Airship Control Manual

by VivianAleksander

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Airship Control Manual

Table of Contents

Basics
What's An Airship?
Terms
Aspects of an Airship
Ship Movement
Ship Components
Minor Components
Ship Actions
Boarding
Crashing
Dead in the Air
Falling
Types of Ships
Ship Weapons
Weapon Properties
Magical Ship Weapons

Basics

This manual will instruct you how to command and control each of the seven Guild-issue airships available to you as a Scout. Read carefully - in Flowspace, proper airship maintenance can mean the difference between life and death, not just for yourself, but for your fellow crew members. Stay relaxed, stay vigilant, and most of all, have fun!

What’s An Airship?

I’m glad you asked! An airship is a flying vessel designed to ferry crew and cargo between the various floating islands that hang in the blustery currents of Flowspace. They are held aloft by sails made of force energy, which catch the elemental energy that flows with the wind and use it to buoy even the bulkiest vessel. Most are made of wood, but some are made of steel or even stone, and those that are designed for battle may carry weaponry. As a Scout, you will help to pilot one of these - a warship, designed to protect our civilization from monstrous threats, such as the warlike goblinoids known as the Ghlortekk, or the ever-encroaching army of the Elder Evils.

Terms

Component. This refers to one part of a ship. A creature that is standing within a ship Component can take Ship Actions using that component.

Armor Class. When making an attack roll against a ship, you must roll this number or higher to land a hit.

Crew. The number of creatures required to operate a ship at full capacity. A ship can take this many ship actions in a round, one with each of its ship components, provided it has enough creatures on board to operate each component.

Cargo. The amount of weight a ship can carry. A ship holding more than this amount has its speed halved. If double this value is applied, the ship’s speed is reduced to zero, and it begins to sink at a rate of 10 feet per hour. A force of more than triple the ship’s cargo weight causes it to drop.

Damage Threshold. If an attack hits an airship, it must deal at least this much damage in order to harm the ship. Damage that is less than this amount is considered trivial, and does not reduce the ship’s hit points.

Hex. A space which can be occupied by a ship. Each hex is 10 ft. wide.

Hit Points. If a ship's Hit Points are reduced to zero, it is considered Dead in the Air, and may fall from the sky if it continues taking damage. Outside of combat, you can spend four hours repairing your ship to fully restore its hit points. Casting the mending spell on the ship's Elemental Engine restores 2d6 hit points to the ship.

Misfire Score. When making an attack roll with a ship weapon, if the roll on the die is equal to or lower than the weapon's misfire score, the weapon misfires. Misfiring causes your attack to miss and the weapon to jam - it cannot be used again until you use a ship action to attempt to repair it. To repair a ship weapon, you must make a successful Intelligence (Tinker's Tools) or (Thieves' Tools) check with a DC equal to 8 + the weapon's Misfire score.

Speed. The distance a ship can move in one round, as well as its speed in miles per hour and miles per day.

Aspects of an Airship

Ship Movement

Ships can move according to their Movement Class (see below). Class A is the most agile, while Class D is the most sluggish.

Class Turn Allowance Special
A 3 Can turn by one face once during an Engine Burst. Can turn by one face before moving into a new hex without expending any movement.
B 2
C 1
D 1 Turning on a dime costs 20ft. of movement per face.

A ship can only move straight forwards, or backwards, up, down, or to the side at half speed, unless it turns. Each time a ship moves into a new hex, it can turn by a number of faces equal to its Turn Allowance. A ship can also stop and turn on a dime, expending ten feet of movement per face to do so. If a ship does not move by at least one hex on its turn before turning, or if it turns by more faces than its Turn Allowance in a single hex, it is considered to be turning on a dime.

When traveling long distances outside of combat, a ship can move up to two or three times its speed per day. While moving this way, the player working the Engine Room must make a DC 12 Intelligence (vehicles (air)) check each day, with disadvantage if the ship is moving at three times its speed. On a failure, the engine takes 5d10 force damage.

Ship Components

Creatures gain the ability to take certain Ship Actions on their turn depending on what part of the ship they are standing in. These include things like piloting the ship, boarding enemy ships, and firing weapons. A creature must be standing within a ship component in order to use its ship actions. Only one action can be taken per Component per round - usage of all components is restored at the top of the round. A creature that is within a component is not considered to be on the Main Deck unless otherwise specified.

