Vehicles (Vesmir)

From Traditional Games Wiki
Jump to: navigation, search
Vehicles

Sovereign Craft

Freighter [Mimic]

Freighter
Gargantuan vehicle
HP: 160 Space: 8 squares by 10 squares Cost: 4,000gp
AC: 6 Fort: 6 Reflex: 2  
Speed: 0, overland flight 8, aetherflight 10
Pilot
The pilot must sit at the controls at the rear of the bridge.
Crew
In addition to the pilot, a freighter requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Thirty Medium creatures; two hundred tons of cargo.
Out of Control (Planetside)
An out-of-control freighter moves forward at full speed and descends 5 squares per round. An out-of-control freighter that hits the ground after descending more than 5 squares is destroyed.
Out of Control (Aether)
An out-of-control freighter moves forward at half speed.
Decks
A freighter has five decks: bridge, crew deck, passenger deck, engineering deck, cargo hold.
Grip-Generator
For every 5 damage the freighter takes, there is a 10% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the freighter is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Ironfist [Dwarven]

Ironfist
Huge vehicle
HP: 100 Space: 3 squares by 3 squares Cost: 10,000gp
AC: 12 Fort: 15 Reflex: 13  
Speed: 0, fly 12 (hover), overland flight 15, aetherflight 20
Pilot
The pilot must sit at the controls at the rear of the bridge.
Load
Six Medium creatures; one ton of cargo.
Out of Control (Planetside)
An out-of-control ironfist moves forward at half speed. It descends 5 squares per round for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control ironfist that hits the ground after descending more than 20 squares is destroyed.
Out of Control (Aether)
An out-of-control ironfist moves forward at half speed.
Decks
The ironfist has two decks: bridge and lower quarters.
Ranged.png Light Forgecannon (standard; at-will) 4estar.png Fire
Ranged 10; +10 vs. Fortitude; 2d8 fire damage, and ongoing 5 fire damage (save ends).
Grip-Generator
For every 10 damage the ironfist takes, there is a 20% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the ironfist is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Merchantman [Mimic]

Merchantman
Gargantuan vehicle
HP: 300 Space: 8 squares by 20 squares Cost: 18,000gp
AC: 7 Fort: 7 Reflex: 2  
Speed: 0, overland flight 10, aetherflight 14
Pilot
The pilot must sit at the controls at the rear of the bridge.
Crew
In addition to the pilot, a merchantman requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Fifty Medium creatures; three hundred tons of cargo.
Out of Control (Planetside)
An out-of-control merchantman moves forward at full speed and descends 5 squares per round. An out-of-control merchantman that hits the ground after descending more than 5 squares is destroyed.
Out of Control (Aether)
An out-of-control merchantman moves forward at half speed.
Decks
A merchantman has seven decks: bridge, crew deck, passenger deck, recreation deck, galley deck, engineering deck, upper cargo hold, lower cargo hold.
Grip-Generator
For every 5 damage the merchantman takes, there is a 10% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the merchantman is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Stoneferry [Dwarven]

Stoneferry
Gargantuan vehicle
HP: 150 Space: 10 squares by 40 squares Cost: 400,000gp
AC: 7 Fort: 15 Reflex: 8  
Speed: 0, fly 6 (hover), overland flight 10, aetherflight 12
Pilot
The pilot must sit at the controls at the rear of the bridge.
Crew
In addition to the pilot, a stoneferry requires a crew of four, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 4 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Fifty Medium creatures; ten thousand tons of cargo.
Out of Control (Planetside)
An out-of-control stoneferry moves forward at half speed. It descends 5 squares per round for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control stoneferry that hits the ground after descending more than 20 squares is destroyed.
Out of Control (Aether)
An out-of-control stoneferry moves forward at half speed.
Decks
The stoneferry has four decks: bridge, crew and passenger quarters, and cargo hold.
Grip-Generator
For every 10 damage the stoneferry takes, there is a 20% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the stoneferry is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Vaulthammer [Dwarven]

Vaulthammer
Gargantuan vehicle
HP: 400 Space: 8 squares by 20 squares Cost: 650,000gp
AC: 15 Fort: 20 Reflex: 2  
Speed: 0, overland flight 10, aetherflight 15
Pilot
The pilot must sit at the controls at the rear of the bridge.
Crew
In addition to the pilot, a vaulthammer requires a crew of twenty, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 4 for each 5 missing crew members. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Two hundred Medium creatures; five hundred tons of cargo.
Out of Control (Planetside)
An out-of-control vaulthammer moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control vaulthammer that hits the ground after descending more than 20 squares is destroyed.
Out of Control (Aether)
An out-of-control vaulthammer moves forward at half speed.
Decks
A vaulthammer has five decks: bridge, crew deck, passenger deck, engine deck and a lower cargo hold.
Area.png Forgecannon Salvo (standard; at-will) 4estar.png Fire
Area burst 3 within 20; +15 vs. Fortitude; 3d10 fire damage, and ongoing 10 fire damage (save ends).
Pullwood Planking
Gravity is innate to all vaulthammer and cannot be counteracted.
Standard Atmosphere
If the vaulthammer is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Zonneboiler [Dwarven]

