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Siege Engines of the Dixie Doom Brigade

Spring, 981 A.C.:
"The evening calm of Ricosa village shattered, pierced by an ominous rumble. As a city guard, I had heard tales of the Doom Brigade's approach, but nothing prepared me for reality. My heart raced, panic clawing at my throat as I saw them – a half dozen Doom Patrollers, their menacing forms rolling up in force, followed by a dozen Doom Scouts, half soaring over the village walls with an eerie grace.
  The world erupted into chaos. The Scouts opened fire, their relentless assault cutting through the screams of my people. Villagers ran in terror, their faces etched with fear and confusion. I tried to rally, to stand my ground, but the sight of the Doomskipper looming overhead, emerging like a harbinger of doom from the cloak of invisibility, left me frozen in despair.
  It fired, raining destruction from above, then activated its Teleportal Ray. I saw the villagers, my friends, my family, caught in the purple beams, vanishing in an instant. Desperation filled me, but it was too late. The purple light swept towards me, and in that moment, I knew nothing would ever be the same again."
    Doom Tower
"Sergeant Harken grumbled under his breath, his gaze fixed on the village beyond the hill. Tucked away inside the menacing hull of the Doom Tower, he felt the sting of impatience. "Always the same," he muttered, "stuck waiting for scraps while the rest dive into glory."
  From the driver's seat, Captain Maelis's voice cut through the tension. "Quit your whining, Harken. This is war, not a festival. Our job is to ensure no one escapes."
  Harken scowled, his hand instinctively resting on the cannon controls.
  "Besides," the captain added with a wry grin, "we'll be besieging a castle by next week."
  Sergeant Harken's grimace softened into a smirk. "Aye, sir. That's more like it.""

