User:Eiji-kun/Complete Transportation/Sky Vehicles/Components

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Components List[edit]

Name Pre-requisite Summary Component Space Weight Cost

Bomb Bay[edit]

The basic bomb bay is a hollowed out space in a vehicle containing bombs and other objects attached to pylons. The bomb bay doors can be opened, exposing them to the outside and on command from the cockpit or weapons terminals, it can release one of its contained objects from its pylon. It holds up to 10 cubic ft. worth of space, or about 4 average sized bombs. You can increase the size of your bomb bay by purchasing this component multiple times, increasing the components hp by +50 each time.

Broken Condition: No change in operation.

Internal only; requires 8 component spaces; hardness as vehicle; 50 hp; weight- 100 lbs (Empty); 1000 gp

Cargo Space[edit]

The cargo space is a hollowed out general space for storing any non-living creatures. There may be a large door on the outside for loading and unloading, but it is not intended to open mid-flight. The area may or may not be pressurized, and it is not designed for the comfort of creatures who may be exposed to the elements or other discomforts. It holds up to 10 cubic ft. worth of space, and you can increase the size of the cargo space by purchasing this component multiple times. Each new component adds another +50 hp to the component's hp.

Broken Condition: No change in operation.

Internal only; requires 8 component spaces; hardness as vehicle; 50 hp; weight- 100 lbs (Empty); 750 gp

Cargo Space, Fluid[edit]

The fluid cargo space is a hollowed out tank for storing any liquid or gaseous fluids up to high pressure. Tubes and pumps help load or unload these fluids for use. It holds up to 1000 lbs of pressurized fluid, and you can increase the size of the fluid cargo space by purchasing this component multiple times. Each new component adds another +60 hp to the component's hp.

Broken Condition: No change in operation.

Internal only; requires 8 component spaces; hardness as vehicle; 60 hp; weight- 100 lbs (Empty); 1250 gp

Cargo Space, Hazardous[edit]

The hazardous cargo space is an armored and airtight hollowed out space for storing any unusually dangerous or toxic non-living substances. It is sealed to be airtight with an airlock-style safety door, can handle extreme temperatures and high pressure, and has shutters to prevent radiation leaks as well. It is not build for comfort, only containment, and comes equipped with a good lock (DC 30 open lock check). It holds up to 10 cu. ft. of material or 1000 lbs of pressurized fluid, and you can increase the size of the hazardous cargo space by purchasing this component multiple times. Each new component adds another +80 hp to the component's hp.

Broken Condition: No change in operation.

Internal only; requires 12 component spaces; hardness as vehicle; 80 hp; weight- 150 lbs (Empty); 1750 gp

Personnel Carrier[edit]

Personnel carriers are hollowed out spaces in a vehicle with seating along the walls and minimal comfort. They are not designed to hold passengers for long periods, but allow them easy access to the outside via a large door which can be opened to provide a short walkway to jump off. Vehicles use these to deploy troops rapidly by air or on the ground when landed. It holds up to 10 cubic ft. worth of space, or about 16 medium creatures (out of combat) without cramping. A 10 foot wide door allows 4 medium creatures to exit at one time. You can increase the size of your personnel carrier by purchasing this component multiple times, increasing the components hp by +50 each time..

Broken Condition: No change in operation.

Internal only; requires 8 component spaces; hardness as vehicle; 50 hp; weight- 100 lbs (Empty); 800 gp

Propulsion, Gas Balloon[edit]

Gas balloon propulsion only provides lift in the vertical direction, rising or lowering an aircraft by the controlled release of lighter-than-air gases. Gas balloons are weak and prone to puncture and damage but their control systems are small and compact. This component is composed of the actual balloon and tanks of compressed gas, as well as a method of extracting more gas from its surroundings. Gas balloons are flammable; any fire damage taken bypasses hardness and deals 50% additional damage. Internal gas balloons can be folded up and stored while not in use, in which case the size penalty it inflicts does not apply. Gas balloons do not require air, but do require a small amount of air pressure to function.

Gas balloons have a maximum fly speed of 50 mph (perfect) vertically, and a carrying capacity of 2000 lbs. The balloon is large, adding a culmilative -1 size penalty to AC, but it can travel horizontally at the speed of, and in the direction of, any wind currents to a maximum safe speed 30 mph (clumsey). This operates like sail propulsion and does not consume fuel.

