SPELLJAMMER SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Takes place in the Spell Jammer Universe.
Pick your Fleet:
Humans, Neogi, Elves, Beholders...
Abstract skirmish level Ship combat.
Each figure represents a single Ship (unit).
DISCLAIMER
‘Spell Jammer’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
You win if you Destroy the opposing Flagship.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Ships.
FLEET TABLE NOTATION
# = Number of that type of Ship you start the game with.
Hits = Number of Hits that type of Ship has.
SCRO FLEET TABLE
# Type Hits Class
1 Battlewagon 3 Flagship
2 Mantis 2
5 Scorpion 1
Notes:
Ship Effect Card: Catapults & Bombards (Attack range = 4) for Battlewagon
Ship Effect Card: Grappling Rams (Attack range = 2) for Mantis
Ship Effect Card: Ram Claws (Attack range = 1) for Scorpion
Race Effect Card: Orc Marines (Attack range = 1) for all Ships.
Fleet Effect Card: Metal Plates (Defense) for all Ships.
MIND FLAYERS FLEET TABLE
# Type Hits Class
1 Dreadnaught 3 Flagship
2 Octopus 2
5 Nautiloid 1
Notes:
Ship Effect Card: Mind Flayers!!! (Attack range = 1) for all Ships
Race Effect Card: Illithid Magic (Attack range = K) for all Ships.
Fleet Effect Card: Pool Helm (Move range = K) for all Ships
NEOGI FLEET TABLE
# Type Hits Class
1 Black Widow 3 Flagship
2 Deathspider 2
5 Mindspider 1
Notes:
Ship Effect Card: Grappling Rams (Attack range = 2) for all Ships.
Race Effect Card: Umber Hulks (Attack range = 1) for all Ships.
Fleet Effect Card: Urchin Swarm (Attack range = K) for all Ships.
BEHOLDER FLEET TABLE
# Type Hits Class
1 Tyrant Ship 3 Flagship
2 Tyrant Ramship 2
5 Tyrant Scout Ship 1
Notes:
Ship Effect Card: Beholder Circuit (Attack range = 4) for Flagship.
Ship Effect Card: Ram (Attack range = 1) for Ramship.
Ship Effect Card: Magic Missiles (Attack range = 2) for Scouts.
Race Effect Card: Magical Eye Beams (Attack range = 3) for all Ships.
Fleet Effect Card: Orbus (Move range = K) for all Ships.
ELVEN FLEET TABLE
# Type Hits Class
1 Armada 3 Flagship
2 Monarch 2
4 Man-o-War 1
1 Radiant Ship 1
Notes:
Ship Effect Card: Flitter Swarm (Attack range = K) for Armada & Monarch.
Ship Effect Card: Maneuverable (Move range = K) for Man-o-War.
Ship Effect Card: Blind (Attack range = 2) for Radiant Ship.
Race Effect Card: Elven Magic (Attack range = 5) for all Ships.
Fleet Effect Card: Living Hull (Defense) for all Ships.
Fleet Effect Card: Flitter Swarm (Attack range = K) for Armada & Monarch.
WA FLEET TABLE
# Type Hits Class
1 Tsunami 5 Flagship
7 Locust Swarms 1
Notes:
Ship Effect Card: Huge Size (Defense) for Tsunami.
Ship Effect Card: Rudder of Propulsion (Move range = K) for Locusts.
Race Effect Card: Samurai (Attack range = 1) for all Ships.
Fleet Effect Card: Ki Power (Move range = 3) for all Ships.
SHOU LUNG FLEET TABLE
# Type Hits Class
1 Dragon Ship 3 Flagship
2 Flaming Dragons 2
5 Junks 1
Notes:
Ship Effect Card: Fire Cannons (Attack range = 2) for all Ships
Race Effect Card: Extra Warriors (Attack range = 1) for all Ships.
Fleet Effect Card: Rockets (Attack range = 4) for all Ships.
GOBLIN FLEET TABLE
# Type Hits Class
1 Triop 3 Flagship
2 Porcupine Ships 2
5 Blades 1
Notes:
Ship Effect Card: Lateral Fins (Move range = 4) for Triop.
Ship Effect Card: Ram Mines (Attack range = 1) for Porcupine Ship.
Ship Effect Card: Kamikaze Ram (Attack range = 1) for Blade.
Race Effect Card: Lots of Ballistae (Attack range = 3) for all Ships.
Fleet Effect Card: Expendable Goblin Horde (Defense) for all Ships.
VODONI FLEET TABLE
# Type Hits Class
1 Vodoni Diamond 3 Flagship
2 Hunter Killer 2
5 Nightwolf 1
Notes:
Ship Effect Card: Spire Ram (Attack range = 1) for Diamond.
Ship Effect Card: Attack Ship (Attack range = 1) for Hunter Killer.
Ship Effect Card: Spy ship (Move range = K) for Nightwolf.
Race Effect Card: Were Wolves (Attack range = 1) for all Ships.
Fleet Effect Card: Lycanthropes (Defense) for all Ships.
DWARF FLEET TABLE
# Type Hits Class
1 Citadel 6 Flagship
2 Stoneship 3
Notes:
Ship Effect Card: Blunt Ram (Attack range = 1) for all Ships.
Fleet Effect Card: Stone Construction (Defense) for all Ships.
Race Effect Card: Siege Engines (Attack range = 4) for all Ships.
HUMAN FLEET TABLE
# Type Hits Class
1 Cuttle Command 3 Flagship
2 Battle Dolphin 2
5 Squid Ship 1
Notes:
Ship Effect Card: Mages (Attack range = 5) for all Ships.
