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Airship - Battleships

The skies of the sundered world are dangerous places, roamed by deadly monsters and bloodthirsty pirates. Prudent captains carry the best armaments they can obtain for their vessel in order to discourage attack. Many ships, especially ships used by adventurers or villains, feature one or more magical items. Magical helms, sails, keels, or figureheads often provide a ship with unusual maneuverability, skyworthiness, or protection from attack.

Armaments

Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck. Most of the ship descriptions in the preceding section state a number of heavy and light mounts available for carrying weapons (or other heavy gear). The limitations in the number of mounts available stem from the ship’s basic design—each one must be reinforced with heavy timbers, and requires a certain amount of clear deck space for use. You can install a weapon requiring a light mount in a heavy mount, but not vice-versa.

  •  Shipboard weapons come in two basic varieties: direct fire and indirect fire (see Stormwrack page 29).
  •  Reloading: Each weapon notes the reloading procedure and checks necessary to fire. Asterisked actions can be assisted by means of the aid another action (and in fact, trained weapon crews routinely do so in order to expedite reloading).
Airship Armaments Table

Archimedes Death Ray

This weapon uses highly reflective mirrors to fire a concentrated beam of light that makes a creature or a creature's combustible equipment burst into flame, even if damp. If the target is a creature, the initial eruption of flame causes 3d8 points of fire damage with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303). If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire. This weapon is only usable during the day, with the sun present. If any substitute is used, (such as a Daylight spell), the weapon may be fired but to a diminished effect at the DM's discretion.

  • Reloading: The archimedes death ray does not need to be reloaded, but it does need to be aligned. If the death ray is stationary, it may fire at the same spot for up to 10 minutes at a time before needing to be realigned. If the death ray is in motion, however, it must be realigned to compensate for the movement. It takes 6 full rounds and a DC 15 Profession (siege engineer) check to align the death ray initially. Compensatory realignments require only one full round action, which may be done while firing.

Artillery Cannon

Artillery Cannons are large military weapons built to fire munitions far beyond the range and power of infantry's small arms. They're designed to breach fortifications, as well as assault ground forces and coastal targets. It is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing an artillery cannon, and a Small creature takes a –6 penalty. The artillery cannon takes up a space 10 feet across and weighs 2,000 pounds.

  • Reload: Two full-round actions and DC 10 Profession (siege engineer) check to disengage bore chamber; three full-round actions and DC 15 Profession (siege engineer) check to cool the chamber; two full-round actions and DC 10 Strength check to load artillery shell; two full-round actions and DC 10 Strength check to tamp the shot; two full-round actions to aim the artillery cannon. Normal rate of fire is one shot per twelve rounds.

Ballista

As described on page 99 of the Dungeon Master’s Guide, the ballista is a Huge heavy crossbow fixed in place. The ballista is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a ballista, and a Small creature takes a –6 penalty. The ballista takes up a space 5 feet across and weighs 400 pounds. A ballista deals half damage to an enemy vessel, but double damage to an unarmored balloon.

  • Reload: Full-round action and DC 10 Strength check to wind to half-cock; Full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action to load bolt. Normal rate of fire is one shot per 4 rounds.

Bombard, Light

The light bombard—also known as the perier or stone gun—is a relatively short and light piece designed to fire round stone shot with small charges of powder. Like the ballista, the bombard is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The light bombard takes up a space 5 feet across and weighs 500 pounds.

  • Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC 15 Profession (siege engineer) check to load powder and wad; full-round action and DC 10 Strength check to load stone shot; full-round action and DC 10 Strength check to tamp the shot; full-round action to aim the bombard. Normal rate of fire is one shot per six rounds.

Bombard, Great

The heavy bombard is sometimes referred to as a basilisk. It fires a heavy stone ball with a modest charge of powder. It is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The great bombard takes up a space 10 feet across and weighs 2,000 pounds.

  • Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; two full-round actions and DC 15 Profession (siege engineer) check to load powder and wad; two full-round actions and DC 10 Strength check to load stone shot; two full-round actions and DC 10 Strength check to tamp the shot; two full-round actions to aim the bombard. Normal rate of fire is one shot per ten rounds.

Catapult

This is the light catapult described in the Dungeon Master’s Guide. A catapult is an indirect-fire weapon that uses a tensioning device to throw a heavy stone hundreds of feet. Because the catapult throws its stone in a high arc, it cannot strike a target within 100 feet—the range is simply too close. The catapult takes up a space 10 feet across and weighs 2,000 pounds.

  • Reload: Full-round action and DC 10 Strength check to wind to half-cock; full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action and DC 15 Profession (siege engineer) check to load stone; two full-round actions to aim the catapult. Normal rate of fire one shot per six rounds.

Chaingun

The chaingun, sometimes referred to as a mounted minigun, is a six-barrel rotary machine gun with a high rate of fire which can also fire at a high sustained rate. It features gatling-style rotating barrels with an external power source, normally a pneumatic motor. The chaingun is a direct-fire weapon but similar to the minigun, the operator designates three contiguous squares (or two hull sections) to fire into at a -4 penalty; due to its limited mobility a Medium creature takes a –2 penalty on attack rolls when firing a chaingun, and a Small creature takes a –4 penalty. The chaingun takes up a space 5 feet across and weighs 350 pounds. A chaingun can be detached and used as a minigun, behaving otherwise like a regular minigun but it cannot be reattached without first succeeding a DC 15 mechanics check.

  • Firing: The chaingun requires a full-round action to warm up, but after it is warmed up it requires only a move action to fire (as long as it is continuously firing). If it stops firing more than twice in a round, it requires a standard action to fire again (afterwards requiring only a move action if uninterrupted).
  • Reloading: Full-round action and DC 10 Profession (siege engineer) check to remove the belt. Full-round action and a DC 15 Profession (siege engineer) to load and arm the new belt. Full-round action to re-align the chaingun. Normal Rate of fire 10 shots every eight rounds (three reloading, five firing).

Firespout

The firespout is a device that spews a great gout of alchemist’s fire on a nearby enemy ship. It consists of a long copper tube mounted in the bow, with a large bellows and a reservoir for its highly flammable fuel. When you fire the firespout, you create a 60-foot-long line of alchemist’s fire directly in front of your ship.

 To use a firespout, you must bring your ship within 60 feet of the enemy (and choose a closing strategy or maneuver, if you are using the narrative combat system described in Chapter 1). Instead of an attack roll, the commander or captain of your ship makes a DC 5 Profession (pilot) check, modified by your ship’s shiphandling modifier. If you succeed, you strike the enemy ship with your alchemist’s fire; on a failure, you miss.

 The alchemist’s fire deals 6d6 points of fire damage in a 60-foot line; DC 15 Reflex save for half. On the round following, all targets within the radius take 3d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firespout might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firespout catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide.

 A firespout takes up a space 10 feet across and weighs 1,500 pounds. It takes 25 flasks of alchemist’s fire (25 pounds, or 500 gp) to fill the firespout.

  •  Reloading: Five full-round actions and DC 10 Profession (siege engineer) check to clear the bellows and fill the reservoir; two full-round actions and DC 15 Profession (siege engineer) check to ready the weapon to fire. Normal rate of fire is one shot per eight rounds.

Gatling Gun

The gatling gun is a rapid-fire spring loaded, hand cranked weapon that uses multiple rotating barrels turned by a hand crank, and firing loose metal cartridge ammunition using a gravity feed system from a hopper to reduce barrel overheating. The gatling gun is a direct-fire weapon; due to its limited mobility a Medium creature takes a –2 penalty on attack rolls when firing a gatling gun, and a Small creature takes a –4 penalty. The gatling gun takes up a space 5 feet across and weighs 250 pounds.

