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

Spelljammer Helm: Hold Concentration on the Spelljammer Helm to enable the ship to move in combat. If Concentration is broken or the creature leaves the Gravity Bubble the ship stops moving and remains stationary until another creature who is Attuned to the Helm starts Concentrating.

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

Spelljammer Helm and spell slots
  The Bombard generates 2 Power Dice on the start of its turn. It can hold up to 10 Power Dice.

Propulsion

Spelljammer Helm or sails when in water.
 

Travelling

Overview of speeds, navigation and requirements for travel with a Spelljammer. Maximum Spell charge is 24 hours.


EnvironmentSpeedNavigationPowerSpecial
CombatShip fly speedN/a1 spell slot per hourSpellcaster needs to remain on the Throne or speed goes to 0
PlanetShip fly speed*25Survival1 spell slot per hourNeed a map and compass to navigate. When a Sextant is used the roll is with advantage
Wildspace100 million km per dayArcana1 spell slot every 4 hoursThe navigator needs to know the location or have it on their star map
Astral Sea100 million*INT MOD km per dayN/a1 spell slot every 4 hoursThe navigator needs to know the location or have it on their astral map

Weapons & Armament

Six 10 Pounder Long Guns (Three on starboard; Three on port):

Homebrew

10-Pounder Long Gun

FIREARM COMMON ARTILLERY BLUDGEONING SLOW

A brass smooth bore cannon that can fire 10 pound shells, canister shot or solid shot. Can be mounted on a ship, (wheeled) platform or vehicle weapon slot (medium).   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 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 per round.
  1. 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.
  2. Load. Use an Action to load and prepare to fire. You can load special ammunition that replaces the standard solid shot.
  3. Aim. Use an Action to aim the cannon and range the cannon. It can only fire in a 90 degree arc.
  4. Fire. 1d20 + (Firearms ) Proficiency Bonus + Dexterity Modifier to hit.
Type Damage Damage Type Mastery Range
Martial Ranged 10d6 Bludgeoning / None Slow 2000ft/4000ft
Cost: 1000 gp

Weight: 1300kg (2900lbs)

  Four Swivel Guns (Two on front; Two on aft):

Homebrew

Swivel Gun

FIREARM COMMON ARTILLERY LOADING BLUDGEONING

A cast iron small cannon made to be attached to the side of a ship on a swivel.   Fire Cannon: 1d20 + (Firearms) Proficiency Bonus + Dexterity Modifier
Type Damage Damage Range
Martial Ranged 5d6 Bludgeoning / None
Cost: 500gp

Weight: 50kg (100lbs)

  Grand Bombard:

Homebrew

Grand Bombard

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.
  1. 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.
  2. Load. (2 Actions) Use an Action to load and prepare to fire. You can load special ammunition that replaces the standard solid shot.
  3. Aim. Use an Action to aim the cannon and range the cannon. It can only fire in a 90 degree arc.
  4. Fire. 1d20 + (Firearms ) Proficiency Bonus + Dexterity Modifier to hit.
Type Damage Damage Type Mastery Range
Martial Ranged 20d10 Bludgeoning / None Slow 600/2400ft
Cost: 20,000gp

Weight: 50 tons

Armor and defense

AC 15
300 hit points
Damage Threshold 20
Price
50,000gp
Rarity
Very Rare
Width
30 ft
Length
140 ft
Complement / Crew
12 crew
Cargo & Passenger Capacity
150 tons
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