Spacejammer Ship Construction System

By Lindharin
(Lindharin@Telluri.com)

Version 0.93

11/04/00

 

This system is based on the Ship Construction System by Leroy Van Camp III,
which can be found at Tarkas Brain Lab IV, in the Arcane Space Division.

 

Table of Contents

Introduction

Choose a Shipwright

Choose Form and Tonnage

Design Decks and Enclosures

Design the Frame

Design the Hull

Add Plating

Choose Rigging Type

Install a Helm and Sails

Calculate Ship Statistics

Landing Capabilities

Add a Ram

Weapons

Calculate Crew Requirements

Design Internal Space Usage

Masterwork Designs

Final Cost and Time to Completion

Appendix A - Helms

Appendix B - Optional Equipment

Appendix C - Advanced Options

Notes and Bibliography

Introduction

This document is a modified version of Leroy Van Camp's "Ship Construction System" for the Spelljammer game setting, and would not exist if it were not for his work and great ideas.  Thank you Leroy!  You can access his original 2e ship construction rules from his web site, the Tarkas Brain Lab IV.

This is the fourth document in a series of conversion notes and house rules.  It makes references to concepts introduced in the other documents, so I recommend you read them in order.  The entire series is available at my web site.

In addition to containing a number of conceptual changes and new house rules, it is also a conversion of that modified content to the new 3e D&D game.  While I considered splitting these into two separate documents, one for changes to the system in 2e and another to convert to 3e, I ultimately decided that was going to be too much work.  For those who intend to use Spelljammer with its original 2nd edition AD&D rules, there may still be some conceptual ideas and house rules in this document that you may find interesting, but some of them will need to be backwards-converted to 2e.

Definition of Game Mechanic Terms

Term

Abbrev.

Definition

Spacejam, Spacejammer, Spacejamming

SJ

These terms refer to travel through space, and have no implication for the nature of propulsion being used.  More specific terms do have specific connotations, where lifejammer vessels make use of lifejamming helms, spelljammer vessels make use of spelljamming helms, etc.

Normal Scale

NS

This is a term to differentiate between Ship Scale and Normal Scale combat.  Normal Scale combat uses hit points, armor class, melee weapons, 6 second rounds, and the normal 3e rules.

Ship Scale

SS

This is a term used to differentiate between Normal Scale and Ship Scale combat.  Ship Scale combat uses Structure Points, Hardness Ratings, Evasion Ratings, heavy weapons, one minute turns, and my other modified rules for ship-to-ship combat.

Round

--

A round is a standard 3e six second round.

Turn

--

A turn is one minute, or 10 rounds in 3e.

Hex

--

A hex is 500 yards, the same as a 2e SJ hex.

Tactical SJ Speed

--

A vessel moving at tactical speeds will cover one or more hexes per turn, based on its Speed Rating.

Full SJ Speed

--

A vessel moving at full SJ speed is moving at approximately 100 million miles per day in a straight line.

Speed Rating

SR

A ship's Speed Rating is the number of hexes it can travel per turn (10 rounds).

Maneuver Rating

MR

A ship's Maneuver Rating represents how quickly, easily and accurately a vessel can turn.

Evasion Rating

ER

This is the ship scale version of armor class.  It represents size, design and maneuverability.  Unlike AC, it does not represent armor or materials used in the vessels construction.

Hardness Rating

HR

This is my implementation of the 3e Hardness concept in the ship scale system.

Structure Points

SP

This is my equivalent of Hull Points.  I changed it to Structure Points both because it is a more accurate term, and the abbreviation won't be confused with Hit Points.

Spacejammer Tonnage

Ton

An SJ Ton is a measure of size and volume, not mass or weight.  An SJ ton is 100 cubic yards, or 2,700 cubic feet.

To illustrate how the system works, we will build a ship as an example…

A successful band of mercenaries and privateers have recently come into a lot of money and three major helms, and so wish to purchase some ships that can make better use the more powerful  helms.  They look at the standard designs, but decide to have three custom built ships, better designed for warfare.  They decide to call the ship class the Tiger Shark, since they will base it on the Hammerhead.

Choose a Shipwright

The ship construction process comes under the general guidelines of the Craft [SJ Shipwright] skill.  Finding the right shipwright may be the single most important element of building your dream ship.  His skill rank will have an impact on how long it will take to design and build the ship, and the quality of the result.  His skill will be the primary factor in determining whether a new class of ship has any special benefits or hidden flaws.