Boarding Deck. Creatures within the Boarding Deck can take the Attack action using the ship’s Boarding Hook. If another ship is already hooked, they can use their movement to zipline to that ship.

Control. The helm of the ship. A creature within the ship’s Control can take the Engine Burst, Take Cover, and Fire At Will actions. They can also move the ship up to its speed - doing this reduces the creature's speed to zero until the start of their next turn, regardless of how far the ship moved. Unlike other components, creatures standing in Control are exposed to enemy fire.

Engine Room. Contains the ship’s Elemental Engine. Creatures within the Engine Room can take the Engine Burst and Repair ship actions.

Skiphold. A small hold capable of carrying one Large ship, such as a skip or zapper. Creatures within the Skiphold can Launch a ship being held there.

Weapon Deck. Most ships have between one and three Weapon Decks, each of which can be loaded with a ship weapon. A creature within one of the ship’s Weapon Decks can take the Attack action using the weapon on that Deck. Each Weapon Deck has a size of Large or Medium, and can hold a ship weapon of that size or smaller. If a Weapon Deck is empty, creatures within it can fire ordinary weaponry and cast spells at targets outside the ship.

Minor Components

Minor ship components can't take any ship actions, but may provide other benefits.

Brig. A large wooden or metal cage with a simple padlock, complete with a hard wooden cot and thin blankets. Each player has their own key to the brig. A creature held within the brig can make a DC 18 Dexterity (Thieves' Tools) check to pick the lock and escape. The bars of the brig have an AC of 15 and 50 hit points on a wooden ship, or an AC of 18 and 120 hit points on a metal ship.

Crow’s Nest. The ship’s tallest mast holds a small platform, called the Crow’s Nest. A creature can climb to the Crow’s Nest using 20ft. of movement. Creatures within the Crow’s Nest are considered to be on the Main Deck. They gain advantage on all Wisdom (Perception) checks based on sight, but disadvantage on saving throws against ship damage.

Lifeboat. Every ship has at least one Lifeboat located somewhere on the Main Deck. The Lifeboat is invulnerable to all damage until it is deployed as an action. It can fit up to six creatures and has 30 hit points, an Armor Class of 12, and a flying speed of 30ft. In the worst case scenario, a ship’s crew can board the Lifeboat to survive the destruction of their ship. It’s considered general best practice even among evildoers to avoid attacking Lifeboats.

Lower Deck. The inside of the ship. Contains the majority of ship components. Creatures can travel between the Main Deck and the Lower Deck via the Deck Hatch - doing so requires 5 feet of movement. Creatures on the Lower Deck have full cover from attacks coming from outside the ship.

Main Deck. The top deck of the ship. Creatures on the Main Deck can fire ordinary weaponry and cast spells at targets outside the ship, but are vulnerable to enemy fire. Whenever the ship takes damage, all creatures standing on the Main Deck must make a DC 12 Dexterity saving throw, taking damage equal to one roll of one of the weapon's damage dice on a failure. If the ship is at zero hit points, all creatures on board must make this saving throw. A creature that is prone is immune to this damage.

Storm Ropes. At the base of the mast, several thick hempen ropes are secured to a winch. A creature can use its action to tie itself to a Storm Rope - this grants the creature advantage on saves against ship damage, and prevents it from being thrown from the ship under any circumstances, but also prevents it from leaving the Main Deck until it is untied.

Ship Actions

Repair (Engine Room)

You attempt to repair damage the ship has taken. Make a DC 12 Intelligence (Tinker's Tools) or (Thieves' Tools) check. On a success, you restore a number of hit points equal to 2d6 + your Intelligence score to the ship. On a failure, the Misfire score of all of the ship's weaponry increases by one until the start of your next turn.

Engine Burst (Control, Engine Room)

The ship moves up to its speed in a straight line forwards, or half its speed backwards, up, or down. The Misfire score of all weapons on board increases by one until the start of your next turn.

Fire At Will (Control)

Choose a target, and make an Intelligence (Investigation) or Wisdom (Insight) check. If the result meets or exceeds the target's Armor Class, all ship weapons have advantage on the first attack roll they make against your target before the start of your next turn.

Take Cover (Control)

All non-hostile creatures on the ship gain advantage on Dexterity saving throws against ship damage until the start of your next turn.