  • Firing: The gatling gun requires a full-round action to warm up, but after it is warmed up it requires only a move action to fire (as long as it is continuously firing). If it stops firing more than twice in a round, it requires a standard action to fire again (afterwards requiring only a move action if uninterrupted).
  • Reloading: Full-round action and DC 10 Profession (siege engineer) check to remove the clip. Full-round action and a DC 15 Profession (siege engineer) to load and arm the new clip. Full-round action to re-align the gatling gun. Normal Rate of fire 10 shots every eight rounds (three reloading, five firing).

Goblin Mancannon, Light

The light goblin mancannon—also known as the gobcannon—is a relatively small and light piece designed to fire a small sized creature with small charges of powder that is used primarily by goblinoid pirates. Live goblins are often shot onto enemy vessels to wreak havoc while the attacking ship closes in. The relatively weaker exploding powder propels the creature from the barrel at relatively safe speeds, but without the proper equipment and training the landing is where the danger lies for the living cannon-ball. The creature takes 1d6 points of fall damage for every 20 ft. horizontally that they travel, but with the Live Ammunition feat this is reduced to only 1d6 points of fall damage no matter what the distance traveled is. The light goblin mancannon is an indirect-fire weapon; because the arc is relatively low it may be fired at any target within it's range. The light goblin mancannon takes up a space 5 feet across and weighs 500 pounds.

  • Reloading: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC 15 Profession (siege engineer) check to load powder and wad; full-round action for the occupant to climb into the barrel; full-round action and DC 10 Strength check to tamp the occupant; full-round action to aim the mancannon. Normal rate of fire is one shot per six rounds.

Goblin Mancannon, Great

Sometimes shooting one small creature onboard an enemy craft is not enough and in such cases the great goblin mancannon —also known as the triple gobcannon—is used. Like the light goblin mancannon, it is designed to fire creatures with small charges of powder. The great goblin mancannon, however, sports a large central barrel and two smaller auxiliary barrels, allowing it to fire three creatures simultaneously. The central barrel can fit a medium sized creature, while the auxiliary barrels can only accommodate small creatures. If needed, two small size creatures can fit in the larger middle barrel. Typically speaking, a hobgoblin commander is sent along with a pair of goblins in the same manner that the lighter version is used. The relatively weaker exploding powder propels the creature from the barrel at relatively safe speeds, but without the proper equipment and training the landing is where the danger lies for the living cannon-ball. The creature takes 1d6 points of fall damage for every 20 ft. horizontally that they travel, but with the Live Ammunition feat this is reduced to only 1d6 points of fall damage no matter what the distance traveled is. The great goblin mancannon is an indirect-fire weapon; because the arc is relatively low it may be fired at any target within it's range. The great goblin mancannon takes up a space 10 feet across and weighs 1,500 pounds.

  • Reloading: 2 Full-round actions and DC 10 Profession (siege engineer) check to swab out bores; three full-round actions and DC 15 Profession (siege engineer) check to load powder and wads; two full-round actions for the occupants to climb into the barrels; three full-round actions and DC 10 Strength check to tamp the occupants; two full-round actions to aim the mancannon. Normal rate of fire is three shots per thirteen rounds (fired simultaneously).

Magic Missile Array

The Magic Missile Array is a guided, self propelled, multiple rocket launcher (a type of rocket artillery). A product of WizCorp the missile guidance system is a closely guarded secret, famed for being mostly autonomous. The operator needs only designate a target and fire, the allowing for even mostly inexperienced operators to quickly learn the basics. The magic missile array is an indirect fire weapon, capable of firing its payload in a high arc it can hit squares out of its line of sight. To fire a magic missile array, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier, range increment penalty, and the appropriate modifiers from the table. If the check succeeds, the missile hits the square the magic missile array was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a missile hits a square, subsequent shots hit the same square unless the magic missile array is re-aimed. If a missile misses, roll 1d8 to determine where it hits. This determines the misdirection of the trajectory, with 1 being back toward the magic missile array and 2 through 8 counting clockwise around the target square. Then, count 3 squares away from the target square for every range increment of the attack.