Choose Form and Tonnage

The form of a spacejamming vessel is its overall shape and design, and plays a significant role in how maneuverable the ship is.  A ship designed by a space-faring shipwright is shaped to best work with the way a helm functions, so the ship moves with the helmsman, rather than fighting him.  Ships not designed to take advantage of the freedom and three dimensional aspects of space are less maneuverable.

There are three broad categories of ship form: space, terrestrial, and poor.  There is no cost difference between then, nor does it take longer to build; what determines the difference is who designed the ship.  Space-faring shipwrights create space ships, while groundling shipwrights without knowledge of the workings of spacejamming create terrestrial ships.  Poor designs are the results of people without any real engineering skills designing and building ships.  They are also common amongst gnome ships, who think they know what they are doing.

At this point also determine the tonnage of the ship.  The larger the ship, the larger the cost, but it will also be more powerful and durable, carry more crew or travel longer distances.  The following chart shows a typical breakdown of the available size categories.  These terms vary from Sphere to Sphere and race to race, but present a general guideline for what ships of various sizes will typically be used for.

Tonnage

Size Mod

MR

Typical Terms and Purposes

1-3

-2

A

Boat (derogatory term if unarmed) or Fighter (if armed)

4-8

-3

A

Boat (derogatory term if unarmed) or Fighter (if armed)

9-10

-3

B

Galley, Cog or Sloop

11-20

-4

B

Galley, Cog or Sloop

21-30

-5

C

Schooner

31-40

-6

C

Frigate, or Skipjack if a trading ship

41-50

-7

D

Corvette or Karkentine

51-60

-8

D

Ship of the Line, Clipper (if primarily cargo) or Man-o-War (if primarily warship)

61-100

-9

E

Ship of the Line, Clipper (if primarily cargo) or Man-o-War (if primarily warship)

101+

-10

F

Dreadnought

The ship will be designed and built by space-faring shipwrights, and so will be a space design.  After some consultation, they decide on a tonnage of 60, since this is a Ship of the Line but allows them to maintain a slightly better Maneuver Rating.

Design Decks and Enclosures

Most ships in space have an open top deck, much like any groundling sailing vessel.  This makes the mounting of weapons and rigging much easier and more space efficient.  Some ships instead are designed to have their ship partially or fully enclosed, reducing their deck space but increasing the ship's level of protection.  This improves the ship's Evasion Rating, but reduces the amount of weapons and rigging a ship can mount without complication.  Enclosure of any kind is fairly uncommon, most often seen on ships designed either for warfare or vessels that try to avoid warfare, depending on other ships for protection, such as large cargo ships and passenger liners.

It is also possible to have more deck space.  This is simply a function of widening the deck while making the ship more shallow, or adding decks to other parts of the ship, such as the underside.  The benefit of this is that it increases the amount of weapons that can be added externally.  The drawback is that it decreases the Evasion Rating, as flat surfaces are much worse at deflecting shots, and a bigger deck makes it an easier target.  Expanded decks and enclosure are mutually exclusive.

Using the following formula and chart, the approximate square footage of deck space can be calculated.  Do not treat these as hard-and-fast numbers, but as ballpark figures.

Square Feet = Tonnage x 190 x Deck Space Mod

Design

Deck Space Mod

Full Enclosure

0.2

Partial Enclosure

0.6

Standard

1

Partial Expansion

1.4

Full Expansion

2

The Tiger Shark will not have more than standard rigging, so they opt for partial enclosure.  It provides a bonus to ER, but it also  reduces the deck space and the number of weapons they can mount externally.  This costs nothing.

Design the Frame

The frame is the internal structure of the ship, the skeleton upon which all other components are built.  It is the only part of this system a ship must have to be considered a ship.  It is also the most important, since it determines how big the ship is, and thus how many people and weapons it can carry, and is the primary component in determining how much damage it can take.

The first factor in frame design is the material; better, stronger materials make a ship more durable but cost more, as shown below.

Material

Cost Per Ton

Bone

150 gp

Wood

400 gp

Stone

1,250 gp

Metal

2,000 gp

Ceramics

3,000 gp

The second factor in frame design is how much of the material goes into the frame: the more materials you use the stronger the frame becomes, at the expenditure of gold and space.  The more space used to build the frame, the less space you have in the ship to house people or cargo. 