Attack (Weapon Deck, Boarding Deck)

You fire one of the ship’s weapons, adding your Intelligence modifier to the attack and damage roll. If you have proficiency with Martial Weapons or Firearms, you can add your proficiency bonus to the attack roll. Whenever you gain proficiency with a Martial Weapon or Firearm, you can choose a Ship Weapon instead. Unless otherwise specified, all ship weapons have disadvantage on attack rolls against targets of size Medium or smaller, and can be fired only once per round. If the damage dealt by your attack reduces a target ship's Hit Points to zero, you can choose whether you deal Critital Damage. Dealing Critical Damage causes the ship to drop from the air. Choosing to deal Non-Critical Damage causes the ship to become Dead in the Air instead.

Tow (Boarding Deck) You attempt to draw a hooked object closer to yourself. If the object is a ship or creature, the ship makes a Strength check contested by the opposing object’s Strength check. If the object is inanimate, the ship makes a Strength check with a DC based on the object’s size (see below). The check succeeds automatically against Medium or smaller objects. On a success, the object moves 60 ft. closer to the ship, or up to no closer than 10 ft. away.

Size DC
Large 14
Huge 18
Gargantuan 22

Launch (Skiphold)

You board a vessel held within the ship’s Skiphold and drop out into the air. The vessel appears in a space of your choice within 10 feet of the ship.

Boarding

Landing a hit on a ship with a boarding hook causes the ship to be hooked. While a ship is hooked, it cannot move away from the ship that carries the boarding hook, only towards or perpendicular to it. It can attempt to dislodge the hook on its turn by making a Strength check contested by the opposing ship’s Strength check, using a Control ship action. Alternatively, if the chain attached to the hook is severed, the hook is dislodged.

Jumping onto an enemy ship without ziplining requires a successful DC 12 Dexterity (Acrobatics) check. Failure causes you to land prone.

If the ship that fired the hook moves out of the boarding hook’s range, or if the boarding hook is fired again, the hook is dislodged automatically.

While a ship is hooked, creatures within the boarding deck can use their movement to zip line to the target ship. Any part of a ship that is not on one of its decks is considered difficult terrain.

Crashing

If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than itself.

When a ship crashes, it must make a DC 12 Constitution saving throw. On a failed save, it takes damage based on the size of the creature or object it crashed into, as shown on the Crash Damage table. Crashing consumes all of a ship’s movement if the object it is crashing with is no more than one size smaller than itself.

Size Bludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10

A creature, ship, or other object struck by a ship must make a Constitution saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.

Regardless of whether it succeeds or fails, it moves to an adjacent space that is not occupied by the ship or in its direct path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.

Dead in the Air

If your ship’s hit points are reduced to zero, the ship is considered Dead in the Air. The ship’s speed is reduced to zero, and it can no longer take the Engine Burst ship action.

Each time the ship takes damage while Dead in the Air, it must make a Control Saving Throw. This saving throw is not tied to any of the ship’s ability scores, but a creature standing in Control can use their reaction to add their Intelligence modifier to the roll. If the ship rolls a 9 or less, it suffers a Control Failure, and if it rolls a 1, it suffers two Failures. After suffering five Control Failures, the ship drops from the air like a stone. A ship’s Control Failures are reset when it is fully repaired.

Falling

If you are thrown from your ship, or the ship you are on is knocked from the sky, you face near certain death as your body hurtles into the void below. However, survival in these circumstances is not unheard of. Sometimes, a lucky sailor may be caught by a particularly strong airway, and land safely upon an outcropping of rock.

Once the session has ended, your DM will ask you to make a series of Death Saving Throws. If you survive, your DM will ask you to choose from one of the following situations, or you can come up with one together. Your character will need to find a way to return to civilization on their own or with assistance from their fellow Scouts during Downtime.

Falling

d20 Name Difficulty Description
1 - 5 Rescue Easy You are picked up by a passing traveller or merchant. Convincing them to return you to civilization won't be hard, but they may be reluctant to bring you all the way to Guildheim.
6 - 10 Washed Ashore Easy You are washed ashore on the beach of a floating chunk of uninhabited rock. A keelhauled airship is within eyesight - you'll need to repair it before it'll fly again.
11 - 14 Pirates Medium Your unconscious body has been taken aboard a pirate vessel. Your DM will decide which fleet, if any, they are associated with. You may be able to bargain for your freedom, but it's more likely you'll have to sneak away or fight them off.
15 - 17 Marooned Medium You've been stranded on an island with no apparent means of escape. Your best bet is to signal for help somehow, then find a way to survive until it arrives.
18 - 19 Beast Hard A monster has taken you to its lair to serve as food for itself or its young. Fend off the creature and escape as quickly as you can.
20 The Basin Impossible By some miracle, you've survived the unfathomable fall into the depths of the Basin. No mortal has ever successfully escaped from this place. You are almost certainly already dead.

