feat(web): expand Rules page with comprehensive ship reference

Replace the condensed battle reference with full ship-related content
from the complete Spelljammer reference. Now includes 18 sections:
General Spelljamming Rules, Ships, Ship Size, Maneuverability, Weapons,
Targeted Shots, Combat Turn, Complications, On-Deck/Below-Deck, Big
Damage rules, Ship & Weapon Stats (Appendix A), Subsystems & Upgrades
(Appendix B), Magic Items (Appendix C), NPC Crew (Appendix D),
Recovering Hull Points, Advanced Rules, Stunts (Appendix G), and a
Quick Reference checklist. Excludes Cards/Deck Building and Appendix F
(enemies) per request.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Bas van Rossem
2026-02-19 16:57:32 +01:00
parent aceef65002
commit 0b6c810474
2 changed files with 539 additions and 137 deletions

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@@ -29,7 +29,7 @@ export default function RulesPage() {
return (
<>
<TopBar title="Battle Reference" />
<TopBar title="Ship Reference" />
<PageContainer>
<div className="rules-actions">
<button className="btn-secondary btn-sm" onClick={expandAll}>

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@@ -1,4 +1,4 @@
// Battle reference content from Battle reference.md
// Comprehensive ship reference content from complete reference.md
// Sections are split by ## headings for collapsible rendering
export interface RulesSection {
@@ -6,215 +6,616 @@ export interface RulesSection {
content: string;
}
const rawMarkdown = `## 1. Ship Health (Armor vs Hull)
const rawMarkdown = `## General Spelljamming Rules
* Ships have **Armor Points** and **Hull Points**.
* **Armor is lost first**, then Hull takes damage.
* **Hull is hard to repair in combat** (usually requires shipyard-level repair).
* **Armor can be recovered quickly** through actions.
### The Helm and Alternate Helms
## 2. Combat Round Structure
A standard spelljamming ship uses a magical device called a **helm** to make a ship travel through the air and wildspace. It requires a spellcaster to channel a spell slot to start it up, and the spellcaster has to be present to fly the ship. Other methods of spelljamming exist, but are not discussed in this ruleset. It is assumed that alternative spelljamming methods will be relegated to NPCs and monsters.
Ship combat happens in **two phases**:
### Launching
### Phase 1 — Movement Phase
Launching a spelljammer requires a spellcaster to sit on the helm. The helmsman enters a trance, and becomes **unaware of their surroundings**. The helmsman must spend a spell slot in order to launch the ship, a process which takes **1 minute (10 rounds)** to complete. Once launched, the ship can move through the water, air, or wildspace at its speed. The spell slot required is equal to the size category of the ship (1st level for Small, 2nd level for Medium, and so on). The Helmsman must remain on the helm in their trance-like state to control the ship while flying in the air. Once in wildspace, the helmsman can direct the ship to cruise (see Advanced Rules). While in this trance, the helmsman is **incapacitated, blind, and deaf** except as otherwise noted. Their actions are limited to flying the ship and disconnecting from the helm.
1. DM secretly plans enemy ship movement
2. Ally/revealed ships move openly
3. **Helmsman moves the ship as an action**
4. DM reveals remaining enemy movement
### Senses
Movement ends → action phase begins.
The Helmsman has their senses pulled into the ship itself. A helmsman can look in any direction out from the ship, but generally only has the mental capacity to look in one direction at a time. The helmsman can also focus inward and see locations in the interior of the ship.
### Phase 2 — Action Phase
### Cargo Capacity
All characters act in initiative order (group initiative is common).
A spelljamming ship has a listed cargo capacity in tons. There is room for the minimum crew, but to take additional crew, **5 tons of cargo space** must be converted to passenger space. Most ships have a mix of cargo and passenger space, but it can vary across the same model.
Each PC turn includes:
### Hull and Armor
* Move around the ship
* Bonus "card action" (if using decks)
* One standard action
A spelljamming ship has two health stats:
Special ship actions include:
* **Hull** — can only be recovered with long duration repair work
* **Armor** — can be recovered quickly, even during combat
* **Fire a weapon**
* **Reload a weapon**
* **Recover armor**
* **Use subsystem**
* **Help another crew member**
* **Tend complications**
* **Insight check** (reveal enemy movement next round)
When a ship takes damage, **armor is lost first**. If armor is reduced to zero, any remaining damage is dealt to the hull. When hull points are reduced to zero, the ship breaks apart and is destroyed. A boatswain can use certain actions to recover armor points during combat, but hull points require a safe environment and many hours to repair.
## 3. Ship Maneuverability (Movement Rules)
### Attunements
Ships have a **Maneuverability Class** defining turning + speed.
In addition to the 3 attunements for magic items that PCs have, each PC can attune **3 magical items for the ship** (ship attunements). These could be specialized subsystems that need a link to a spellcaster to function, or small items kept on a PC's person.
| Class | Turn Radius | Segment Size | Segment Count | Acceleration |
| ----- | ----------- | ------------ | ------------- | ------------ |
| S | Any | 1 | Varies | Instant |
| A | 120° | 1 | 8 | Instant |
| B | 60° | 2 | 3 | Half |
| C | 60° | 3 | 2 | Half |
| D | 60° | 4 | 1 | Half |
| F | 60° | 3 | 1 | Half (Poor) |
### Conditions
Acceleration:
The ship is **immune** to: Charmed, Frightened, Paralyzed, Petrified, Poisoned.
