Equipment

    In large spelljamming ports, shipwrights and shops that sell what any ship crew will need for their long voyages. In addition to what the ship needs crews often have personal needs that are not covered in the PHB.

Spelljamming Goods and Services

Table 7–1: Other Spelljamming Items
Item Cost Weight
Anchors/Tethers Per ton of ship 10 gp
Belaying Pin (wooden) 2 cp 2 lb.
Bells 12 sp 2 lb.
Boarding Plank 3 gp 250 lb.
Booms, Sail 1–40 gp
Buttons (by the gross) 1 sp
Canvas (per square yard) 4 sp 1 lb.
Crow's Nest 30 gp
Grappling Hook 8 sp 3 lb.
Ladder (per 10 feet of length) 5 cp 20 lb.
Life Boats    
    Large 10,000 gp 2,000 lb.
    Medium 5,000 gp 500 lb.
    Small 500 gp 200 lb.
Life Preserver 4 sp ??
Map case 1 gp ½ lb.
Mooring bits 2 gp
Netting (per tonnage of ship) 3 gp 50 lb.
Nonmagical Engines +/– 10,000-gp variable
Peg Leg    
    Child Novelty 1 cp ½ lb.
    Wood 1 sp 1 lb.
    Metal 1 gp 4 lb.
    Ivory 3 gp 2 lb.
    Brass/Copper 25 sp 4 lb.
    Silver 25 gp 4 lb.
    Gold 250 gp 4 lb.
    Platinum 1,250 gp 4 lb.
Rams (per ton of ship)    
    Blunt 100 gp
    Grappling 200 gp
    Piercing Ram 100 gp
Rigging (per ton of ship) 100 gp
Rope (Nautical) See description See below
Rope (Standard) See description See below
Rope (Silk) See description See below
Spyglass 1,000 gp 1 lb.
Sextant – standard 20 gp
            – collector's edition 50 gp
Sextant – spelljamming 100 gp
            – collector's edition 250 gp
Star Charts 100 – 600 gp
Turrets    
    Medium 500 gp
    Heavy 1,000 gp
    Light-Protected 500 gp
    Medium-Protected 1,000 gp
    Heavy-Protected 2,000 gp
Wheel, Ship's 200 gp
    mechanical parts (per ton) 50 gp

    Ships need more then a good keel and hull and weapons to ply space and listed here are some addtional goods that may be useful to the star voyager in his travels.
    Anchors/Tethers:Anchors are used to moor a ship to a larger body such as an asteroid or tie together tow ships. Anchors and tethers are also used at space docks to secure ships and keep them from drifting off in difficult situations. In general, a larger ship will generally require a larger anchor, but for very large ships, multiple tethers/anchors serve the purpose as well as a single large anchor. They are not necessary for ships that can only land on soil, or for those that can never land. (On those special spelljamming ships, anchors are usually attached anyway, but for aesthetics alone). In wildspace, dropping an anchor will not reduce the ship's MC, AC, or TM.
    Belaying Pin: These short rods of metal or wood are wedged into the railing of a ship to secure the lines from the booms and sails. These sails must be firmly anchored in place to properly catch the currents of wildspace and the phlogiston. Wooden belaying pins cost two copper pieces each, while metal ones cost 2 silver pieces each.
    Bells: Bells are used to summon the crew from meal breaks, shift changes, sleep period endings, or crew meetings. Ships typically have up to six bells. They are all controlled from the navigator's, captain's, or the helmsman's chamber. Below, a list of bells is given with the standard meaning:
    1 Bell: Shift change, Sleep period end.
    2 Bells: Meals are being served.
    3 Bells: Meeting on the main deck.
    Constant: Planet Ho! Sphere Ho! Intruder Alert!