Doom Tower


Name
Doom Tower
Cargo_capacity
4000 + 1000 if no Passengers.
Vehicle_class
Medium (26 ft long, 36 ft tall, 20 ft wide)
Movement_modes
drive 60, swim 40, fly (hover) 20
Defenses
AC: 22
Armor DR: 10 (Soulsteel + Adamantine plating)
Hull Integrity Max HP: 800 (Light Silversteel Frame with Adamantine Reinforcements)
Reactive Shields - Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
  Angry Aura - May use Spirit Guardians as per the spell 3/hour.
Armaments
Large cannon fires one of the following spells as Psionic Spells as chosen by the gunner as an action out to a Max range for each spell of 1200 feet.
It can fire a Meteor Swarm as per the spell once per 10 minutes.
It can fire a Level 3 Shatter as per the spell once per minute.
It can fire a Level 4 Inflict Wounds as per the spell once per minute.
It can fire a Level 5 Lightning Bolt as per the spell once per minute.
It can fire a Level 6 Sleep as per the spell once per minute.
It can fire a Level 2 Chromatic Orb at will.
  Smaller cannon fires Thunderball, a small cannonball that’s enchanted to do additional thunder damage. Long Range (300 feet) 2d10 bludgeoning damage and Con save for everyone within 20 feet of target for half damage of 3d10 thunder damage. Objects and structures take double thunder damage unless magically resistant to thunder damage.
Special_abilities
Overdrive - May cast Haste as a Psionic Spell on the vehicle as an action. The vehicle's speed is doubled, it gains +2 AC and advantage on Dexterity Saving Throws. The driver gains an additional action they may use to take the Dash action or Attack Action, or allow their Gunner to take the extra Attack option instead. Recharges in 1d4+1 minutes after use.
  Teleportal Ray - Can teleport one person or Small or smaller Vehicle with crew per turn out to 500 feet from the ship if there is an operator for the teleport system on the ship and the target location has a shadow large enough to teleport the subject to. Can teleport either direction out to that range. Using shadow planar energies, the target is passed through a portal in the near-shadow plane from one end to the other as an action. Can choose any location inside the ship for one end, anywhere outside within 500 feet for the other end. Able to teleport in Doom Tanks and other vehicles.
  Full Bore - May dash as a bonus action.
Levitate - May levitate as per the spell 2/hour, target vehicle or target other vehicle/person/monster within 200 feet range.
Str
22
Dex
14
Con
20
Power_source
6 Hex Powercores
Capacity
Captain, Gunner, +2 Crew, +4 Passengers
Vulnerabilities
Antimagic field causes total shutdown of primary systems, passive systems will prevent crashing. Extradimensional space is unaffected.
Dispel Magic disables the vehicle for 1d6+4 rounds, must target down the barrel or through air ports in the cab, as this armor is enchanted against this spell. To target these vulnerable spots AC +3 is the Spellcasting Ability check DC.
Additional_features
Cargo Vaults - Has two cargo rooms in extradimensional space that doesn’t react negatively to other extradimensional space magic items. Rooms are 60 ft long, 30 ft wide, & 15 ft tall; and a bathrooms attached to the cargo room. The cargo room is equipped with a zone of pure air system that perpetually renews the air, allows you to survive inside without suffocating like you typically would inside a closed portable hole. Each Vault can hold 2000 pounds or 2000 cubic feet of liquid.
  Crew Quarters Halls with a bathroom. Each hall houses a squad (6 soldiers). Each Doom Tower can has 6 Crew Quarters Halls.
  Teleportal room
  Cockpit - Where the Driver and Gunner sit. Can handle up to 2 Gunners.
Description
The Doom Tower, a death-themed fantasy magic tank with two cannons stacked vertically, now featuring a red accent in its paint job. The dark, menacing aesthetic of the design is enhanced by the red accents, complementing the themes of death and magic. The stacked cannons remain the central feature, and the overall look is imposing and suitable for a nation set on World Domination and Conquest.
Image_gallery_id
5133433
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
  Doom Tank
"Captain Rorke paced beside his wounded Doom Tank, his brow furrowed in frustration. The engineer, covered in grease and arcane residue, emerged from underneath the metal behemoth.
  "It's bad, sir," the engineer reported, wiping sweat from his forehead. "Repairs will take a week, at least."
  "A week?" Rorke balked. "We don't have a week!"
  The engineer shrugged helplessly. "Unless I get two more mid-grade engineers, it's the best I can do."
  Rorke's eyes narrowed, determination setting in. "Then I'll find you those engineers, come hell or high water."
  The engineer sighed, muttering under his breath, "Hope they like working under pressure.""