* **Instant (S/A):** move any distance up to full speed
* **Half (BF):** must step between stopped → half → full speed
Unlike most constructs, the Ship **can be Blinded and Deafened**. When this happens, the Helmsman loses these senses as long as the condition persists and they remain on the helm. If the Helmsman leaves the helm, they regain their own senses, but will lose them again if they sit on the helm of a blinded or deafened ship. The ship itself cannot be fatigued, but the Helmsman can gain levels of fatigue from effects targeting the ship.
Turning:
### Saving Throws
* 60° = one hex face rotation
* Ships must travel straight per segment before turning.
* **Strength** — The Helmsman makes a saving throw using the saving throw matching their spellcasting ability.
* **Dexterity** — The Helmsman makes a saving throw using their own Dexterity saving throw. A/S class ships gain **+5**; D class ships suffer **-5**.
* **Constitution** — The Helmsman makes a saving throw using the ship's Constitution save bonus (a measure of ship build quality).
* **Intelligence, Wisdom, Charisma** — The ship is **immune** to effects requiring these saves. Some effects may target the Helmsman directly.
### Complex Maneuverability Option
**Saving Throws and Size:** The DM may give penalties or bonuses to Strength saving throws based on size disparity. For each size category difference, change the DC by 2.
Helmsman may reduce maneuverability by 1 step to change segment pattern (useful for obstacles).
## Ships
## 4. Ship Weapons (Core Rules)
### Ship Health
Firing ship weapons works like ranged attacks:
A ship has two types of health, similar to hit points and temporary hit points:
### Attack Roll
* **Hull Points** — work like hit points but are much harder to recover. Short of a *wish* spell or divine intervention, any repair work takes significant time.
* **Armor Points** — lost before hull damage is taken. A ship starts every encounter with its maximum armor. Unlike temporary hit points, armor points stack and have a defined maximum. The Boatswain has abilities to help recover armor quickly.
* Mundane weapons use **Dexterity**
* Cannons may allow **Dex or Intelligence**
* Spellcannons use **spell attack bonus**
* If you have **3+ gunner cards**, add proficiency bonus
### Ship Constitution
A ship's constitution score and its Con saving throw bonus is a measure of the ship's quality. A ship built by the greatest shipwrights with excellent materials will have a very high constitution. A junker slapped together by goblins will have very low constitution. The ship's other physical stats (Strength and Dexterity) depend on the Helmsman piloting it, rather than inherent qualities of the vehicle.
## Ship Size
A ship's size category describes how many hexes it occupies on a side:
| Size | Hexes | Approximate Length | Hex Area |
| --- | --- | --- | --- |
| **Small** | 1 hex | 5ft to 75ft | 1 hex |
| **Medium** | 2 hexes | 60ft to 180ft | 7 hexes (3 across) |
| **Large** | 3 hexes | 150ft to 300ft | 19 hexes (5 across) |
| **Huge** | 4 hexes | 275ft to 420ft | 37 hexes (7 across) |
| **Gargantuan** | 5+ hexes | — | — |
There is some overlap in size categories to account for different areas of control and differences between narrower or rounder ships. Selection is up to DM discretion.
> A hex is 50ft across flat to flat, ~60ft point to point, or about 30ft on a side.
## Ship Maneuverability
A ship's design dictates how maneuverable it is. In wildspace, a ship that looks faster flies faster. Each ship has a base maneuverability class that defines its speed and turning radius.
A ship can be moving at **full speed**, **half speed**, or be **stopped**.
### Base Stats
* **Base Speed:** Most ships have 300 feet (6 hexes). Class A is a little faster; Classes D and F are a little slower.
* **Class:** A letter grade describing the maneuverability class.
* **Segment Size:** Hexes the ship must move in a straight line during movement. If speed is halved/doubled, segment size changes. If it would be reduced below 1, segment count is reduced instead.
* **Turning Radius:** Degree of facing rotation between each movement segment.
* **Segment Count:** Number of segments a ship can move in a turn.
* **Acceleration:** Rate at which a ship can start or stop moving.
| Class | Turning Radius | Segment Size | Segment Count | Acceleration | Special |
| --- | --- | --- | --- | --- | --- |
| **S** | Any | 1 | Varies | Instant | No Facing |
| **A** | 120° | 1 | 8 | Instant | — |
| **B** | 60° | 2 | 3 | Half (3×1) | — |
| **C** | 60° | 3 | 2 | Half (3×1) | — |
| **D** | 60° | 4 | 1 | Half (1×2) | — |
| **F** | 60° | 3 | 1 | Half (1×1) | Poor Handling |
### Accelerating
* **Instant (S/A Class):** Can move any number of hexes between 0 and full speed. Never need to consider slowing down or speeding up.
* **Half (BF Class):** At the start of the helmsman's turn, choose to increase or decrease speed by one step: stopped → half speed → full speed. At half speed, B/C class ships have 3 segments of size 1 each. D class ships have 1 segment of size 2. F class ships have 1 segment of size 1.
### Turning
* A 60° turn = one hex face rotation
* A 120° turn = two hex face rotations
* Ships must travel straight for each segment before turning
### Modifiers
Ships may have any of these adjustments within their speed class:
* **Slow:** -1 segment count; if this would reduce to 0, instead halve segment size. (Can apply multiple times)
* **Fast:** Either +1 segment count, or the Helmsman may upgrade a Full Sail to an Ahead Full. (Can apply multiple times)
* **Brakes:** Acceleration is instant to slow down, but normal to speed up. Ship can end its movement at any time.