There are five types of frames: light, standard, heavy, extra heavy and super heavy.  Each frame type is generally found on ships serving a particular purpose.  The type of frame used will affect the cost, figured as a multiplier to the base cost from material type, as shown here:

Frame

Cost

Light

x 0.5

Standard

x 1

Heavy

x 1.5

Extra Heavy

x 2

Super Heavy

x 4

A light frame is found mostly on ships designed to carry large amounts of cargo or on shuttles and small pleasure craft.  The frame is basically just enough structure to mount a hull upon and support cargo.  The lack of material saves both money and space, but reduces the durability of the ship. 

A standard frame is the most common type, used for most ships excepting those expecting to see a large amount of combat.  This includes most traders and groundling ships.

Heavy frames are used on ships designed to be combat capable, but whose primary use is not always combat.  They are often used as trading ships in rough territories, or as secondary trade ships providing protection to a caravan.  Heavy framed ships are also the most popular with adventurers and freebooters.  Some examples of heavy framed ships are the Hammership and Squidship; both can hold their own in a fight, but they also are multi-functional enough to see non-combat use.

Extra heavy frames are almost always found on ships whose primary purpose is warfare.  Their reduced space and high cost make them impractical for most other purposes.

Super heavy frames are found mostly on ships made from hollowed out objects, such as the asteroid-carved Citadels of the dwarves.  Super heavy frames have very thick walls, varying from two to five feet.  For walls beyond this thickness, such as asteroids that have only a small percentage of their interior hollowed out, see the option for Asteroid Ships in the Advanced Options section.  Note that the cost for the super heavy frame assumes that the materials are being assembled like any other ship.  For hollowed out objects the price may drop or rise, depending on the extent of work that needs done.

Looking over the materials available, they find that metal is far too expensive, and stone is expensive and impractical, so they stick with the standard of wood.  An extra heavy frame seems a natural, but since they tend to carry a large number of mercenaries and supplies, they decide to go with heavy, so they don't have to give up space.  At 400 per ton for wood, the 60 ton frame will cost 24,000 gold.  Modified by the x1.5 multiplier for a heavy frame, the total cost is 36,000.

Design the Hull

If the frame is the skeleton of the ship, the hull can be considered the skin.  It provides protection to the crew and cargo of the ship, both from attacks and the elements.  The only decision in hull design is type of material used.  The cost for the hull, per ton of the ship, is shown below.  Unlike the frame, there is only one standard thickness for hulls.  Using more materials is considered plating and further increases the ship's structure points. 

Note:  A ship is not required to have a hull, which will reduce the cost and construction time, but reduces durability as well as allowing attackers to target specific internal sections of the ship.  It also prevents the ship from being able to land in water.

Hull Material

Cost per Ton

Bone

85 gp

Wood

150 gp

Stone

750 gp

Metal

1,000 gp

Ceramics

1,500 gp

Again, the mercenary company would like metal, but the cost is prohibitive for the full hull.  They decide to go with wood, and will look at metal plating next.  The cost is 9,000 gold.

Add Plating

It is uncommon to find merchant vessels or cargo ships with additional plating.  Ships that expect to see combat but are generally designed to be useful in other situations, such the Hammership and Squidship, add additional wood plating.  Metal plating is typically reserved for ships either designed completely for combat, or as an upgrade for other ships.

Note:  Plating can not be added to a vessel without a hull.

Material

Cost per Ton

Wood

100 gp

Stone

300 gp

Metal

400 gp

Ceramics

600 gp

Conversion Note:  Ships in 2nd edition SJ that have a saving throw of Thin Wood are represented by vessels having a Wood Hull and no plating.  2e ships that save as Thick Wood are represented by having a Wood hull and Wood Plating.

Although it is expensive, the mercenaries decide that metal plating is worth the price.  This will cost them 24,000 gold.

Choose Rigging Type

Nearly all ships rely on Wild Sails to help maneuver the ship.  Although some ships attach the Wild Sails to rudders and fins rather than traditional masts and rigging, these steering aids are still referred to as rigging.  There are five categories of rigging: none, minimal, standard, topped-out, and terrestrial.

No rigging is just what it sounds like, a ship that does not use any sort of additional steering device beyond the helm.  Almost no ship is designed this way intentionally, since it makes the ship extremely sluggish while maneuvering.  Those few that are tend to be small, to offset the penalties, or extremely large, since rigging after a certain size tends to do no good.  On the other hand, any ship can end up without rigging if it is destroyed or the crew is dead.

