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# Additional Wildjammer Ships ## Skullship There are a great many people who would like to know just who is responsible for the construction of these foul-looking ships. The Arcane are not divulging any information, as usual, but the fact that they are offering a substantial reward for a complete skullship is an indication that they are as much in the dark as the rest of space's scholars. Those that have encountered these ships and survived report that they are apparently constructed from bone. Some have even construed that the ships are actually real skulls, magically enlarged, with decks built inside. Most sages scoff at this idea, for the skill of the caster would have to be truly colossal to attempt such a feat. The experts to agree that the materials used must undergo some magical enhancement, as the ship appears to be more hardy than it would be if constructed of bone alone. The primary danger posed by these ships does not lie in their physical weaponry, but with their crews. These ships have turned up in the hands of some of the most evil individuals that space has ever seen. The vast majority have been captained and crewed by undead. While the crews are of lesser undead, the captains have been spellcasting mummies and vampires, with several liches reported also. One disturbing tale tells of a skullship commanded by a death knight of extraordinary size and power. Those captains who are still among the living are always evil clerics or necromancers, with appropriate crews.
\columnbreak ___ > ## Skullship >*Evil Human & Undead Sloop (1x1)* > ___ > - **Armor Class** 17 > - **Hull Points** 145 > - **Bulwark Points** 14 > - **Speed** 3,000 (90°) > - **Crew (Min/Max)** 10/30 > - **Cargo Hold** 12 tons > - **Days of Air** 1,500 days > - **Landing** Space docks only > - **Cost** 49,500 gp > - **Hardpoints** 2 large, 2 small > - **Fore Mantle** N/A >___ > **Aggression.** When this ship has 100 hull points or fewer remaining, it has advantage on its attack rolls. > ___ > > ### Example Weapons > ***Heavy Ballista.*** *Ship Weapon Attack:* +6 to hit, range 3,500/10500 ft., Fixed front, one target. *Hit:* 9 (2d8) mega piercing damage. > > ***Heavy Catapult.*** *Ship Weapon Attack:* +6 to hit, range 4,500/13,500 ft., Fixed back, one target. *Hit:* 13 (3d8) mega bludgeoning damage. > > ***2x Carronade.*** *Ship Weapon Attack:* +6 to hit, range 2,500/7,500 ft., Fixed 1x port, 1x starboard, one target. *Hit:* 10 (3d6) mega piercing damage.
> **Image Credit** Andrew Allen \pagebreak ## Githyanki Void Cruiser Until recently, the presence of the githyanki in the known spheres had been limited to a few incursions involving seized human and elven ships. The appearance of these new ships makes it apparent that those engagements were probes sent to research wildjamming designs and techniques. These "Void Cruisers" are named for the smaller transports used by githyanki on the Astral Plane, but it is not known whether these new ships are built there or supplied by the Arcane (the Arcane, as usual, aren't telling). Void Cruisers are built to take full advantage of the plane-gravity physics of wildspace, and are equipped with dual decks, rigging, and deck weapons. This increases both firepower and maneuverability, but it also denies the crew planetfall. Most races, because of the difficulty coordinating central commands to both decks, usually avoid dual-decked ships. Githyanki eliminate that difficulty with their psionic powers, but if a non-psionic race were to attempt it, maneuverability and coordinated attacks would suffer. Githyanki value these great silver ships as much as they value their infamous silver swords. As with those weapons, they will go to any lengths to prevent these ships from falling into non-githyanki hands, even if it means destroying the ship and crew. #### Model Variations ##### Void Clipper Some sailors have whispered that a very small number of Void Cruisers have been modified for speed and maneuverability. A popular tavern tale is that these ships are questing to find the legendary "Tomb of Gith," the asteroid gravesite of their ancient liberator. This variant's speed is 2,500 ft. (90°)', but its speed is AC is reduced to 17. ##### Void Dreadnought The presence of these ships is only rumor, but it is said that they possess heavier weaponry built from black adamantine! Perhaps there is only one such ship, reserved for the use of the Lich-Queen Vlaakith herself.