* **Boost:** Acceleration is instant to speed up, but normal to slow down.
* **Full Reverse:** Ship can move backwards at one class worse, instead of D Class.
* **Strafing:** Ship can move an additional 1 hex in any direction during movement.
* **Poor Handling:** Ship can only turn when moving at half speed.
## Ship Weapons
### Using a Ship Weapon
Firing a ship weapon (sometimes called a gun) is like firing a crossbow or any other weapon in D&D — make an attack roll, and on a hit, deal the listed damage. There are a few differences:
### Attack
* Some weapons use **Dexterity**
* Others allow **Intelligence** for attack rolls
* **Spellcannons** require a spellcaster and use their **spellcasting ability score**
* Characters with 3+ gunner cards add their **proficiency bonus** to attack rolls
### Damage
* Ship weapon damage is **Big damage**
* Damage is fixed — no ability modifier added
* Ship weapon damage is **Big** (see Big Vehicles, Big Damage)
* Damage is a fixed amount — **not modified by ability scores**
* Example: A javelin thrown by a javelin launcher deals 2d8+4, regardless of the character's stats
### Reload
* All ship weapons require an **action to reload**
* Cannot be bypassed by feats like Crossbow Expert
All ship weapons take an **action to reload**. This can't be reduced or ignored by feats that apply to non-ship weapons (like Crossbow Expert).
## 5. Firing Arcs & Hardpoints
### Firing Arcs
Weapons can only fire within their arc.
Ships have certain areas where weapons can be mounted called **hardpoints**. Each hardpoint has a limited firing arc. If a line can be drawn from the center of the ship to all points of an enemy without crossing the bounding vertices, that enemy is in the firing arc. If only some points are reachable, the enemy is on the edge and gains **+2 cover bonus to AC**.
Common arcs:
Common hardpoint firing arcs:
* **Port Broadside:** points 11 1
* **Starboard Broadside:** points 7 5
* **Chase Gun:** points 9 8
* **Fore Gun:** points 2 3
* **Forward Swivel:** points 12 6
* **Rear Swivel:** points 6 12
* **Port Broadside:** between points 11 and 1
* **Starboard Broadside:** between points 7 and 5
* **Chase Gun:** between points 9 and 8
* **Fore Gun:** between points 2 and 3
* **Forward Swivel Gun:** between points 12 and 6
* **Rear Swivel Gun:** between points 6 and 12
Edge of arc:
## Targeted Shots
* Target gains **+2 cover bonus to AC**
A spelljamming ship has many components that can be directly targeted to disable or hinder operations. To make a targeted shot:
## 6. Targeted Shots (Subsystem Attacks)
1. The gunner must **not have any other source of disadvantage** on the attack
2. The attack must hit the ship's **AC plus a modifier** for the targeted location
To target a subsystem:
There are two classifications: **The Deck** and **Subsystems**.
* Must have **no other disadvantage**
* Must hit **Ship AC + subsystem modifier**
### The Open Deck
### Open Deck Targeting
The Open Deck functions differently from other subsystems. It still requires a called shot, but typically doesn't have a higher AC. On a hit with a default weapon:
On hit:
* All crew **"on deck"** must make a **Dexterity saving throw** (DC = 8 + weapon attack bonus)
* **Failure:** each crew member takes the listed damage
* **Success:** no damage
* Crew on a closed deck ("below deck") are unaffected
* All crew on deck make Dex save
* DC = 8 + weapon attack bonus
* Fail → full damage
* Success → no damage
### Guns and Other Subsystems
### Subsystems (Weapons, Rudder, etc.)
For targeted shots, guns and other subsystems function the same way:
* Damage goes to subsystem HP, not armor/hull
* At 0 HP → subsystem disabled
* If hit again while disabled:
* Ship makes Con save vs damage
* Fail → subsystem destroyed permanently
* On a hit, damage is dealt to the **subsystem**, not the ship's armor or hull
* If subsystem HP is reduced to **0**, it is **disabled**
* If a disabled subsystem is attacked again, the ship must roll a **Constitution saving throw** against the damage dealt
* On failure: the subsystem is **destroyed** and cannot be repaired (DM may allow salvaging in port)
Helm:
### The Helm
* Nearly indestructible
* If exposed, can be targeted (default +8 AC modifier)
The helm is nearly indestructible and **can't be destroyed through targeted fire**. If the helm is not installed below deck, it can be targeted with a default **+8 AC modifier**. On a hit, the Helmsman takes the listed damage.
## 7. Armor Repair (In Combat)
## The Combat Turn
A PC may spend an action to recover:
### Initiative
* Armor = proficiency bonus
* Boatswain-heavy crews recover more
Either the helmsman or the captain rolls initiative for the ship. The DM rolls for NPC ships.
Enemy ships may also have limited armor recovery actions.