    Boarding Planks: These removable wooden platforms are commonly used during boarding actions. Instead of swinging to the enemy ship using ropes and lines. These planks are laid across the ships' railing to form a makeshift bridge. The crew then boards the enemy craft on them to do battle.
    If the ships move too far apart, the boarding planks all back to the gravity well of the attacking ship. Boarding planks are 5 feet wide and 30 feet long, and can support 1,000 pounds each. Stronger ones are available, with special hooks and grapples (grappling bridges) but cost up to ten times more.
    Booms, Sail: Booms are long spars extending from the masts to secure the bottom of the sail. Without the bracing provided by this wooden spar, the sail would flap uselessly. Sail booms cost depends upon their size. Metal booms are also available, but may require an additional crewmember to man. They cost ten times as much as their wooden counterparts.
    Buttons: These are needed for sailor's clothing, especially, those made of sailcloth. When sails are worn, ripped, or otherwise rendered useless, crewmembers are generally allowed to cut the fabric into pant and shirt material. This material, too strong for normal sewing methods, is usually held together by snaps, rivets, or buttons.
    Canvas: Canvas is the main material used in the construction of sails. When its life as a sail (whether sea or space) is over, the canvas is often used as clothing. This worn and comfortable material is often a prized possession, sought after by crewmen and port tailors.
    The material is sized and riveted to the specifications of the wearer. Commonly, the ship's carpenter tailors the clothing when he has time. The carpenter tends to make 10 sp for each pair of pants, and 8 silver pieces per shirt. The cloth normally fits snugly, allowing the character to perform duties comfortably. (Some unpopular ship captains sell their worn sails to port tailors for 1 sp per square yard instead of giving them to their crew.)
    Crow's Nest: The crow's nest is a small basket built near the top of the mainmast. Here, a crew member can stand and look about for land (when traveling on water), crystal spheres, planets, and other ships. If someone is up in the crow's nest, it is harder to sneak up on a craft (a circumstance bonus of +2 to spot checks).
    A crow's nest can be placed on the bottom of the vessel as well. This, however, limits the crafts ability to land. (Landing on the ground would surely crush the nest, and anyone inside it!)
    Grappling Hook: Grappling hooks are very effective when used to grapple (or pull) two ships together. They are useful in boarding enemy ships or in rigging a tow. The following rules can be used for individual characters using grappling hooks.
    A grappling hook requires a move equivalent action to real in 10 feet of rope, which the grappling hook is attached to. A grappling hook has 20 feet range increment.
    If the attack roll is a 20 when trying to grapple a ship, the player rolls again and rolls a natural 20 a randomly determined crew member aboard the enemy craft suffers 1d6 points of damage, and the character must pull the grappling hook back and try again to grapple the ship (or wall or other object). Any other critical hit result is ignored.
    Ladder: Ladders are commonly used to board ships whether they are landing on water or land. Without ladders, it would take a great deal of time to scale the mainmast to enter the crow's nest.
    Life Boats: Lifeboats are hard-shelled vehicles designed for one purpose: to bring the occupants relatively safely to the surface of a planet or a rescue ship. The lifeboat falls toward the nearest gravity well (using a lifeboat close to a star can have nasty results). The lifeboat descends according to the rules listed for landing, but may only land. Once landed, it will never fly again.
    A lifeboat takes up as much tonnage as one-half the number of people it can carry. A large lifeboat occupies 10 tons of cargo space (including jettisons for launching). Collapsible versions shrink this requirement to 1 ton of storage, but collapsible lifeboats require 2d4 rounds of setup before they can be launched. Collapsible versions cost three times the listed price.
    Life Preserver: Life preservers are round floatation devices used to rescue a comrade who has fallen overboard. The basic cost of the item does not include a rope, which must be attached before the preserver can be used.
    In wildspace, the preserver is thrown out into the gravity plane of the ship, where it falls up and down across the gravity plane until it is caught by the crewmember that has fallen overboard or comes to rest on the plane. The rescued person can then be pulled toward the ship, where he can grab netting, a ladder, or some other support. Some ships, especially those that see heavy battle; have been seen with several dozen life preservers.
    Map Case: Map cases are cylinders of bone, ivory, or leather that can hold up to two rolled maps or similar papers. Once sealed inside, the papers are immune to water damage and take no damage from special attacks as long as the map case survives.
    Mooring Bits: Mooring bits are very similar to belaying pins in function. Mooring bits, however, are used to secure a ship to a dock. A ship needs one mooring bit for every 25 tons (or portion thereof) of displacement. For example, the Hammership, a 60-ton ship, requires three mooring bits. Without the required number of mooring bits, the ship cannot be securely fastened to the dock. For example, in a storm, the ship will take 0-2 hit points for every 10 minutes per mooring bit missing.
    Netting: Ships with large, open decks are often covered with thick, twisted ropes bound into a net. These nets serve to protect the crew partially from catapult fire and boarding from other ships. Attacks coming from above must destroy the nets first before hitting crewmembers. Each section of netting is 5 feet square and 50 hit points to destroy. Netting reduces damage from catapults by providing damage reduction 5/ —. Typically a heavy catapult will destroy a 5 feet square section of netting (other catapult type may require more then one volley to destroy the netting, but most volleys will at least make a hole in netting to allow a man-sized creature to pass thru netting). Against small arrow fire the netting provides at best one-quarter concealment bonus (10% chance to miss).
    In boarding actions, boarders must cut through the netting before they can attack the enemy crew. Netting can be cut the same as grappling lines; it takes 10 hit points minimum to create hole in the net for a medium sized creature to walk thru. Defenders under the netting can attack boarders above the netting if the defenders are armed with piercing weapons. The netting is composed of 120–150 feet of standard rope ¾ inch thick.
    Peg Leg: Now more novelty items than anything else, peg legs were originally designed to replace a leg lost to accident or misadventure. Different sizes are available, but they all generally cost the same, depending upon the manufacturing material used. Only characters too poor or weak to bargain for a clerical regeneration spell resort to these devices.
    Rigging: Each ship has a maneuverability rating determined by the shape of the ship's hull and such standard features as sails, balloons, oars, outriggers, and other physical accoutrements that can help shape the helmsman's spelljamming abilities. A ship owner can add to these existing features to improve his ship's dexterity and handling. Ships that have more then the standard amount of rigging (at twice the cost) are referred to being “topped out”, and those familiar with the hull of such a ship will know it much more maneuverable. Rigging is many things, but it never subtle.
    Rope, Nautical (Hawser): Rope serves two general purposes on a ship. The hawser is a rope of great size and strength used for mooring and tethering. Hawsers are very rough and can cause bleeding and blistering of the palms even after a few short minutes of use. Twice pentad-braided for the greatest possible raw strength, almost nothing will break them. This rope has 5 hit points per inch of diameter. Hawsers can be purchased in lengths up to 1,000 feet. The raw weight of the rope is given in parenthesis.

