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Infos

Dwarven Ships

Ship Traits

The common saying goes: 'No two ships in the 'verse are alike.' Though any mechanic will tell you that this isn't exactly true, the meld of magic and technology spacefaring vessels employ to cross the gulfs of space vary in thousands of ways. Even ships laid down in the same yard to the same specification are likely to go through multiple refits, overhauls, and repairs during their lives, leaving them unrecognizable after a few years in the Black.

Size Classification

Ships are categorized according to their Size Classification, which generally determines other important aspects: its crew size, top speed outside of void jumps, maneuverability, and durability. For example, a larger ship might be able to carry more men and guns, but a smaller ship can outrun and outmaneuver it. Different size classifications are detailed in the Size Classification table below.

Ships also mention which race generally builds that type of ship. This has no mechanical effect on its own; instead, it gives an impression about which types of creatures might be piloting them, and what statistics you can expect from that type of ship. For example, Hammers, which are dwarven fighters, are sturdily built, and possess a higher Armor Class than many other fighters as a result.

Additionally, the Ship Classification table indicates the size of a ship in feet and its size using the optional Grid Combat rules. The sizes listed are maximum sizes.

Character Level

A typical adventuring party might begin their adventures with a modest personal ship and invest in larger, more capable vessels as their fortunes grow. Larger parties, however, will find the cargo space and crew capacity of a transport ship essential. At very high levels, characters might enlist a crew to man a frigate or even an entire fleet.

In general, a party's character level has no bearing on ship size (and by extension, ship combat power), but a GM can award a party with larger ships as they grow in level. As such, the Ship Classification table also includes a recommended character level for some ship sizes.

Classification Dimensions (ft.) Dimensions (squares) Rec. Level
Fighter Less than 100 Less than 1 x 1 1st
Personal 250 x 250 Less than 1 x 1 3rd
Transport 500 x 500 1 x 1 5th
Corvette 1000 x 1000 2 x 2 11th
Frigate 1500 x 1500 3 x 3 17th
Light Cruiser 2000 x 2000 4 x 4 -
Heavy Cruiser 2500 x 2500 5 x 5 -
Capital 4000 x 4000 8 x 8 -
Titan > 1 mile in any dimension > 9 -

Traits

Armored Hull

Once per turn when this ship takes damage, it can reduce the damage taken by 5 (1d10) mega hit points.

Breakdown-Proof

This ship's systems, weapons, and engines have 20 mega hit points, rather than 10.

Ram

This ship is designed such that it can directly collide with another ship and survive (mostly) unscathed. When this happens, the target ship takes 22 (4d10) mega bludgeoning damage, and this ship takes 10 (4d4) mega bludgeoning damage.

Sturdy Design

When this ship would drop to 0 hit points, it instead drops to 1 mega hit point. Once it uses this ability, it can't do so again until it is fully repaired to its maximum hit points.

Armes

Antimatter Mine

Ranged Weapon Attack: +9 to hit, deployable 0 ft., one target. Hit: 33 (6d10) mega necrotic damage.

Mining Laser

Ranged Weapon Attack: +9 to hit, range 1,500/4,500 ft., fixed front, one target. Hit: 16 (3d10) mega radiant damage or 33 (6d10) mega radiant damage if the target hasn't moved in the last round.

2x Pulse Cannon

Ranged Weapon Attack: +9 to hit, range 6,000/18,000 ft., fixed front and rear, one target each. Hit: 13 (3d8) mega radiant damage.

Arcane Cannon (fireball)

Pick a point within 10,000 feet. Each mega creature and the pilot of each ship in a 2,000- foot radius sphere centered on that point must make a DC 17 Dexterity saving throw. A target takes 28 (8d6) mega fire damage on a failed save, or half as much damage on a successful one.