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Description

The Armada is the greatest of the Elven Imperial Navy's wildjammer fleet. These wildjammers are surprisingly graceful and quick for their substantial size, as well as carrying a wide array of weapons. Owning an Armada is no small task, as the Elven Imperial Navy guard them fervently. Unlike with the Cutter and Man-o-War, the Elven Imperial Navy guard the secrets of the Armada so closely that they actively work to silence shipwrights that mimic this design. Possession of an Armada, whether it is one grown by the Elven Imperial Navy themselves or built by an adventurous shipwright, is treated as a crime against the Elven Imperial Navy and the offenders are immediately put to death.

Due to this strict attitude, most stay well away from attempting to make Armadas and instead focus on trying to develop other wildjammers to counteract them. Both the Tsunami and the Cuttle Command were originally built as a way to help defend against the power the Armada brings to the Elven Imperial Navy.

Example Weapons

Model Variations

There are a few variations to the Armada

Starfly Hull

The starfly variant is the original grown by the Elven Imperial Navy. This variant is exceptionally difficult to find if one isn't given one by the Elven Imperial Navy. This variant gains the following feature:

Starfly Hull

This ship can be healed by the Repair Hull spell multiple times per day.

Thick Wood Hull

This is the wooden variant crafted by shipwrights not associated with the Elven Imperial Navy. This variant is more readily available, but its speed is reduced to 1,500ft (45°).

Wild Armada

This variation is the result of a starfly hull Armada being abandoned and left to drift. The hull itself begins to grow into a labyrinth of potentially dangerous flora. A wild Armada can be returned to normal by the Elven Imperial Navy with some intensive gardening work.

Merkmale

Blink (1/Day)

This ship can use all of its movement to teleport to any unoccupied space within 6,000 feet, facing any direction.

Evasive

When the Helmsman takes Evasive Maneuvers, this ship can immediately move 500 feet in any direction.

Maneuverable Sails

This ship can rotate the direction it faces before it moves instead of after it moves

Trick Shot

Once per turn when the Helmsman uses Evasive Maneuvers or Wingbeat, one Gunner can use their reaction to make single weapon attack against a target in range.

Wingbeat (3/Day)

As a bonus action, the Helmsman can have this ship turn up to its maneuverability and then move backward 1,50Oft in a straight line.