The Voidcutter
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ENGINEERING (80 HP, WARP)
HELM (80 HP, 6 SUBSTATIONS)
WEAPONS (80 HP, 2 ION CANNONS, 2 LASER CANNONS)
CLOAKING (80 HP, +4 SUBSYSTEM AC)
INTEL (80 HP, 8 TACTICAL INTEL POINTS)
AUGMENTED INTELLIGENCE (80 HP, 16 PERSONA POINTS)
Vehicle Type | Warpjammer |
Tonnage | 10,800 tons |
Hull Points | 560 |
Crew | 2 / 8 |
Landing Gear | Land, Water, Submersible |
Power Type | Proto-Elemental Warpjammer |
Cargo Capacity | 48,000 ft3 / 57,790 tons |
Keel length | 520 feet |
Deck Size | 2 |
Speed | 38 mph |
Warp Jump Range | 80 lightyears or full Plane Shift |
AC | 18 (22 Subsystem) |
Size | Titanic+ |
Damage Reduction | 8 |
Resistances | Acid, bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, slashing, and thunder. |
Immunities | Non-magical bludgeoning, piercing, and slashing, poison, psychic, and all conditions. |
Subsystems | Defense, Engineering, Helm, Weapons, Cloaking, Intel, Persona |
Weapons | Ion Cannon x2, Laser Cannon x2 |
SUBSYSTEMS
DEFENSE (80 HP)
The defense subsystem allows for a finer degree of control over a starfaring vessel’s movements as well as enhancing the vessel’s natural defenses. When you are the lead defense officer you can use the following actions:
- Evasive Maneuvers. As an action, make an Intelligence (defense subsystems) check. If the result of this check is higher than the starfaring vessel’s base AC, use the result of the check as the vessel’s AC until the start of your next turn.
- Shields Up. As an action you can create a shimmering star shield to defend the starfaring vessel from damage. When created, the star shield gains hit points equal to the current hit points of the defense subsystem and has all the same damage immunities and resistances as the starfaring vessel. Whenever this vessel’s hull or one of its subsystems take damage, the star shield takes the damage instead. If this damage reduces the star shield to 0 hit points, the targeted subsystem or the hull takes any remaining damage.
- Renew Shields. As a bonus action you can increase an existing star shield’s hit points to equivalent to the current hit points of the defense subsystem.
ENGINEERING (80 HP, WARP)
The engineering subsystem allows for near instantaneous travel across the astral flow and manipulation of the power levels of subsystems installed in the vessel. In addition, a starfaring vessel is capable of performing a Warp Jump. Performing a Jump requires 8 hours of plotting and spooling up the engine to allow the vessel to travel up to 80 light years. When you are the lead engineering officer you can use the following actions:
- Back Online. As a bonus action you can choose to deal 5 force damage that cannot be reduced to the engineering subsystem. If you do, choose an inactive subsystem. That subsystem gains 1 hit point and becomes active.
- More Power. As a reaction you can enhance an ability check or attack roll before it is made by another subsystem on the same vessel. When you do, succeed on an Intelligence (engineering subsystem) with a 16 DC or the engineering subsystem loses 5 hit points. If you fail by 5 or more, the engineering subsystem loses 10 hit points. Regardless of the result, if the engineering subsystem is still active after this check the ability check or attack roll gains advantage.
- Power Realignment. As an action you can choose any two active subsystems and roll Intelligence (engineering subsystem). One of those subsystems loses hit points equivalent to half the result. The other subsystem gains hit points equal to double the amount the first subsystem lost.
HELM (80 HP, 6 SUBSTATIONS)
The helm subsystem allows for communication across the vessel and between one starfaring vessel and another. When you have the helm subsystem installed you can attempt to hail other starfaring vessels whether they have a helm subsystem or not. If the vessel accepts your hail you may communicate with one another until you choose to end the connection. Additionally, the helm subsystem functions as a bridge for the vessel and contains stations that allow other subsystems on the vessel to be remotely operated. When you are the lead helm officer you can use the following actions:
- Direct Order. As a bonus action, you can issue an order to another lead officer on the same vessel as you. That lead officer can use his reaction to take one of the actions or bonus actions of the subsystem he is the lead officer of.
