Gargantuan vehicle, unaligned
Armor Class:
Hit Points:
Speed:
, fly: 75 ft
Senses: Max Capacity: 10 tons
24 crew/passengers.
Cargo capacity: 8 tons
Travel Pace:
12 mph (96 miles per long rest, 288 miles per day)
Parts
Corvette Hull
Hp: 200
AC: 19
Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.
Solar Sails
Hp: 100
AC: 13
Words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear of the ship.
Arcane Dynamo:
Hp: 75
AC: 17
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.
Actions
Special:
Range increases by 20ft for every 10ft the target is lower.
Range decreases by 20 ft for every 10ft the target is higher.
Port Side.
Heavy Bolter.(AC 14. HP 25.) Ranged Weapon Attack:
+6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Ballista.(AC 15. HP 50.) Ranged Weapon Attack:
+6 to hit, range 120/480 ft., one target. Hit: 4d12 piercing damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Heavy Bolter.(AC 14. HP 25.) Ranged Weapon Attack:
+6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Starboard Side.
Heavy Bolter.(AC 14. HP 25.) Ranged Weapon Attack:
+6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Ballista.(AC 15. HP 50.) Ranged Weapon Attack:
+6 to hit, range 120/480 ft., one target. Hit: 4d12 piercing damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Heavy Bolter.(AC 14. HP 25.) Ranged Weapon Attack:
+6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Repaires
As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component
2d10 Temp HP.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component
2d12 HP.
During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.
Corvette class skyship