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Starchaser

Stats:
Hit Points: 380
AC (External): Helmsman's Athletics Skill + 3
AC (Internal): 16
Fortitude: 30
Reflex: 2 (Modifiable by Skill Check) + 3
Will: N/A
Resist 15 Handheld Weapons & Single Target spells
Vulnerable 5 Fire

Overland Speed: 2 hexes per day (1 hex per night)
Combat Speed: ~12 (Dependent on Helmsman Skill Checks) - 2 Minimum Crew: 10
Current Crew: 33 (and a Unicorn)

Onboard Weapons:
2 x Light Ballista
Attack: Str/Dex/Int + Half/level VS Reflex
(Pretty bad at hitting people. Pretty decent at hitting ships, buildings and other large stationary objects.)
Hit: 3d12 + Int Mod. Optionally: Harpoon physics.

Propulsion

Like sailing vessels, forward thrust is generated by the wind against multiple sails. Unlike sailing vessels, because sails can be mounted at all angles, they are also used for turning.   The interaction of the keystone with the material plane generates something that Chief Engineer Meena Runeholme calls 'Planar Locking', which generates effectively, a sheet of force the ship can slide up or down, or push against. This allows you to use tacking in an airship, as well as climb or descend without the aid of bouyancy balloons. (Though the ship does still have emergency alchemical packages to inflate bouyancy aids in case of catastrophic failures.)

Armor and defense

The Starchaser currently has little in the way of armour that might be mounted to a water-based warship, as this would significantly reduce the speed of your ship at it's current sailing power. The keel is reinforced with steel, but this is mostly for docking purposes. The keystone chamber at the centre of the ship is the most heavily armoured part, featuring thick metal walls, as well as secure locks and magical warding.   Two ballistae are mounted in alcoves on the lower deck, with arcs of fire facing forward and down. Two more are mounted near the prow on the top deck, facing forward and up. Both sets are capable of firing harpoons (with attached chains or rope) as well as more conventional heavy bolts.

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