The Audacity
Gargantuan Vehicle (100 ft. by 20 ft.)
Creature Capacity 30 crew, 20 passengers
Cargo Capacity 100 tons
Travel Pace 5 miles per hour (120 miles per day)
STR 20 (+5)
DEX 7 (-2)
CON 17 (+3)
INT 0
WIS 0
CHA 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.(players actions are in addition to these base actions. A player may choose to fire one of the ships weapons or other activities on their initiative pass)
Fire Ballistas. The ship can fire its ballista (DMG, ch. 8).
Fire Cannons. The galley can fire its cannons, individually or as a broadside(takes 2 actions) (DMG, ch. 8).
Move. The ship can use its helm to move with its sails.
Hull
Armor Class 15
Hit Points 300 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannon
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds.
A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Broadside
A broadside requires the ship to have full crew capacity met. Follow all cannon rules for loading and actions taken, however they function simultaneously. The broadside consumes two actions of the three, usually reserving the last action for moving.
In this case a broadside includes 6 cannons on either side of the ship. The full broadside will be calculated as the full battery of cannons fire. However each cannon must still be rolled to hit.
Creature Capacity 30 crew, 20 passengers
Cargo Capacity 100 tons
Travel Pace 5 miles per hour (120 miles per day)
STR 20 (+5)
DEX 7 (-2)
CON 17 (+3)
INT 0
WIS 0
CHA 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.(players actions are in addition to these base actions. A player may choose to fire one of the ships weapons or other activities on their initiative pass)
Fire Ballistas. The ship can fire its ballista (DMG, ch. 8).
Fire Cannons. The galley can fire its cannons, individually or as a broadside(takes 2 actions) (DMG, ch. 8).
Move. The ship can use its helm to move with its sails.
Hull
Armor Class 15
Hit Points 300 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannon
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds.
A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Broadside
A broadside requires the ship to have full crew capacity met. Follow all cannon rules for loading and actions taken, however they function simultaneously. The broadside consumes two actions of the three, usually reserving the last action for moving.
In this case a broadside includes 6 cannons on either side of the ship. The full broadside will be calculated as the full battery of cannons fire. However each cannon must still be rolled to hit.
Owner
Owning Organization
Current location
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