Broken Condition: Carry capacity is halved.

External or Internal; requires 2 component spaces; hardness 5; 30 hp; weight- 50 lbs; 500 gp

Propulsion, Heat Balloon[edit]

Heat balloon propulsion only provides lift in the vertical direction, rising or lowering an aircraft by the controlled release of lighter-than-air gases. Heat balloons are weak and prone to puncture and damage but their control systems are small and compact. This component is composed of the actual balloon and a heating system which consumes fuel directly with no need for an engine. Unlike gas balloons, heat balloons are not flammable but they consume fuel in their use. Internal heat balloons can be folded up and stored while not in use, in which case the size penalty it inflicts does not apply. Heat balloons do not require air, but do require a small amount of air pressure to function.

Heat balloons have a maximum fly speed of 50 mph (perfect) vertically, and a carrying capacity of 2000 lbs. The balloon is large, adding a culmilative -1 size penalty to AC, but it can travel horizontally at the speed of, and in the direction of, any wind currents to a maximum safe speed 30 mph (clumsey). Heat balloons use gas as fuel, consuming 1 unit per hour during normal operation.

Broken Condition: Carry capacity is halved.

External or Internal; requires 2 component spaces; hardness 5; 30 hp; weight- 50 lbs; 500 gp

Propulsion, Jet[edit]

Jet propulsion generates thrust by compressing air through an intake and combusting it with fuel, blasting it out at high pressure and speed. They are extremely effective thrust to weight and quite fast. However they consume a fair amount of fuel for their operation. Jets generate thrust in whatever direction they are pointed, so vertical thrust must come from wings, or by directing the jet upwards. Internal jets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Jets require air to breath and function.

Jets have a maximum fly speed of 500 mph (clumsy), and a carrying capacity of 10,000 lbs. Jets use gas as fuel, consuming 10 units per hour of normal operation.

Broken Condition: Carry capacity is halved.

External or Internal; requires 4 component spaces; hardness as vehicle; 50 hp; weight- 1000 lbs; 2500 gp

Propulsion, Ramjet[edit]

Ramjet engines are even more powerful than normal jet engines, designed largely for supersonic craft. They function by gulping down air moving at high speed and combusting it to generate even higher thrust. Because of this, ramjets cannot operate at all at speeds of 400 mph or under, they require another source of propulsion to move forward, and they must always be pointed in the direction of travel. Internal ramjets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Ramjets require air to breath and function.

Ramjets have a maximum fly speed of 1500 mph (clumsy), and a carrying capacity of 25,000 lbs. Ramjets use gas as fuel, consuming 20 units per hour during normal operation.

Broken Condition: Carry capacity is halved.

External or Internal; requires 4 component spaces; hardness as vehicle; 50 hp; weight- 1000 lbs; 2500 gp

Propulsion, Rocket[edit]

Rocket engines mix chemicals to produce extremely powerful thrust that requires no intake. They are very effective but often hard to control and consumes mass amounts of fuel. Internal rockets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Rockets do not require air to breath and function.

Rockets have a maximum fly speed of 4,000 mph (clumsy), and a carrying capacity of 40,000 lbs. Rockets either use solid propellant as fuel, or use gas and oxygen (which must be in two separate tanks), consuming 1 units per round during normal operation from either applicable fuel sources. They also accelerate far faster than normal, increasing to maximum velocity by 25% each round.

Broken Condition: Carry capacity is halved.

External or Internal; requires 4 component spaces; hardness as vehicle; 50 hp; weight- 1000 lbs; 2500 gp

Propulsion, Antigrav[edit]

Antigrav propulsion is a catch-all system of propulsion which includes antigravity, magnetic lift, or just plain magic powers. Whatever the means, antigrav thrust has no exhaust and as such it can seem to hover or move without obvious engines in whatever direction it is pointed. It is additionally useful in that it can operate normally while buried internally, allowing cautious pilots to protect their vital engines. On the flip side, antigrav engines are energy hungry and bulky, making them inappropriate for certain craft. They have moderate thrust and carrying capacity for their consumption. Antigrav does not require air to function.

Antigrav has a maximum fly speed of 250 mph (perfect), and a carrying capacity of 8000 lbs. Antigrav propulsion require energy from a core. It consumes 10 energy points per hour during normal operation.