  • Reloading: The magic missile array utilizes arcane energy cells, and as such does not need to be reloaded in a conventional sense. Each shot drains 25 units of arcane energy. If the power source needs to be changed, three full round actions and a DC 10 Profession (siege engineer) check are required to hook the magic missile array up to it's new power source.

Pneumatic Harpoon

The Pneumatic Harpoon is a Huge harpoon gun fixed in place. The pneumatic harpoon is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a pneumatic harpoon, and a Small creature takes a –6 penalty. The pneumatic harpoon takes up a space 5 feet across and weighs 400 pounds. A pneumatic harpoon deals half damage to an enemy vessel, but double damage to an unarmored balloon.

  • Reloading: Full-round action and DC 10 Strength check to pump to half-cock; Full-round action and DC 10 Strength check to pump from half- to full-cock; full-round action to load harpoon. Normal rate of fire is one shot per 4 rounds.

Punter Cannon

The punter cannon is a Huge air blaster fixed in place. This close range weapon is designed to blast the crew of enemy ships overboard with targeted bursts of air. When you fire the punter cannon, you create a 60-foot-long line jet of air that knocks creatures of medium or smaller size off their feet. Creatures in the line are forced back 1d6 squares (Reflex DC 15 negates). To use a punter cannon, you must bring your ship within 60 feet of the enemy (and choose a closing strategy or maneuver, if you are using the narrative combat system described in Chapter 1 of Stormwrack). Instead of an attack roll, the commander or captain of your ship makes a DC 10 Profession (pilot) check, modified by your ship’s shiphandling modifier. If you succeed, you strike the enemy ship with your punter cannon; on a failure, you miss. A punter cannon takes up a space 10 feet across and weighs 1,500 pounds. It takes 10 tanks of pressurized air (120 pounds, or 500 gp) to fill the punter cannon.

  • Reloading: The punter cannon utilizes arcane energy cells, and as such does not need to be reloaded in a conventional sense. Each shot drains 10 units of arcane energy. If the power source needs to be changed, three full round actions and a DC 10 Profession (siege engineer) check are required to hook the punter cannon up to it's new power source.

Railgun

The railgun uses a pair of parallel conductors, or rails, along which a sliding armature is accelerated by the electromagnetic effects of a current that flows down one rail, into the armature and then back along the other rail. This imparts a large amount of kinetic energy to the projectile, allowing for muzzle speeds far greater than possible from explosive powered guns. Since the power of the weapon comes from the launch itself, the ordinance used is typically inert and safe to store. The railgun uses thick 5 ft. rods of tungsten (100 gp) as ammunition. The railgun is a special direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a railgun, and a Small creature takes a –6 penalty. Instead of attacking a single target, the railgun fires a single, mighty attack that blasts through multiple opponents in the 120 ft. line. The railgun makes a separate attack roll against each creature (or hull section) in the line. If struck, targets along this line take damage from the shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck. If the projectile strikes a hull section or travels a range increment, the damage of the projectile reduces by two damage dice; if the damage ever drops below 6d12 the projectile travels no further. A railgun takes up a space 10 feet wide and 30 feet long and weighs 2,500 pounds. It takes 50 units of Arcane Energy (3,750 gp) to fire the railgun.

  • Reloading: 2 Full-round actions and a DC 10 Profession (siege engineer) to clear the railway; 2 full-round actions and a DC 15 Profession (siege engineer) to calibrate magnetic rails; 3 full-round actions to load the tungsten rod; 2 full-round actions to aim the railgun. Normal rate of fire is one shot per ten rounds.