Doom Tank


Name
Doom Tank
Cargo_capacity
2000 + 1000 if no Passengers.
Vehicle_class
Medium (26 ft long, 22 ft tall, 18 ft wide)
Movement_modes
drive 50, swim 30
Defenses
AC: 21
Armor DR: 8 (Soulsteel + Adamantine plating)
Hull Integrity Max HP: 600 (Light Silversteel Frame with Adamantine Reinforcements)
Reactive Shields - Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
Shadowskip - May teleport the vehicle a distance equal to 150 ft. as a reaction to being targeted by an attack or needing to make a dexterity save against an attack on your area. Recharges in 1d4+1 rounds counting down at the end of each of your turns.
Armaments
Large cannon fires one of the following spells as Psionic Spells as chosen by the gunner as an action out to a Max range for each spell of 1200 feet.
It can fire a Level 2 Shatter as per the spell once per minute.
It can fire a Level 4 Sleep as per the spell once per minute.
It can fire a Level 1 Chromatic Orb at will.
  Smaller cannon fires Thunderball, a small cannonball that’s enchanted to do additional thunder damage. Long Range (300 feet) 2d10 bludgeoning damage and Con save for everyone within 20 feet of target for half damage of 2d10 thunder damage. Objects and structures take double thunder damage unless magically resistant to thunder damage.
Special_abilities
Overdrive - May cast Haste as a Psionic Spell on the vehicle as an action. The vehicle's speed is doubled, it gains +2 AC and advantage on Dexterity Saving Throws. The driver gains an additional action they may use to take the Dash action or Attack Action, or allow their Gunner to take the extra Attack option instead. Recharges in 1d6+4 minutes after use.
  Full Bore - May dash as a bonus action.
Str
20
Dex
16
Con
18
Power_source
6 Quad Powercores
Capacity
Captain, Gunner, +2 Crew, +4 Passengers
Vulnerabilities
Antimagic field causes total shutdown of primary systems, passive systems will prevent crashing. Extradimensional space is unaffected.
Dispel Magic disables the vehicle for 1d6+4 rounds, must target down the barrel or through air ports in the cab, as this armor is enchanted against this spell. To target these vulnerable spots AC +3 is the Spellcasting Ability check DC.
Additional_features
Cargo Vault - Has one cargo room in extradimensional space that doesn’t react negatively to other extradimensional space magic items. Room is 60 ft long, 30 ft wide, & 15 ft tall; and a bathroom is attached to the cargo room. The cargo room is equipped with a zone of pure air system that perpetually renews the air, allows you to survive inside without suffocating like you typically would inside a closed portable hole. Vault can hold 2000 pounds or 2000 cubic feet of liquid.
  Cockpit - Where the Driver and Gunner sit. Can handle up to 2 Gunners.
Description
The design of the Doom Tank, a fantasy combat vehicle, is meant to reflect the war filled intent of it's makers. It resembles a traditional tank but with a distinct fantasy twist, featuring two prominent cannons—a larger one and a smaller one—arranged menacingly. The tank's design blends elements of medieval armor and fantasy magic, complete with intricate detailing that gives it a unique and imposing presence.
Image_gallery_id
5132244
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
  Doomskipper
"Above Ricosa Village, the Doomskipper loomed ominously. Captain Varex peered down at the chaos below, his voice cold and detached. "Focus on the youth, Tarn. No soldiers in range and besides, they are usually more cost effective power supplies anyways. Fill the brig first, then pass them to Sergeant Lyra. If we wind up with extra we can sell them for a bonus at the commisary."
  Teleportal Ray Officer Tarn nodded, his hands moving over the controls, targeting the fleeing villagers. His expression was stoic, resigned to the grim task.
  Varex activated his Vox Stone, his voice echoing through the ship. "Sergeant Lyra, prepare the Powercore trapping room. We begin receiving captives."
  The order sent a ripple of efficient urgency through the ship, the machinery whirring to life, ready to trap the unsuspecting elven children in their arcane prison ready to be batteries for the Georgia War Machine."