Broken Condition: Carry capacity is halved.

External or Internal; requires 24 component spaces; hardness as vehicle; 50 hp; weight- 1000 lbs; 2500 gp

Propulsion, Propeller[edit]

Propeller engines work by rotating a propeller through the air at high speeds. It is a common and highly effective means to do so, as it consumes less fuel than jet engines but is limited to slower speeds. Propellers perform poorly at supersonic speeds; they take damage while traveling at these speeds unless they are stored away internally. Internal propellers can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Propellers require air or some other medium to function.

Propellers have a maximum fly speed of 300 mph (poor), and a carrying capacity of 8000 lbs. Propellers require energy from a core. It consumes 5 energy points per hour during normal operation.

Broken Condition: Carry capacity is halved.

External or Internal; requires 4 component spaces; hardness as vehicle; 30 hp; weight- 500 lbs; 1500 gp

Propulsion, Sail[edit]

Sail propulsion is unique in that it requires no fuel or energy, and technically does not possess a maximum speed. It relies on large sails to catch the wind and drag it along at the speed of local wind conditions. In places with no wind, it has no thrust and cannot move. While slow and vulnerable to attack, sails are cheap to create and easy on the wallet with fuel costs. Sails require air or some other medium to function.

Sails maximum fly speed is based on the speed of the wind (clumsy). However, above 30 mph sails begin taking damage from strain. Severe winds deal 1d6 points of damage (before hardness) every minute. Windstorm winds deal 2d6. Hurricane winds deal 3d6. Tornado winds and above deal 4d6 points of damage every round. Only sails which have somehow been magically treated for hardness and durability can ensure such severe wind speeds. A sail has a carrying capacity of 1000 lbs, and do not require any fuel.

Broken Condition: Carry capacity is halved.

External only; requires 4 component spaces; hardness 5; 30 hp; weight- 10 lbs; 500 gp

Ship Hanger[edit]

Ship hangers are hollowed out spaces in a vehicle designed to launch or park other smaller vehicles. Ship hangers do not come with runways, so other vehicles must be capable to landing without one, though some ships combine this with the landing deck to store vehicles after they have touched down. The ship hanger is equipped with harnesses to prevent parked vehicles from sliding around and getting damaged, as well as being able to lift and move them in order to repair or modify them. The ship hanger can hold up to 10 cubic ft. worth of space, 1 Large vehicle. You can increase the size of your bomb bay by purchasing this component multiple times.

Broken Condition: No change in operation.

Internal only; requires 8 component spaces; hardness as vehicle; 50 hp; weight- 100 lbs (Empty); 1000 gp

Cockpit, Basic[edit]

A cockpit is required for basic vehicle operation. This cockpit is typically a joystick with a glass dome allowing the pilot to see out while protecting them from the elements, or a piloting seat within an exposed bridge for larger craft. This component allows control of the ship. If purchased multiple times, it increases the number of possible pilots allowing either a backup cockpit if the first is damaged, or allowing the highest of multiple piloting checks when performing an action (up to a maximum of 5 pilots at once).

Cockpits tend to be small and fairly well defended. Called shots against a cockpit take a -8 penalty. Internal cockpits are possible, but lack line of sight and require cameras or radar to see.

Broken Condition: The ship has a 10% chance of not responding to commands in that round.

Internal or External; requires 2 component spaces; hardness as vehicle; 50 hp; weight- 50 lbs (Empty); 1000 gp

Cockpit, Escape[edit]

A cockpit is required for basic vehicle operation. This functions as a basic cockpit but is designed to seperate as a miniture vehicle of its own. Without any augmentations, the escape cockpit is a simple glider capable of depositing its pilot safely on the ground, but components can be added to the escape cockpit, such as wings, engines, or additional seating in order to have an entire section of the ship break away and become its own vehicle. These additional components count against the total of components a ship can have in its entirety.

Cockpits tend to be small and fairly well defended. Called shots against a cockpit take a -8 penalty. Internal cockpits are possible, but lack line of sight and require cameras or radar to see.

Broken Condition: The ship has a 10% chance of not responding to commands in that round.

