(Original design by Camber based on specifications from Polyhedron Issue 151 p.38, and Lorebook of the Void p.37)
Propulsion: Major Spelljammer Helm. Size: colossal. Face: 50 feet by 150 feet (+5 feet for figurehead ram). Crew: skeleton crew12, full crew 69 (skilled/+4), full gunnery crew 30, space for up to 2 non-crew passengers (VIP, adventurers, family members, etc) when fully crewed.
Crew Positions:
- Captain (ranger, feats: Leadership, Spelljammer Helm Operation)
- 1st Mate (rogue)
- Quartermaster (rogue) (normally the Quartermaster is also the 1st Mate, but the positions have been split)
- Pilot/Navigator (ranger)
- Bosun (artificer), 2x Ship's Carpenter (expert)
- Ship Surgeon (cleric), 2x Medic (adept)
- Ship Organist (bard)
- Weathermage (druid)
- Master Gunner (barbarian-paladin)
- 6x Cannon Crew Chief (expert, feats: Cannon Specialist, Cannon Master)
- 4x Ballista Crew Chief (expert, feats: Ballista Specialist, Ballista Master)
- 20x Gunnery Crew (expert)
- 20x Marine (warrior)
- 2x Ship Cook (expert)
- 4x Cabin Boy/Girl (expert)
Current Adventurers:
- Archivist "Pluck" (acting Medic)
- Artificer "Sevv" (acting Bosun)
- Barbarian-Paladin "Ryan" (acting Master Gunner)
- Bard "Exelar" (acting Ship Organist)
- Cleric "Ulduin" (acting Ship Surgeon)
- Druid "Vix" (acting Weathermage)
- Ranger "Fang" (acting Pilot/Navigator)
- Rogue "Rock" (acting Quartermaster)
Hull material: brass reinforced wood (hardness 8), steel plating on forward and upper decks (hardness 10). Hull hp: 300.
Initiative: -8. Tactical Speed: 60 feet (poor maneuverability). AC 10 (-8 size, +8 natural).
Armaments:
- 4x great bombard (6d10, 20/x3, range 200 feet; typical firing crew 3-8, reload requires Strength DC 10 and Profession (siege engineer) DC 15 and 9 full-round actions (max 2 per round); 8000 gp, 2000 lbs).
- 2x light bombard (3d10, 20/x3, range 150 feet; typical firing crew 2-4, reload requires Strength DC 10 and Profession (siege engineer) DC 15 and 5 full-round actions (max 2 per round); 2000 gp, 500 lbs).
- 4x ballista (4d8, 19-20/x2, half damage to hulls, range 110 feet; typical firing crew 1-2, requires Strength DC 10 to operate, Profession (siege engineer) DC 10 aid another from crew can add +2 to operator's attack, requires 2 full-round actions to reload; 500 gp, 400 lbs).
- SA: starmetal bludgeoning ram (16d6 + 1d6 per 60 feet of movement in current round), starmetal has all the properties of adamantine, and costs 5000 gp more than a weapon of the same size (Complete Arcane p.141).
- SA: 4x boarding bridge (Dragon issue 331 p.88) on lower deck, lowered from port and starboard ship "gills" (measure 3 feet by 20 feet, open like doors to allow ship-to-ship assault).
Landing Capabilities: water. Cargo: 50 tons. Price: 75,000 gp + furnishings, equipment, armaments, and major spelljammer helm (50,000 gp, Polyhedron issue151 p.50)
Deck Sections:
- Forecastle Poop Deck. 1x light bombard (fore/port/starboard/aft firing arc. Stairs down. Floor: steel deck plating. Metal-plated deck railing 3 feet high.
- Sterncastle Poop Deck. 1x light bombard (fore/port/starboard/aft firing arc). Stairs down. Floor: steel deck plating. Metal-plated deck railing 3 feet high.
- Forecastle. 1x great bombard (fore/starboard/aft firing arc),1x great bombard (fore/port/aft firing arc); hatch up/down. Floor: steel deck plating. Firing apertures 2.5 feet high.
- Upper Deck. 1x ballista (fore/starboard/aft firing arc), 1x ballista (fore/port/aft firing arc. 2x hatch down, 2x cargo hatch, cargo crane, 2x companionway stairs down, with hatches. Floor: steel deck plating. Metal-plated deck railing 3 feet high.
