Built By:       Humans of Trispace
Used Primarily By:      Humans of Trispace
Tonnage:        200 tons
Hull Points:    200
Crew:   50/200
Maneuver Class: C
Landing-Land:   No
Landing-Water:  No*
Armor Rating:   6
Saves As:       Ceramic
Power Type:     Starjammer Drive
Ship's Rating:  8 (See Below)
Standard Armament:
        4 solar beam emitters
        Crew: 4 each
        2 medium ballistae
        Crew: 2 each
        2 heavy catapults
        Crew: 5 each
Cargo:  100 tons
Keel Length:    230'
Beam Length:    140'

* The craft may attempt an emergency water landing. The core must be purged, and there is a 50% chance of success.

The starjammers of the United Free Worlds of Trispace are among the largest and most powerful ships built by humans. A starjammer is elliptical in shape, like an enormous, elongated saucer. The three decks are stacked with the bridge towards the rear of the hull, as if to overlook the rest of the ship. The bridge deck itself is detachable, allowing the command crew to stay in control until the last minute in an emergency.

A starjammer has amazing speed and maneuverability for a ship of its size. Its weaponry is lethal and accurate at a range of almost 3 miles, and it can out-run and out-gun almost every other vessel it meets. This is due to the ship's starjammer drive, for which the class is named. The drive draws in the concentrated heat energy from a sun or star and converts it into propulsive force. The ship is parked near a suitable fire body (size H or smaller up to 1 million miles away) and the helmsman activates the "energy siphon," a magical conduit that snakes into the sun's surface and draws out the solar fire like a straw. This enters the drive core through a large valve at the base of the 20' round sphere. The flame is intensified and concentrated, then converted into motive force. This process takes 1 hour to complete, but the power lasts for 3 years at a time. It can propel the ship at SR 8, but SR 9 can be reached with a 5% cumulative chance per round of Spelljammer Shock.

The ship's main weapons are the solar beams. Small enclosed windows in the shell of the drive core can be opened to shine sun-intensity light through long ducts filled with focusing lenses. The resulting light beam is aimed with a large ruby crystal, allowing a 90=B0 field of fire per beam emitter at a range of 10 hexes (1d2+1 hull points). This weapon can be fired once per round per emitter at THAC0 16.

Crew

A starjammer crew is highly structured and organized, as with most military ships. The chain of command is strong and enforced, and drills are often run to insure efficiency.

Due to the volatile nature of the starjammer drive, there is a great danger involved in using one. If a Spelljammer Shock critical hit is struck against the ship, the drive will shut down for 1d4 days, and there is a 25% chance that the core will go critical, exploding in 3 to 10 rounds, creating a fireball 3 hexes in diameter (1500 yards) doing 1d20 x 10 hull points damage (ships save for half). The crew of a starjammer is frequently drilled in evacuation procedures.

In the event of a critical failure, evacuating the ship and leaving it to be destroyed is not always the best option. Another more preferable option is called rapid evacuation. This requires the engineers to open the core's valve (in 1d2+1 rounds) and allow the superheated gases to escape in an uncontrolled manner. This causes the following critical hits: Ship Shaken, Loss of 10 Hull Points, Loss of 1d4 Beams, and a random critical hit. The plume of flame created is one hex wide at the base, 4 hexes long, and 3 hexes wide at the end. Any ship caught in the area of effect takes 15d6 hull points damage (save for half) and is set afire.

Ship Uses

Military: The starjammers were created for one primary purpose: to defend the United Free Worlds of Trispace from its enemies. It does this job well. There are few ships that would prove a match for a starjammer or even dare to challenge one.

Exploration: Because the inhabitants of the U.F.W. are a curious people, the starjammers are able to accommodate long voyages for exploration and colonization.

Other Configurations

Flow Travel: Because of the fiery nature of the starjammer helms, a ship powered thus could not normally enter the phlogiston. In order to do so, starjammers must make certain preparations. First, the reactor core must be purged by creating a reverse energy-syphon and releasing the fiery matter into space (this takes 1 hour). After 24 hours, the drive core is cool enough and the ship can enter the flow under the power of a series major helm. Two major helms are aligned so the magical energies can move the 200 ton mass. SR is the average of the two helmsmen and the maneuverability class is E.

It should be noted that the Arcane freaked out when they discovered this new magical engine. They now have a trade embargo on the sphere and are plotting some revenge. Some say that they gave the technology to a deadly enemy of the UFW....


Starjammer Drive

A starjammer has amazing speed and maneuverability for a ship of its size. Its weaponry is lethal and accurate at a range of almost 3 miles, and it can out-run and out-gun almost every other vessel it meets. This is due to the ship's starjammer drive, for which the class is named. The drive draws in and converts the concentrated heat energy from a sun or star into propulsive force.

The ship is parked near a suitable fire body (size H or smaller up to 1 million miles away) and the helmsman activates the "energy siphon," a magical conduit that snakes into the sun's surface and draws out the solar fire like a straw. This enters the drive core through a large valve at the base of the 20' round sphere. The flame is intensified and concentrated, then converted into motive force. This process takes 1 hour to complete, but the power lasts for 3 years at a time. It can propel the ship at SR 8, but SR 9 can be reached with a 5% cumulative chance per round of Spelljammer Shock.

The ship's main weapons are the solar beams. Small enclosed windows in the shell of the drive core can be opened to shine sun-intensity light through long ducts filled with focusing lenses. The resulting light beam is aimed with a large ruby crystal, allowing a 90=B0 field of fire per beam emitter at a range of 10 hexes (1d2+1 hull points). This weapon can be fired once per round per emitter at THAC0 16.

Due to the volatile nature of the starjammer drive, there is a great danger involved in using one. If a Spelljammer Shock critical hit is struck against the ship, the drive will shut down for 1d4 days, and there is a 25% chance that the core will go critical, exploding in 3 to 10 rounds, creating a fireball 3 hexes in diameter (1500 yards) doing 1d20 x 10 hull points damage (ships save for half). The crew of a starjammer is frequently drilled in evacuation procedures.

In the event of a critical failure, evacuating the ship and leaving it to be destroyed is not always the best option. Another more preferable option is called rapid evacuation. This requires the engineers to open the core's valve (in 1d2+1 rounds) and allow the superheated gases to escape in an uncontrolled manner. This causes the following critical hits: Ship Shaken, Loss of 10 Hull Points, Loss of 1d4 Beams, and a random critical hit. The plume of flame created is one hex wide at the base, 4 hexes long, and 3 hexes wide at the end. Any ship caught in the area of effect takes 15d6 hull points damage (save for half) and is set afire.

Flow Travel: Because of the fiery nature of the starjammer helms, a ship powered thus could not normally enter the phlogiston. In order to do so, starjammers must make certain preparations. First, the reactor core must be purged by creating a reverse energy-syphon and releasing the fiery matter into space (this takes 1 hour). After 24 hours, the drive core is cool enough and the ship can enter the flow under the power of a series major helm. Two major helms are aligned so the magical energies can move the 200 ton mass. SR is the average of the two helmsmen and the maneuverability class is E.