added features from Greyspace to Realmspace to the ends of fantasy space. It is used by humans, lizard men, elves, dwarves, mind flayers (under duress), gnomes, and even non-spacefaring races such as orcs and halflings.   The tradesman is a common short- range merchant ship, plying its way between the planets, not equipped to deal with much more than a similarly equipped vessel that has turned pi­rate. The tradesman is often a first ship for deep-space adventurers.  

Crew

  A typical tradesman is operated by a single captain. If the ship is a free trader, the captain is also the owner. However, there are collections of guildsmen and combined business interests, called trading costers, who own fleets of tradesmen, with each ship’s captain both partial owner of the fleet and of his own ship.   Trading costers have the advan­tage of strength through numbers. They can minimize the loss of a par­ticular ship because they have so many. Costers vary from locale to lo­cale, but all tradesmen owned by a particular coster fly similar colors. Often groups of coster tradesmen will be encountered, carrying mer­chandise across space in a caravan— if the profit is high enough.   Crew assignments on a tradesman vary from ship to ship and from race to race. Lizard men ships are ar­ranged along typically slapdash lines, while elven ships adhere to a strict chain of command that (to hu­man minds) often borders on the ef­fete and ludicrous. Humans make do with a captain, helmsman, first offi­cer, and pilot, with the other posi­tions filled in as needed.  

Common Uses

 

Trading

  The trade routes to most worlds are not extensive to begin with, and most people find the solu­tions to trade problems afforded by magic superior to long-distance travel through space.   There are exceptions. Worlds that lack certain metals, lumber, or fin­ished goods are often quite happy to be part of interstellar trade. And, of course, all worlds appreciate the glow of extraterrestrial gems and jewels. The most common traffic— even to worlds that value magic over space travel — is in information; small, valuable items; unique items; smuggling; and passenger service. In these areas the standard tradesman is at its best—a cheap way to get from point A to point B.   The tradesman’s spelljammer helm is located in the aft of the ship, just below the sailing deck. The bridge is either topside (in calm situations) or within the “head” of the fish (in more dangerous space). The fish’s head also holds the captain’s quarters.  

Free Adventuring

  The tradesman is often a first-time adventurer’s craft, mainly because it can be bought cheaply and repaired easily. Later, anyone who has made a suffi­cient amount of money in space to be serious about adventuring there usually jumps ship (pardon the pun) and buys a more suitable squid ship or hammership, or something more suited to their racial temperament. (Gnomes, for example, are surpris­ingly ill at ease on a tradesman be­cause its operation is so simple.)   Aboard adventuring ships, the chain of command usually stops af­ter captain—which in adventuring terms usually means “the one who yells the loudest.” Merchant trades­men are not particularly happy with the collection of spell-wielding and sword-swinging maniacs who tram­ple all over their stock and trade, ril­ing up the monsters and bringing attention to the tradesman as a ship to attack. The traders’ reactions to adventurers who use these ships var­ies. Some are unwilling to deal with such individuals. Other send them on wild goose chases to other sys­tems to drive them away.  

Piracy

  The common nature of the tradesman also makes it a vessel for pirates new to the trade, again before they ‘‘trade up” to more impressive craft. When using a tradesman, the pirate’s best targets are other trades­men and the occasional galleon (see below) that is brought up out of the ocean by groundling adventurers. Pi­rates who use the same tradesman for a while tend to modify it by speed­ing it up, making it more maneuver­able, and adding more weapons.  

Other configuration

 

Light Cruiser

  A tradesman vari­ant preferred by pirates and those plagued by pirates. This type of ship has reduced MC (E), but AR of 4. It carries three medium ballistas or cat­apults  

Adventuring

  This variant is designed for a new adventuring group traveling out among the stars. This variant loses the Nimble Design feature and instead gains the Thick Hull feature. This makes the Tradesman significantly more resilient against attack while adventuring. Thick Hull. Once per turn when this ship takes mega damage, it is reduced by 5 (1d10).  

Pirate

  This variant is usually put together by a merchant crew that has turned to piracy and is looking to make some quick money before trading up to a better spelljammer. This variant loses 3 tons of cargo storage but its small hardpoint is upgraded to a medium hardpoint.  

Carrier

  This variant foregoes both weapon hardpoints and has its speed reduced to 2,500ft (90º), but gains 7 tons of cargo storage. This provides the Tradesman 20 tons of cargo storage, which is just enough for four fighter bay modules. This variant is primarily used for combat and adventuring parties that seek to make use of fighter craft in combat instead of a singular wildjammer.  

Light Warship

  In times of war, a tradesman can be commandeered to serve as a light warship. Maneuverability is sacrificed for armor, giving die ship Maneuverability Class E and an Armor Rating of 4. Weapons are upgraded to heavy, but the cargo capacity is diminished to 9 tons. Pirates also outfit tradesmen they have captured into light warships to expand their own fleets.  
 
 
 
 
 
 
 

Power Generation

Strength 12 (+1)   Dexterity 10 (+0)   Constitution 15 (+2)

Propulsion

Power Type: Major or minor helm   Damage Immunities poison, psychic   Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Weapons & Armament

Ballista (Crew: 3)

Armor Class: 15 Hit Points: 50 Cost: 50 gp (ballista), 5 gp (bolt) It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Mangonel (Crew: 5)

Armor Class: 15 Hit Points: 100 Cost: 100 gp (mangonel), — (stone) It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Armor and defense

Hull

  Armor Class: 15 (thick wood)   Hit Points: 250   Damage Threshold: 10

Additional & auxiliary systems

Landing: water
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Price
25000
Rarity
Common
Width
30
Length
120
Weight
25 tons
Speed
400 ft.
Complement / Crew
Crew: 11
Cargo & Passenger Capacity
Passengers: 14 Cargo hold: 13 tons

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