Zonneboiler
Gargantuan vehicle
HP: 200 Space: 8 squares by 8 squares Cost: 50,000gp
AC: 10 Fort: 17 Reflex: 1  
Speed: 0, overland flight 4, aetherflight 8
Pilot
The pilot must sit at the controls at the rear of the bridge.
Crew
In addition to the pilot, a zonneboiler requires a crew of three, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Ten Medium creatures; eight hundred tons of cargo.
Out of Control (Planetside)
An out-of-control zonneboiler moves forward at half speed and descends 10 squares per round. An out-of-control zonneboiler that hits the ground after descending more than 10 squares is destroyed.
Out of Control (Aether)
An out-of-control zonneboiler moves forward at quarter speed.
Decks
A zonneboiler has two decks: bridge and crew deck. The rest is a pressurized cargo hold for storing phlogiston.
Phlogiston Cargo
Opening the cargo hold will cause the phlogiston to jet out, doing 1 damage per ton in a close blast 20 originating from the cargo hatch at the rear of the vessel. The zonneboiler itself will suffer 80 damage. If the zonneboiler is destroyed while laden with cargo, it releases a close burst 20 of 1 damage per ton.
Grip-Generator
For every 50 damage the zonneboiler takes, there is a 20% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the zonneboiler is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Imperial Craft

Barge [Kobold]

Barge
Gargantuan vehicle
HP: 95 Space: 4 squares by 14 squares Cost: 3,000gp
AC: 4 Fort: 4 Reflex: 0  
Speed: 0, overland flight 6, aetherflight 9
Pilot
The pilot must sit at the controls at the front of the bridge.
Crew
In addition to the pilot, a barge requires a crew of three, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Ten Medium creatures; six hundred tons of cargo.
Out of Control (Planetside)
An out-of-control barge moves forward at half speed and descends 5 squares per round. An out-of-control barge that hits the ground after descending more than 5 squares is destroyed.
Out of Control (Aether)
An out-of-control barge moves forward at half speed.
Decks
A barge has three decks: bridge, crew deck, cargo hold.
Grip-Generator
For every 5 damage the barge takes, there is a 10% chance the grip-generator will break down and gravity will be replaced by freefall.
Unshielded Engine
For every 10 damage the barge takes, there is a 10% chance the engine will break down and the ship will drift/fly out of control. When bloodied, this becomes a 10% chance the barge will explode.
Standard Atmosphere
If the barge is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Daggerbat [Hobgoblin]

Daggerbat
Huge vehicle
HP: 70 Space: 2 squares by 3 squares Cost: 4,000gp
AC: 5 Fort: 10 Reflex: 3  
Speed: 0, fly 12 (hover), overland flight 18, aetherflight 30
Pilot
The pilot must sit at the controls at the front of the bridge.
Load
Four Medium creatures; 200 pounds of gear.
Out of Control (Planetside)
An out-of-control daggerbat moves forward at full speed. It descends 2 squares per round for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control daggerbat that hits the ground after descending more than 10 squares is destroyed.
Out of Control (Aether)
An out-of-control daggerbat moves forward at three-quarter speed.
Decks
The daggerbat has two decks: bridge and lower quarters.
Ranged.png Grapnel Chains (standard; at-will)
Ranged 10; +16 vs. AC; the daggerbat fires grapnel chains into the target's hull; 2d8 + 5 damage, and the target is grabbed (until escape). A daggerbat has one set of grapnel chains tendrils and can grab only one target at a time.
Grip-Generator
For every 10 damage the daggerbat takes, there is a 20% chance the grip-generator will break down and gravity will be replaced by freefall.
Unshielded Engine
For every 10 damage the daggerbat takes, there is a 10% chance the engine will break down and the ship will drift/fly out of control. When bloodied, this becomes a 10% chance the daggerbat will explode.
Standard Atmosphere
If the daggerbat is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Grimhawk [Hobgoblin]

Grimhawk
Gargantuan vehicle
HP: 350 Space: 6 squares by 30 squares Cost: 850,000gp
AC: 7 Fort: 14 Reflex: 6  
Speed: 0, overland flight 18, aetherflight 24
Pilot
The pilot must sit at the controls at the front of the bridge.
Crew
In addition to the pilot, a grimhawk requires a crew of ten, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 5 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Two hundred Medium creatures; thirty tons of cargo.
Out of Control (Planetside)
An out-of-control grimhawk moves forward at full speed and descends 20 squares per round. An out-of-control grimhawk that hits the ground after descending more than 20 squares is destroyed.
Out of Control (Aether)
An out-of-control grimhawk moves forward at full speed.
Decks
A grimhawk has five decks: bridge, crew quarters, barracks, staging area, weapons storage.
Ranged.png Shriekannon (standard; at-will) 4estar.png Thunder
Ranged 20; +13 vs. Reflex; 2d10 + 5 thunder damage.
Close.png Hawk's Cry (standard; recharge D5.png D6.png ) 4estar.png Thunder
Close burst 2; +9 vs. Reflex; 3d10 + 8 thunder damage, and the target is immobilized (save ends).
Pullwood Planking
Gravity is innate to all grimhawks and cannot be counteracted.
Standard Atmosphere
If the grimhawk is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Junker [Kobold]

