Ship Construction
    The players and DM can experiment with new spelljamming ship designs themselves, or they might handle ship design as campaign activity undertaken by the player characters. Either way, the basic factors of ship design are tonnage, cost, and time.
    Size of ship determines amount man-days of air it carries and how powerful of a spelljamming helm that will be need to move the ship, plus many other variables.

Shipbuilding Sequence
  1. Design ships deckplans
  2. From deckplans figure out internal volume of ship
  3. Ship volume determines size and bonus hit points (if any) and hualing weight
  4. Multiply ship tonnage by cost of material (material determines hardness)
  5. Cost of ram and material to build ship combined determines Hit Dice of ship
  6. Assign the amount of natural armor a ship has (this cost not increase HD)
  7. Tonnage determines man-days of air ship carries into space
  8. Determine Cargo tonnage by the amount of space dedicated to such
  9. Determine ship-mounted weaponry
  10. Customize as desired
Shipyards (building) and Repairs
    Building (or repairing) a ship in a major shipyard facility can be done at a rate of 500 gp worth of ship built per day, so that a ship valued at 26,000 gp will take 52 days to build. A minor shipyard can build/repair at a rate of 250 gp worth of ship per day. A work crew can built/repair at a rate of 125 gp per day.
    For repair of ships at someplace other then a shipyard facility the cost of determing just how much a crew can repair is determed by cost of ship divided by it hit points. Example: An angelfish ship cost 32,625 gp and divides this by 173 (the total hit points the ship has). This gives a value of 189 gp per hit point the ship has. A work crew repairs at a rate of 125 gp per day thus it would take three days to repair 2 hit points of damage. A work crew needs a minimum of one crew member per point of hardness of material the ship is made of so a ship made of wood would require a work crew of five. Also needed in the work crew is at least one member with the relevant Craft Skill (carpentry from wood, armor-smithing from metal, sculpting for stone, or sailmaking for rigging). The person with the Craft skill only need to make a skill check at DC 10. In wildspace repairs can be done for all portions of the ship except for the keel (the keels hit points are represented by it bonus hit points) which can only be done at a shipyard facility.


Vehicle Type: A vehicle is ship or other contraption that can be used for transportation of goods and people.
Features: A vehicle has the following features.
— Size: Vehicle's size is determined by its cubic feet (or cubic inches for really small vessels) of internal volume. A deck plan or vehicle schematics should be fully drawn out to best determine the ships cubic feet of volume.

Table: Determining Vehicle's Size
Vehicles Cubic Feet/Inches/Yards
Vehicles Size Air Capacity (SJ)
1 cubic inch to 10 cubic inches Fine
10 cubic inches to 84 cubic inches Diminutive
84 cubic inches to 675 cubic inches Tiny
675 cubic inches to 3.125 cubic feet Small
3.125 cubic feet to 25 cubic feet Medium 1 man-day  
25 cubic feet to 200 cubic feet Large 8 man-days
200 cubic feet to 1,600 cubic feet Huge 64 man-days
1,600 cubic feet to 13,500 cubic feet Gargantuan 512 man-days
13,500 cubic feet to 108,000 cubic feet Colossal 4,096 man-days
108,000 cubic feet to 864,000 cubic feet Awesome 32,768 man-days
864,000 cubic feet to 256,000 cubic yards Titanic 262,144 man-days

— 10-sided Hit Dice. Use the vehicles tonnage (measured at 2,700 cubic feet of internal space) and multiply that by cost of material ship is made of and then adds the cost of a ram (if applicable). Compare that cost to the table below to get the Hit Dice of the ship.

