Spelljamming Travel Speed
In the Yrrik System, ships at spelljamming speed travel 1 YAU per day, or 100 million miles per 24 hours—equal to the orbital distance of Talereth. This allows fast travel between planetary orbits, but planetary descent requires staged deceleration.
Planetary Descent Phases
Wildspace Transit
- Range: Beyond 1,000 miles from surface
- Speed: 1 YAU/day (100 million miles/day)
- Details: Helm guidance handles collision avoidance. Full spelljamming speed applies until the ship nears a large planetary body.
- Time: Varies by destination
Atmospheric Transition
- Range: 1,000 miles → 10 miles altitude
- Speed: Decelerates rapidly from interplanetary velocity
- Time: ~1–2 hours
- Potential Hazards:
- Veils psionic storms, leyline turbulence
- Orbital patrols, creature encounters
- Major weather systems
Final Descent
- Range: 10 miles → Surface
- Speed: ~100 mph controlled glide
- Limited maneuverability; not suitable for typical deck-mounted weapons
- Can slow to tactical flight (combat speed) if needed.
- Time: ~1 hour
- Potential Hazards:
- Local weather and visibility
- Skyships or flying creatures
- Terrain, landing hazards
- Hostile natives
Captain’s Note: “Below ten miles, the helm trades speed for finesse. Gravity grows bold, the atmosphere thickens, and spellcraft turns temperamental. The helm’s inertial buffers lose bite. Add in descent lanes, leyline interference, and sky-beasts with opinions, and you’ve no business diving like a stone. Only pirates and corpses skip their descent window.”
Tactical Flight
- Range: Typically under 1-2 miles from terrain
- Speed: Standard ship speed (30–60 ft/round)
- Use:
- Docking, city navigation, airship battles
- Suspended structures, tight landing zones
Airless or Low-Atmosphere Worlds
- Approach Ramp may be skipped or shortened.
- Ships can descend faster with minimal turbulence.
- Tactical phase still begins when maneuvering near surface objects or structures.