Types of Ships

Size Huge airships are equipped with an Engine Room, a Boarding Deck, and a Skiphold. Size Large airships can be loaded into a Skiphold.






Name Size Hit
Points
AC MC DT Speed Large
Weapon
Decks
Medium
Weapon
Decks
Crew Cargo Special Actions
Dragonfly Huge 300 16 B 20 80ft.
(9mph, 216mpd) )
1 1 6 3 tons -
Mosquito Huge 225 18 A 18 120
(13mph, 312mpd)
0 2 6 2 tons Barrel Roll
Hornet Huge 250 16 C 18 80
(9mph, 216mpd)
2 1 7 2 tons Power Surge
Ladybug Huge 400 19 D 25 60
(7mph, 168mpd)
0 2 6 4 tons Withstand
Skip Large 120 15 B 0 60
(7mph, 168mpd)
0 1 2 1 ton Minimalism
Zapper Large 80 14 D 0 80
(9mph, 216mpd)
0 2 1 750lbs Double Barrels
Bobber Large 180 17 A 0 60
(7mph, 168mpd)
0 0 2 2 tons Tugboat,
Multidirectional Propulsors


Dragonfly

Huge airship


  • Hit Points 300
  • Armor Class 16
  • Movement Class B
  • Speed 80 (9mph, 216mpd)
  • Damage Threshold 20
  • Crew 6
  • Cargo 3 tons

STR DEX CON
16 (+3) 14 (+2) 14 (+2)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst, Fire At Will, Take Cover
  • Engine Room. Ship Actions: Repair, Engine Burst
  • Boarding Deck. Ship Actions: Attack
  • Weapon Deck 1 (Large). Ship Actions: Attack
  • Weapon Deck 2 (Medium). Ship Actions: Attack
  • Skiphold. Ship Actions: Launch

Minor Components

Brig, Crow's Nest, Lifeboat, Lower Deck, Main Deck, Storm Ropes

Description

The Dragonfly is an excellent all-rounder, offering moderate speed, attack power, and defense.



Mosquito

Huge airship


  • Hit Points 225
  • Armor Class 18
  • Movement Class A
  • Speed 120 (13mph, 312mpd)
  • Damage Threshold 18
  • Crew 6
  • Cargo 2 tons

STR DEX CON
14 (+2) 18 (+4) 11 (+0)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst, Fire At Will, Take Cover, Barrel Roll
  • Engine Room. Ship Actions: Repair, Engine Burst
  • Boarding Deck. Ship Actions: Attack
  • Weapon Deck 1 (Medium). Ship Actions: Attack
  • Weapon Deck 2 (Medium). Ship Actions: Attack
  • Skiphold. Ship Actions: Launch

Minor Components

Brig, Crow's Nest, Lifeboat, Lower Deck, Main Deck, Storm Ropes

Special Actions

Barrel Roll (Control). All attack rolls made against the Mosquito have disadvantage until the start of your next turn. Creatures on the Main Deck must make a DC 15 Dexterity saving throw or be thrown from the ship.

Description

The Mosquito specializes in movement, with the highest speed and control of any conventional airship.



Hornet

Huge airship


  • Hit Points 250
  • Armor Class 16
  • Movement Class C
  • Speed 80 (9mph, 216mpd)
  • Damage Threshold 18
  • Crew 7
  • Cargo 2 tons

STR DEX CON
16 (+3) 18 (+4) 11 (+0)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst, Fire At Will, Take Cover
  • Engine Room. Ship Actions: Repair, Engine Burst, Power Surge
  • Boarding Deck. Ship Actions: Attack
  • Weapon Deck 1 (Large). Ship Actions: Attack
  • Weapon Deck 2 (Large). Ship Actions: Attack
  • Weapon Deck 3 (Medium). Ship Actions: Attack
  • Skiphold. Ship Actions: Launch

Minor Components

Brig, Crow's Nest, Lifeboat, Lower Deck, Main Deck, Storm Ropes

Special Actions

Power Surge. Each of the ship's weapons deal an extra 2d6 weapon damage on the first attack roll they make before the start of your next turn. Their Misfire score also increases by one for the same duration.

