Light Airship

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

 

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): 1x Rotary Cannon (Air)
 
Rotary Cannon (Air)

FIREARM COMMON AIRSHIP GUN LARGE FIREARM SILENT POINT DEFENSE PIERCING SLOW

A small cannon with a rotating barrel that can be fitted underneath an airship. Fires with air-pressure that produces minimal noise. Fires 2 times per attack.   Add your Proficiency Bonus to attack rolls if you're proficient with Firearms.  

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)
Upkeep cost per month
100 gp
Repair cost per hp
33 gp

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