Minimal rigging includes enough steering devices to put some of the maneuvering work into the hands of the riggers, but provides no propulsion.  It is most common on ships that expect to always have another source of power (spell casters and a spelljamming helm, slaves and a lifejamming helm, serial helms, etc), and are not designed for combat.

Standard rigging is found on the majority of ships in Arcane Space, representing what most consider the optimal ratio of redundancy, speed, maneuverability, and crew requirements.  It provides an SR 1, but no extra maneuverability beyond that of Minimal rigging.  Using the sails for movement requires at least a Sailjamming Helm, but it can work with (and stack with) any other form of helm that provides its own propulsion.

Topped-out rigging adds additional steering devices, and provides more speed (SR 2), but also increases the manpower to use the Wild Sails properly.  The additional rigging allows the crew to use more specific steering devices for certain situations, which increases the Maneuver Rating of the ship.  There are two drawbacks to topped-out rigging.  First, it requires 50% more crew to operate.  Second, if all of these men aren't available during tactical movement, the ship drops to minimal class rather than standard.  This is due to the fact that the rigging has been thoroughly optimized, and a lack of a few men throws the system far off.

Terrestrial rigging is the result when Wild Sails are used on any ship of terrestrial origins (i.e. galleons, cogs).  This will include most ships with the terrestrial design form, but there are exceptions (e.g.  a ship built by a space-faring shipwright, but has a terrestrial form due to an oddly shaped forecastle would not need terrestrial rigging).  The crew requirements and cost of Terrestrial rigging are equivalent to Topped-Out rigging, but it only counts as Standard rigging for purposes of speed, maneuverability and resolving shear attacks.

Ships of 101+ tons gain reduced benefit from rigging.  Minimal counts as None, Standard counts as Minimal, and Topped-Out counts as Standard.  A ship of 201+ tons gains no benefit from Minimal or Standard rigging, but can get minor benefits from Topped-Out rigging.  It counts as None for maneuverability, and cannot power the ship to full spacejamming speeds, but it can provide a tactical SR 1 (which does not stack with any SR from propulsion helms).

A ship that has either full or partial enclosure may need some of the rigging to be installed internally.  Ships with partial enclosure and topped-out rigging, or full enclosure and any rigging, require internal mechanisms that take up a percentage of the ship’s tonnage based on the type of rigging (5% for minimal, 10% for standard,  and 15% for topped-out).  Terrestrial rigging cannot be mounted internally.  Note that this internal space usage represents the spatial requirements for crew and the portion of the steering device they directly handle.  The fins, rudders and sails still stick out of the ship and can be attacked.  On the other hand, the crew cannot be directly attacked, although they can be damaged by attacks to the area they occupy.

The cost of rigging depends on the size of the ship, as shown below.  Note that the listed cost is per five tons, rounded up.  This cost does NOT include the cost of the Wild Sails themselves (see "Install a Helm and Sails" below).  This is just the cost of installing the masts, steering devices, pulleys, etc.

Rigging

Cost per 5 Tons

None

no cost

Minimal

50 gp

Standard

100 gp

Topped Out

200 gp

Terrestrial

200 gp

The mercenaries have no desire to pack around extra riggers for topped out rigging.  However, they may not always have round-the-clock access to spell casters, so they want the Wild Sails to provide some propulsion, and so go with standard rigging.  This costs 1,200 gold.

Install a Helm and Sails

Every vessel needs some form of helm to control the ship, and most ships have Wild Sails for steering and/or additional propulsion.  If the ship has at least Standard or Topped-Off rigging, the rigging can provide propulsion but the ship still needs at least a Sailjamming Helm.  If the ship has minimal or no rigging, the ship must have a helm that can provide propulsion, typically a minor or major Spelljamming Helm.  Full details about Helms are included at the end of this document in Appendix A.

Typical costs for Wild Sails depends on the size of the ship and the type of rigging, as shown here:

Rigging

Cost per 5 Tons

SR

None

no cost

0

Minimal

250 gp

0

Standard

750 gp

1

Topped Out

2,000 gp

2

Terrestrial

2,000 gp

1

The list below includes the "standard cost" for helms in an active space-faring port like the Rock of Bral or Refuge. Note that in other places the price quickly becomes what the market will bear and thus can drop or rise considerably.

