Hull
Armor Class 13
Hit Points 300 (damage threshold 10)
If the hull is destroyed, the airship disintegrates and plummets from the sky. Surviving crew and passengers take falling damage (PHB, p.183).
Control: Helm
Armor Class 16
Hit Points 50
Move up to the speed of the airship’s elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.
Movement: Elemental Engine
Armor Class 18
Hit Points 100; −20 ft. speed per 25 damage taken
Speed (Air) 80 ft.
Locomotion (air and Fire) elemental power. If the engine is destroyed, the ship cannot take the move action.
Weapon:
The airship is an extension of the Salvage base and can carry weapons upgrades. The airship is the same Tier as the base and weapons and ammunition can be installed at the same price.
On its turn, the airship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than ten crew and only 1 action if it has fewer than five. It can't take these actions if it has fewer than two crew.
Fire Weapons. The ship can fire its weapons.
Move. The airship can use its helm to move with its elemental engine.
Repair Airship. The magewright casts mending on one airship component. It regains 2d6 hit points. Costs 10 salvage or 2 gp worth of residuum.
Description
Creature Capacity 15 crew, 5 passengers
Cargo Capacity 1 ton
Travel Pace 9 miles per hour (72 miles per day)
The airship needs a crew of at least 5 to operate and one of them must be a pilot. The player characters can function a crew.
Crew
House Lyrandar Dragonmarked Pilot
Cost 500 salvage
A dragonmarked noble with a +6 bonus to control the airship. Each pilot, after the first, adds 72 miles to the daily travel range (to a maximun of 216 miles per day). In combat the pilot can operate the airship. In case of boarding, the pilot will help in combat. After each salvage mission, the pilot takes 50 salvage from the reward earned for the base.
Airship Crewmember
Cost 50 salvage
A commoner that perform the mundane airships tasks. In combat the crewmember can operate the airship weapons. But will flee below deck, if the airship is boarded. After each salvage mission, the crewmember takes 10 salvage from the reward earned for the base.
Airship marine
Cost 100 salvage
A scout that perform the mundane airships tasks and is combat trained. In combat the marine can operate the airship weapons. In case of boarding, the marine will help in combat. After each salvage mission, the marine takes 25 salvage from the reward earned for the base.
Magewright
Cost 200 salvage
A magewright that is capable casting mending as an action. This costs 10 salvage or 2 gp worth of residuum. If the mending spell is cast on any airship component, it regains 2d6 hit points. In combat the magewright can operate the airship weapons. But will flee below deck, if the airship is boarded. After each salvage mission, the magewright takes 50 salvage from the reward earned for the base.
Previous Versions
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5/9/2021 2:03:52 PM
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6
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1
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5/9/2021 3:33:25 PM
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8
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1.1
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5/9/2021 3:41:48 PM
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9
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1.2
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5/9/2021 5:02:31 PM
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10
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1.3
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