Table: Determining Vehicle Hit Dice
Cost of Vehicle   Hit Dice Cost of Vehicle   Hit Dice Cost of Vehicle   Hit Dice
50 gp   1d10 46,500 gp   31d10 183,000 gp   61d10
100 gp   2d10 49,600 gp   32d10 189,100 gp   62d10
300 gp   3d10 52,800 gp   33d10 195,300 gp   63d10
600 gp   4d10 56,100 gp   34d10 201,600 gp   64d10
1,000 gp   5d10 59,500 gp   35d10 208,000 gp   65d10
1,500 gp   6d10 63,000 gp   36d10 214,500 gp   66d10
2,100 gp   7d10 66,600 gp   37d10 221,100 gp   67d10
2,800 gp   8d10 70,300 gp   38d10 227,800 gp   68d10
3,600 gp   9d10 74,100 gp   39d10 234,600 gp   69d10
4,500 gp   10d10 78,000 gp   40d10 241,500 gp   70d10
5,500 gp   11d10 82,000 gp   41d10 248,500 gp   71d10
6,600 gp   12d10 86,100 gp   42d10 255,600 gp   72d10
7,800 gp   13d10 90,300 gp   43d10 262,800 gp   73d10
9,100 gp   14d10 94,600 gp   44d10 270,100 gp   74d10
10,500 gp   15d10 99,000 gp   45d10 277,500 gp   75d10
12,000 gp   16d10 103,500 gp   46d10 285,500 gp   76d10
13,600 gp   17d10 108,100 gp   47d10 292,600 gp   77d10
15,300 gp   18d10 112,800 gp   48d10 300,300 gp   78d10
17,100 gp   19d10 117,600 gp   49d10 308,100 gp   79d10
19,000 gp   20d10 122,500 gp   50d10 316,000 gp   80d10
21,000 gp   21d10 127,500 gp   51d10 324,000 gp   81d10
23,100 gp   22d10 132,600 gp   52d10 332,100 gp   82d10
25,300 gp   23d10 137,800 gp   53d10 340,300 gp   83d10
27,600 gp   24d10 143,100 gp   54d10 348,600 gp   84d10
30,000 gp   25d10 148,500 gp   55d10 357,000 gp   85d10
32,500 gp   26d10 154,000 gp   56d10 365,500 gp   86d10
35,100 gp   27d10 159,600 gp   57d10 374,100 gp   87d10
37,800 gp   28d10 165,300 gp   58d10 382,800 gp   88d10
40,600 gp   29d10 171,100 gp   59d10 391,600 gp   89d10
43,500 gp   30d10 177,000 gp   60d10 400,500 gp   90d10

— Speed and maneuverability of vehicle is dependent on its construction and method of propulsion. In case of spelljamming ships, its speed is derived from its helm, but its maneuverability is dependent on its design. All ships are considered initially Clumsy and then apply the following formula to determine the ships cost after upgrading its maneuverability (H + R + A) · M = total cost of vehicle. H = cost of Hull, R = cost of Ram, A = cost of Natural Armor, and M = desired Maneuverability Rating Modifier. Maneuverability rating modifier for a ship of poor maneuverability is 1.25, average modifier is 1.50, good modifier is 1.75, and perfect is 2.00.
— Ship's natural armor class is determined by its construction. Cost and the natural armor associated with with that cost is given in the table below.

Table: Determining Vehicle Natural Armor
Natural Armor    
Bonus   GP Cost
+1   500 gp
+2   2,000 gp
+3   4,500 gp
+4   8,000 gp
+5   12,500 gp
+6   18,000 gp
+7   24,500 gp
+8   32,000 gp
+9   40,500 gp
+10   50,000 gp
+11   60,500 gp
+12   72,000 gp
+13   84,500 gp
+14   98,000 gp
+15   112,500 gp
+16   128,000 gp
+17   144,500 gp
+18   162,000 gp
+19   180,500 gp
+20   200,000 gp
     
— Base attack bonus equal to it pilot/driver.
— Saving throws, use the base saving throw of the pilot/driver, and modify it by vehicle's appropriate characteristic.
— Skill points: None.
— Feats: None
Traits: A vehicle possesses the following traits (unless otherwise noted in a vehicle's entry).
— Vehicles have a Dexterity score of 1, unless DM determines it has superior 'responsive' to the driver/pilot ability to control it. In these special cases the vehicle in question can have a higher Dexterity score then 1.
— No Constitution score.
— Vehicles have no Intelligence, Wisdom or Charisma score unless it is a living.
— Vehicle has a Strength based on its size and its strength and size determines just how much tonnage of cargo & creatures it can carry without being weighed down and unable to move (in case of waterborne vehicles the ship simple then sinks). Also because its body is mass of unliving matter, a vehicle is hard to destroy. It gains bonus hit points based on size.

Table: Vehicle Strength and Tonnage Carrying Capacity
   
Hauling Weight
Bonus
Vehicle Size Strength Light Load Medium Load Heavy Load Hit Points
Fine 1 6 oz. or less 7-12 oz. 13-20 oz.
Diminutive 2 26 oz. or less 27-53 oz. 54 oz.-5 lb.
Tiny 4 6 lb. or less 7-13 lb. 14-20 lb.
Small 7 17 lb. or less 18-35 lb. 36-52 lb. 10
Medium 10 50 lb. or less 51-100 lb. 101-150 lb. 20
Large 18 300 lb. or less 301-600 lb. 601-900 lb. 30
Huge 26 1,840 lb. or less 1,841-3,680 lb. 3,681-5,520 lb. 40
Gargantuan 34 5.6 tons or less 5.7-11.2 tons 11.3-16.8 tons 60
Colossal 42 33.2 tons or less 33.3-66.5 tons 66.6-99.8 tons 80
Awesome 50 204.8 tons or less 204.9-409.6 tons 409.7-614.4 tons 120  
Titanic 58 1,228 tons or less 1,229-2,457 tons 2,458-3,686 tons 160  

— Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
— Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
— Cannot heal damage on their own, but often can be repaired by exposing them to a certain spells (see repair light damage for the Tome & Blood) or through the use of the Craft (shipwright) skill. Living vehicles will state within its description how much damage it heals in a day's time.
— Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
— Subject to Collateral Damage.
— Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
— Not at risk of death from massive damage. If a vehicle is reduced to 0 hull points, its internal structure is destroyed and it begins to fall apart. Roll a six-sided die, the number of large (atmosphere-retaining) pieces of the ship that are left.
— Since it was never alive, a vehicle cannot be raised or resurrected.
— Vehicle has no proficiency with any of its weapons. The vehicle's crew load and fire the vehicle's weapon, except the ship's ram (if any). To hit with a ram the vehicle's driver/pilot uses his BAB modified by vehicles size and his Intelligence modifier.
— A vehicle with a blunt or piercing ram cost 300 gp per vehicle tonnage. Because huge and large size vehicles are less then one vehicle ton, the cost of rams is simplified to 40 gp for huge ships and 5 gp for large ships. Ships smaller then Large can have a ram set in for free (cost at this point being so negligible as to not be worth accounting for). Blunt and piercing rams get full strength mod to damage (i.e., a whale ship would get +20 to damage for its 50 strength when determining a ram), but ships with claws and grapple get only half the strength mod for damage (i.e, a scorpion ship would only get a +4 strength mod for damage per claw).

Table: Ram Damage by Type and Size of Vehicle
 
Type of Ram and Damage by Size
Size of Ship Blunt Piercing Claws Grapple
Fine 1d3 1d2 1d2
Diminutive 1d4 1d3 1d2
Tiny 1d6 1d4 1d3 1d2
Small 1d8 1d6 1d3 1d3
Medium 1d10 1d8 1d4 1d4
Large 2d8 2d6 1d8 1d6
Huge 2d10 2d8 1d10 1d8
Gargantuan 4d8 4d6 2d8 2d6
Colossal 4d10 4d8 2d10 2d8
Awesome 8d8 8d6 4d8 4d6
Titanic 8d10 8d8 4d10 4d8

— Proficient with no armor.
— Vehicles do not eat, sleep, or breathe.
— Standard Material Cost of Vehicles is critical to determining a vehicle's Hit Dice. Below is a table of most common materials a vehicle is likely to be made of and it cost per 2,700 cubic feet of area the vehicle takes up.

Table: Cost of Standard Materials & Hardness
  Cost     Cost  
Material per Unit Hardness Material per Unit Hardness
Bone 800 gp 4 Glass 200 gp 1
Bronze/Bass 1,800 gp 9 Glassteel* 4,000 gp 10
Ceramic 600 gp 3 Leather 400 gp 2
Ceramic (alchemically treated) 1,200 gp 6 Mercane Composite 2,600 gp 13
Copper 1,800 gp 9 Metal 2,000 gp 10
Crystal* 2,800 gp 7 Metal-Nephelium* 4,000 gp 10
Earthen 1,000 gp 5 Stone 1,600 gp 8
Elven Living Ship 1,800 gp 6 Wood 1,000 gp 5
* ONLY for determining hit dice of a vehicle composed of these materials halve the Cost per Unit.

Explanation of Uncommon Material for Vehicle Construction
Alchemically treated Ceramic: Races such as the Neogi first developed the ceramic ships, but such ships soon where found to be easy prey to siege weapons and soon the Neogi found a way to strengthen their ceramic ship construction by means of alchemically treating the ceramic plates of the ships.
Elven Living Ship: Elves have mastered the art of creating living plant ships, preening and shaping these living ships can take elves many decades to create. Ship made form this material refresh the air envelope 1 man-day per spelljammer tonnage of ship, and ship restores lost hit points at a rate of 1 hit point per HD the ship has per day.
Glassteel: Glassteel is a magical created 'glass' by means of the glassteel spell. This glass is as hard as steel and does not rust. In many magocracy this is a coin of the realm and holds a value of about 2 silver pieces. Unlike nephelium glassteel cannot be forged as one would any steel, but must be poured into a mold or blown like glass, so production of armor becomes very difficult.
Mercane Composite: The method of creating this material is known only to the mercane and is a closely guarded secret. It is much more harder then steel. The material appears much like ivory, but when touched seems to feel more like bone then ivory.
Nephelium: Found only in the rarest of veins of areas saturated with magics, nephelium has all the attributes of iron (it is ferrous), except that it is transparent. It does not add to the quality of a weapon or suit of armor, but alloys made from nephelium are transparent. Thus, nephelium plate appears glasslike, as does a nephelium battleaxe. Purposely adding mineral impurities to nephelium can produce shades of sapphire, emerald, and ruby. Nephelium can be enchanted just like standard iron. Weapons and armor fashioned from nephelium cost 5 gp per pound, this cost is added to the cost of the weapon or armor fashioned from unique metal.


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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Mark's Vehicle Construction System Copyright 2003, Mark Doolan

Created by ©2003, Mark Doolan