WizCorp Lil' Gunker™

A smaller version of the WizCorp Gunker™, the "Lil' Gunker" requires only a single operator. It also shoots random energy blobs, but without any added effects and with slightly more control. To determine the energy type, roll 1d6 (1- Acid, 2- Cold, 3- Electricity, 4- Fire, 5- Sonic, 6- Roll again twice and pick one). The WizCorp Lil' Gunker™ is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a WizCorp Gunker™, and a Small creature takes a –6 penalty. A WizCorp Lil' Gunker™ takes up a space 5 feet across and weighs 500 pounds. It takes 10 units of Arcane Energy (750 gp) to fire the WizCorp Lil' Gunker™.

  • Reloading: The WizCorp Lil' Gunker™ utilizes arcane energy cells, and as such does not need to be reloaded in a conventional sense. Each shot drains 10 units of arcane energy. If the power source needs to be changed, three full round actions and a DC 10 Profession (siege engineer) check are required to hook the Lil' Gunker™ up to it's new power source.

WizCorp Gunker™

The WizCorp Gunker™ utilizes arcane energy to fire blobs of random energy at enemies with added effects. To determine the energy type and added effect, roll 1d6 (1- Acid (Sickened), 2- Cold (Blinded), 3- Electricity (Entangled), 4- Fire (Dazed), 5- Force (None), 6- Sonic (Deafened)). The added effects last for 1 round, and it may be negated with a successful DC 16 Fortitude saving throw. The gunker resembles a ball turret, and when the operator climbs inside spectral bow arms manifest around the gun barrels. When manned, the gunker resembles a spectral ballista. The WizCorp Gunker™ is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a WizCorp Gunker™, and a Small creature takes a –6 penalty. A WizCorp Gunker™ takes up a space 10 feet across and weighs 1,000 pounds. It takes 50 units of Arcane Energy (3,750 gp) to fire the WizCorp Gunker™.

  • Reloading: The WizCorp Gunker™ utilizes arcane energy cells, and as such does not need to be reloaded in a conventional sense. Each shot drains 15 units of arcane energy. If the power source needs to be changed, three full round actions and a DC 10 Profession (siege engineer) check are required to hook the Gunker™ up to it's new power source.

Ammunition

Airship Ammunition Table

5mW Round

The typical round used in miniguns, the 5mW Round is used by the chaingun. Any variant that a minigun can fire the chaingun can use to the same efficiency. Belt fed, chainguns typically use a belt of 360 rounds (firing 36 rounds per action).

Alchemist Fire

Arcane Energy

Artillery Shell

Bolt, Ballista

Creature, Small Size

Creature, Medium Size

Firebomb

The firebomb is a special type of ammunition suitable for artillery, catapult or bombard shot. It is a small cask filled with alchemist’s fire, designed to set the target ship afire. A firebomb is about a foot in diameter and weighs 40 pounds. When the firebomb hits its target, it bursts open and deals 3d6 points of fire damage in a 10-foot radius, DC 15 Reflex save for half. On the round following, all targets within the radius take 1d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firebomb might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firebomb catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide.

Grapeshot

Harpoon

Rifle Round

Rounded Boulder

Smokepowder (1 lb)

Stone Ball

Stone Shot

Tungsten Rod

Accessories

Airship Accessories Table

Armor Plating

You can increase the hit points and hardness of any vehicle by adding armor to any 10-foot section (other than rigging). All statistics below are per inch of thickness. You can layer the same material to get thicker armor or combine different materials if you like. Each layer takes damage separately. Damage left over after an outer layer is destroyed is dealt to the next layer inward; hardness is applied a second time if the new layer is a different material.

Airship Armor Plating Table

Bomb Bay

The bomb bay is a compartment to carry bombs, usually in the airship's fuselage, with "bomb bay doors" which open at the bottom. The bomb bay doors are opened and the bombs are dropped when over the target or at a specified launching point. Priming a bomb bay takes an hour. Releasing the bomb bays requires a full round action, but any number of bomb bays may be released at once. Available cargo space can be converted to bomb bays; one ton (2,000 pounds) of cargo space can accommodate 50 small explosives, 10 medium explosives, or 1 large explosive weighing up to 200 lbs.

