From Traditional Games Wiki
Vehicles
Sovereign Craft
Freighter [Mimic]
| Freighter
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| Gargantuan vehicle
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| HP: 160
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Space: 8 squares by 10 squares
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Cost: 4,000gp
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| AC: 6
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Fort: 6
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Reflex: 2
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| Speed: 0, overland flight 8, aetherflight 10
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Crew
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| 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.
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| Load
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| Thirty Medium creatures; two hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control freighter moves forward at half speed.
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| Decks
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| A freighter has five decks: bridge, crew deck, passenger deck, engineering deck, cargo hold.
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Ironfist [Dwarven]
| Ironfist
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| Huge vehicle
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| HP: 100
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Space: 3 squares by 3 squares
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Cost: 10,000gp
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| AC: 12
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Fort: 15
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Reflex: 13
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| Speed: 0, fly 12 (hover), overland flight 15, aetherflight 20
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Load
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| Six Medium creatures; one ton of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control ironfist moves forward at half speed.
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| Decks
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| The ironfist has two decks: bridge and lower quarters.
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Light Forgecannon (standard; at-will) Fire
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| Ranged 10; +10 vs. Fortitude; 2d8 fire damage, and ongoing 5 fire damage (save ends).
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Merchantman [Mimic]
| Merchantman
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| Gargantuan vehicle
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| HP: 300
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Space: 8 squares by 20 squares
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Cost: 18,000gp
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| AC: 7
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Fort: 7
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Reflex: 2
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| Speed: 0, overland flight 10, aetherflight 14
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Crew
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| 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.
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| Load
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| Fifty Medium creatures; three hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control merchantman moves forward at half speed.
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| Decks
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| A merchantman has seven decks: bridge, crew deck, passenger deck, recreation deck, galley deck, engineering deck, upper cargo hold, lower cargo hold.
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Stoneferry [Dwarven]
| Stoneferry
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| Gargantuan vehicle
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| HP: 150
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Space: 10 squares by 40 squares
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Cost: 400,000gp
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| AC: 7
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Fort: 15
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Reflex: 8
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| Speed: 0, fly 6 (hover), overland flight 10, aetherflight 12
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Crew
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| 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.
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| Load
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| Fifty Medium creatures; ten thousand tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control stoneferry moves forward at half speed.
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| Decks
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| The stoneferry has four decks: bridge, crew and passenger quarters, and cargo hold.
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Vaulthammer [Dwarven]
| Vaulthammer
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| Gargantuan vehicle
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| HP: 400
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Space: 8 squares by 20 squares
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Cost: 650,000gp
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| AC: 15
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Fort: 20
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Reflex: 2
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| Speed: 0, overland flight 10, aetherflight 15
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Crew
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| 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.
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| Load
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| Two hundred Medium creatures; five hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control vaulthammer moves forward at half speed.
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| Decks
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| A vaulthammer has five decks: bridge, crew deck, passenger deck, engine deck and a lower cargo hold.
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Forgecannon Salvo (standard; at-will) Fire
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| Area burst 3 within 20; +15 vs. Fortitude; 3d10 fire damage, and ongoing 10 fire damage (save ends).
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| Pullwood Planking
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| Gravity is innate to all vaulthammer and cannot be counteracted.
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| Standard Atmosphere
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| 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.
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Zonneboiler [Dwarven]
| Zonneboiler
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| Gargantuan vehicle
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| HP: 200
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Space: 8 squares by 8 squares
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Cost: 50,000gp
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| AC: 10
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Fort: 17
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Reflex: 1
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| Speed: 0, overland flight 4, aetherflight 8
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| Pilot
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| The pilot must sit at the controls at the rear of the bridge.
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| Crew
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| 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.
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| Load
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| Ten Medium creatures; eight hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control zonneboiler moves forward at quarter speed.
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| Decks
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| A zonneboiler has two decks: bridge and crew deck. The rest is a pressurized cargo hold for storing phlogiston.
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| Phlogiston Cargo
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| 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.
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Imperial Craft
Barge [Kobold]
| Barge
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| Gargantuan vehicle
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| HP: 95
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Space: 4 squares by 14 squares
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Cost: 3,000gp
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| AC: 4
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Fort: 4
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Reflex: 0
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| Speed: 0, overland flight 6, aetherflight 9
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| Pilot
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| The pilot must sit at the controls at the front of the bridge.
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| Crew
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| 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.
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| Load
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| Ten Medium creatures; six hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control barge moves forward at half speed.
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| Decks
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| A barge has three decks: bridge, crew deck, cargo hold.
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| Grip-Generator
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| 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.
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| Unshielded Engine
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| 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.