- On My Mark. As an action you can use the action of another installed and active subsystem. If that action would call for a subsystem proficiency roll you use Charisma (helm subsystem) instead.
WEAPONS (80 HP, 2 ION CANNONS, 2 LASER CANNONS)
The weapons subsystem allows you to make attacks against other starfaring vessels and the strange creatures who call the astral flow their hunting grounds. If your vessel has no lead weapons officer a creature can fire one starfaring weapon in the weapons subsystem as an action. That starfaring weapon cannot be fired again until the start of that creature’s next turn.
When you are the lead weapons officer you can use the following actions:
- Aim. As a bonus action you can aim at one of a chosen enemy’s subsystems. Whenever you make an attack with the weapons subsystem before the start of your next turn you can choose to target that subsystem or the hull.
- Fire. As an action you make an attack with each starfaring weapon installed on this weapons subsystem. None of the starfaring weapons you used may be fired again until the start of your next turn.
2x | Ion Cannons | 3d12 lightning damage | disruptive, shieldbreaker |
2x | Laser Cannons | 4d8+16 force damage |
CLOAKING (80 HP, +4 SUBSYSTEM AC)
The cloaking subsystem enhances the stealth capabilities of starfaring vessels by bending light and jamming enemy vessels’ sensors. When you install a cloaking subsystem it creates a constant layer of static, scrambling enemy sensors and creating a field of slight visual distortion around the vessel. This static has the effect of making subsystems on the starfaring vessel more difficult to target.
- Incognito. As an action you can increase the cloaking subsystem’s covert abilities. Make an Intelligence (cloaking subsystem) check. As long as no subsystem on the vessel takes an action the vessel is invisible and undetectable to starfaring vessels without the intel subsystem.
INTEL (80 HP, 8 TACTICAL INTEL POINTS)
The intel subsystem allows for the speedy gathering and accurate assessment of information. Simply by installing the intel subsystem you always know the remaining hit points of a vessel’s star shield and hull if the vessel is within 300 feet. In addition, a vessel with the intel system has a pool of tactical intel. For every 10 hit points used to install this subsystem the vessel’s maximum tactical intel increases by 1. Any lead officer can choose to expend 1 or more tactical intel after they make an ability roll with a subsystem they are proficient with, but before the DM declares whether or not it was successful, to add the same number to the result of their roll. The vessel regains all expended tactical intel when it receives 1 week of maintenance.
Probability Report. As a bonus action, choose another subsystem on this vessel. The first roll that subsystem makes before the start of your next turn gains advantage.
- Quick Scan. As a bonus action, choose a vessel within 300 feet and you learn the remaining hit points of all of its subsystems.
- Assess Weakness. As an action on your turn, choose a vessel within 300 feet to assess for weakness. When you do, make a Wisdom (intel subsystem) check contested by one of the lead officer’s on the enemy vessel’s Intelligence (cloaking subsystem) or Charisma (helm subsystem). If you succeed, choose the shieldbreaker, hullbreaker, or tactical weapon property. All attacks from this vessel’s weapon subsystem gain that property when firing on the the chosen vessel until the start of your next turn.
AUGMENTED INTELLIGENCE (80 HP, 16 PERSONA POINTS)
The Augmented Intelligence subsystem is different from all other subsystems in that it is not controlled by a lead officer. Instead, the Augmented Intelligence subsystem creates a Persona, an intelligence that can operate throughout the ship and who is housed in the Augmented Intelligence subsystem. This Persona can remotely serve as a lead officer in one or more Subsystems.
Proficiency Bonus | +8 |
Proficient Subsystems | Helm, Engineering |
Actions per Round | 3 |
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