Full Thrust Rules for Spelljammer

02.04.2000





Since the beginning I was very discontent with the ship combat rules of Spelljammer: My players just bolted five light catapults and 5 medium ballistas onto their whaleship and were able to annihilate entire fleets of standard ships using this modification. The scary deathspiders were not as scary anymore due to their limited range of 2 hexes thanks to their heavy ballistas.

Since I am too lazy to think up how to remedy the weird ship combat, I instead decided to work on a conversion for Spelljammer into Full Thrust. Utilizing this system I have already got a well working ship combat system and do not need to worry about any imbalances.

This is what I have come up with - we just had one ship combat so far, so I really cannot comment whether it is working well yet:


Conversion Rules


As a rule of thumb, the players should not be allowed to design entire ships, as this will only allow them to exploit any loopholes in the system. If a situation should arise, where the players are needed to construct a ship anyway, be sure to increase the price by 50 to 100 percent, since it is most likely a unique ship and there are no existing blue prints or the necessary facilities to build it without an additional cost.

Ships do not need to pay for drives or FTL drives, because they need to buy a Spelljamming helm instead, which will determine the thrust rating. After the design process, the ships point value is multiplied by 500 to determine its value in goldpieces. Any remaining weaponspace is divided by 2 for escorts, by 3 for cruisers and by 5 for capital ships and rounded up. This number indicates how much space can be used to retrofit any weapons. However, you should not allow the PCs to buy weapons out of the book, instead let someone at a spaceport give them an offer - for example building another subminition pod / greek fire projector onto the ship for 1500 goldpieces or exchanging an existing weapon and bolting another weapon onto the deck in its place. Weapon replacement works by selling the current weapon for half the price and installing the new weapon for the full price.

Repairing a system costs half its price (1000 goldpieces per hullpoint for example) or a quarter of its price if a repaircrew is on the ship. Repaircrews cannot be repaired though, as a failed threshold roll indicates their death.

Helmprices in goldpieces

Minorhelm: 10.000

Majorhelm: 50.000

Series: 5.000

Pool: 100.000

Orbus: 25.000

Forge: 100.000 + 10.000

Gnome: 5.000

Crown of the Stars: 1.000.000

Furnace: 1.000

Nonmagical helm: 100.000

Minor lifejammer: 5.000

Major lifejammer: 25.000


Revised Shiplist


NAME TONNAGE HULLPOINTS VALUE PRICE RETROFIT ARMAMENT
Lanceship 15 7 43 21500 3 1 firecontrolsystem, 1 B battery
Doombat 5 4 18 9000 1 1 firecontrolsystem, 1 C battery, 1 submunition pack, modified hull (+2 hullpoints)
Manowar, IEN design 60 30 302 151000 3 3 firecontrolsystems, 3 B batteries, 1 minelayer, 1 cloaking device, 1 screensystem
Manowar, standard 60 30 182 91000 4 3 firecontrolsystems, 3 B batteries, 1 minelayer, 1 screensystem
Wasp 18 9 51 25500 2 1 firecontrolsystem, 1 pulsetorpedo
Dragonfly 10 5 25 12500 2 1 firecontrolsystem, 1 C battery
Whaleship 90 45 265 132500 7 3 firecontrolsystems, 1 minelayer, 3 screensystems, 5 needlebeams
Galleon 40 20 128 64000 3 3 firecontrolsystems, 2 B batteries, 1 C battery, 1 screensystem
Nautiloid 35 17 112 56000 2 2 firecontrolsystems, 3 B batteries, 1 B battery (front arc only), 1 minelayer
Deathspider 100 50 333 166500 4 3 firecontrolsystems, 1 A battery, 4 pulsetorpedos, 1 minelayer, 2 screensystems
Triop 45 22 130 65000 3 3 firecontrolsystems, 4 C batteries, 2 minelayers, + 2 thrust rating
Clipper 65 32 220 110000 1 3 firecontrolsystems, 6 AA mega batteries
Squidship 45 22 146 73000 3 3 firecontrolsystems, 1 A battery, 2 B batteries, 1 screensystem
Dragonship 45 22 133 66500 3 3 firecontrolsystems, 2 B batteries, 1 screensystem
Hammership 60 30 186 93000 4 3 firecontrolsystems, 2 A batteries, 1 pulsetorpedo, 1 screensystem
Tradesman 25 12 72 36000 3 2 firecontrolsystems, 1 A battery, 1 B battery
Quad of Thay 63 31 261 130500 1 3 firecontrolsystems, 10 needlebeams, 3 screensystems
Mindspider 40 20 108 54000 5 2 firecontrolsystems, 2 B batteries, 1 minelayer
Mantis 60 30 221 110500 3 3 firecontrolsystems, 1 A battery, 2 B batteries, 2 screensystems, 1 minesweeper
Battle Dolphin 70 35 208 104000 5 3 firecontrolsystems, 2 B batteries, 2 screensystems
Gnomish Welk 40 20 99 49500 3 3 firecontrolsystems, 1 B battery, 1 minelayer
Cuttle Command 100 50 371 160500 3 3 firecontrolsystems, 2 A batteries, 4 pulsetorpedos, 1 minelayer, 3 screensystems
Great Bombard 50 25 165 82500 2 3 firecontrolsystems, 2 C batteries, 1 wavegun, 1 screensystem
Unity Ship 30 15 87 43500 3 2 firecontrolsystems, 3 B batteries
Illithid Dreadnought 100 50 312 156000 6 3 firecontrolsystems, 2 A batteries, 4 B batteries, 2 screensystems
Octopus 70 35 221 110500 4 3 firecontrolsystems, 2 A batteries, 2 pulsetorpedos, 1 screensystem
Armada 100 50 360 180000 1 3 firecontrolsystems, 8 fighterbays, additional launching capability
Thoric Tradesman 30 30 83 41500 3 2 firecontrolsystems, 1 B battery, 1 AA mega battery, +1 thrust rating, modified hull
Crystalship 300 150 858 429000 18 5 firecontrolsystems, 2 B batteries, 4 C batteries, 1 pulsetorpedo, 3 screensystems, 1 novacannon, 5 needlebeams, 10 submunitiopacks



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