Description

Hornets offer high damage output and speed, but less control and lower defense.



Ladybug

Huge airship


  • Hit Points 400
  • Armor Class 19
  • Movement Class D
  • Speed 60 (7mph, 168mpd)
  • Damage Threshold 25
  • Crew 6
  • Cargo 4 tons

STR DEX CON
18 (+4) 10 (+0) 14 (+2)

Damage Resistances fire, necrotic

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst, Fire At Will, Take Cover
  • Engine Room. Ship Actions: Repair, Engine Burst, Withstand
  • Boarding Deck. Ship Actions: Attack
  • Weapon Deck 1 (Medium). Ship Actions: Attack
  • Weapon Deck 2 (Medium). Ship Actions: Attack
  • Skiphold. Ship Actions: Launch

Minor Components

Brig, Crow's Nest, Lifeboat, Lower Deck, Main Deck, Storm Ropes

Special Actions

Withstand (Engine Room). You take this ship action as a reaction to the ship being reduced to zero hit points, causing the damage taken by the ship to be reduced by 2d6.

Description

The Ladybug is a slow-moving metal tank, with a high defensive score and a moderate amount of firepower.



Skip

Large airship


  • Hit Points 120
  • Armor Class 15
  • Movement Class B
  • Speed 60 (7mph, 168mpd)
  • Crew 2
  • Cargo 1 ton

STR DEX CON
12 (+1) 16 (+3) 10 (+0)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst, Fire At Will, Take Cover
  • Weapon Deck 1 (Medium). Ship Actions: Attack

Minor Components

Lifeboat, Main Deck

Special Actions

Minimalism. The Skip is immune to Wild environmental effects, such as Chaos Storms.

Description

This small vessel has a variety of uses, including scouting, reconnaissance, and even battle under the right circumstances. Its simple design and limited tech make it the vessel of choice for Skipjacks when sailing the turbulent currents of Wildspace.



Zapper

Large airship


  • Hit Points 80
  • Armor Class 14
  • Movement Class D
  • Speed 80 (9mph, 216mpd)
  • Crew 1
  • Cargo 750lbs.

STR DEX CON
10 (+0) 18 (+4) 10 (+0)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst
  • Weapon Deck 1 (Medium). Ship Actions: Attack
  • Weapon Deck 2 (Medium). Ship Actions: Attack

Minor Components

Lifeboat, Main Deck

Special Actions

Double Barrels. When you fire one of this ship’s weapons, you can fire the other as a bonus action. You don't add your ability modifier to the damage rolls of attacks made this way.

Description

This feisty flier is specifically designed for aerial combat, but suffers from a lack of defense. Its dual weapons grant its pilot a surprising amount of firepower, given its small stature.



Bobber

Large airship


  • Hit Points 180
  • Armor Class 17
  • Movement Class A
  • Speed 60 (7mph, 168mpd)
  • Crew 2
  • Cargo 2 tons

STR DEX CON
14 (+2) 12 (+1) 16 (+3)

Damage Resistances fire, necrotic

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Components

  • Control. Ship Actions: Engine Burst
  • Boarding Hook. Ship Actions: Attack

Minor Components

Crow's Nest, Lifeboat, Main Deck

Special Actions

Tugboat. The Bobber has advantage on its Strength check when taking the Tow ship action.

Multidirectional Propulsors. When taking the Engine Burst ship action, the Bobber can move as normal according to its movement class.

Description

Despite its slightly awkward appearance, this plucky metallic ball can pull more than its weight. It features almost no weaponry, but its incredible flexibility of movement combined with its powerful engines and high defensive rating give it a niche all its own.

Ship Weapons

Name Size Misfire
Score
Range Damage Properties
Light Ballista Medium 0 110/350 11 (2d10) piercing Balanced, Loading
Slicer Medium 2 80/120 7 (2d6) slashing Balanced, Loading, Special
Boarding Hook Medium 1 60 ft. 11 (2d10) piercing Loading, Special
Jettison Medium - 60 ft. 16 (3d10) slashing Loading, Barrage (DC 12)
Heavy Jettison Large - 60 ft. 22 (4d10) slashing Loading, Barrage (DC 14)
Ballista Large 1 120/480 ft. 22 (4d10) piercing Loading, Balanced
Heavy Ballista Large 1 300/500 ft. 33 (6d10) piercing Loading
Railgun Large 2 80/120 ft. 16 (3d10) piercing Repeater
Buster Large 4 10 ft. 54 (10d10) bludgeoning Loading, Heavy
Cannon Large 3 100/350 ft. 52 (6d12) piercing Loading, Heavy
Ram Large - - - Special

Weapon Properties

Ship weapons can have any of the following properties. Special weapons are denoted with an asterix.

