Bombard
Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the ship’s cargo. A winch mounted on the aft deck is used to load the cannon balls on board.
A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side).
Battlestations
Crow's Nest: You gain Advantage on Perception Checks. You can spot weaknesses in the enemy vessel or gain information on their weapons or stats.
Gundeck: Take command of the gun crew and they use your Proficiency Bonus and Ability Modifiers for reloading checks and you can make the Attack Roll.
Swivel guns: Use one of the Swivel guns to attack.
Power Generation
The Bombard generates 2 Power Dice on the start of its turn. It can hold up to 10 Power Dice.
Propulsion
Travelling
Overview of speeds, navigation and requirements for travel with a Spelljammer. Maximum Spell charge is 24 hours.
| Environment | Speed | Navigation | Power | Special |
|---|---|---|---|---|
| Combat | Ship fly speed | N/a | 1 spell slot per hour | Spellcaster needs to remain on the Throne or speed goes to 0 |
| Planet | Ship fly speed*25 | Survival | 1 spell slot per hour | Need a map and compass to navigate. When a Sextant is used the roll is with advantage |
| Wildspace | 100 million km per day | Arcana | 1 spell slot every 4 hours | The navigator needs to know the location or have it on their star map |
| Astral Sea | 100 million*INT MOD km per day | N/a | 1 spell slot every 4 hours | The navigator needs to know the location or have it on their astral map |
Weapons & Armament
Homebrew
FIREARM COMMON ARTILLERY
BLUDGEONING
SLOW
- Clean. Only needed after its been fired and it must be cleaned before firing it again. If you skip this step it can misfire. Roll a d6: On a one the cannon is destroyed, on a two or three it misfires wasting the turn and four, five or six it fire normally.
- Load. Use an Action to load and prepare to fire. You can load special ammunition that replaces the standard solid shot.
- Aim. Use an Action to aim the cannon and range the cannon. It can only fire in a 90 degree arc.
- Fire. 1d20 + (Firearms ) Proficiency Bonus + Dexterity Modifier to hit.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 10d6 | Bludgeoning / None | Slow | 2000ft/4000ft |
Four Swivel Guns (Two on front; Two on aft):
Homebrew
FIREARM COMMON ARTILLERY LOADING
BLUDGEONING
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 5d6 | Bludgeoning / None |
Grand Bombard:
Homebrew
FIREARM LEGENDARY ARTILLERY
BLUDGEONING
SLOW
A Giant cannons build into a Spelljammer ship by the Giff. It fires enormous cannonballs that can shatter a Spelljammer in a single shot.
Artillery. This weapon is designed to attack large vehicles or static objects. It cannot target creatures medium sized or smaller. It has Disadvantage on Attack Rolls against Large creatures. Actions. It takes 3 Actions to load and 1 Action to fire a cannon. It must be loaded and aimed before it is fired. Multiple creatures may use their Actions simultaneously but no more than 3 Actions in one turn.- Clean. Only needed after its been fired and it must be cleaned before firing it again. If you skip this step it can misfire. Roll a d6: On a one the cannon is destroyed, on a two or three it misfires wasting the turn and four, five or six it fire normally.
- Load. (2 Actions) Use an Action to load and prepare to fire. You can load special ammunition that replaces the standard solid shot.
- Aim. Use an Action to aim the cannon and range the cannon. It can only fire in a 90 degree arc.
- Fire. 1d20 + (Firearms ) Proficiency Bonus + Dexterity Modifier to hit.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 20d10 | Bludgeoning / None | Slow | 600/2400ft |
Armor and defense
300 hit points
Damage Threshold 20



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