Junker
Gargantuan vehicle
HP: 200 Space: 6 squares by 14 squares Cost: 5,000gp
AC: 7 Fort: 6 Reflex: 1  
Speed: 0, overland flight 8, aetherflight 10
Pilot
The pilot must sit at the controls at the front of the bridge.
Crew
In addition to the pilot, a junker requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Forty Medium creatures; two hundred tons of cargo.
Out of Control (Planetside)
An out-of-control junker moves forward at half speed and descends 5 squares per round. An out-of-control junker that hits the ground after descending more than 5 squares is destroyed.
Out of Control (Aether)
An out-of-control junker moves forward at half speed.
Decks
A junker has six decks: bridge, crew deck, passenger deck, engineering deck, upper cargo hold, lower cargo hold.
Ranged.png Riflecannon (standard; at-will)
Ranged 20; +8 vs. AC; 2d6 + 3 damage.
Grip-Generator
For every 5 damage the junker takes, there is a 10% chance the grip-generator will break down and gravity will be replaced by freefall.
Unshielded Engine
For every 10 damage the junker takes, there is a 10% chance the engine will break down and the ship will drift/fly out of control. When bloodied, this becomes a 10% chance the junker will explode.
Standard Atmosphere
If the junker is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Vulture [Hobgoblin]

Vulture
Gargantuan vehicle
HP: 300 Space: 4 squares by 10 squares Cost: 360,000gp
AC: 10 Fort: 17 Reflex: 1  
Speed: 0, overland flight 14, aetherflight 18
Pilot
The pilot must stand at the controls, at the front of the bridge.
Crew
In addition to the pilot, a vulture requires a crew of six, all of whom use a standard action each round to help control the vessel. Reduce the ship's speed by 3 for each missing crew member. At speed 0, the ship is unable to travel and drifts/flies out of control.
Load
Sixty Medium creatures; ten tons of cargo.
Out of Control (Planetside)
An out-of-control vulture moves forward at full speed and descends 10 squares per round. An out-of-control vulture that hits the ground after descending more than 20 squares is destroyed.
Out of Control (Aether)
An out-of-control vulture moves forward at full speed.
Decks
A vulture has five decks: bridge, crew quarters, barracks, staging area, weapons storage.
Ranged.png Shriekannon (standard; at-will) 4estar.png Thunder
Ranged 20; +10 vs. Reflex; 2d8 + 5 thunder damage.
Ranged.png Grapnel Chains (standard; at-will)
Ranged 10; +16 vs. AC; the vulture fires grapnel chains into the target's hull; 2d8 + 5 damage, and the target is grabbed (until escape). A vulture has four sets of chains and can grab up to four targets, or multiple chains can be latched onto a single target (the target takes a –2 penalty to escape checks per additional set of chains grabbing it).
Grip-Generator
For every 50 damage the vulture takes, there is a 10% chance the grip-generator will break down and gravity will be replaced by freefall.
Standard Atmosphere
If the vulture is bloodied, it starts to lose atmosphere. Everyone inside not immune or wearing breathing apparatus suffers the effects of atmosphere loss until dead or the leak is fixed.

Ground Vehicles

Iron Hunter [Hobgoblin]

Iron Hunter
Huge vehicle
HP: 82 Space: 3 squares by 3 squares Cost: 2,800gp
AC: 23 Fort: 23 Reflex: 4  
Speed: 5
Driver
The driver must occupy the front seat in the iron hunter and have both hands free to manipulate its control wheels.
Crew
In addition to the pilot, an iron hunter requires a gunner, who uses a standard action each round he is needed to fire the iron hunter's shriekannon. The shriekannon cannot be fired if there is no gunner.
Load
Four Medium creatures; 400 pounds of gear.
Out of Control
An out-of-control iron hunter continues moving forward at full speed.
Ranged.png Shriekannon (standard; at-will) 4estar.png Thunder
Ranged 20; +10 vs. Reflex; 2d8 + 5 thunder damage.
Melee.png Crush (standard; at-will)
The iron hunter can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the iron hunter must end its move in an unoccupied space. When it enters an enemy's space, the iron hunter makes a crush attack: +10 vs. Reflex; 2d4 + 6 damage, and the target is knocked prone.
Cover
An iron hunter provides cover to its driver, gunner and passengers.

Template:Vesmir