### Phase 1 — Movement Phase
## 8. Grappling & Boarding
1. DM secretly determines movement of enemy NPC ships
2. Ally ships and revealed ships move openly
3. The Helmsman takes their turn, moving the ship as an action
4. DM reveals enemy movement — movement phase is complete
Ships can grapple when adjacent and either:
### Phase 2 — Action Phase
* Facing same direction
* OR both stopped
Acting in initiative order, each ship takes actions. Players act with group initiative and may choose their order at the beginning of combat (default: Gunners, then Boatswains). The Captain may take actions at any time during other players' turns. The helmsman does **not** get an extra turn during this phase.
### Special Actions
On a player's turn, they can move to another part of the ship, take a bonus action, and take a standard action:
* **Using the Helm to Move:** The helmsman moves the ship equal to its maneuverability class. If no action is taken, the ship moves straight at current speed. This is the only action the helmsman can take.
* **Reload:** A PC near a weapon spends their action reloading.
* **Fire a Weapon:** A PC near a weapon spends their action firing.
* **Help:** Give another PC advantage on a skill check or attack roll with a ship weapon.
* **Armor Repairs:** Recover armor points equal to proficiency bonus. A PC with 3+ boatswain cards recovers 2 additional armor points.
* **Use a Ship System:** Activate custom subsystems (typically costs one or more actions).
* **Insight Check:** Reveal the movement of an enemy ship during the next movement phase (target must be within 500ft).
* **Attend a Complication:** Make an ability check to resolve a complication.
* **Draw a Card:** Spend action to draw a card. Drawing a second card increases ship maintenance by 10.
* **Dash:** Get to any part of the ship, even areas beyond normal movement. Works for Small, Medium, and Large ships. Huge ships may require multiple turns.
* **Clear the Deck:** If no enemies are on deck or in position to interfere, a PC on deck can rescue any PCs or NPCs who have fallen to 0 HP. They are stabilized and moved below decks.
## Complications
Running a spelljammer is a complex dance as sailors deal with important tasks and the effects of enemy fire or magical hazards.
### How Complications Work
When a complication is added, it has a **DC total**. As an action, a PC can tend to a complication, reducing its severity:
* Make a check → **reduce the DC** by the check result
* If DC reaches **0** → the complication ends
**Natural Growth (end of round):** Take the current DC, divide by 10, then add 1. Add this value to the current DC.
> Example: A DC 53 fire becomes DC 59 at end of turn. If two players roll 23 and 16, it drops to DC 20, then grows to DC 23 at end of round.
If the DC exceeds certain thresholds, bad things happen.
### Ship Maintenance
Every ship has tasks that need doing, often in a hurry. This complication abstracts all of those tasks. At the end of each turn, Ship Maintenance increases by a value equal to the minimum crew. When reduced to 0, it is **not resolved** — it can go negative, up to double the minimum crew value. This complication has **no natural growth**.
| Threshold | Effect |
| --- | --- |
| DC above 40 | Players suffer -1d4 to all attack rolls and saving throws |
| DC above 60 | Ship's max armor reduced to half |
| DC above 80 | Players hand size reduced by 1 |
| DC above 100 | Other complications double natural growth. All checks and attacks suffer disadvantage |
| DC above 120 | Ship loses a maneuverability class |
### Fire
Fire is a major problem on any ship made of flammable material. It is significantly worse in the Phlogiston — when natural growth occurs there, **double the growth value**, then add an additional 10 to the DC.
| Threshold | Effect |
| --- | --- |
| DC above 40 | Ship takes 5 damage |
| DC above 60 | Ship takes 10 damage instead |
| DC above 80 | Powder-based weapons cannot be reloaded |
| DC above 100 | Ship takes 20 damage instead; crew on deck take 10 fire damage |
| DC above 120 | Ship takes 30 damage instead; PCs who breathe must pass DC 20 Con save to move |
### Prism-rift
The Helm bends reality to lift and move the ship. Occasionally when strained or hit with certain magical effects, prism-rift can break out — appearing like crackling electricity, flame, and rainbows. Every spelljamming ship keeps barrels of **glass powder** to put it out.
| Threshold | Effect |
| --- | --- |
| DC above 40 | Ship takes 5 damage |
| DC above 60 | Ship takes 10 damage instead |
| DC above 80 | Spellcannon weapons cannot be reloaded; roll on the wild magic table for a random PC |
| DC above 100 | Ship takes 20 damage instead; crew on deck take 10 force damage |
| DC above 120 | Ship takes 30 damage instead; helmsman must pass DC 20 spellcasting save or be stunned and take 30 psychic damage |
### Creeping Ooze
An alien substance found in wildspace that adheres to ships, corroding and growing over the surface. Ships keep scrapers to clean it off.
| Threshold | Effect |
| --- | --- |
| DC above 40 | Ship takes damage |
| DC above 80 | Crew on deck take acid damage; crew on deck can't leave the deck |
| DC above 120 | Actual ooze creatures start spawning on deck and attacking |
### Tentacle Blight
Mindflayer biological weapon — tentacles latch onto a ship and grow, attacking and grappling crew. (Balloon Animal Blight is a similar affliction caused by space clowns.)
| Threshold | Effect |
| --- | --- |
| DC above 40 | First ship weapon attack each turn suffers disadvantage from tentacles |
| DC above 60 | All PCs make DC 15 Cha save or take 5 psychic damage. NPC crew without psychic resistance are stunned until next turn; ship maintenance increases by minimum crew |
| DC above 80 | Each character must make DC 15 Dex save or Athletics check at start of turn or be unable to act (except Athletics at disadvantage to escape) |
| DC above 100 | Ship's maneuverability class reduced by 1 |
| DC above 120 | Any mindflayer within 1000ft can use a bonus action to teleport onto the ship |
## On-Deck & Below-Deck
Most ships have both open spaces and enclosed areas:
* **On-Deck (Open Deck):** Characters standing on any open deck, exposed to the outside. NPC crew must be on-deck to tend to complications. While on-deck, crew are vulnerable to targeted deck attacks.
