Damage Threshold (15): A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Damage below the threshold is ignored.
Crew (10): A ship requires a crew of 10 members, where a skilled hireling would cost 5 gp per day to employ.
Passengers (20): A ship can hold up to 20 passengers on-board. A passenger will need to pay around 1 gp per day to receive passage.
Cargo (1 ton).
Repair: Repairs can occur while berthed. Repairing 1 hit point of damage will cost 1 day of labor and 20 gold.
Ballista Shot: Ranged Weapon Attack: +6 to hit, range 100/300 ft, one target. Hit: 26 (3d12+9) piercing damage.
Before it can be fired, the ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
The ballista has 40 hit points, and an AC of 16. Replacing a destroyed ballista will cost 100 gp.
The airship can take 3 Legendary Actions, choosing from the options below. Legendary actions can only be used at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Open the Throttle (2): The airship can use 2 legendary actions to move up to its maximum movement speed.
Auto-Ballista Shot (1): Ranged Weapon Attack: +6 to hit, range 100/300 ft, one target. Hit: 12 (1d12+5) piercing damage.
Before it can be fired, the ballista must be loaded and aimed. It takes one legendary action to load the weapon, one legendary action to aim it, and one legendary action to fire it.
The ballista has 30 hit points, and an AC of 15. Replacing a destroyed auto-ballista will cost 200 gp.
Description
Powered by magical Zyndonium crystals, airships are the fastest means of transport in the world. Flying through the skies at speeds of around 10mph, and armed with powerful Ballista, these useful travel vessels are used for rapid transport or key movement of valuable assets. Major port cities have berths for these vessels.
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