Doomskipper


Name
Doomskipper
Cargo_capacity
10,000
Vehicle_class
Medium (29 ft. long, 22 ft. tall, 17 ft wide)
Movement_modes
Flying Airship, Fly (Hover) 75 Seaship, Swim (surface) 100, Swim (underwater) 125
Defenses
AC: 18
Armor DR: 8 (Soulsteel + Adamantine plating)
Hull Integrity Max HP: 300 (Light Silversteel Frame with Adamantine Reinforcements)
Reactive Shields - Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
Shadowskip - May teleport the ship a distance equal to 150 ft. as a reaction to being targeted by an attack or needing to make a dexterity save against an attack on your area. Recharges in 1d4+1 rounds counting down at the end of each of your turns.
Soul Speed - May take the dodge action as a bonus action.
Armaments
Main gun on the front of the ship that fires a guiding bolt as per the spell to a max range of 1000 feet, & can be fired once per minute as an action.
Main gun can also fire level 2 Scorching Ray as a Psionic Spell to a max range of 600 feet as an action. Point Defense gun fires level 3 Magic Missile once per round to a max range of 600 feet as an action.
Special_abilities
Invisibility - May cast Invisibility as per the spell targetting the Shadowskipper as a Psionic spell. 1d6+4 rounds Recharge to cast again.
  Teleportal Ray - Can teleport one person or Small or smaller Vehicle with crew per turn out to 500 feet from the ship if there is an operator for the teleport system on the ship and the target location has a shadow large enough to teleport the subject to. Can teleport either direction out to that range. Using shadow planar energies, the target is passed through a portal in the near-shadow plane from one end to the other as an action. Can choose any location inside the ship for one end, anywhere outside within 500 feet for the other end. Able to teleport in Doom Tanks and other vehicles.
  Full Bore - May dash as a bonus action.
Str
18
Dex
16
Con
17
Power_source
12 Hex Powercores
Capacity
Captain, Gunner, Teleporter, +25 Crew/Passengers
Vulnerabilities
Antimagic field causes total shutdown of primary systems, passive systems will prevent crashing. Extradimensional space is unaffected.
Dispel Magic disables the vehicle for 1 minute.
Additional_features
Cargo Vaults - Has two large cargo rooms in extradimensional space that don’t react negatively to other extradimensional space magic items. Rooms are 100 ft long, 80 ft wide, & 60 ft tall; and bathrooms attached to each cargo room. Each is equipped with a zone of pure air system that perpetually renews the air, allows you to survive inside without suffocating like you typically would inside a closed portable hole. Each Vault can hold 5000 pounds or 5000 cubic feet of liquid.
Bridge
Vehicle Cargo room - Doomskippers can carry 4 Doom Tanks and 8 Doom Patrollers (with mounted Doom Scouts) in their Vehicle cargo room as well as a repair bay large enough to repair one vehicle at a time.
Engine room
Teleportal room
Captain’s Quarters
Crew Quarters Halls with a bathroom. Each hall houses a squad (6 soldiers). Each Shadowskipper can house 4 squads.
Brig - 4 Cells 10 ft square.
Galley - Large Kitchen with 2 tables large enough for 8 people to sit and eat at.
Description
Shadowskipper/Doomskipper Medium Vehicle (length size of a towncar and double the height) Flying Airship, Fly 50 Has two large cargo rooms in extradimensional space that don’t react negatively to other extradimensional space magic items. Rooms are 100 feet square. Also has a bridge, bomber’s room, engine room, teleport room, captain’s quarters, a crew bathroom, and bathrooms attached to each cargo room. Can fly invisible indefinitely except when firing weapons. Must use action engaging invisibility instead of firing weapons if you want to go invisible. Can teleport one person per turn out to 500 feet from the ship if there is an operator for the teleport system on the ship and the target location has a shadow large enough to teleport the subject. Main gun on the front of the ship that fires a guiding bolt as per the spell to a max range of 1000 feet, & can be fired once per minute. Point Defense fires level 2 Magic Missile once per round to a max range of 500 feet. One room can be upgraded to be able to teleport in Doom Tanks and other vehicles. Shadowskippers upgraded this way are called Doomskippers. Doomskippers can carry 4 tanks and 8 Doom Patrollers in their converted cargo room. Doomskippers Magic Missile is Level 3, and they can also fire bomb an area with bombs that do the Earth Tremor spell at level 3 as long as there is a dedicated bomber attuned, range is anywhere visible. Typically powered by 12 quad powercores for the Shadowskipper, Doomskippers run twice that.
Image_gallery_id
5132162
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
  Shadowskipper
"Captain Rorke, standing beside his damaged Doom Tank, activated his Vox Stone. "Captain Jael, you owe me one. I need a lift and your engineers."
  Jael's voice crackled through, laced with mock annoyance. "Rorke, calling in that favor for this? You must be desperate."
  Their words edged towards hostility as demands and answers were batted back and forth, the tension palpable in the air so thick the engineer wasn't sure he'd be able to breathe through it, before both captains erupted into laughter. The engineer breathed a sigh of relief as his breathing restarted.
  "Alright, alright, I'll be there shortly. You're lucky I like you, Rorke."
  Jael turned to his pilot, the laughter still in his voice. "Set a course for Rorke's location, and make it quick."
  The scene ends with the Shadowskipper altering its trajectory, bound for the rendezvous."