* **Below-Deck (Closed Deck):** Characters on any enclosed deck, inside the walls of the ship. Below-deck crew can't tend complications but can assist with subsystems installed below deck.
The captain can order NPC crew to move between these two spaces. Some guns are installed on deck while others are below deck.
## Big Vehicles, Big Damage
Spelljammer ships are "Big" — rather than applying human-scale damage, ships have "Big" hit points and deal "Big" damage. Ships may also encounter Big creatures (like Astral Dreadnoughts) that function on the same scale.
### Scale Conversion Rules
* Anything Big has a **damage threshold of 30**. If an attack can't deal at least 30 damage, it's cosmetic.
* If a Big weapon attacks a ship's deck intending to harm the crew, see the Targeted Shots section.
* **Large AoE spells** dealing more than 27 average damage (8d6/6d8/5d10) deal **1 point of Big damage per damage die**. Example: a 3rd level *fireball* (8d6) deals 8 points of Big fire damage.
* **Small creatures are hard to hit with Big weapons.** If targeted, the weapon has disadvantage. On a hit, the creature may make a Dex save (DC 8 + weapon's attack bonus). Success = normal damage. Failure = **triple** normal damage. Does not apply to creatures aboard a vehicle.
* **Critical Points** are human-scale targets on a Big vehicle (weak point of a keel, cluster of nerves, etc.). Player characters at human scale can deal normal damage, but finding and exploiting these should take several rounds.
* **Ship subsystems** take normal damage from human-scale attacks if creatures board and reach them directly.
## Ship Stats (Appendix A)
### Spelljammer Ships
| Name | Class | Size | Crew Req | Hardpoints | AC | Armor | Hull | Con | Cargo | Special |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Caravel | B | S | 8 | 4 | 13 | 20 | 50 | +3 | 15 | — |
| Galleon | C | M | 20 | 12 | 13 | 35 | 75 | +4 | 40 | — |
| Sloop | B | S | 8 | 3 | 13 | 16 | 40 | +3 | 10 | — |
| Frigate | B | M | 20 | 12 | 15 | 40 | 120 | +7 | 100 | — |
| Hammership | C | M | 24 | 16 | 15 | 40 | 150 | +7 | 150 | — |
| Squid | C | M | 14 | 7 | 14 | 35 | 120 | +7 | 60 | — |
| Man-O-War | C | M | 10 | 6 | 15 | 25 | 75 | +6 | 30 | Armored Wings |
| Bombard | C | S | 10 | 2+1 | 14 | 35 | 60 | +4 | 15 | Special Hardpoint |
| Shrike Ship | A | S | 5 | 3 | 15 | 20 | 40 | +3 | 5 | — |
| Whaleship | D | L | 12 | 12 | 15 | 50 | 225 | +4 | 250 | — |
**Legend:**
* **Class** — Maneuverability class (see Ship Maneuverability)
* **Size** — S (Small), M (Medium), L (Large)
* **Crew Req** — Minimum crew to effectively run the ship
* **Hardpoints** — Default gun mount locations
* **Armor** — Maximum armor points (recoverable in combat)
* **Hull** — Maximum hull points (requires out-of-combat repair)
* **Con** — Constitution saving throw bonus (ship quality)
* **Cargo** — Maximum cargo space in tons (can convert to passenger space)
### Mundane Weapons
| Name | Range | Ability | Damage | AC Mod | HP | Special | Cost |
| --- | --- | --- | --- | --- | --- | --- | --- |
| Scorpion | 200/500 | Dex | 1d6 | +4 | 15 | Free Reload | 500 |
| Ballista | 250/800 | Dex | 1d10 | +4 | 15 | — | 500 |
| Falconet (Cannon) | 500/1200 | Dex/Int | 2d6 | +5 | 40 | — | 4500 |
| Carronade (Cannon) | 300/800 | Dex/Int | 3d6 | +5 | 40 | — | 3500 |
| Saker (Cannon) | 750/2000 | Dex/Int | 2d10 | +5 | 40 | — | 6000 |
| Bombard | 750/2000 | Dex/Int | 4d8 | +6 | 75 | Special mount, limited arc, slow reload | 7500 |
| Minigun | 150/400 | Dex | 5d4 | +4 | 25 | Improved subsystem attack | 3500 |
| Javelin Launcher | 150/n/a | Dex | 2d8 | +4 | 15 | Subsystems only | 250 |
| Harpoon Launcher | 150/n/a | Dex | 1d6 | +4 | 15 | Attach chain to target | 300 |
**Weapon Notes:**
* **Bombard:** Giant cannon that can only be mounted in extra-large hardpoints. Very limited arc (bounding vertices moved 2 hexes from ship). Loading takes one additional reload action.
* **Minigun:** When attacking a subsystem, deals an additional 2d4 damage. If it attacks a ship's deck, crew takes half damage on a successful save. The user can choose to deal half damage to gain advantage on the attack roll.