Internal or External; requires 6 component spaces; hardness as vehicle; 50 hp; weight- 150 lbs (Empty); 1000 gp

Cockpit, Armored[edit]

A cockpit is required for basic vehicle operation. This functions as a basic cockpit but is heavily armored with only a small slit for viewing out. These sorts of cockpits are often found on tanks and other heavy craft. They grant poor visibility but have many more hit points and if the vehicle is destroyed it will not automatically be destroyed (though the impact with the ground may yet kill any crew inside).

Cockpits tend to be small and fairly well defended. Called shots against a cockpit take a -8 penalty. Internal cockpits are possible, but lack line of sight and require cameras or radar to see.

Broken Condition: The ship has a 10% chance of not responding to commands in that round.

Internal or External; requires 4 component spaces; hardness as vehicle; 100 hp; weight- 150 lbs (Empty); 1000 gp

Engine, Steam[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Steam engines operate off heating water to generate mechanical or electrical power. A steady supply of heat is assumed, making its main fuel requirement water. Steam engines provide 10 energy points, and consume 5 units of fuel every hour.

Broken Condition: Power output is halved.

Internal or External; requires 8 component spaces; hardness as vehicle; 100 hp; weight- 500 lbs; 1000 gp

Engine, Free Energy[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Free energy engines are scientific, magical, or perpetual motion engines which do not consume fuel. It emits a steady amount of energy with no effort on its operators. Free energy engines provide 10 energy points.

Broken Condition: Power output is halved.

Internal or External; requires 8 component spaces; hardness as vehicle; 100 hp; weight- 500 lbs; 1000 gp

Engine, Manpower[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Manpower engines are flywheels, pedals, or some other creature-powered device which functions through the creature's mechanical work. Therefore, it consumes no fuel but is instead limited by the endurance of the creature powering it, and the energy provided is directly proportional to the creature's strength. Manpower engines provide 1 energy point per Strength bonus of the creature, and consume no fuel. However this counts as heavy work, and every hour the creature must make a DC 15 Fortitude save, +2 per extra hour. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to work themselves into unconsciousness by pushing himself too hard.

Broken Condition: Power output is halved (minimum 1).

Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- 10 lbs; 1000 gp

Engine, Nuclear[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Nuclear engines operate off heating water via radioactive materials to generate mechanical or electrical power. A steady supply of heat is assumed, making its main fuel requirement water. Steam engines provide 40 energy points, and consume 5 units of fuel every hour which makes them very effective, but they are also dangerous and the shielding around them is heavy. If damaged, they could pose a threat to the crew of the vehicle.

Broken Condition: Power output is halved. In addition, radiation leaks out in a 60 ft. radius forcing a Fortitude save DC 10 + 2 per extra minute spend in the area. Failing the save deals the user 1 point of Constitution damage. The radiation can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

If the engine is destroyed, it sprays fallout over a 1 mile area. Any creature which spends more than 1 hour in the irradiated area takes 1 Constitution damage on a failed Fortitude save, DC 10 + 2 per extra hour spent in the area. Fallout remains for 1d4 weeks after the destruction.

Internal or External; requires 64 component spaces; hardness as vehicle; 100 hp; weight- 8000 lbs; 1000 gp

Engine, Gas[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Gasm engines operate off burning combustible fuel to generate mechanical or electrical power. Its main fuel requirement is gas. Gas engines give a lot of power but consume more fuel. It provides 30 energy points, and consume 10 units of fuel every hour.

Broken Condition: Power output is halved.

Internal or External; requires 4 component spaces; hardness as vehicle; 100 hp; weight- 500 lbs; 1000 gp

Engine, Fiendish[edit]

Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.

Fiendish engines are horrid, organic looking things which operate off drinking the blood of sentient creatures. The fresh blood of any creature with an intelligence score of 3 or higher will suffice. Fiendish engines provide 15 energy points, and consume 5 units of fuel every hour. Having a fiendish engine causes the ship to radiate an aura of evil equal to a 5 HD evil outsider (the effective HD is cumulative if you possess multiple engines).

Broken Condition: Power output is halved.

Internal or External; requires 8 component spaces; hardness as vehicle; 100 hp; weight- 500 lbs; 1000 gp

Deck, Basic[edit]

Vehicle decks are simple flat surfaces (usually with guard rails) on which to stand safely outside of the ship. The typical deck is a 10x10 square which is mounted on the body of the vehicle, and there are hooks to tie down or tether objects atop the vehicle. To increase the deck size, purchase multiple decks.

