The Stormherald
Power Generation
Engage Helm. It requires a minimum of a level 1 pilot to activate a helm. The helm must be securely bolted to a ship that is in reasonably good shape. If the helm is currently inactive it takes one hour to activate it. This is called powering up. During this time the pilot must remain in physical contact with the helm and maintain full concentration. The air and gravity bubble expands slowly out from the helm at a rate of 5 feet per minute until it reaches a radius of 300 feet. At this time it becomes fully activated. The helm not only allows the magic user that activated it to control the vessel’s direction and velocity, but also provides an envelope of breathable air at a comfortable temperature and creates an artificial gravity that allows everyone on board to move about on the ship as they would if it were on the water.
Propulsion
Sail 30 ft (40 ft w/helm), Fly 60 ft
Weapons & Armament
Light Ballista. (detachable) Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: (2d8) piercing damage.
Heavy Ballista. Bolt. Ranged Weapon Attack: +6 to hit, range 160/520 ft., one target. Hit: 16 (3d10) piercing damage.
Ramming Attack. Must be at least 30 ft away: +6 to hit, Damage: Speed of Boat (in feet per round) x 1d4 bludgeoning damage, the ramming ship takes half of the damage to itself
Heavy Ballista. Bolt. Ranged Weapon Attack: +6 to hit, range 160/520 ft., one target. Hit: 16 (3d10) piercing damage.
Ramming Attack. Must be at least 30 ft away: +6 to hit, Damage: Speed of Boat (in feet per round) x 1d4 bludgeoning damage, the ramming ship takes half of the damage to itself
Armor and defense
Armor Class 16 (reinforced steel)
Hit Points 50/hull (2)
Speed Sail 30 ft (50 ft w/helm), Fly 90 ft
Hit Points 50/hull (2)
Speed Sail 30 ft (50 ft w/helm), Fly 90 ft
Hangars & docked vessels
Hang Glider
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