Info
Lakshayan 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
Launch Platform
Fighters which deploy from this ship can move and take an action immediately after they are deployed.
Tactical Advantage
Once per turn, when this ship makes an attack roll and misses, it can immediately repeat the attack against another target within range, rolling a separate attack for the new target.
Weapons
4 x Missile Barrage
Ranged Weapon Attack: +10 to hit, range 1,500/4,500 ft., one target each. Hit: 10 (3d6) mega force damage.
Railgun
Ranged Weapon Attack: +10 to hit, range 12,000/36,000 ft., fixed front, one target each. Hit: 31 (3d20) mega force damage. This weapon then overheats, and can't be fired again until the end of the ship's next turn.
Arcane Cannon (cone of cold)
Each mega creature and the pilot of each ship in a 6,000-foot cone must make a DC 18 Constitution saving throw. A target takes 36 (8d8) mega cold damage on a failed save, or half as much damage on a successful one.
Broadside
The ship fires a volley from either its left or right side. This attack affects a rectangular area 6,000 feet long, extending from the side of the ship in a straight line. Each mega creature and the pilot of each ship in the area must make a DC 18 Dexterity saving throw or take 21 (6d6) mega radiant damage, or half as much on a successful one.