Broken Condition: The deck becomes difficult terrain.

Internal or External; requires 4 component spaces; hardness as vehicle; 100 hp; weight- N/A lbs; 1000 gp

Deck, Launch[edit]

Launch decks are flat surfaces designed to land and launch other vehicles upon. If launching a vehicle not capable of vertical take-off and landing, a launch deck is needed to launch the craft. A catapult is installed to double the effective speed of the lauching vehicles, and thus halve the distance needed to take off. The typical deck is a 10x10 square which is mounted on the body of the vehicle, and there are hooks and nets for launching and landing craft. To increase the deck size, purchase multiple decks.

Broken Condition: The deck becomes difficult terrain. This may make launching craft difficult.

Internal or External; requires 4 component spaces; hardness as vehicle; 100 hp; weight- 100 lbs; 1000 gp

Fuel Tank, Basic[edit]

Fuel tanks hold the vehicles fuel, which can be any liquid or gaseous substance such as water, gas, oxygen, blood, or other such materials, and then pump them to the appropriate jets, engines, or other fuel-consuming components. Most fuel tanks are stored internally to prevent damage. A fuel tank stores up to 50 lbs of its component fuel, to gain more space purchase more tanks.

Broken Condition: You leak 5 lbs of fuel every minute.

Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- 20 lbs (Empty); 1000 gp

Fuel Tank, Solid[edit]

Solid fuel tanks hold a solid chemical propellant which can be used for rockets. Most fuel tanks are stored internally to prevent damage. They are extremely dangerous, for once a component begins using fuel from a solid fuel tank the fuel will continue to be expended regardless if it is being used or not. The engine using such a source cannot be turned off, so solid fuel rockets tend to be for brief, massive bursts of speed. A solid fuel tank stores up to 100 lbs of its component fuel, to gain more space purchase more tanks.

Broken Condition: Every round there is a 5% chance of explosion, dealing 1d6 points of damage to itself, the vehicle, and the surrounding 20 ft. radius per point of fuel remaining, Reflex save DC 15 for half.

Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- 20 lbs (Empty); 1000 gp

Fuel Tank, Self-Sealing[edit]

Self-sealing fuel tanks function like normal fuel tanks, but do not leak if damaged. While far safer, they have a smaller capacity and are heavier. A self-sealing fuel tank stores up to 40lbs of its component fuel.

Broken Condition: N/A.

Internal or External; requires 3 component spaces; hardness as vehicle; 100 hp; weight- 30 lbs (Empty); 1000 gp

Frame, Dwarvencraft[edit]

Frame augmentations adjust the build of the ship itself. Dwarvencraft ships tend to be large and blocky in appearance, with sturdy supports. The hardness of the ship increases by +5, the weight of the ship is increased by 25%, and the ship gains 1 hp per component space for a vehicle of its size.

Broken Condition: N/A.

Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; 1000 gp

Frame, Feycraft[edit]

Frame augmentations adjust the build of the ship itself. Feycraft ships tend to be light and delicate looking in appearance. The weight of the ship is ship is decreased by 25%, the maneuverability of the ship increases by 1, and the ship loses 1 hp per component space for a vehicle of its size.

Broken Condition: N/A.

Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; 1000 gp

Frame, Packmule[edit]

Frame augmentations adjust the build of the ship itself. Packmile ships tend to be utilitarian and worn looking in appearance. The vehicle gains an additional 25% more component spaces for a vehicle its size (minimum 1) without actually increasing its size.

Broken Condition: N/A.

Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; 1000 gp

Landing Gear, Basic[edit]

A vehicle usually needs to land. Your basic landing gear is a set of wheels capable of supporting the craft, as well as allowing it to roll along at a land speed of 10 ft. Most landing gear are internal so they can be pulled inside. If landing gear are external or they are deployed and in use, vehicles must travel slower than 100 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed.

Toggling your landing gear is a standard action. The required size of the landing gear is dependant on ship weight.

Broken Condition: The land speed drops to 5 ft and there is a 5% chance during the act of landing or taking off, the landing gear will break.