Helm

Cost

Max Tonnage

SR*

Sailjamming

2,000

None

None

Spelljamming, Minor

10,000 + 2,000 per ton capacity

Varies, 18-40

1 per 5 levels (round up)

Spelljamming, Minor (Arcane)

100,000

50

1 per 5 levels (round up)

Spelljamming, Major

20,000 + 3,000 per ton capacity

Varies, 42-60

1 per 3 levels (round up)

Spelljamming, Major (Arcane)

250,000

100

1 per 3 levels (round up)

Furnace, Minor

10,000 or 30,000

20

special

Furnace, Major

100,000

100

2

Lifejamming

50,000 plus 20,000 per extra

???

varies

Serial

50,000 plus 25,000 per extra

Varies, 5-50

1 per helm in the series

*  If the ship has Standard or Topped-Out rigging, the SR can be increased by 1 or 2.

They have Standard rigging, so the Wild Sails cost 45,000.  The Tiger Shark is intended to be used in combat, so relying solely on Wild Sails is not a good option.  Fortunately, they already have three major helms, so they do not need to buy any.  Otherwise, they would go for a spelljamming helm, and it has to be a major helm to meet the tonnage requirements, so a helm rated at 60 tons would cost 200,000 gold. 

Calculate Ship Statistics

In 3e, objects have hit points and a hardness.  This system is relatively easy to tweak for use with ships and ship-to-ship combat, but it results in a lot of hit points, a fair amount of math during play, and slows the game down a little.  For that reason, I've combined the systems for 2e and 3e.  The durability of a ship is represented by Structure Points, but the vessel still receives a Hardness Rating that is subtracted from damage.  The HR is not determined in the exact same way as normal object hardness, because on a ship scale, multiple layers and increased thickness should improve the HR.  Ship scale weapons impact with great force, but spread it over a relatively large area, and layered hull and plating materials can spread the impact even better and reduce the damage further.

Hardness Rating

To calculate the HR, cross-reference the hull material (on the left side) with the plating material (across the top) in the chart below:

Hull Material

Plating Material

None

Wood

Ceramic

Stone

Metal

Bone

0

1

1

1

2

Wood

1

1

1

2

2

Ceramics

1

1

2

2

3

Stone

1

2

2

3

3

Metal

2

2

3

3

3

Structure Points

To calculate the Structure Points of the ship, use this formula and two charts below.  Round the final value up.

Structure Points

=

0.5 x Frame MF x Frame SF x Tonnage

+

0.3 x Hull MF x Tonnage   (if there is a hull)

+

0.2 x Plating MF x Tonnage   (if there is plating)

Material Factors

 

Strength Factors

 

 

Material

MF

 

 

Frame

SF

 

 

Bone

0.5

 

 

Light

0.75

 

 

Wood

1

 

 

Standard

1

 

 

Ceramics

1

 

 

Heavy

1.25

 

 

Stone

1.5

 

 

Extra Heavy

1.5

 

 

Metal

2

 

 

Super Heavy

2

 

The ship is 60 tons, the frame is wood, giving a Frame MF of 1, and is heavy, giving a Frame SF of 1.25.  Plugging these into the first formula would be 0.5 x 1 x 1.25 x 60, which is 37.5.  The Tiger Shark has a wood hull, giving it a Hull MF of 1, so plugging this into the second formula would be 0.3 x 1 x 60, which is 18.  The metal plating has a Plating MF of 2, so plugging this into the third formula would be 2 x 0.2 x 60, which is 24.  Adding the three together is 79.5 hull points, which is rounded to 80.

Maneuver Rating

Now that the various factors involved with maneuvering a ship have been decided, we can calculate its Maneuver Rating.  Simply look up its tonnage on the Size chart to find its base MR, then modify it according to its Design and its Rigging.

For a ship of 101+ tons, the design of the ship does not affect the Maneuverability Class.  At that size, the design means very little.

MR by Size

 

MR Modifier by Design

 

MR Modifier by Rigging

Tonnage

MR

 

Form

MR Mod

 

Rigging

MR Mod

1-8

A

 

Space

None

 

Topped Out

1 Better

9-20

B

 

Terrestrial

1 Worse

 

Standard

None

21-40

C

 

Poor

2 Worse

 

Terrestrial

None

41-60

D

 

 

 

 

Minimal

None

61-100

E

 

 

 

 

None

1 Worse

101+

F

 

 

 

 

 

 

Once the final MR is determined, the ship's Piloting Modifier can be recorded.  This penalty is applied to any Profession [SJ Pilot] skill checks by a helmsman in that ship.