  Diameter 50 feet length 100 feet length
Thin 2 inches 8 gp (140 lbs.) 15 gp (280 lbs.)
Average 3 inches 15 gp (320 lbs.) 30 gp (640 lbs.)
Thick 4 inches 30 gp (570 lbs.) 60 gp (1,140 lbs.)

    Rope, Standard: The standard hemp rope is also available. Constructed from high –quality, tightly wound hemp, these are shaved to be less irritating to the unprotected hand. Made of a blend of fibers, standard ropes are triple-braided for extra strength. Standard hemp rope cost 1 gp per 50' of length.

  Diameter 50 feet length 100 feet length
Extra Thin ¼ inch 2 sp (2 lbs.) 4 sp (4 lbs.)
Thin ½ inch 5 sp (10 lbs.) 1 gp (20 lbs.)
Average ¾ inch 1 gp (20 lbs.) 2 gp (40 lbs.)
Thick 1 inch 2 gp (35 lbs.) 4 gp (70 lbs.)

    Rope, Silk: For lightweight strength and a smooth non-tearing surface, silk ropes are the superior rope to own. Perfect for ship sails, these silken lines do not cause blistering of palms, and their graceful construction keeps them from twisting into knots, or tearing the delicate sails. However, silk is rare, ten times the cost of hemp, if it is available.

  Diameter 50 feet length 100 feet length
Extra Thin ⅛ inch 3 gp (2 lbs.) 6 gp (4 lbs.)
Thin ¼ inch 5 gp (4 lbs.) 10 gp (8 lbs.)
Average ½ inch 10 gp (8 lbs.) 20 gp (16 lbs.)
Thick ¾ inch 20 gp (16 lbs.) 40 gp (32 lbs.)

    Sextant: Normal sextants are simple brass navigational instruments that are used to measure the altitudes of familiar celestial bodies in order to find the location of a ship on a planet. (Usually a stationary object, like the brightest and most northern star, is used). Nautical sextants are useless on a spelljamming ship.
    Sextants are usually made of brass or copper. The standard brass sextant sells for 20 gp, and it well withstands the effects of saltwater and normal tarnishing. The special collector's edition copper sextant sells for 50 gp (The copper costs much more because it is sold pre-tarnished to give it that old, worn look).
    Sextant, Spelljamming: The spelljamming sextant is a specialized navigational instrument that is used to measure the altitudes, and relative distance between three special, bright, and stationary celestial bodies. This sextant can determine the location of a spelljamming craft within a crystal sphere when a character uses it with the proficiency Celestial Navigation.
    This item can be used on a seafaring ships, but somewhat less efficiently than a nautical sextant. The spelljamming sextant sells for 100 gp for the brass model, and 250 gp for the copper tourist collector's version. (Like the standard sextant, this copper version is sold pre-tarnished to give it an old worn, antique look).
    Spyglass: The spyglass consists of a tow-part brass outer sheathing that protects two precisely ground lenses. The outer sheathing comes in tow parts, one fitting snugly into the other. By slipping the inner sheath in and out, objects far away can be seen as though closer, and objects near can be see as though very close. The outer mechanism is difficult to construct, and the special lenses inside are extremely expensive and time-consuming to produce.
    Star Charts: The star charts of a system vary in price according to how well that system is known and visited. Star charts indicate that location and relative position of the various planets in the system, but do not indicate current position. They are not magical but are very useful for determining things like hostile forces, mean temperature, and spaceborne powers operate in the region.
    Wheel, Ship's: The ship's wheel controls the angle of the rudder and helps direct the ship. While this is important for a seagoing vessel, it is not necessarily as important in wildspace, unless the ship has a magical rudder. A non-magical ruder cost 200 gp, but the mechanisms that run from the wheel to the rudder, on the other hand cost 50 gp per ton to buy, mend, or replace.


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Original Source: Concordance of Arcane Space, War Captain's Companion Boxed Set and SRD Equipment 1