Shadowskipper


Name
Shadowskipper
Cargo_capacity
10,000
Vehicle_class
Medium (22 ft. long, 17 ft. tall, 13 ft wide)
Movement_modes
Flying Airship, Fly (Hover) 50
Seaship, Swim (surface) 75
Defenses
AC: 18
Armor DR: 8 (Soulsteel + Adamantine plating)
Hull Integrity Max HP: 250 (Light Silversteel Frame with Adamantine Reinforcements)
Reactive Shields - Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
Shadowskip - May teleport the ship a distance equal to 60 ft. as a reaction to being targeted by an attack or needing to make a dexterity save against an attack on your area. Recharges in 1d6+4 rounds counting down at the end of each of your turns.
Soul Speed - May take the dodge action as a bonus action.
Armaments
Main gun on the front of the ship that fires a guiding bolt as per the spell to a max range of 1000 feet, & can be fired once per minute.
  Point Defense fires level 2 Magic Missile once per round to a max range of 500 feet.
Special_abilities
Invisibility - May cast Invisibility as per the spell targetting the Shadowskipper as a Psionic spell. 1d6+4 rounds Recharge to cast again.
  Teleportal Ray - Can teleport one person or Doom Scout with crew per turn out to 500 feet from the ship if there is an operator for the teleport system on the ship and the target location has a shadow large enough to teleport the subject to. Can teleport either direction out to that range. Using shadow planar energies, the target is passed through a portal in the near-shadow plane from one end to the other as an action. Can choose any location inside the ship for one end, anywhere outside within 500 feet for the other end.
  Full Bore - May dash as a bonus action. May not do this 2 turns in a row.
Str
18
Dex
16
Con
16
Power_source
12 Quad Powercores
Capacity
Captain, Gunner, Teleporter, +25 Crew/Passengers
Vulnerabilities
Antimagic field causes total shutdown of primary systems, passive systems will prevent crashing. Extradimensional space is unaffected.
Dispel Magic disables the vehicle for 2 minutes.
Additional_features
Cargo Vaults - Has two large cargo rooms in extradimensional space that don’t react negatively to other extradimensional space magic items. Rooms are 100 ft long, 80 ft wide, & 60 ft tall; and bathrooms attached to each cargo room. Each is equipped with a zone of pure air system that perpetually renews the air, allows you to survive inside without suffocating like you typically would inside a closed portable hole. Each Vault can hold 5000 pounds or 5000 cubic feet of liquid.
Bridge
Bomber’s room - stores up to 8 cases of bombs. Each case carries 6 bombs.
Engine room
Teleportal room
Captain’s Quarters
Crew Quarters Halls with a bathroom. Each hall houses a squad (6 soldiers). Each Shadowskipper can house 4 squads.
Brig - 4 Cells 10 ft square.
Galley - Large Kitchen with 2 tables large enough for 8 people to sit and eat at.
Image_gallery_id
5132087
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
  Doom Patroller
"Captain Varis of the Doom Patroller, with his Gunnery Sergeant Lorn, pursued a wagon loaded with elves and humans. Beside them, two Doom Scouts flanked the escapees, closing in.
  Suddenly, a blast of blue-green energy engulfed the wagon from the hidden Doom Tower. Its occupants slumped, asleep, but the horses continued their desperate run. The Scouts darted ahead, their maneuver causing the horses to rear and halt.
  Then, chaos: a mage appeared, his spell turning the ground to mud beneath the Doom Tower. It sank, immobilized. The mage then targeted Varis' Patroller; a green bolt struck the ground below it, sinking them into the earth.
  The mage's wagon sped away, using the trapped Patroller as cover from the cannons still poking out of the ground. The Scouts gave chase but soon fell silent, leaving Captain Varis and Sergeant Lorn trapped, watching the direction their prey escaped in."