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| Standard Atmosphere
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| 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.
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Daggerbat [Hobgoblin]
| Daggerbat
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| Huge vehicle
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| HP: 70
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Space: 2 squares by 3 squares
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Cost: 4,000gp
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| AC: 5
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Fort: 10
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Reflex: 3
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| Speed: 0, fly 12 (hover), overland flight 18, aetherflight 30
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| Pilot
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| The pilot must sit at the controls at the front of the bridge.
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| Load
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| Four Medium creatures; 200 pounds of gear.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control daggerbat moves forward at three-quarter speed.
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| Decks
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| The daggerbat has two decks: bridge and lower quarters.
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Grapnel Chains (standard; at-will)
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| 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.
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| Grip-Generator
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| 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.
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| Unshielded Engine
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| 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.
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| Standard Atmosphere
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| 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.
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Grimhawk [Hobgoblin]
| Grimhawk
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| Gargantuan vehicle
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| HP: 350
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Space: 6 squares by 30 squares
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Cost: 850,000gp
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| AC: 7
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Fort: 14
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Reflex: 6
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|
| Speed: 0, overland flight 18, aetherflight 24
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| Pilot
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| The pilot must sit at the controls at the front of the bridge.
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| Crew
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| 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.
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| Load
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| Two hundred Medium creatures; thirty tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control grimhawk moves forward at full speed.
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| Decks
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| A grimhawk has five decks: bridge, crew quarters, barracks, staging area, weapons storage.
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Shriekannon (standard; at-will) Thunder
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| Ranged 20; +13 vs. Reflex; 2d10 + 5 thunder damage.
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Hawk's Cry (standard; recharge ) Thunder
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| Close burst 2; +9 vs. Reflex; 3d10 + 8 thunder damage, and the target is immobilized (save ends).
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| Pullwood Planking
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| Gravity is innate to all grimhawks and cannot be counteracted.
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| Standard Atmosphere
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| 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.
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Junker [Kobold]
| Junker
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| Gargantuan vehicle
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| HP: 200
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Space: 6 squares by 14 squares
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Cost: 5,000gp
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| AC: 7
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Fort: 6
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Reflex: 1
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| Speed: 0, overland flight 8, aetherflight 10
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| Pilot
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| The pilot must sit at the controls at the front of the bridge.
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| Crew
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| 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.
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| Load
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| Forty Medium creatures; two hundred tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control junker moves forward at half speed.
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| Decks
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| A junker has six decks: bridge, crew deck, passenger deck, engineering deck, upper cargo hold, lower cargo hold.
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Riflecannon (standard; at-will)
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| Ranged 20; +8 vs. AC; 2d6 + 3 damage.
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| Grip-Generator
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| 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.
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| Unshielded Engine
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| 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.
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| Standard Atmosphere
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| 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.
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Vulture [Hobgoblin]
| Vulture
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| Gargantuan vehicle
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| HP: 300
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Space: 4 squares by 10 squares
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Cost: 360,000gp
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| AC: 10
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Fort: 17
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Reflex: 1
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|
| Speed: 0, overland flight 14, aetherflight 18
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| Pilot
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| The pilot must stand at the controls, at the front of the bridge.
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| Crew
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| 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.
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| Load
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| Sixty Medium creatures; ten tons of cargo.
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| Out of Control (Planetside)
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| 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.
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| Out of Control (Aether)
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| An out-of-control vulture moves forward at full speed.
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| Decks
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| A vulture has five decks: bridge, crew quarters, barracks, staging area, weapons storage.
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Shriekannon (standard; at-will) Thunder
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| Ranged 20; +10 vs. Reflex; 2d8 + 5 thunder damage.
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Grapnel Chains (standard; at-will)
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| 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).
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| Grip-Generator
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| 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.
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| Standard Atmosphere
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| 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.
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Ground Vehicles
Iron Hunter [Hobgoblin]
| Iron Hunter
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| Huge vehicle
|
| HP: 82
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Space: 3 squares by 3 squares
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Cost: 2,800gp
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| AC: 23
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Fort: 23
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Reflex: 4
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|
| Speed: 5
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| Driver
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| The driver must occupy the front seat in the iron hunter and have both hands free to manipulate its control wheels.
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| Crew
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| 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.
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| Load
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| Four Medium creatures; 400 pounds of gear.
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| Out of Control
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| An out-of-control iron hunter continues moving forward at full speed.
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Shriekannon (standard; at-will) Thunder
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| Ranged 20; +10 vs. Reflex; 2d8 + 5 thunder damage.
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Crush (standard; at-will)
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| 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.
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| Cover
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| An iron hunter provides cover to its driver, gunner and passengers.
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