Ranged Weapon Attack: +6 to hit, range 600/2400 ft., one target. Hit: 44 (8d10) Bludgeoning damage.
Action
This station has 6 charges and can expend 1 or more charges to cast magic missile, dividing the total damage against how many targets it chooses this station regains 1d6 + 1 expended charges daily at dawn
1 Charge: 150 darts, (450) 150d4+150 force damage
2 Charges: 200 darts, (600) 200d4+200 force damage
3 Charges: 250 darts, (750) 250d4+250 force damage
4: Charges: 300 darts, (900) 300d4+300 force damage
5 Charges: 300 darts, (1050) 350d4+350 force damage
6 Charges: 350 darts, (1200) 400d4+400 force damage
Description
If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in placeis instead destroyed.
Crash Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10
A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
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