  • Cost: 500 gp per ton.

Davit

A davit is a special hoist and cradle designed to carry small boats on the deck of a larger ship. Most ships carry a skiff or two stowed on deck, but a davit can accommodate a fairly large boat, and makes launching and recovering the vessel much easier. A large davit can hold a boat of Large size or smaller, and requires a light mount; a huge davit can hold a boat of Huge size or smaller, and requires a heavy mount.

Launching a boat with a davit requires only a single round and one crewmember; recovering a boat requires 1 minute and two crewmembers for a Large boat or eight crewmembers for a Huge boat. The cost of the davit does not include the craft carried in the davit.

Firing Castle

A bunker attached to the deck of a vehicle, the firing castle provides protection for defenders and serves as a platform for siege engines. Four Medium-size defenders benefit from total cover (arrow slits) in the firing castle itself, which is 10 feet by 10 feet, and another four get cover behind the crenellations on its roof. The firing castle’s walls are 1-foot-thick masonry (hp 90, hardness 8). A firing castle can be installed anywhere a heavy catapult would fit, and a heavy catapult or two light catapults or ballistas can subsequently be mounted atop it.

  • Weight: 4 tons; Cost: 1,000 gp.

Grappling Ramp

This structure is a long ramp and frame that resembles a small drawbridge. When an enemy ship is near, the grappling ramp is dropped, so that it forms a bridge to the other vessel. The top end of the grappling ramp is usually fitted with iron spikes, cleats, or grapnels so that its drop drives the ramp into the enemy vessel’s deck, holding it fast. A grappling ramp gives you a +4 bonus on Profession (pilot) checks to initiate a grapple with another ship or to maintain a grapple from a foe who wants to escape (see Special Maneuvers, page 27), but no bonus on resisting another ship’s attempt to grapple your own vessel. It also creates a five-foot-wide bridge to the other vessel’s deck.

A grappling ramp has a space of 10 feet and weighs 1,000 pounds. It requires a heavy mount.

Masterwork Controls

Whether it’s a finely tuned wheel that allows delicate adjustments to the rudder, or a complex harness system that directs the dray creatures with just a flick of the wrist, it’s possible to get more performance out of a vehicle by improving its control system. Masterwork controls provide a +2 circumstance bonus on Profession checks made by the driver. The cost depends on the vehicle’s size (its weight does not change).

  • Cost: 300 gp (Medium-size), 600 gp (Large), 1,200 gp (Huge), 2,400 gp (Gargantuan), 4,800 gp (Colossal).

Netting

Designed to hinder boarders, ship’s netting consists of a sturdy net of tarred rope that is rigged 10 feet or more above the gunwales. A creature attempting to climb over the rail or gunwale and board the ship (or attempting to leave the ship, for that matter) can’t pass through the netting, but it’s perfectly feasible to make attacks through the netting. Piercing weapons or ranged weapons can be used through the netting at no penalty; slashing or bludgeoning weapons can only be used against foes adjacent to the netting, and take a –4 penalty on attack rolls.

A 5-foot section of netting has hardness 2 (the rope is heavily tarred) and 20 hit points. Piercing weapons and bludgeoning weapons deal one-quarter damage to netting instead of the normal one-half damage when attacking an object.

Rigging ship’s netting takes 1 hour of work. The number of crewmembers required depends on the size of the netting: 1 crewmember for Large, 4 for Huge, 8 for Gargantuan, and 12 for Colossal.

Passenger Space, Basic

Available cargo space can be converted for passenger use; one ton (2,000 pounds) of cargo space can accommodate two Medium-size or smaller passengers comfortably. Twice as many can squeeze into passenger space for short periods of time, but they are too cramped to fight effectively and are considered fatigued after an hour’s travel. Each basic passenger space increases the ship's complement by 2. Those traveling in basic passenger spaces expect to pay either 1 sp per mile or 2 sp per day, depending on the nature of the journey.