External or Internal; requires 1 component space per 6000 lbs of vehicle; hardness as vehicle; N/A hp; weight- 80 lbs; 1000 gp

Landing Gear, Stilt[edit]

A vehicle usually needs to land. Stilt landing gear are large, tall, and sharp legs which support a craft over difficult terrain. They are weaker and more vulnerable than normal landing gear, but it enables a vehicle to land even over a short forest canopy or other structure. Stilt legs project the ship up to 30 feet over the surface of the ground. Stilt landing gear do not grant a land speed. Most landing gear are internal so they can be pulled inside. If stilt landing gear are external or they are deployed and in use, vehicles must travel slower than 50 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed.

Toggling your landing gear is a standard action. The required size of the landing gear is dependant on ship weight.

Broken Condition: The safe maximum height is reduced to 20 ft. and there is a 5% chance during the act of landing or taking off, the landing gear will break.

External or Internal; requires 1 component space per 1000 lbs of vehicle; hardness as vehicle; N/A hp; weight- 40 lbs; 1000 gp

Landing Gear, Sled[edit]

A vehicle usually needs to land. Sled landing gear are pontoons designed to land on snow, sand, water, and other non-solid surfaces. Using the ships normal propulsion, it can slide over these surfaces. Sled landing gear do not grant a land speed. Most landing gear are internal so they can be pulled inside. If stilt landing gear are external or they are deployed and in use, vehicles must travel slower than 150 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed.

Toggling your landing gear is a standard action. The required size of the landing gear is dependant on ship weight.

Broken Condition: There is a 5% chance during the act of landing or taking off, the landing gear will break.

External or Internal; requires 1 component space per 3000 lbs of vehicle; hardness as vehicle; N/A hp; weight- 80 lbs; 1000 gp

Space, Living[edit]

Living spaces are interior spaces designed for creature comfort and use. It is a broad category area which can be used for anything: seating for passengers, kitchens, bathrooms, and other locations of creature comfort. If used for passengers, a single 10x10 cube of living space can fit 4 medium creatures comfortably and 8 medium creatures packed together. For additional space, purchase more living spaces.

Broken Condition: N/A

Internal only; requires 10 component space; hardness as vehicle; N/A hp; weight- see above; 1000 gp

Space, Living[edit]

Living spaces are interior spaces designed for creature comfort and use. It is a broad category area which can be used for anything: seating for passengers, kitchens, bathrooms, and other locations of creature comfort. If used for passengers, a single 10x10 cube of living space can fit 4 medium creatures comfortably and 8 medium creatures packed together. For additional space, purchase more living spaces.

Broken Condition: N/A

Internal only; requires 10 component space; hardness as vehicle; N/A hp; weight- see above; 1000 gp

Space, Engineering[edit]

Engineering spaces are places where the vehicle's components and systems can be accessed without bringing it into port for inspection. They are usually situated around key areas such as gun emplacements, engines, and other spots on the vehicle which may need repair. They are equipped with safety rails and basic tools, as well as basic comfort though not to the degree as a living space. As part of this, engineering spaces are connected by a series of Jeffery's Tubes which possible. Engineering rooms come in 10x10 cubes and should be places around key areas of the ship. For additional space, purchase more engineering spaces.

Broken Condition: N/A

Internal only; requires 8 component space; hardness as vehicle; N/A hp; weight- 100 lbs; 1000 gp

Item Mount, Basic[edit]

Ships use mount to equip weaponry, cameras, radar, and shield units for use. The basic item mount directs its item in a fixed position (forward, backwards, left, right, up, or down) and any functions of said item are deployed in that direction. Internal item mounts are capable of pulling its item within the ship to protect and conceal it, but the item cannot be used while held internally. Damage to the item is considered damaged to the item mount as well, it does not have statistics separate from its held item.

A mount can hold up to 1 huge item. For larger items, purchase item mount multiple times. Gargantuan items take up two item mounts, Colossal takes up four, Titanic takes up eight, and so on.

Broken Condition: As per the connected item.

External or Internal; requires 4 component space; hardness as vehicle; N/A hp; weight- N/A lbs; 1000 gp

Item Mount, Swivel[edit]

Ships use mount to equip weaponry, cameras, radar, and shield units for use. TSwivel mounts function like item mounts, but are capable or swiveling which direction it faces. It can operate in any direction except opposite to its placement, so a swivel mount placed on the front of the ship can operate forward, left, right, up, and down, but not backwards. Internal item mounts are capable of pulling its item within the ship to protect and conceal it, but the item cannot be used while held internally. Damage to the item is considered damaged to the item mount as well, it does not have statistics separate from its held item.