* **Javelin Launcher:** Deals human-scale damage (not Big damage). Can damage subsystems normally, but if targeting the deck, it targets a particular individual rather than acting as AoE.
* **Harpoon Launcher:** On a hit, attaches to the target ship with a 150ft chain. Crew can make a Strength check to reel in (opposed by helmsman's spellcasting ability check). Harpooned crew can break free with a DC 17 water vehicles check.
### Spellcannons
| Name | Range | Charges/Day | Damage | AC Mod | HP | Special |
| --- | --- | --- | --- | --- | --- | --- |
| Magic Missile | 1000 | 10 | 3×(1d4+1) force | +4 | 28 | Automatic hit, no reload required |
| Fireball | 750 | 5 | 8d6 fire | +4 | 35 | AoE, 150ft radius |
| Acid Arrow | 750 | 7 | 6d4 acid | +4 | 35 | — |
| Web | 400 | 5 | n/a | +4 | 35 | — |
| Lightning Bolt | 750 | 5 | 8d6 lightning | +4 | 35 | AoE, 500ft × 50ft line |
| Disintegrate | 400 | 3 | 10d6+40 force | +5 | 60 | — |
| Cone of Cold | 600 | 4 | 8d8 cold | +5 | 60 | 250ft cone |
| Spiritual Weapon | 150 | 3 | 1d8+4 | +4 | 35 | Lasts 1 minute per charge |
| Guiding Bolt | 1000 | 6 | 4d6 radiant | +4 | 28 | Advantage to next attack |
| Flame Strike | 750 | 3 | 4d6 fire + 4d6 radiant | +5 | 35 | AoE, 50ft radius |
Spellcannons always use a character's **spell attack bonus** for attack rolls. They need to be recharged after every shot and have a **limited number of charges per day**.
## Ship Subsystems & Upgrades (Appendix B)
### Tug Engine
Grants **+5 to Strength and Constitution saving throws** and ability checks. The ship counts as one size larger for opposed checks.
### Rudder
Found on age-of-sail ships. The magical helm pools energy in this device for directional control. If the rudder is **disabled**, the ship drops one maneuverability class.
### Sails
Found on age-of-sail ships. The magical helm concentrates magic in the sails. If the sails are **disabled**, the ship's speed is reduced per the "Slow" modifier (see Maneuverability section).
### Armored Wings
The Elven Man-O-War has large armored wings. As a **reaction**, the Helmsman can move an Armored Wing to protect the ship. Unless the attack targets the Armored Wings Subsystem itself, the ship or targeted subsystem gains **+5 AC** or **+5 to Dexterity saving throws**.
### Astrolabe
A magical set of navigation tools built into the ship. Contains a spyglass, and all mechanisms are magically tethered to the Helm, allowing the Helmsman to see through the spyglass or use navigation tools while on the helm. Useful for crews without a separate navigator. With the Simultaneous Movement rule, the helmsman gets one free insight check against one enemy vehicle within 1000ft at the end of each round.
### Covered Deck
The ship's deck is covered. Enemy attacks **cannot target the deck** and hurt characters on the ship.
### Refabricator
Installed below deck, fills space equal to about 1 ton of cargo. A character can spend a spell slot to charge this device. After **1 hour**, it repairs **1d4 hull points per spell slot level**. The magical energy conjures material — no supplies needed and the ship doesn't need to be in dock.
### Advanced Refabricator
Like the Refabricator but more powerful: requires only **10 minutes** to activate and heals **1d6 hull points per spell slot level**.
## Magic Items (Appendix C)
### Captain's Tricorn
Requires Ship Attunement by a character with 7+ captain cards. Adds 1 Leader and 2 Motivate cards to your deck.
### Spelljammer Toolbelt
Requires Ship Attunement by a character with 1+ Boatswain cards. Adds 2 repair cards to your deck. Whenever you cause the ship to regain armor, it regains **1 additional point**.
### Gunner's Goggles
Requires Ship Attunement. When making an attack roll with a mundane ship weapon, your effective Intelligence and Dexterity scores become **18 (+4)**. Once per turn, when you roll a 1 on a ship weapon damage die, reroll it.
### Enchanted Powder
Requires Ship Attunement by a character with 3+ gunner cards. Adds a Weapons Fire card to your deck. Gain **+1 bonus to attack and damage rolls** with cannon-type ship weapons.
## NPC Crew (Appendix D)
NPCs are available to help fill out the crew, letting the party command underlings. NPC crews always act at **initiative 0**. An incapacitated crew member does not count for any action or feature except "Clear the Deck".
### Deckhands
The most basic crew member, constantly running around doing simple tasks. Too busy to help with other work except when a player uses a stunt (see Stunts). Their presence is assumed in the background. Cards like "Get to Work" and "Rally the Crew" use the number of Deckhands for bonuses.
### Powder Monkey
Trained to assist gunners. At the **end of every turn**, a Powder Monkey can **reload a single weapon**.
### Auxiliary Pilot
A 1st-level spellcaster who can use the helm to fly the ship. They fly with no deck but can move the ship if the party needs to board an enemy or disembark.
### Carpenter
Handles some boatswain work. At the **end of every turn**, they cause the ship to recover **2 armor**.