Doom Patroller


Name
Doom Patroller
Cargo_capacity
2000 + 500 if no Passengers.
Vehicle_class
Small (16 ft long, 8 ft. tall, 8 ft. wide)
Movement_modes
Drive 60, Swim 40, Fly (Hover) 20
Defenses
AC: 15
Armor DR: 6 (Soulsteel plating)
Hull Integrity Max HP: 100 (Light Silversteel Frame)
Reactive Shields. Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
Turn on a copper - May take the dodge action as a bonus action when on land.
Armaments
Mounted assault cannon fires Chill Touch based on the level of the driver or gunner if there is one in the vehicle. Can fire Magic Missile once per hour at Level 6. The range for both is 150 feet rather than 120 feet.
Alternately to either of those attacks the Patroller can fire the heavy autocrossbow dealing 1d10 piercing damage + the Ensnaring Strike spell at level 2.
Special_abilities
Roll Cage - Enchanted to keep the vehicle from landing upside down.
  Full Bore - May dash as a bonus action. May not do this 2 turns in a row.
  Levitate - May levitate as per the spell 2/hour, target vehicle or target within 120 feet range.
Str
16
Dex
17
Con
13
Power_source
Typically powered by one quad Powercore. (50% chance of having a spare Powercore in the trunk.)
Capacity
Driver, Gunner, + 2 Passengers.
Vulnerabilities
Antimagic field causes total shutdown of all systems.
Dispel Magic disables the vehicle for 10 minutes.
Additional_features
Doom Scout Mounts - Can mount up to 2 Doom Scouts to the frames to carry with you.
Cargo Vault Trunk - Has a magical storage space that functions similar to a Portable Hole that doesn’t react negatively to other extradimensional space magic items, creating a pocket space equal to 20 feet wide by 50 feet deep by 20 feet tall in volume and able to carry up to 2000 pounds in material, or air for an hour for 10 people.
Description
The design of the Doom Patroller vehicle, styled as a magic steampunk fantasy medieval dune buggy with a roll cage. The vehicle features two front seats and two back seats inside the roll cage, including a distinct driver seat and a gunner seat. The gunner seat is equipped with a mounted screen for firing the onboard weapons.
Popular in many nations outside of Georgia. Fetches a high price easily in the Cities of the Great Ones, Barbaris, and the Savagean Pirate Kingdom. Even a count in Vondasung is said to have a standing order for any that reach the nations borders to be brought to him immediately.
Image_gallery_id
5131854
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
    Doom Scout
The two Doom Scout drivers, focused and relentless, chased the mage's wagon as it darted into the forest. Weaving between trees at breakneck speeds, the wagon narrowly evaded their fire.
  As the Scouts closed in, the mage, with precise timing, activated an antimagic field from a magical ring. The engines of the Scouts sputtered and died, sending them careening into trees.
  The mage, quickly dismounting, knocked out the dazed drivers with his staff. He then contacted Warlord Kharles Grayson of Barbaris via a Sending spell, offering the damaged Scouts and their powercores for sale.
  Simultaneously, an unseen servant spell unfolded a portable hole, into which the mage methodically stuffed the Scouts and drivers, after freeing the captives and trapping the drivers in their own powercores.
  Packing up, the mage teleported away, a satisfied smirk on his face. "This salvage will pay handsomely, it was a good idea to wait around in towns along the border of this war. At this rate I'll have the money I need in no time," he mused.

Doom Scout


Name
Doom Scout
Cargo_capacity
500 in Trunk Only.
Vehicle_class
Light (8 ft. Long, 2 ft. Wide, 3 ft. Tall)
Movement_modes
Drive 150, Fly 200 (when activated)
Defenses
AC: 19
Armor DR: 6 (Soulsteel plating)
Hull Integrity Max HP: 50 (Light Silversteel Frame)
  Reactive Shields. Can cast shield as a reaction, but doing so reduces the vehicle's movement speed by half until the end of its next turn.
Turn on a copper - May take the dodge action as a bonus action. May not do this 2 turns in a row unless flying.
Armaments
Mounted assault cannon fires Dissonant Whispers or Firebolt once per round as an action.
  Angry Aura - May use Spirit Guardians as per the spell 2/hour.
Special_abilities
Full Bore - May dash as a bonus action.
  Fly - May Fly as per the spell 2/hour, flying speed is 200 feet.
Str
14
Dex
20
Con
12
Power_source
One Hex Powercore
Capacity
Driver, +1 Passenger
Vulnerabilities
Antimagic field causes total shutdown.
Dispel Magic disables the vehicle for 10 minutes.
Additional_features
Cargo Vault Trunk - Has a magical storage space that functions similar to a Portable Hole, creating a pocket space equal to 10 feet wide by 20 feet deep by 20 feet tall in size and able to carry up to 500 pounds in material, or air for an hour for 4 people.
Description
This steampunk motorcycle from the Renaissance era inspired design of magicycle retains its intricate metalwork and wooden elements, now highlighted with a striking red and black color scheme and accented with chrome or silver details. This new color palette adds a bold and dramatic aesthetic to the motorcycle, fitting a darker and more mysterious theme.
These are a popular item for use in nations beyond Georgia. They fetch a high price in any nation except Felston Accord and any nations with laws against slavery and/or soul magic.
Image_gallery_id
5131757
Source
Changing Stars Campaign Setting
Tags
vehicle, magitech
World
06310a1d-6352-453d-a3fb-8552a1951ff3
Folder
24447
 

