Canjam Rules
Canjams come in all shapes. It is very much dependent upon the tinker who made them,but there are often certain traits or design philosophies that they follow.
Fighter Canjam: often nimble and strong they are the long arm of a spelljammer.
Transport Canjam: often used to ferry troops to a way station or nearby planet, they can sometimes be used as a troop transport in a pinch.
Troop Transport Canjam: a more militant transport ship they are often used by marine to get up close and personal with enemy spelljammers.
Bomber Canjam: often slow but heavily armed they are used to whittle down a Spelljammers Health from range.
Special Operations Canjam: these are the canjams that perform unique manoeuvres to support the fleet or carry special armament or perform a gravity realignment manoeuvre.
A canjam cannot travel at Stellar Shift. A canjam helm can’t be used on a spelljammer.
You can plug in artificer-made infusions to acts as buffs to the ship, if upgraded by a tinker you can slot in any magical item as long as the pilot is attuned to them.
Canjams have three attunement slots, the pilot has to be attuned to the items to gain benefits from them. Canjams use the Same Flight rules as a Spelljammer, if you have proficiency in driving then you may add your proficiency modifier on any ship-based action.
Fighter Canjam: often nimble and strong they are the long arm of a spelljammer.
Transport Canjam: often used to ferry troops to a way station or nearby planet, they can sometimes be used as a troop transport in a pinch.
Troop Transport Canjam: a more militant transport ship they are often used by marine to get up close and personal with enemy spelljammers.
Bomber Canjam: often slow but heavily armed they are used to whittle down a Spelljammers Health from range.
Special Operations Canjam: these are the canjams that perform unique manoeuvres to support the fleet or carry special armament or perform a gravity realignment manoeuvre.
A canjam cannot travel at Stellar Shift. A canjam helm can’t be used on a spelljammer.
You can plug in artificer-made infusions to acts as buffs to the ship, if upgraded by a tinker you can slot in any magical item as long as the pilot is attuned to them.
Canjams have three attunement slots, the pilot has to be attuned to the items to gain benefits from them. Canjams use the Same Flight rules as a Spelljammer, if you have proficiency in driving then you may add your proficiency modifier on any ship-based action.
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