Gargantuan vehicle,
Armor Class:
Hit Points:
Speed:
, fly: 150 ft
, can hover
12 crew/passengers
Cargo: 6 tons
Per Round: 150 ft Per day: 960 miles
Parts
Brigantine Hull
Has a Damage Threshold of 15.
If destroyed, you're kinda F
█████.
Solar Sails
Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.
Astral Dynamo:
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Alows travel to the sea of stars.
Actions
Heavy bolters and railguns are on rails and can slide between port and starboard
Heavy Bolter 1.(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.
Heavy Bolter 2.(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.
Rail Gun 1.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit:
4d6 Piercing +
3d12 Lightning Damage.
Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.
Rail Gun 2.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit:
4d6 Piercing +
3d12 Lightning Damage.
Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.
Center
Tri-mortar Strike.(AC 16. HP 25.)
Fire the central artillery and rain destruction on three points you can see.
These points must be at least 50 ft away but no more than 450 ft.
Each creature in a 20-foot-radius sphere centered on these points must make a DC 18 Dexterity saving throw.
On a fail, they take
4d8+5 fire +
4d8+5 force damage or half as much on a success.
Warning. using the Tri-mortar Strike lowers the Drake's bane by 20 ft. All creatures not affixed to the Drake's bane must make a DC 18 Dexterity saving throw, taking
1d6 bludgeoning damage on a fail.
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.
Usual Tactics
old photo: