Magic Resistance. The clockwork glider has advantage on saving throws against spells and other magical effects.
Capacity. 7 medium creatures (8 if you dump the engine and make this a one-way trip)
Carrying Capacity. 1/2 ton
Stations
Helm (requires 1 crew and provides three-quarters cover). Drive and steer the clockwork glider.
Gunner (requires 1 crew and provides half cover). Aim and fire the mounted ballistae. There are three mounted ballistae on the clockwork glider.
Gun Crew (requires 1 crew and provides half cover). Reloads the mounted ballistae. The Gunner can also fulfill this role, though it will take longer between shots without assistance.
Passenger (optional all remaining seats). Along for the ride, not fulfilling any special role.
Ballista Bolt. Crew Action, Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Must be reloaded after every shot.
Reload. Crew Action: Reload and arm the Ballista Bolt to fire again, but can be completed by a second crew member acting after it is fired.
Broadside. Pilot Action: Bring about the clockwork glider within 30ft of an intended target and angle so that all three ballistae crews can fire on a single focused target with an additional +2 to hit. Ballista Bolts can be readied for this move, but only shots taken on the same turn get this bonus, as the glider cannot hover in place.
Barrel Roll. Pilot Reaction: With a DC15 Dexterity saving throw, the pilot can roll the clockwork glider and take half-damage from all ranged weapon sources this turn. If the DC is beat by 10 or more, take no damage from ranged weapon sources this turn. However, all Ballista Bolt shots from the rolling glider are at -2 to hit (cannot be used on the same turn as a Broadside).
Description
A flying clockwork that must be fired from a central mechanism that resembles a massive slingshot (though there have been examples of crews just dropping them from slides at a great height for the same effect). Returning to base, however, seems to be reliant upon the individual pilot's skill.
The glider has the ability to climb back to heights when necessary due to the addition of a clever little engine compartment that can power the wings in times of need. This engine, however, is a little volatile and if it is damaged, 1d4 steam mephit are released and must be dealt with.
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