## Recovering Hull Points (Appendix E)
When a ship takes hull damage, it requires effort to repair. There are three methods:
### Repairing at a Dock
* Recover **1d6 hull points per day** at 10gp materials + 10gp average labor
* Laborers with **Mending** cantrip: +2 hull points recovered per day (additional 10gp/day)
* Laborer crew with **Fabricate**: additional 5d6 hull points per day (additional 150gp/day)
* Players can form their own repair crew if at least 4 characters work for 10 hours
### Repairing in the Wilderness
The wilderness must have raw materials. The day is split into two 5-hour segments (a third segment causes a level of exhaustion).
**Finding Supplies:** Make a Wisdom (Survival) check; add the result to the "supplies" pool.
**Making Repairs:** Make an Intelligence or Dexterity (Carpenter's Tools) check. Subtract the result from the supplies pool and add it to the "worked" pool. For every **20 points** in the worked pool, the ship recovers **1 hull point**. Leftover points carry to the next shift but are lost if the ship launches.
**Magical Enhancers:**
* **Mending:** Spend 5 hours assisting to add +2d4 to the worked pool (not subtracted from supplies)
* **Fabricate:** Spend spell slots during the check to add +10 per spell slot level
* **Stored Supplies:** The supply pool can be stored in cargo (100 points = 1 ton)
### Repairing in Wildspace
Like wilderness repair, but no natural supplies — only what you've brought. Each 1 ton of repair cargo = 100 supply points (worth 5hp). One ton costs 100gp at most ports.
**Repair Status:** When repairs start, the ship's maneuverability class is reduced by one rank and maximum armor is halved until repairs complete.
**Recycling:** If the ship is at fewer than half its max hull points, one character can perform a recycle:
* With Mending: spend a 5-hour shift, or
* With Fabricate: spend a 4th-level spell slot (10min casting time)
* Deal 5 damage to hull to gain 75 supply points
* Only one recycle until the ship takes damage in battle again
**Completing Repairs:** Spend 1 hour wrapping up to remove Repair Status, even if not at full HP. Repair Status is automatically removed when the ship reaches full hull points.
### Notes on Repair Magic
* **Mending:** Limited to damage less than 1 foot — cannon holes are too big. Helpful for small parts and recycling, but not a cure-all.
* **Fabricate:** 4th-level spell, transmutes raw materials into processed ones. Affects a 10ft cube — significant for repairs but not enough for an entire ship.
* **Unseen Servant:** Duration 1 hour, Strength 2. Can grant +2 bonus (up to 5 castings) before a roll.
* **Enhance Ability / Skill Empowerment:** 1 hour duration. Grants advantage or expertise on one check during the critical hour of work.
* **Animate Dead:** Zombies/skeletons can make checks to help, though they aren't proficient.
* **Summon/Conjure:** 1 hour duration. If cast twice in 5 hours, summoned creature adds half its check result. If cast four times, it adds full value. Caster must also make the check to direct the creature.
* **Wish / Divine Intervention:** Instantly restores the ship to full hull points. This use of Wish acts like replicating an 8th-level spell and does not weaken the caster. Divine Intervention by a 10th+ level cleric works the same way.
* **Short-duration spells** (Guidance, Haste, etc.): Too short to provide meaningful assistance over a 5-hour span.
## Advanced Rules (Appendix E)
These rules cover niche cases or additional complexity. Pick and choose which fit your game.
### Critical Hits
If a weapon scores a critical hit, the DM may choose:
1. Roll damage as normal (doubled), or
2. Deal normal damage to the ship AND equal damage to an arbitrarily determined subsystem or open deck
Example: A critical cannon hit might deal normal damage plus disable an enemy's main gun or damage their sails.
### Cruising
In wildspace, a helmsman can direct the ship to **cruise** — continuing in a straight line until the helmsman returns. Risks collision if no watch is kept.
* **Alarm or Augury** on the helm: alerts helmsman when an object is on collision course within 1000ft
* **Animate Object or Summon Celestial** on the helm: alerts as above, plus the ship safely stops or follows simple non-combat instructions
* Spells cast on the helm this way have a **duration of 7 days**
### Enemy Initiative
Four options:
* **Full:** Enemy takes its turn like normal combat — splits attacks and movement freely (hardest)
* **Split:** Roll initiative with advantage; choose helm or guns for that count, place the other after half the players
* **Unskilled:** Takes entire turn on one count — fires guns first, then moves (easiest)
* **Skilled:** Takes entire turn on one count — moves first, then fires guns
### Complex Maneuverability
A helmsman may always reduce the ship's maneuverability a step. Example: A B-class ship (3 segments of length 2) can choose to move 2 segments of length 3.
A ship with Instant or Half acceleration at full speed can partially slow and reduce one segment length by 1 hex, reducing total move speed by 1 hex.
### Grappling
Ships can grapple when adjacent and either facing the same direction or both stopped. While grappled, ships move together. An opposing helmsman can make an opposed check (using spellcasting ability, modified by ship size and helm quality) to prevent movement.
To grapple:
* Captain plays a grapple card → **automatic success**
* Otherwise, discard cards equal to **3× target's maneuverability class**: F=3, D=6, C=9, B=12, A=15, S=18
* Captain plays a grapple card → auto success
* Otherwise discard cards equal to 3× target maneuver class
### Getting Ship Maneuverability Modifiers
Example:
A major helm gets **2 permanent modifiers**. The helmsman can spend spell slots for temporary modifiers (24 hours):
* F = 3 cards
* D = 6
* C = 9
* B = 12
* A = 15
* S = 18
* **3rd-level slot:** 1 temporary modifier
* **6th-level slot:** 1 additional temporary modifier
* **9th-level slot:** 2 additional modifiers
While grappled:
Only one 3rd-level and one 6th-level slot can be spent this way.
