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Sky-ship Combat V.2 in Dungeons & Dragons 5e

Sky-ship Combat V.2

There are 4 types of Sky-ship: Brigantine, Galleon, Corvette, and Frigate.
Each type of Sky-ship has the following 3 parts

1. Hull

HP detailed below.
AC detailed below.

Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.

2. Solar Sails

Hp: 100
AC: 13

[I]Words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear of the ship.

3. Arcane Dynamo:

Hp: 75
AC: 17

Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.

Movement

A Sky-ship can move a number of spaces forwards, backward, up, and down equal to its speed.
A Sky-ship can turn to port and starboard, it can not move horizontally.  

Space upgrade

75,000 gp to upgrade the ship to an Astral dynamo, making it space-worthy  

Weapons

Ranged Weapon Attacks increase in range by 20ft for every 10ft the target is lower, Similarly, they decrease by 20 ft for every 10f the target is higher.
Each Siege Weapon must be purchased and mounted separately.   Heavy Bolter. (AC 14. HP 25. Cost: 200 gp.) Ranged Weapon Attack: +6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Ballista. (AC 15. HP 50. Cost: 600 gp.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Cannon. (AC 19. HP 75. Cost: 1000 gp.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Mounted Rail Gun. (AC 17. HP 25. Cost: 3,000 gp.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12+4 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft  

Repaires

As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP.   During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.  
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.
  12 people per ton... 3/4 capacity is cargo


Ship ClassPriceHPACSpeedCapacityWeapons
Brigantine15,000 GP300 (Damage Threshold 15)1560ft (7 mph)20 tons4
Galleon30,000 GP600 (Damage Threshold 15)1530ft (3 mph)32 tons8
Corvette45,000 GP200 (Damage Threshold 15)1975ft (9 mph)10 tons6
Frigate60,000 GP800 (Damage Threshold 15)1945ft (5 mph)16 tons10

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