Balanced. This weapon does not have disadvantage against targets of size Medium and Small.

Repeater. When you take the Attack action with this weapon, you can fire it again as a bonus action. You don't add your Ability modifier to damage rolls made this way.

Barrage. When taking the Attack action with this weapon, your target must make a Dexterity saving throw. On a success, they take half damage.

*Slicer. This weapon deals an additional 2d6 slashing damage to Medium and Small targets.

*Boarding Hook. On a hit, the target is hooked. The chain used has 20 hit points and an AC of 16.

*Ram. If your ship carries at least one ram, it counts as one size larger when rolling crash damage, and has advantage on saves against crash damage. Additional rams don’t stack.

Magical Ship Weapons

A ship can hold only one magical ship weapon at a time. All magical ship weapons are size Large unless stated otherwise. Magical ship weapons are only approved for missions that present serious danger - rare weapons for Mid-Tier missions, very rare weapons for High-Tier missions, and legendary weapons for God-Tier missions.

Force Blitz (ship weapon, rare)

This weapon has 5 charges. Firing this weapon consumes one charge and automatically deals 6d4 force damage to the target. You can expend additional charges to deal an extra 2d4 force damage per charge. The weapon regains 2d4 charges at dawn. If you use up the last charge, the weapon has a 33% chance to be disabled until it is repaired by the Guild.

Coven Turbine (ship weapon, rare)

This weapon has 10 charges. Firing this weapon consumes three charges. Make a ship weapon attack roll against a target within range (Misfire 3, range 350ft.). On a hit, the target takes 8d10 lightning damage, and the weapon forms a sustained arc of lightning between itself and its target. On subsequent turns, you can use a ship action to expend one charge and deal 4d10 lightning damage automatically to the target, as long as it’s still in range. If your turn ends while the target is out of range, the effect ends. The turbine regains 2d6 charges at dawn.

Arthur’s Glimmering Hull (ship weapon, very rare)

This glowing shield has 50 Hit Points, and a damage threshold of 20. If the ship bearing this weapon takes damage, the shield takes the damage instead. The shield takes no damage from Force Blitz or Magic Missile. If the damage would reduce the shield to zero hit points, the target component takes any remaining damage. The shield regains all its hit points at dawn.

Tasha’s Psionic Burst (ship weapon, very rare)

This weapon employs a modified version of a spell scrapped by the infamous witch Tasha, who decided it required too much power to be worth it.

This weapon has 4 charges. Firing this weapon consumes one charge, and generates a burst of psionic energy that travels out to a range of 30 ft., forcing every creature not on board your ship within range to make a DC 12 Intelligence saving throw. On a failure, they take 2d12 psychic damage. On a success, they take only half damage. Additionally, all other ships within range must make a DC 12 Constitution saving throw. On a failure, one of their components, chosen at random, is disabled and cannot take ship actions or cause the ship to move until the start of your next turn.

Portable Wormhole (ship weapon, legendary)

This weapon has three charges. Activating this weapon as a ship action consumes one charge, and causes the ship to teleport a distance of up to its speed, to a location of your choosing. If the space the ship would reappear in is occupied, it crashes into the occupant. If the occupant is at least two sizes bigger than the ship, the ship is ejected into the nearest free space and automatically fails its Constitution save against the crashing damage. The Wormhole regains 1d4-1 charges at dawn.

Wardtree (ship weapon, legendary)

This weapon can be activated once per day. Activating this weapon as a ship action causes the tree’s roots to rapidly expand and grow, immediately enveloping the ship in wood as strong as iron. This wooden barrier has 200 Hit Points and a damage threshold of 25. If the ship bearing this weapon takes damage while the barrier is active, the barrier takes the damage instead. If the damage would reduce the barrier to zero hit points, the ship takes any remaining damage. While the barrier is active, all of its ship’s Weapon Decks as well as its Boarding Deck are disabled. Creatures on the Main Deck have full cover from external attack while the barrier is active. The barrier lasts until it is dispelled as a ship action or until its Hit Points are reduced to zero.

 

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