| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +7 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +3 |
| CHA | 1 | −5 | −5 |
Remote Flying Pad. The ship can be remotely controlled using the Remote Flying Pad to utilise the auto pilot capabilities. A player can use a bonus action to use the pad to command the ship to act following their initiative to complete tasks. The player can chose to pick each action individually or issue commands such as "pick us up" and the ship will do it in the fastest way. They will not use any additional fuel charge abilities unless directly told to.
Fuel Charges. The ship utilises fuel charges to keep running, there are 20 in total and one is used each turn the ship is being used in initiative order. The ship has additional capabilities that can be accessed by spending fuel charges.
Manoeuvres. When flying the ship you can also attempt feats of piloting skill for beneficial effects but with higher risk of consequence if they are to fail. These require the action of the pilot or the holder of the Remote Flying Pad to perform as they perform things typically outside the ships main functions:
- Defensive Manoeuvres. DC 20: The Battleship slows its speed to 30 ft as you can move power from the engines to create a dampening field around the craft. On a success a 30ft radius emanation centred on the ship begins to emit, any chosen creature including the ship inside get 2d8 temp hp and +3 to their AC, where as any chosen enemies experience the emanation as difficult terrain and can only use an action or a bonus action on their turn. The emanation lasts until the end of the pilot's next turn
- Evasive Manoeuvres. DC 15: On a success the Battleship gains the benefit of the dash, disengage and dodge actions.
- Offensive Manoeuvres. DC 30: The Battleship has risky but significant emergency carpet bomb capabilities. A truly skilled pilot would be able to both drop them and evade their devastation. On a success the Battleship moves its movement speed in a straight line and drops bombs in a 40 ft wide and 100ft long line, every creature in the area must make a DC 30 Dexterity saving throw. On a failed save, the creature takes 10d12 force damage and 10d10 fire damage. On a successful save, the creature takes half as much damage. Objects in the area automatically fail the save
Cloaking System. 5 Fuel: The ship gains the invisible condition until the end of the next turn. This ends if the ship takes damage, uses another activated fuel ability or uses its offensive or defensives manoeuvres
Overpower Engines. 5 Fuel: The ships movement speed is tripled for this turn. Each time this is used the ships resting fuel cost per turn increases by 1
Seeking Missiles. 3 Fuel: A heat seeking missile fires towards an area within 100ft of the ship. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. Objects in the area automatically fail the save
Divert Shields. 4 Fuel: The shields of the ship concentrate to meet the impact of an attack. The ship either receives +5 to its AC until its next turn or reduces 1 instance of damage to 0
Comments