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Canon:Spelljamming

96 bytes added, 17:23, 11 December 2013
Added factoid.
<p style="line-height: 15.75pt;"><span lang="EN" style="color: rgb(90, 90, 90); font-family: "Arial","sans-serif"; font-size: 10pt; mso-ansi-language: EN;">Spelljamming ships have two speeds, tactical and wildspace. Tactical speed is a function of SR ([[Ship Rating|<span style="color: rgb(204, 34, 0); text-decoration: none; text-underline: none;"><u>Ship Rating</u></span>]]), which is in turn determined by the type of locomotion it has and the power of its helmsman. 1 SR translates into 500 yards per round (about 17 mph or 400 miles per day) which compared to most ground movement is a fantastic pace. It is not, however, a particularly impressive speed when measured against the vast distances of space. That is where wildspace speed comes in. When a ship is travelling at wildspace speed, regardless of it's tactical SR, it can travel 100 million miles per day, 4 million mph. For those mathematically inclined, this is roughly 0.0062131883251046 times the speed of light. </span></p>
<p style="line-height: 15.75pt;"><span lang="EN" style="color: rgb(90, 90, 90); font-family: "Arial","sans-serif"; font-size: 10pt; mso-ansi-language: EN;">Despite this massive speed, spelljamming ships are in no danger of collision with other objects. Objects of less than 10 tons in volume lose relative velocity to the spelljamming vessel as soon as they touch its air envelope, bobbing across its gravity plane until they come to rest and are slowly expelled from the envelope. If the spelljamming vessel comes within 12,500 yards of an object of greater than 10 tons volume, it automatically and instantly decelerates to tactical speed.</span></p>
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