Etherlink Vox Network

  The Etherlink Vox Core is an advanced magitech communication system installed in each Doom Brigade vehicle (except Scouts, their pilots use a Vox Stone from it's support ship), serving as the linchpin for coordinated operations across the fleet.   Etherlink Vox Core: Installed in the vehicle's control console, the core is the central unit that manages the network. It's embedded with a master "Vox Stone" – a glowing purple gemstone attuned to the fleet, establishing a permanent Telepathic Bond among itself and 5 other Vox Stones. In this way, multiple cores can be chained together to allow for greater communication networks.   Vox Stones: Each core is linked to five psionic magitech Sending Stones, distributed to key crew members. These stones, which must be carried personally (not in extradimensional spaces), enable individual crew members to communicate directly with the vehicle captain or with other crew members holding a paired stone. These Vox Stones do not require attunement.   Usage and Functionality: A crew member simply carrying a Vox Stone can tap into the network's telepathic bond to cast sending without components as a psionic spell targeting the main ship Vox stone or any other Vox stone within one mile. For broader communication, the captain can use the Vox Stone to cast "Sending" to specific crew members or other captains within a one-mile radius. Multiple Vox Stones holders can extend that one mile radius by another mile between each Vox Stone.   Secure Network: The Etherlink Vox Core is designed with enhanced security measures. Communication via the Vox Stone and Sending Stones is encrypted, preventing interception or eavesdropping. The system's secrets are protected against magical extraction methods even against divination spells, ensuring operational security.   Protocols: Strict usage protocols are in place to prevent misuse or compromise of the network. These protocols are known only to vehicle captains and higher-ranking officers, further safeguarding the system's integrity.   The Etherlink Vox Core system is vital for real-time, secure, and efficient communication, enabling rapid response and strategic adaptability on the battlefield.  

Dixie Powercores

Dixie Powercores come in two sizes: Quad or Hex
Quad means it stores up to 4 people as arcane battery fuel, Hex sizes store up to 6 people. Storing someone and then removing them is a simple button press on the powercore, single button rotated to intake or output, and then point the crystal face at the target person or area to output a person to out to a range of 30 feet. An unwilling person makes a Dexterity Save versus your Spellcasting Ability Check to avoid the ray that transports a person into the powercore.
Powercores are actually an extradimensional space for placing sentient beings into suspended animation to use their souls as a power source. Enslaved Elves are the primary source of Dixie Powercore power. Safely opening a powercore requires a DC 17 arcana check or DC 22 Sleight of Hand check. Failing the check to safely open has a chance of instantly killing the subject inside, roll a single death save and if failed the subject is killed and their body dissolved. Failing the safely open check by 5 or more will cause a cataclysmic reaction releasing all the remaining power at once as an explosion of force energy damage (1d4 per remaining HP). The Knock spell will safely open the Powercore unless it’s been secured or trapped.
Someone placed inside a powercore remains there in suspended animation indefinitely, until the powercore is plugged into a system that draws power from it. A person inside an active powercore gains 5 levels of fatigue when it turns on, and loses one HP per day of use. When all HP is drained from the person inside, the powercore drains that last level of fatigue and gives its 10 minutes until an empty warning alarm and the power light begins to blink instead of glow steady. At 10 minutes, the body is dissolved as the final bit of power is drained from it and the powercore goes dormant, waiting to be recharged.
 