\columnbreak ___ > ## Void Cruiser >*Githyanki Frigate (2x2)* > ___ > - **Armor Class** 18 > - **Hull Points** 197 > - **Bulwark Points** 20 > - **Speed** 2,500 (45°) > - **Crew (Min/Max)** 15/45 > - **Cargo Hold** 22 tons > - **Days of Air** 4,500 days > - **Landing** Space docks only > - **Cost** 99,000 gp (Rumors of illithid-backed offers of up to 200,000 gp) > - **Hardpoints** 8 large > - **Fore Mantle** Piercing ram >___ > **Piercing Ram.** This ship is designed to directly collide with another ship or mega creature and survive (mostly) unscathed. When this happens, the target ship or mega creature takes 11 (2d10) mega piercing damage, and this ship takes 2 (1d4) mega bludgeoning damage. > > **Plane Shift.** This ship is equipped with a module to plane shift. The Helmsman can choose to use this module to cast *Plane Shift* as a mega spell, targeting the ship and all creatures aboard. > ___ > > ### Example Weapons > ***2x Heavy Ballista.*** *Ship Weapon Attack:* +8 to hit, range 3,500/10,500 ft., Fixed 2x back, one target. *Hit:* 9 (2d8) mega piercing damage. > > ***2x Heavy Catapult.*** *Ship Weapon Attack:* +8 to hit, range 4,500/13,500 ft., Fixed 2x front, one target. *Hit:* 13 (3d8) mega bludgeoning damage. > > ***2x Medium Ballista.*** *Ship Weapon Attack:* +8 to hit, range 3,000/9,000 ft., Fixed 2x front, one target. *Hit:* 7 (2d6) mega piercing damage. > > ***2x Light Catapult.*** *Ship Weapon Attack:* +8 to hit, range 2,500/7,500 ft., Fixed 1x port, 1x starboard, one target. *Hit:* 5 (2d4) mega bludgeoning damage.
> **Image Credit** Andrew Allen, Eugene Shumulinsky \pagebreak ## Geodesic Ship The Geodesic Ship is an unusual vessel built in the shape of an icosahedron. It is made of crystal and mirrored glassteel panels, and capable of being piloted by a single individual. The design and construction of the vessel allows it great directional mobility for its size. It has considerable space for cargo, laboratories, libraries, or passengers, and cargo can be loaded through three hatches at the base of the vessel. In addition, hatches can be built in other locations as desired if cargo loading is preferred through other locations. The Geodesic Ship was originally designed by an organization of geometer and artificer wizards some centuries ago. After initial construction, the plans and specifications were sold to the Arcane, who now build and sell these vessels. #### Model Variations ##### Warship Typically, the vessel is built unarmed. Optionally, or at a later date, various polyhedral faces can be designed to open and allow the mounting of weapons of various sizes. The Geodesic Ship's cargo hold is reduced to 35 tons, but in exchange gains 4 large hardpoints. The remaining cargo storage is usually used for ammunition and upwards of 5 fighter bays. ##### Wizard's Tower... in Space! As a favorite abode of spellcasters, the Geodesic Ship often comes with additional magical protections as well. This variant of the Geodesic Ship has its speed reduced to 2,000 (90°), but gains the Reflection feature. ***Reflection.*** Any time the Geodesic Ship is targeted by a mega magic missile spell, a mega line spell, or a mega spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the Geodesic Ship is affected as normal. On a 5 to 6, the Geodesic Ship is unaffected, and the effect is reflected back at the caster as though it originated from the Geodesic Ship, turning the caster into the target.