MR

Pilot Modifier

A

0

B

-1

C

-2

D

-3

E

-4

F

-5

The Tiger Shark is a 60 ton ship, which is MC D.  It is a space design and has standard rigging, neither of which modifies Maneuverability.  Its helmsman will suffer a -3 on all piloting skill checks.

Evasion Rating

The ER of the ship represents how difficult it is to hit with ship-scale weapons, and is primarily based on its size, shape, maneuverability and speed.  Similar to an armor class, the base ER is equal to 10 plus the SR plus the Size modifier plus the Design modifier plus the MR modifier.  The SR and MR modifiers only apply when the vessel is mobile and being actively piloted.

Note:  Because SR can vary widely depending on helm types and the helmsman on duty, that element will need to be modified on a case by case basis.

ER by Size

 

ER by Design

 

ER by MR

Tonnage

Size Mod

Design

Design Mod

MR

MR Mod

1-3

-2

Full Enclosure

+2

A

+3

4-10

-3

Partial Enclosure

+1

B

+2

11-20

-4

Standard

0

C

+2

21-30

-5

Partial Expansion

-1

D

+1

31-40

-6

Full Expansion

-2

E

+1

41-50

-7

 

 

F

+0

51-60

-8

 

 

 

 

61-100

-9

 

 

 

 

101+

-10

 

 

 

 

The Tiger Shark's base ER is 10, +1 for SR (Wild Sails, and may be increased depending on the Helmsman), -8 for size, +1 for design, and +1 for MC, for an ER of 5 (3 if stationary). 

Air Supply

Air Supply is the number of man-days of air the ship carries within its gravity.  A ship can support one medium-sized creature for four months with fresh air for every ton of the ship.  To find out the number of man-days this equals, multiply the ship's tonnage by 112 (days in four months).  Every day a ship has to rely on its own air envelope, subtract the total number of medium-sized air-breathing crew from this.  If this number drops to zero, the air is considered stale.  The ship then has the same number of stale man-days of air.  After that the air turns deadly. 

Note that individuals who are less than medium-sized use only half as much air, while large- and huge-sized creatures use twice as much.  Creatures that are gargantuan-sized or larger require five times as much air, but may add an extra 112 man-days of air.

At 60 tons, the Tiger Shark can carry 7200 man-days of air.  If they are carry a full crew with all their mercenaries, typically 74 men, they could go 97 days before their air became stale. 

Landing Capabilities

By default, a ship is only capable of docking on a gravity plane or a special dry-dock; the capability of landing on either water or ground requires additional construction.

Water-landing capability requires that the hull be sealed, which can only be done for wooden or ceramic ships, unless magic is used.  It also requires approval of the DM, based on its shape.  Some ships are not shaped properly and will capsize even if the hull is sealed.  Some examples of these are the Cuttle Command and the Dolphin. 

There are two forms of ground-landing capability: partial and full.  The difference is in the type of ground they can land on.  With partial ground-landing a ship can land on any clear, mostly flat surfaces without trouble.  Any other kinds of surfaces can cause problems such as tipping over (as determined by the DM).  Partial landing is mostly a function of reinforcing the hull and frame to support the weight of the ship.  The cost depends on the frame type of the ship, as shown on the chart below.

Full landing allows a ship to land on most fairly clear land surfaces, including hilly or mountainous areas.  Full ground landing typically requires the addition of landing struts, like those seen on the Wasp.  See the following chart for costs.

A ship without landing capabilities that tries to land on ground risks serious damage.  The helmsman must make a roll versus Spacejammer piloting, as well as a save for the ship against crushing blow.  If both are made, the ship takes no damage for now.  If both are failed, the ship loses 10% of its structure points; if one is missed while the other is made, the ship loses 5%.  Every 24 hours the ship must save again, or lose 5% of it's structure points.  As long as the ship does not move, this damage tops out at a total of 40% (including from the landing itself).  Landing a second time starts it all over again.  A ship with a heavy frame saves at +2, extra-heavy frames save at +4, and super-heavy frames save at +6.

Landing Type

Cost per Ton

Water

50 gp

Ground, Partial

 

    Light Frame

50 gp

    Standard Frame

30 gp

    Heavy Frame

20 gp