Light Airship
Power Generation
Coal powered engine and boiler.
Generates 1 Power Die on the start of its turn. Can hold up to 6 Power Die.
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): 1x Rotary Cannon (Air)Rotary Cannon (Air)
FIREARM COMMON AIRSHIP GUN LARGE FIREARM SILENT POINT DEFENSE
PIERCING
SLOW
Special attack
Strafe. Dive and spin up the barrel to maximum rotation. In a 100 ft. long, 5 ft. wide line, all creatures 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 2d10 Piercing damage, on success only 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 | Slow | 300/1000ft |
Cost: 600gp
Weight: 100lbs
Armor and defense
Hull
16 AC (Natural armor)300 hit points
Damage Threshold: 10
Balloon
15 AC (Natural armor)200 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
Price
20,000
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
4
Cargo & Passenger Capacity
1100 lbs (200 kg)
100 gp
Repair cost per hp
33 gp


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