> **Image Credit** David O. Miller \columnbreak ___ > ## Geodesic Ship >*Human Wizard & Arcane Heavy Frigate (3x3)* > ___ > - **Armor Class** 16 > - **Hull Points** 355 > - **Bulwark Points** 36 > - **Speed** 2,500 (135°) > - **Crew (Min/Max)** 1/90 > - **Cargo Hold** 45 tons > - **Days of Air** 9,000 days > - **Landing** Land > - **Cost** 650,000 gp > - **Hardpoints** None > - **Fore Mantle** N/A >___ > **Adaptable Flight.** After moving, the ship can turn an additional 45°. This doesn’t increase the cone in which the ship can move, just how much it turns after. > > **Effortless Acceleration.** The ship has an extra 500 feet of movement when moving in a straight line. > > **Sturdy Design.** When this ship is reduced to 0 hull points, it instead is reduced to 1 hull point. Once this ability has been activated, it can't be used again until the ship's hull has been fully repaired.
\pagebreak ## Nightwolf The light scouting vessel of the Vodoni, the Nightwolf was the first of the Vodoni ships to be encountered in the known spheres. Appearing as a winged wolf in flight, the Nightwolf is usually painted blue or black, to make it more difficult to spot. The light, maneuverable Nightwolf is intended to flee from all but the weakest of foes, and is equipped with light weaponry which is designed to discourage pursuit. While many Nightwolves were captured during the fall of the Vodoni empire, many more of the fragile craft were simply destroyed in battle. Most Nightwolves served the Vodoni as scouts, searching for new worlds to conquer and gathering information on enemy armed forces. The Nightwolf is well suited to this task, and since the fall of the Vodoni empire, most captured Nightwolves have been used by humans in the same manner. #### Model Variations ##### Smuggler Most Nightwolves which are still operated by Vodoni have become smuggling vessels in order to survive. This variant of the Nightwolf has its armor class reduced to 13, but gains the Flee the Scene feature. ***Flee the Scene.*** This ship's movement speed increases by 500 ft. if it is moving away from another ship that is within 3,000 ft. of it.
\columnbreak ___ > ## Nightwolf >*Vodoni Schooner (1x1)* > ___ > - **Armor Class** 14 > - **Hull Points** 75 > - **Bulwark Points** 8 > - **Speed** 2,500 (180°) > - **Crew (Min/Max)** 3/10 > - **Cargo Hold** 5 tons > - **Days of Air** 1,000 days > - **Landing** Land and water > - **Cost** 22,000 gp > - **Hardpoints** 2 medium > - **Fore Mantle** N/A >___ > **Narrow Side Profile.** This ship has resistance to damage it takes from attacks that hit it in the port or starboard. > ___ > > ### Example Weapons > ***2x Medium Catapult.*** *Ship Weapon Attack:* +5 to hit, range 4,000/12,000 ft., Fixed back, one target. *Hit:* 10 (3d6) mega bludgeoning damage.
> **Image Credit** 1991 Wizards of the Coast, Inc. \pagebreak ## Warbird During the opening battles of the Unhuman wars, the center of the conflict was a human-populated world called Taripor. While allied with the elven fleet, the world had no organized planetary navy with which to defend itself. After many battles (during which the planet was overrun and retaken dozens of times), the planet's leaders decided to build ships of their own, instead of relying entirely upon the protection of the elves. The end result of a full years' work were the now-famous Warbird. 12 were built, and the best warriors on the planet trained to use them. Unfortunately, in their very first action, the tactical inexperience of the Tariponi commanders was exploited by the goblinoid fleets they faced, and the proud ships were lured away from their home sphere. When they returned, they found Taripor in ruins, for the orcs had unleashed the first witchlight marauder upon the helpless planet. With the help of the elven fleet, the warriors of Taripor were able to destroy the monster and its spawn, but not before it had wiped out most of the population. In their rage and grief, the Warbirds collected into a great arrow formation and chased the goblinoid fleet out into the phlogiston. #### Model Variations There are only 5 Warbirds remaining in existence. Of the remaining 5, 3 still hold places of honor within the elven fleet (the Ragnorok, the Armageddon, and the Apocalypse). The other 2 Warbirds are independently owned and operated. You’re also extremely unlikely to find one to purchase!
