Brassthunder
A retrofitted Ravager ornithopter modified for carrying troops and supplies. Has 4 rotary steam-powered cannons, missile launchers and bombs.
Power Generation
Energy Crystal Array. On a full charge it can travel up to 3 days at top speed.
It generates 3 Power Dice at the start of its turn. Can hold up to 10 Power Dice.
It generates 3 Power Dice at the start of its turn. Can hold up to 10 Power Dice.
Propulsion
4x Heavy Ornithopter Wings
2x Booster Rocket
2x Booster Rocket
Weapons & Armament
2x Vehicle weapon slots (Medium)
Gunner. If you have Firearms proficiency and are familiar with the controls you can add your Proficiency Bonus to the attack roll.
Sweeping strike. Spin up the barrels and fire in a sweeping motion. In a 20 foot cone all creatures must make a Dexterity Saving Throw DC12 or if you have Firearms proficiency and are familiar with the controls DC8 + Dexterity Modifier + Proficiency Bonus, whichever is higher. It deals 8d10 Piercing or Bludgeoning damage, if a creature fails it Saving Throw by more than 10 it takes an additional 4d10 damage, if a creature succeeds they take half damage. This attack spends all ammunition and will take 2 full turns to cool down and reload.
Strafe. Dive and spin up both barrels to maximum rotation. In a 100 ft. long, 5 ft. wide line, creatures must make a Dexterity Saving Throw DC12 or if you have Firearms proficiency and are familiar with the controls DC8 + Proficiency Bonus + Dexterity Modifier, whichever is higher, on failure they take 8d10 Piercing damage, on success half damage. After this attack the guns need to cool down for 1 full turn before you can fire again.
1x Vehicle weapon slot (Large)
Unstable Trajectory. Within 300 ft it affects a 20' radius but the missiles will scatter and strike randomly at longer range.
High Explosive. Deals 10d6 Fire Damage and 6d6 Force Damage, Weapon Save DC is the operator's (if they have Firearms proficiency and knowledge how to pilot the vehicle) 8 + Dexterity Modifier + Proficiency Bonus. If not the Save DC is 10. A creature that succeeds on the Saving Throw takes half damage. On failure they're knocked prone and must make a Wisdom Save DC12, on failure they are stunned until the end of their next turn.
Quad Rotary Cannons
FIREARM RARE ORNITHOPTER GUN LARGE FIREARM SILENT
PIERCING
Gunner. If you have Firearms proficiency and are familiar with the controls you can add your Proficiency Bonus to the attack roll.
Special attack
Sweeping strike. Spin up the barrels and fire in a sweeping motion. In a 20 foot cone all creatures must make a Dexterity Saving Throw DC12 or if you have Firearms proficiency and are familiar with the controls DC8 + Dexterity Modifier + Proficiency Bonus, whichever is higher. It deals 8d10 Piercing or Bludgeoning damage, if a creature fails it Saving Throw by more than 10 it takes an additional 4d10 damage, if a creature succeeds they take half damage. This attack spends all ammunition and will take 2 full turns to cool down and reload.
Strafe. Dive and spin up both barrels to maximum rotation. In a 100 ft. long, 5 ft. wide line, creatures must make a Dexterity Saving Throw DC12 or if you have Firearms proficiency and are familiar with the controls DC8 + Proficiency Bonus + Dexterity Modifier, whichever is higher, on failure they take 8d10 Piercing damage, on success half damage. After this attack the guns need to cool down for 1 full turn before you can fire again.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 1d10 | Piercing / None | - | 300/1000ft |
Cost: 6000gp
Weight: 350lbs
Missile Barrage
WEAPON ARTIFACT LONG RELOAD ARTILLERY FORCE
FIRE
A brass and steel contraption that can be filled with rockets. It fires them all at once in a devastating barrage.
Long reload. Can be fired only once and reloading takes 1 hour.Unstable Trajectory. Within 300 ft it affects a 20' radius but the missiles will scatter and strike randomly at longer range.
High Explosive. Deals 10d6 Fire Damage and 6d6 Force Damage, Weapon Save DC is the operator's (if they have Firearms proficiency and knowledge how to pilot the vehicle) 8 + Dexterity Modifier + Proficiency Bonus. If not the Save DC is 10. A creature that succeeds on the Saving Throw takes half damage. On failure they're knocked prone and must make a Wisdom Save DC12, on failure they are stunned until the end of their next turn.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 10d6 + 6d6 | Fire / Force | 300/3000 ft |
Cost: 50,000gp
Weight: 400lbs
Armor and defense
AC 15
350 hit points
Damage Threshold 20
350 hit points
Damage Threshold 20
Communication Tools & Systems
Medium Range Radio: Radio system 1000km
Sensors
Echo sensors 1000 ft (Blind Sight)
Additional & auxiliary systems
Spotlight 10ft Radius
Self-Destruct
Cargo hook can carry an additional 4000 kg of cargo or a land vehicle up to 4000 kg.
Self-Destruct
Cargo hook can carry an additional 4000 kg of cargo or a land vehicle up to 4000 kg.
Class
Owning Organization
Price
100,000 gp
Rarity
Rare
Width
100 ft (30m)
Length
65 ft (20m)
Height
16 ft (5m)
Weight
15,000 kg
Speed
120 ft flyspeed/100 ft turning speed. Top speed 1640 ft (180 km/h)
Complement / Crew
2 pilots
Cargo & Passenger Capacity
12 passengers or 6000 kg cargo

Comments