Reading a Vehicles Statblock
Bellow is a sample ship table that describes each position on the block.
Ship Name
- Vehicle Level
SIZE
BP - BP cost of the ship, only includes the listed amenities
Chassis The base class of the ship. All level based stats are derived from this
Piloting DC The default skill check DC for Piloting rolls
Skills The skills for any NPC that is making this roll for the ship.
Maneuverability - The base maneuverability of the Hull
Traits Any special Traits the ship has
AC the Hulls AC Fort - Ships only have a FORT save. Rflx Adj If a RFLX save is required, the Pilot makes a Piloting Check with this penalty
HP (BT) - This is the amount of HP your ship has, when it reaches the Break Threshold (BT) your ship takes a –2 penalty to its AC, saves, collision DC, and all piloting checks DC's increase by 5. The ship also looses 1 Speed Point Immunities - All ships have Object Immunities, if there are aditional ones they will be listed here too. Hardness - The amount of damage the ship takes is reduced by this Weaknesses - Most ships have the weakness Fire until Broken
Weapon Mounts L/H/R - The number of Light (L) Heavy (H) and Ram (R) mounts a Hull has integral to it. Weapon costs and crew to man them need to be procured separately.
Collision Damage (DC) - The damage done by/to this ship when it hits something else. Ram weapons can soften the blow for the ship if taking the Ramming Speed activity. The DC is a basic save DC. The ship causing the collision rolls FORT against their own damage, if another party is involved and all creatures in the ship(s) may choose between FORT or RFLX for this save.
Installed Weapons If any weapons are installed they will be listed here.
Crew - The amount of crew needed to steer the ship. This does not include Passengers, Weapons crew, or other Officers. Hulls have enough cabins to support their crew/officers but to accommodate any passengers additional cabins (a separate piece of ship board gear) needs to purchased.
Expansion Bays Most ships have one or more expansion bays that if left empty are the cargo capacity for a ship. They can be converted into a number of improvments
Space - Keel (Length) Beam (Width) and Height of the ship (to the Deck, not including any masts or castles)
Tonnage - The approximate size of the ship. Used to derive the airdays and the power of propulsion needed to move the ship.
Air Days - The amount of breathable air the Hull caries in it's Air Envelope
Liftoff - The number of rounds needs to be taken to get off the ground from landing
Landing - If a craft can land it is detailed here
Sailing Speed - If a ship can sail in the water, it's speed is listed here
Installed Expasion Bays Any improvments that have been installed in an empty Expansion bay
Special - If there are any special activities or conditions for a ship they are here
Discription A short description on the hull
Substantial - All hand held weapons or natural attack damage is halved befor hardness is applied to the damage. At the GM discretion attacks from a creature the same size category as the vehicle or larger can bypass this trait
BP - BP cost of the ship, only includes the listed amenities
Chassis The base class of the ship. All level based stats are derived from this
Piloting DC The default skill check DC for Piloting rolls
Skills The skills for any NPC that is making this roll for the ship.
Maneuverability - The base maneuverability of the Hull
Traits Any special Traits the ship has
AC the Hulls AC Fort - Ships only have a FORT save. Rflx Adj If a RFLX save is required, the Pilot makes a Piloting Check with this penalty
HP (BT) - This is the amount of HP your ship has, when it reaches the Break Threshold (BT) your ship takes a –2 penalty to its AC, saves, collision DC, and all piloting checks DC's increase by 5. The ship also looses 1 Speed Point Immunities - All ships have Object Immunities, if there are aditional ones they will be listed here too. Hardness - The amount of damage the ship takes is reduced by this Weaknesses - Most ships have the weakness Fire until Broken
Weapon Mounts L/H/R - The number of Light (L) Heavy (H) and Ram (R) mounts a Hull has integral to it. Weapon costs and crew to man them need to be procured separately.
Collision Damage (DC) - The damage done by/to this ship when it hits something else. Ram weapons can soften the blow for the ship if taking the Ramming Speed activity. The DC is a basic save DC. The ship causing the collision rolls FORT against their own damage, if another party is involved and all creatures in the ship(s) may choose between FORT or RFLX for this save.
Installed Weapons If any weapons are installed they will be listed here.
Crew - The amount of crew needed to steer the ship. This does not include Passengers, Weapons crew, or other Officers. Hulls have enough cabins to support their crew/officers but to accommodate any passengers additional cabins (a separate piece of ship board gear) needs to purchased.
Expansion Bays Most ships have one or more expansion bays that if left empty are the cargo capacity for a ship. They can be converted into a number of improvments
Space - Keel (Length) Beam (Width) and Height of the ship (to the Deck, not including any masts or castles)
Tonnage - The approximate size of the ship. Used to derive the airdays and the power of propulsion needed to move the ship.
Air Days - The amount of breathable air the Hull caries in it's Air Envelope
Liftoff - The number of rounds needs to be taken to get off the ground from landing
Landing - If a craft can land it is detailed here
Sailing Speed - If a ship can sail in the water, it's speed is listed here
Installed Expasion Bays Any improvments that have been installed in an empty Expansion bay
Special - If there are any special activities or conditions for a ship they are here
Discription A short description on the hull
Traits
Substantial - All hand held weapons or natural attack damage is halved befor hardness is applied to the damage. At the GM discretion attacks from a creature the same size category as the vehicle or larger can bypass this trait
Behind the Curtain
HP
Based amount off ship size + a level based amount for the class of the chassisAC
Level based off certain classes. Shuttle = Alchemist, Trade/Explorer/Fighter = Magus, Capital = Champion.Hardness
Calculated from the existing vehicles. Buffed the well made ships (Elven) or dense (Dwarven) ships.Collision Damage
Damage Number of die = to Level, dice size based of ship size (d3/d4/d6/d8/d10/d12) for T/S/M/L/H/G).DC based off Magic Item save from GMG. Buffed "Dense" ships.
Comments