  • Cost: 200 gp per ton.

Passenger Space, Fancy

As above, but the passenger quarters are cushioned and decorated. Each ton of cargo space can accommodate one passenger at this level of comfort. Each fancy passenger space increases the ship's complement by 1. Those traveling in fancy passenger spaces expect to pay either 2 sp per mile or 5 sp per day, depending on the nature of the journey.

  • Cost: 600 gp per ton.

Passenger Space, Luxury

As above, but the passenger quarters are the very definition of opulence. Each luxury passenger space takes up two tons of cargo space. Each luxury passenger space increases the ship's complement by 1. Those traveling in luxury passenger spaces expect to pay either 1 gp per mile or 2 gp per day, depending on the nature of the journey.

  • Cost: 1,500 gp per ton (3,000 gp per space).

Prison Cell

Available cargo space can be converted for the holding of prisoners; one ton (2,000 pounds) of cargo space can accommodate two Medium-size or smaller prisoners comfortably. Twice as many can squeeze into prison cells for short periods of time, but they are too cramped to fight effectively and are considered fatigued after an hour’s travel. Many prison cells are kept over capacity for this reason, to keep the prisoners subjugated.

  •  Cost: 250 gp per ton.

Ramming Prow/Plate

Vehicles equipped with a ramming prow take half damage from ramming attacks they initiate. (Normally, rams deal equal damage to both the target and the ramming vehicle.) The warballoon comes with this augmentation for free. The weight and cost depend on the vehicle’s size.

  • Weight: 500 lb. (Large), 1,000 lb (Huge), 2,000 lb. (Gargantuan), 4,000 lb. (Colossal); Cost: 500 gp (Large), 1,000 gp (Huge), 3,000 gp (Gargantuan), 5,000 gp (Colossal).

Razor Fins

Vehicles equipped with razor fins are extremely dangerous to enemy unarmored balloons. A vehicle with razor fins automatically sideswipes any adjacent unarmored balloons, dealing 4d6 points of slashing damage to a random balloon section. The razor fins can be fitted to be retractable if needed.

  • Weight: 250 lb. (Large), 500 lb (Huge), 1,000 lb. (Gargantuan), 2,000 lb. (Colossal); Cost: 250 gp (Large), 750 gp (Huge), 2,000 gp (Gargantuan), 4,500 gp (Colossal). Price doubled if retractable.

Rotating Platform

This low platform mounted on rollers doubles the fire arc of a siege engine (so catapults have 180-degree fire arcs, and ballistas can fire in any direction). A rotating platform doubles the crew required to operate the siege engine.

  • Weight: 1,000 lb.; Cost: 500 gp.

Stronghold Space

At the DM's discretion, you may convert available cargo space into rooms from the Stronghold Builder's Guidebook. The general conversion rate would be two tons (4,000 lbs) of cargo space per SS (Stronghold Space). Any costs associated with the room would still need to be paid, and some rooms may require their own dedicated crewmates.

  • Cost: Varies.

WizCorp BAPI™

The WizCorp Brain Assisted Projectile Interceptor, or BAPI™ for short, is an arcane fueled defense weapon. It automatically detects incoming projectiles within 100 ft of the ship, and fires a volley of magic bolts to destroy the projectile. Extremely efficient, the BAPI™ utilizes only 5 charges of arcane energy per shot as well as for every hour that it is on, and it may shoot up to four times in a round. It fires with perfect accuracy, though it does still struggle against concealment. By default the BAPI™ will register incoming foreign organisms of small or larger size as projectiles and disintegrate them (as Psionic Disintegrate, cast by an 11th level psion), but this can be disabled. BAPI™ units work well in tandem, and if there are multiple mounted on the ship they rarely will fire on the same targets.

A BAPI™ has a space of 5 feet and weighs 2,000 pounds. It requires a light mount.

Air Transportation
Basics - Vessels - Armaments and Accessories - Personal Equipment - Ship Magic
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