- Sterncastle. 1x ballista (fore/starboard/aft firing arc), 1x ballista (fore/port/aft firing arc). Floor: steel deck plating. Firing apertures 2.5 feet high.
- Ram. Starmetal (overcomes DR as adamantine).
- Bridge. Major Helm (captain's chair), 6x officer chairs (navigator/ranger, weather conditions/druid, morale/bard, 3 others), desks/consoles, navigation equipment, pipe organ (sound piped throughout ship). Floor: carpet.
- Captain's Cabin. Queen bed, 2x bookshelf, 2x Chesterfield chair, circular table, strong chest, rug. Floor: carpet. Shared with 1st Mate.
- Officer Galley. Table, 6x chair, 3x cabinet, trophies on walls. Floor: carpet.
- Passageway. Hatch up/down.
- Officers'/Adventurers'/Passengers' Cabin 6x full bed, 6x strong chest. Gill panels can swing open.
- Officers' Cabin. 3x full bed, 3x strong chest. Gill panels can swing open.
- Midship Artillery: 1x great bombard (fore/starboard/aft firing arc),1x great bombard (fore/port/aft firing arc). Floor: steel deck plating. Firing apertures 2.5 feet high.
- Main Deck Hold. Cargo hatch, crane, cargo racks, 2x stairs up, hatch up/down. Floor: steel deck plating.
- Armory. 6x weapons rack, 2x barrel of gunpowder, 12x grenadier pack, 2x locked strong chest.
- Noncommissioned Officer Quarters. 8x hammock (double stacked), 4x foot locker beneath each bottom hammock. Sleeps 16 in 2 shifts. Primarily for crew chiefs, carpenters, cooks, and medics.
- Hospital. 4x steel beds, counters and storage, sink, medical supplies. Lavatory with comode, sink, and cabinet. Floor: tile.
- Surgeons' Cabin. 2x full bed, 2x strong chest, prayer altar, book shelf. Floor: tile.
- Artificer's Workshop. Furnace, anvil, sink, workbenches, secure chest, tool box. Fireproofed walls, ceiling, and flooring. Floor: tile.
- Kitchen. Stove/oven, sink, counters, cabinets, alchemical cold storage locker. Floor: tile.
- Crew Galley. 8x steel table, 16x bench, wash counter, pass-through serving counters (to kitchen).
- Crew's Quarters. 16x hammock (double stacked), 4x foot locker beneath each bottom hammock. Sleeps 32 in 2 shifts. Hatch up. Stowed on east wall: 2x 10' x 3' boarding bridge, hinges on one end fit into floor slots when gills open, 6' spike unfolds and locks in place on other end, can impale into deck of adjacent ship for boarding.
- Quartermaster Cabin. Queen bed, bookshelf, Chesterfield chair, strong chest, pack, case, mirror. Stowed on west wall: 2x 10' x 3' boarding bridge, hinges on one end fit into floor slots when gills open, 6' spike unfolds and locks into place on other end, can impale into deck of adjacent ship for boarding.
- Armory. 4x weapons rack, 3x grenadier pack, barrel of gunpowder, 4x locked strong chest.
- Lavatory. 2x commode, 2x sink, 2x mirror, brass washtub, privacy screens (half walls).
- Passageway. Stairs up/down.
- 2x Lavatory. Commode, sink, mirror.
- Lower Deck Hold. Cargo hatch, cargo racks, netting to secure cargo, hatch up/down.
- Adventurer Cabin. Queen bed, chaise, table, bookshelf, rug, wardrobe, mirror, secure chest.
- Adventurer Cabin. Queen bed, chaise, table, bookshelf, rug, wardrobe, mirror, secure chest.
- Storage. 2x secret panel access from adjacent cabins.
- Orlop Deck (lower hold). 2 hatches provide access up, 3 hatches provide access down (to ballast deck). Partitions are moveable, allowing hold to be reconfigured according to need. Current partitions include 3x cabin, 1x secure storage, 2x animal pen, and numerous open-faced storage bins. Cargo secured with netting as needed.
- a: Adventurer Cabin. Single bed, table, chair, secure chest, rug.
- b: Secure Storage.
- c-d: animal pens.
- e-m: open-faced storage bins, secured with netting.
- n: Adventurer Cabin. Full bed, end table, chair, secure chest, wardrobe, rug.
- o: Adventurer Cabin. Queen bed, chair, vanity table, vanity stool, secure chest, dire bear rug.