Fleet Effect Card: Dragonfly Squadron (Attack range = K) for all Ships.
Race Effect Card: Sailors (Move range = 2) for all Ships.
LIZARDMAN FLEET TABLE
# Type Hits Class
1 Bloat Fly 3 Flagship
2 Turtleship 2
5 Hammership 1
Notes:
Ship Effect Card: Ballistae (Attack range = 3) for Bloatfly.
Ship Effect Card: Hard Shell (Defense) for Turtleship.
Ship Effect Card: Hammerhead Ram (Attack Range = 1) for Hammership.
Fleet Effect Card: Wasp Squadron (Attack Range = K) for all Ships.
Race Effect Card: Rugged Ships (Defense) for all Ships.
GIFF FLEET TABLE
# Type Hits Class
1 Clipper 3 Flagship
1 Clipper 3
6 Great Bombard 1
Notes:
Ship Effect Card: Broadsides (Attack range = 4) for Clipper.
Ship Effect Card: Big Gun (Attack range = 5) for Great Bombard.
Fleet Effect Card: Helmseekers (Attack range = 6) for all Ships.
Race Effect Card: Hand Guns (Attack range = 2) for all Ships.
DROW FLEET TABLE
# Type Hits Class
1 Jade Spider Command Ship 3 Flagship
1 Jade Spider Command Ship 3
6 Jade Spider 1
Notes:
Ship Effect Card: Hard Shell (Defense) for all Ships.
Fleet Effect Card: Grappling Ram (Attack range = 2) for all Ships.
Race Effect Card: Adamantine Drill (Attack range = 1) for all Ships.
AARAKOCRA FLEET TABLE
# Type Hits Class
1 Eagle Ship 2 Flagship
3 Eagle Ship 2
4 Corbina 1
Notes:
Ship Effect Card: Jettisons (Attack range = 2) for Eagle Ships.
Ship Effect Card: Loop Maneuver (Defense) for Corbinas.
Fleet Effect Card: Speed (Move range = 3) for all Ships.
Race Effect Card: Aerodynamics (Move range = K) for all Ships.
GNOME FLEET TABLE
# Type Hits Class
1 Deathglory 2 Flagship
1 Bolaship 2
2 Whelk 2
2 Yawl Wagon Train 1
2 Sidewheeler 1
Notes:
Ship Effect Card: Water Cannons (Attack range = 3) for Deathglory.
Ship Effect Card: Bola Whip (Attack range = 2) for Bolaship.
Ship Effect Card: Giant Space Hamsters (Move range = 1) for Sidewheelers.
Ship Effect Card: Hard Shell (Defense) for Whelks.
Ship Effect Card: Iron Golem (Attack range = 1) for Yawl.
Fleet Effect Card: Contraptions (Attack range = 2) for all Ships.
Race Effect Card: Gnome Illusionists (Defense) for all Ships.
THRI-KREEN FLEET TABLE
# Type Hits Class
1 Leaf Ship 2 Flagship
3 Leaf Ship 2
4 Thorn Ship Squad 1
Notes:
Ship Effect Card: Living Crystal Hulls (Defense) for Leaf Ships.
Ship Effect Card: Suicide Run (Attack Range = 1) for Thorn Ships.
Fleet Effect Card: Crystal Throne (Move range = 3) for all Ships.
Race Effect Card: Thri-kreen Warriors (Attack range = 1) for all Ships.
SETUP
Each player places one Ship on each square of his back row.
Ships may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Maneuver Phase
Fire Phase
ORDERS PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MANEUVER PHASE
Play (discard) a Move card to move one of your Ships.
The move card has a number.
This is the number of spaces the Ship moves.
Moves can be diagonal or orthogonal.
“Knight” type Move cards produce an attack with a range like a knight in chess.
Instead of moving just one Ship in any direction, you have the
option of moving one or more Ships forward the indicated number of
spaces using a single move card.
FIRE PHASE
Play (discard) an Attack card to have a Ship attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
You cannot attack through other ships.
Every attack does 1 point of damage.
Use Chits or coins to record damage.
A ship reduced to 0 Hits is destroyed and removed from the board.
Your opponent may play (discard) Defense cards to negate your attack.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
K = as a Knight would move in Chess
Type = Purpose of card
Dam = Damage (inflicted or prevented)
# = Number of that card in the Deck.
SPELLJAMMER CARD LIST
Card Name: # Range Type Notes
Race Effect 4 - X
Fleet Effect 4 - X
Ship Effect 4 - X
Blunt Ram 2 1 A
Piercing Ram 2 1 A
Warriors 2 1 A
Archers 2 2 A
Sleep 1 2 A Spell
Charm 1 2 A Spell
Greek Fire Projector 2 2 A
Jettison 1 2 A
Ballistae 5 3 A
Cloudkill 1 3 A Spell
Disintegrate 1 3 A Spell
Petrification 1 3 A Spell
Bombards 2 4 A
Catapults 3 4 A
Cone of Cold 1 4 A Spell
Fire Ball 1 5 A Spell
Lightning Bolt 1 6 A Spell
Minor Helm 8 1 M
Tread Phlogiston 7 2 M
Rigging 6 3 M
Spell Jamming 5 4 M
Major Helm 4 5 M
Gate 1 6 M Spell
Evasion 2 - D
Saving Throw 2 - D
Shield 1 - D vs non-Spell Attack
Illusion 1 - D Spell
Invisibility 1 - D Spell
Magic Resistance 1 - D vs Spell
Cure Wounds 2 - D Spell
Dispell 1 - D vs Spell
Hold Spell 2 - X Negate Move Card
Scrye 1 - X Look at opponents hand
Divination 1 - X Look at next 7 cards in deck