> **Image Credit** Andrew Allen, Eugene Shumulinsky \columnbreak ___ > ## Warbird >*Elven & Human Heavy Frigate (3x3)* > ___ > - **Armor Class** 17 > - **Hull Points** 320 > - **Bulwark Points** 32 > - **Speed** 1,500 (45°) > - **Crew (Min/Max)** 26/80 > - **Cargo Hold** 40 tons > - **Days of Air** 8,000 days > - **Landing** Land > - **Cost** 135,000 gp > - **Hardpoints** 6 large > - **Fore Mantle** N/A >___ > **Eagle Screech.** As an action, the Helmsman can release the figurehead’s screech. Each ship and mega creature in a 3,000-foot cone must make a Constitution saving throw against the Helmsman’s spell save DC. On a failure, they take 28 (8d6) mega thunder damage and can’t regain bulwark points until the end of its next turn. On a success, they take half damage and can regain bulwark points as normal. Once this ability has been activated, it can’t be activated again for 1 hour. > > **Customizable Design.** This ship can be fitted with either one additional medium hardpoint or three fighter bays. > > **Thick Hull.** Once per turn when this ship takes mega damage, it is reduced by 5 (1d10). > ___ > > ### Example Weapons > ***4x Heavy Ballista.*** *Ship Weapon Attack:* +7 to hit, range 3,500/10,500 ft., Fixed 1x front, 1x port, 1x starboard, 1x back, one target. *Hit:* 9 (2d8) mega piercing damage. > > ***2x Heavy Catapult.*** *Ship Weapon Attack:* +7 to hit, range 4,500/13,500 ft., Fixed 1x front, 1x back, one target. *Hit:* 13 (3d8) mega bludgeoning damage. \pagebreak ## Angler This odd-looking ship is quite new to wildspace, mostly because the races that primarily use the ship have only recently been introduced to the concept of wildjamming. The Arcane sold this design to various undersea races in hopes of increasing their clientele. The races the design was introduced to included locathah, sahuagin, merrow, and some lizard men. Mermen and tritons were not interested in the Arcane's offer, and the sea elves already had close ties with the elven fleet. Unfortunately, the kuo-toa have somehow got their webbed hands on a few of these ships also. Like lizard man ships, the Angler is built with an amphibious lifestyle in mind. The lower two decks are almost always flooded, with magical water-producing items (supplied by the Arcane) keeping the water fresh. The entire ship can be flooded if needed, and often will be for the comfort of the crew. Due to its unusual configuration, the Angler cannot land in the usual fashion. Both the upper and lower hatches can be sealed so the ship is airtight or watertight. Its design necessitates the ship to submerge completely to dock in a stable fashion. Special underwater wetdocks have been built for this purpose in places where the needs of this ship are known.
\columnbreak ___ > ## Angler >*Undersea-Folk Sloop (1x1)* > ___ > - **Armor Class** 19 > - **Hull Points** 162 > - **Bulwark Points** 16 > - **Speed** 3,000 (45°) > - **Crew (Min/Max)** 11/35 > - **Cargo Hold** 13 tons > - **Days of Air** 3,500 days > - **Landing** Water (submersible) > - **Cost** 70,000 gp > - **Hardpoints** 3 medium > - **Fore Mantle** Ram >___ > **Evasive.** When the Helmsman takes Evasive Maneuvers, this ship can immediately move 500 feet in any direction. > ___ > > ### Example Weapons > ***3x Medium Ballista.*** *Ship Weapon Attack:* +6 to hit, range 3,000/9,000 ft., Fixed 1x port, 1x starboard, 1x back, one target. *Hit:* 10 (3d6) mega piercing damage.
> **Image Credit** Andrew Allen, Eugene Shumulinsky