Light Airship

A small rigid airship that uses coal powered boilers to fly.

 

Battlestations

Pilot: Use the controls on the flying machine to move and execute Piloting Checks.

Engineering: Tweak the engine controls to make Engineering Checks. You can also make emergency repairs from here.

Lookout post: You man the Navigation Controls to use its instruments to make Operator Checks.

Gunner turret: Use one of the Point Defense guns to attack smaller crafts and missiles.

Cargo bay: Use the cargo hook to attach to enemy craft for boarding or drop bombs.

Maneuvers

Rapid Ascend. Piloting Skill: Spend a Power Die and make a Piloting Check (D20 + Proficiency Bonus (Pilot) + Dexterity Modifier) DC15 to ascend up to your fly speed as a free action.



Ramming Speed! Piloting Skill: Spend a Power Die and make a Piloting Check (D20 + Proficiency Bonus (Pilot) + Dexterity Modifier) DC15 to ram into another craft. You do the following damage based on your vehicles size:
  • Small: 2d8 Bludgeoning damage
  • Medium: 4d8 Bludgeoning damage
  • Large: 8d8 Bludgeoning damage
  • Huge: 16d8 Bludgeoning damage
  • Gargantuan: 32d8 Bludgeoning damage
Your vessel takes half of the damage.



All power to the engine! Engineer Skill: Spend a Power Die and make an Engineering Check (D20 + Proficiency Bonus (Engineer) + Intelligence Modifier) DC15 to boost power to the engine. You move extra half your movement speed.



Jury riggin' Engineer Skill: Spend a Power Die and make an Engineering Check (D20 + Proficiency Bonus (Engineer) + Intelligence Modifier) DC15 to make emergency repairs. The vehicle regains 2d8 hit points.



Scan for Weakness. Operative Skill: Spend a Power Die and make a Scan Check (D20 + Proficiency Bonus (Operative) + Wisdom Modifier) DC15 to find a weakness in the enemy ship.



Range Finder. Operative Skill: Spend a Power Die and make a Scan Check (D20 + Proficiency Bonus (Operative) + Wisdom Modifier) DC15 to double the range on the ship's weapons.

Power Generation

Coal powered engine and boiler.

Generates 1 Power Die on the start of its turn. Can hold up to 6 Power Die.

Propulsion

Propeller.

Weapons & Armament

Point Defense guns

Underneath (ball turret): Medium Weapon slot

Armor and defense

Hull

16 AC (Natural armor)
150 hit points
Damage Threshold: 10  

Balloon

15 AC (Natural armor)
100 hit points
Damage Threshold: 10

Communication Tools & Systems

Semaphore with lights and flags.

Sensors

Searchlight 20 ft.

Additional & auxiliary systems

Cargo hook with capacity to lower 1 Large machine or 6 creatures when a basket is attached.
Size
Medium
Used by
Price
10,000
Rarity
Uncommon
Width
Gondola: 40 ft (8m), full size: 100 ft (30m)
Length
Gondola: 32 ft (10m), full size: 65 ft (20m)
Height
Gondola: 13 ft (4m)
Weight
4500 lbs (2000 kg)
Speed
80 ft flyspeed/150 ft turning speed. Top speed 380 ft (70km/h)
Complement / Crew
1
Cargo & Passenger Capacity
1550 lbs (700 kg) or 5 passengers
Upkeep cost per month
50 gp
Repair cost per hp
20 gp
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