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HB Orbital Spelljamming speed

Written by DoStuffZ after idea of /u/mildbatteryacid

Introduction

Spelljamming, the magical ability to traverse the vast expanses of space, relies heavily on the skill and power of the helmsman. The speed at which a Spelljammer ship travels can be crucial in many scenarios, such as outrunning pursuing enemies or catching up to a target. This document provides a detailed overview of how the helmsman's abilities influence the speed of a Spelljammer ship.

Helmsman Ability Scores and Their Impact

The performance of a Spelljammer ship is directly tied to the primary ability score of the helmsman. Different classes use different ability scores to determine their effectiveness as helmsmen:
  • Arcane Casters (Wizards/Artificers) Intelligence
  • Innate Casters (Sorcerers/Bards/Warlocks) Charisma
  • Divine Casters (Clerics/Druids) Wisdom

Mechanics

The following table illustrates the correlation between the helmsman's ability score and the ship's speed:
ScoreSpeedOrbital (mph)Jamming (mph)
10352500070000
11402500080000
12403000085000
13453000095000
145035000100000
155035000110000
165540000115000
176040000120000
186045000130000
196545000135000
207050000145000

Speed Categories Explained

  • Speed (mph): This represents the general speed at which the ship can travel in a planet's atmosphere, comparable to overland movement.
  • Orbital Speed (mph): This denotes the speed at which the ship can travel while in orbit around a celestial body.
  • Jamming Speed (mph): This refers to the interstellar speed at which the ship can travel through space.

Contextual Comparison

To better understand these speeds, it is helpful to compare them to familiar modes of travel and historical ship speeds:
  • Pegasus: 60 feet (movement speed) translates to approximately 7 mph.
  • Griffon: 80 feet (movement speed) translates to approximately 9 mph.
  • Carpet of Flying: 30-80 feet (movement speed) translates to approximately 3-9 mph.
  • Medieval Tall Ships: Typically traveled at speeds of 3-6 knots (3.5-7 mph).
  • Viking Ships: Could reach speeds up to 8 knots (9 mph) in good wind conditions.
Move / Speed Minute mph 8 Hour day Effect 4 hour 5 hour 6 hour 7 hour
30 feet 300 feet 3 mph 27 miles 3 knots 14 miles 17 miles 20 miles 24 miles
60 feet 600 feet 7 mph 55 miles 6 knots 27 miles 34 miles 41 miles 48 miles
80 feet 800 feet 9 mph 73 miles 8 knots 36 miles 45 miles 55 miles 64 miles

Application in Gameplay

A helmsman's ability to enhance a Spelljammer's speed can have a substantial impact on gameplay. Here are some examples:
  • Escape When fleeing from a more powerful enemy, a high ability score modifier can provide the necessary speed boost to evade capture.
  • Pursuit Conversely, when chasing down an enemy or reaching a destination swiftly, a higher speed multiplier can make the difference between success and failure.
  • Strategic Positioning Speed can be critical in positioning the ship advantageously during combat or when navigating through hazardous areas.

Example Scenarios

  • Fleeing from Pirates: A wizard helmsman with an Intelligence score of 18 boosts the ship's speed to 60 mph in atmosphere, 45,000 mph in orbit, and 130,000 mph in space. This increase allows the party to escape a pursuing pirate vessel that moves at normal speed.
  • Catching a Trade Ship: A sorcerer helmsman with a Charisma score of 16 propels the ship at 55 mph in atmosphere, 40,000 mph in orbit, and 115,000 mph in space, enabling the party to catch up to a trade ship and board it for inspection or negotiation.
  • Navigating an Asteroid Field: A druid helmsman with a Wisdom score of 14 increases the ship's speed to 50 mph in atmosphere, 35,000 mph in orbit, and 100,000 mph in space, helping the party manoeuvre through an asteroid field more efficiently, avoiding collisions and reaching the other side more swiftly.

Conclusion

The helmsman's primary ability score is a critical factor in determining the speed of a Spelljammer ship. By understanding and leveraging these mechanics, players can enhance their strategic options, whether they are evading danger or pursuing opportunities in the vastness of space.
For reference:
  • The International Space Station (ISS) Orbital speed is about 17.500 mph (28.000 kmh)
  • Earth's Escape velocity is about 25.000 mph (40.000 kmh)

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