- Hull HP : 3d20 (average 40), AC : 3, Damage Threshold: 5
- Wings HP : 1d20+8 (average 20), AC : 3
- Engines HP: 1d20+8 (average 20), AC : 3
- Mount Points 1 light or 2 mounted guns
Cargo 15 ft x 15 ft x 20 ft, 75 lbs
Capacity 2 creatures
Cost 5 250 gp
Damage Threshold If a vehicle component listed above has a damage threshold, that component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.
Repairs Repairing damage to a vehicle takes a full hour of work, and a mechanical tool kit. At the end of the hour, make an Intelligence (mechanical tools) check. The vehicle restores hit points equal to the result of the ability check -5. It is possible to damage a vehicle if the attempted repairs are particularly poor. The cost of repairs is the amount of HP gained or lost divided by total vehicle HP, times the total price of the vehicle.
Crash Melee Weapon Attack: +2 to hit, 4d10 Bludgeoning damage. Half this damage is distributed among the vehicle and crew if a Large size obstacle is crashed into, full damage is distributed if a Huge or larger obstacle is crashed into. Twice as much damage, rounded up, is done to the vehicle as is done to the crew in each case.
Stunt An airship pilot may make an ability check using their animal handling proficiency to perform one of the following stunts :
- Avoid a small size or smaller stationary hazard : DC10
- Make a sharp turn, gain or drop altitude quickly, avoid a medium size or larger stationary hazard : DC15
- Recover from a nosedive, move full speed through a wide passage, move half speed through a narrow passage (3 times largest cargo dimension), avoid a slow projectile (40 ft/turn or less) : DC20
- Recover from a spin, move full speed through a narrow passage (3 times largest cargo dimension), avoid a fast projectile (more than 40 ft/turn movement) : DC25
- Avoid a very fast projectile (arrows, missiles, spells, canon fire) : DC30
A critically failed roll on a DC15 or less check will send the vehicle into a nosedive, causing the vehicle to crash in 5 turns unless a DC20 animal handling check is made by the pilot to recover
A critically failed roll on a DC20 or higher check will send the vehicle into a spin, causing the vehicle to crash in 5 turns unless a DC25 animal handling check is made by the pilot to recover
If the wings lose all their HP, the vehicle will enter into a spin (see Actions)
If the engines loses all their HP, the vehicle will enter into a nosedive (see Actions)
If a spin or nosedive is recovered in this fashion the vehicle will land instead of crashing after 5 turns
Creatures or cargo falling from the airship take 20d6 falling damage unless they are equiped with a parachute and a character deploying the parachute make a DC10 acrobatics check
If the hull loses all its HP, all crew and cargo fall out of the airship
Description
Sometimes called the dragonfly, the biplane is a fixed-wing aircraft with two main wings stacked one above the other. It relies on a face-mounted animated propeller to propel up to two medium-sized creatures through the air. Similar to the hang glider, the biplane gives its pilot and gunner concealment behind 1 inch of wood and cloth (hp 10, hardness 3). The biplane can mount a (smaller than typical) light mounted weapon, or two medium-sized heavy guns (such as a magic missile launcher).
A biplane is too small to have different hull sections, and therefore only has an overall AC and a single hp total for the hull.
Adapted from triplecrit dot fandom dot com slash wiki slash Airships#articleComments under the CC-BY-SA license. Adapted content also under CC-BY-SA license.
OGL D20 Modern Conversion rules for Vehicles adapted from GM Binder page -LixqdaLoRasl0_Qpood
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