Inanimate. The airship is inanimate and must be manned
Fly Speed. 80 ft.; 60 ft. while flying into the wind; 100 ft. while flying with the wind
Damage Threshold: 15 (Hull)
Balloon
Damage Threshold: 10 (balloon)
Keel/Beam. 100 ft. / 25 ft.
Armor Class: 13
Hitpoints: 75
Resistances: Bludgeoning
Vulnerabilities: Piercing
Air Capacity (75/75)
Air capacity is the total air stored within the balloon, when the balloon hits 0 hit points, any damage over the total hitpoints will be transferred to this value, and each turn the balloon will take that total damage again. While the airship loses air capacity, it will begin moving downwards at a faster pace, up to 75 feet a turn. When this air capacity hits zero the airship will fall out of the sky immediately .
Critical Damages:
Critical Damages are suffered to the airship when it rolls a nat 1, or an attack made against it rolls a nat 20 and causes damage to the vessel. The DM may roll a 1d6 to decide on the critical damage done to the vessel.
1. Damaged Top Deck: The top deck suffers major damage, causing planks to become loose, damaged, fragile, or otherwise. Making the top deck difficult terrain for all on board
2. Damaged Propulsion: The airship's propellers take significant damage, causing the ship to slow down to half its speed.
3. Damaged Ailerons: The Airship's' Ailerons become damaged, forcing it to circle in a left or right motion at 30 degrees each turn. The direction of movement is decided by the DM.
4. Fuel Puncture: The Airship's fuel tanks are punctured, beginning to leak any fuel within them. This makes the Airship vulnerable to fire damage, as well, if not repaired within a timely manner will drain the airships fuel. A total of 4 hours per 10 minutes of fuel is lost.
5. Air Leak: The airship's balloon springs a leak, either from being struck, or the sudden jolt in the hull causing something within to rip. The Airship loses 1 air capacity every minute. The airship's balloon will need repaired manually to stop this leak.
6. Engine Failure: The engine either takes a direct hit, or malfunctions, causing it to come to a halt. Any current movement speed is reduced by 10 each turn until the airship comes to a grinding halt. A Tinkering skill check (Or Intelligence check) of 16 is needed to diagnose the problem, before being fixed. The repair will take 1 turn of full attention to repair afterwards.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (3d20 + 6) bludgeoning damage.
Full Speed. you may double your movement speed for this turn only.
Drop Anchor. Drop the anchor, on next turn the ship will reach zero speed.
Turn. turn left or right 45 degrees
Burn Fuel: Begin to burn extra fuel, while extra fuel is burning the ship's speed is doubled. As well, fuel reserves are used up at four times the normal speed. Activate this again to stop burning extra fuel.
Evasive Manuevers: When attacked, the pilot may attempt to lessen the blow, the vessel rolling a dex save. On Success, the vessel's attacked location's AC is increased by 5. On failure, the ship is damaged. a natural 1 will cause a critical hit to be taken, damaging the ship in a more major way. The DM may roll
Description
Keel/Beam. 80 ft. / 20 ft.
Height: 70 ft.
Cargo Capacity (includes passengers): 2 Tons
Engine Type: Liquid coal fired
Fuel capacity: Two weeks of travel time
Vehicle Size: Medium
Armament: None
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/9/2024 1:04:42 AM
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5
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Coming Soon
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