Magitech Vehicles Impact on the world so far

Ever since their first Prototypes began to be tested in battle, the rumors that Georgia's ruler had been too ambitious have begun to get more and more rarely spoken. This is because they use the Doomskippers and Doom Towers to steal enemy infantry with the Teleportal Ray and then trap them into Powercores.
They Provide air power not dependent on training a flying beast or enslaving a primordial or elemental to power it. This makes them unique enough, but many of their weapon and special systems are repurposed ancient Orc Empire magitech that Georgian Arcanist have discovered the secrets to crafting.
The Arkalan Protectorate routinely raids Doom Brigade units with the aim of disabling the vehicles so the Powercores can be emptied of the slaves trapped inside as batteries. Mostly because many of those inside are their own people, but also because the process itself is an affront to life itself in their eyes.
  Even damaged and empty Powercores will fetch a high price in nations such as Barbaris, Savagea, and the Lands of the Great Ones. Just like any Doom Magitech vehicles, they are a sought after commodity since these magitech devices are all still so new.
The first of their types having been pressed into service just a few decades ago now.
There are less than a thousand total Powercores produced, and maybe 200 magitech vehicles so far.
This is because only a handful of Arcanists known the secrets of construction and enchantment of the components of these magitech devices.
But, Dixie Motor Company in Georgia just began a new industrialization initiative to increase production capacity in a scalable manner. They plan to have the capacity to craft 1000 Batteries and 100 Small and another 20 Medium Magitech Vehicles per year within the next decade if all things go to plan. This news is being whispered about in the taverns and streets by people from all walks of life in the neighboring kingdoms, whether Georgia is at war with them or not. There's a King's Ransom of a bounty out for anyone with the secrets of their crafting by the Pirate Kings of Savagea; 200,000 Gold Pieces for someone who can actually craft the same magitech vehicles.
This is why those with that knowledge are guarded as state secrets in Georgia.
 

Maintenance

These vehicles need their gears greased daily and this takes at least 10 minutes to perform on the small or light class vehicles, an hour on medium class vehicles.
They also require a mana stone or similar magic energy storage device (holds charges) to be used as a starter system for the vehicle. Usually the first system to break when the vehicle is attacked. The vehicle will continue operating if this breaks, but if shut off it cannot be restarted without a new one. The power level in this starter device should be checked every day before it's started so you know how many times it can be started that day. The ground based engines themselves are internal combustion (hydrogen-ethanol blend) steam engines, the ethanol is generated via an effect like an everfull flask, but the salt-water needs refueled manually. Each one burns salt-water at the same rate, one hour per gallon of salt-water. The powercore provides the power to generate the ethanol and enriches it. Seals and belts should all be checked at least weekly and replaced as needed as per the SOP Maintenance Manual.  

Repair

Doom vehicles do not repair themselves, instead relying on a knowledgable Tinkerer or Blacksmith depending on the repairs needed. If the Armor Plating or Hull Integrity need repair, either one can do the job, but if one of the special systems or engines need repair only the Tinkerer can help. Repair DC for Armor/Hull is 15/17. Repair DC for engines is 17, for armaments, defenses, special systems and the like the Repair DC is 11 + Spell Level of the affected system (minimum 1) + 1 for each additional damaged system. Each of these more advanced repairs only fixes one system at a time. Quad Powercores Repair DC is 18, Hex Powercores Repair DC is 20.

Most good Dixie Engineers carry a wand of Repair for fast fixes during combat, between that and a spare copy of most parts and plates in storage of all the vehicles with Cargo Vaults, it's hard to decommision these mighty weapons of war.

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Cover image: A strange planet this way floats. by magejosh with DALLE3

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