* Ships move together
* Opposed spellcasting checks to resist movement
### Moving in Other Directions
## 9. Saving Throws (Ship Effects)
When moving in reverse, laterally, or vertically: acceleration stays the same, but segment size becomes **3** and the ship can only move **1 segment per turn**. Special modifiers or subsystems may change this.
* Strength save = helmsman spellcasting ability
* Dexterity save = helmsman Dex save
* +5 bonus if ship is A/S class
* 5 penalty if ship is D class
* Constitution save = ship's listed Con bonus
* Ship immune to Int/Wis/Cha saves
When two or more ships approach, their gravitational planes interact, creating a battlefield plane. It is generally difficult to move above or below this plane.
Size differences may shift DC by ±2 per category.
### Simultaneous Movement (Alternate Rule)
## 10. Complications (Fire, Maintenance, Rift…)
Changes the initiative system for a tactically different experience:
Complications are tracked as a **DC total**.
1. At the start of each round, the DM secretly decides NPC ship movement
2. If players have succeeded an insight check against a ship in the previous round, the DM moves those ships first
3. The Helmsman moves the player's ship
4. DM moves remaining ships per pre-noted plans
5. All players (except helmsman) and NPCs take non-movement actions
### Tending a complication (Action)
**Insight Check:** Any PC can use an action to make an insight check against an enemy ship:
* Within 500ft: normal check
* Beyond 500ft: check made at **disadvantage**
* DC = 15 + enemy helmsman's Charisma bonus
* A **spyglass** extends the no-disadvantage range to 1000ft
* **Augury** spell: automatic success (note multiple casting limitations)
* **Scrying/Clairvoyance:** range equals the spell's range
* Roll check → reduce DC by that amount
* If DC reaches 0 → complication ends
## Stunts (Appendix G)
### Natural Growth (end of round)
Stunts are advanced combat options that allow players to take risks for additional advantage. Each stunt requires the help of the rest of the crew, which increases the **Ship Maintenance complication**. Any character can learn any stunt unless noted. If a character's bonus ensures a roll of 1 meets the DC, mark it as automatic success to expedite the turn.
DC increases by:
### Helmsman Stunts
> (DC ÷ 10) + 1
**Emergency Swing** — Increase maintenance by 15. As a reaction during another player's turn, make a **Dex (Water Vehicles) check DC 13**. Success: turn the ship 60°. Requires connection to the Helm.
Example:
**Inverted Flight** — Increase maintenance by 10. During movement, make a **Dex (Water Vehicles) check DC 10**. Success: flip the ship upside down (port guns become starboard and vice versa). Requires connection to the Helm.
* DC 53 → grows to 59
**Panic Boosters** — Increase maintenance by 25. As a reaction at the end of the movement phase, after enemy ships have moved, make a **spellcaster ability check DC 10**. Success: move the ship up to 4 hexes (200ft) without turning. Requires connection to the Helm.
Thresholds trigger bad effects when DC gets too high.
### Gunner Stunts
## 11. Enemy Initiative Options
**Rushed Reload** — Increase maintenance by 15. As an action, choose 23 unloaded ship weapons. For each, make a **Dex (Water Vehicles) check DC 12 + number of weapons selected**. On each success: reload that weapon. Fail by 5+: you and the weapon take 10 damage.
DM can choose enemy ship behavior:
**Assisted Shot** — Increase maintenance by 15. As an action, fire a ship weapon **with advantage**.
* **Full:** move + fire freely (hardest)
* **Split:** helm + guns on separate initiative
* **Skilled:** move first, then fire
* **Unskilled:** fire first, then move (easiest)
### Captain Stunts
**Priority Shift** — Increase maintenance by 20. As a free action once per turn, direct the crew to focus on an emergency: make a check against one complication other than Ship Maintenance.
**Emergency Inspiration** — Increase maintenance by 25. As a free action once per turn, make a **Cha (Persuasion or Intimidation) check DC 16**. Success: each player draws a card. Reduce the DC by 1 and reduce the maintenance increase by 2 for every player who had no cards in hand before this stunt.
### Boatswain Stunts
**Redirect for Repairs** — Increase maintenance by 10. As an action, make a **Str, Int, or Dex (Carpenter's Tools) check DC 5 + current armor**. Success: the ship regains 7 + proficiency bonus armor.
**Protective Shift** — Increase maintenance by 15. As a reaction when a subsystem would take damage, make a **Dex or Str (Water Vehicles) check DC 12**. Success: the ship's armor and hull take the damage instead. If from a critical hit, the ship takes both sets of damage.
## Battle Checklist (Quick Reference)
@@ -224,13 +625,14 @@ Each round:
* Helmsman moves ship (respect segments + turning)
2. **Action Phase**
* Gunners fire/reload
* Gunners fire/reload weapons
* Boatswain repairs armor
* Crew handles complications
* Captain coordinates
* Captain coordinates actions
3. **End of Round**
* Complications grow
* Complications grow (DC ÷ 10 + 1)
* Ship Maintenance increases by minimum crew
* Disabled subsystems may worsen
* Prepare next movement`;