A mount can hold up to 1 huge item. For larger items, purchase item mount multiple times. Gargantuan items take up two item mounts, Colossal takes up four, Titanic takes up eight, and so on.

Broken Condition: As per the connected item.

External or Internal; requires 6 component space; hardness as vehicle; N/A hp; weight- 50 lbs; 1000 gp

Prow, Ramming[edit]

Ramming prows enable ships to take on other ships in melee by slamming into them at top speed. This is a risky maneuver as it may damage the rammer's vehicle as well, so it is usually done as a last resort. Ramming prows are often made of a material tougher than the rest of the ship, which helps reduce damage. To use a ramming prow, a vehicle must charge and attack as a full round action. They deal 1d6 points of damage for every 25 mph they are traveling relative to the enemy ship, up to 20d6 at 400 mph. This damage is dealt to the enemy ship, and half of the damage is dealt to the ramming ship's ram. Any damage which bypasses the ram's hardness is dealt to both the ramming prow component and the vehicle as a whole.

In spite of being a prow, in theory you can add ramming prows to the top, bottom, left, right, and backwards portions of your ship. The have a minor defensive benefit, as if vehicles ram the side of a ship with a ramming prow attachment, they take damage as if they have been rammed moving at the appropriate speed.

It is possible to have more than one prow at a time.

Broken Condition: Damage is reduced to 1d4 per level.

External only; requires 30 component space; hardness as vehicle; N/A hp; weight- 200 lbs; 1000 gp

Prow, Shield[edit]

Shield prows effectively place a large tower shield on one side of the vehicle, providing additional defense. The side of the vehicle with the shielded prow gains a +4 cover bonus to AC, and doubles the AC bonus when fighting defensively. Shields are often places on locations with high-value components. In spite of being a prow, in theory you can add shield prows to the top, bottom, left, right, and backwards portions of your ship. The cover bonus does not stack with itself.

It is possible to have more than one prow at a time.

Broken Condition: Cover bonus is reduced to +2.

External only; requires 16 component space; hardness as vehicle; N/A hp; weight- 200 lbs; 1000 gp

Prow, Shock[edit]

Ships traveling greater than 750 mph face of the perils of supersonic travel, which requires either a sturdy ship or a shock prow to manage effectively. A shock prow is placed in the direction of travel, and it splits the air in front of the ship, protecting the rest of it from damage. The damage from supersonic travel is ignored (though damage may still occur through hypersonic travel).

In spite of being a prow, in theory you can add shield prows to the top, bottom, left, right, and backwards portions of your ship. However, this is no use unless your ship travels in those directions.

It is possible to have more than one prow at a time.

Broken Condition: Damage from supersonic travel is halved instead of negated.

External only; requires 10 component space; hardness as vehicle; N/A hp; weight- 50 lbs; 1000 gp

Wings, Wide[edit]

Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. This is slow enough not to cause damage, provided the wings are still functioning.

Wide wings are particularly large and broad wings that have a great lifting power, but prevent high speed flight. Your maximum speed is reduced by 25%, your maneuverability goes up two steps, and your carrying capacity is 200 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 40 mph to take to the air. For larger wings and thus more lift, purchase additional wings. The bonus to maneuverability does not stack with other wings.

Broken Condition: Carry capacity is halved.

External only; requires 4 component space; hardness as vehicle; N/A hp; weight- 10 lbs; 1000 gp

Wings, Maneuverable[edit]

Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. This is slow enough not to cause damage, provided the wings are still functioning.

Maneuverable wings are designed with maneuverability in mind. Your maneuverability goes up three steps, and your carrying capacity is 100 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 80 mph to take to the air. For larger wings and thus more lift, purchase additional wings. The bonus to maneuverability does not stack with other wings.

Broken Condition: Carry capacity is halved.

External only; requires 4 component space; hardness as vehicle; N/A hp; weight- 10 lbs; 1000 gp

Wings, Sleek[edit]

Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. This is slow enough not to cause damage, provided the wings are still functioning.

Sleek wings are designed to function best at high speeds and provide a sleek profile for your vehicle. Your maximum speed is increased by 25%, your maneuverability goes up one step, and your carrying capacity is 50 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 160 mph to take to the air. For larger wings and thus more lift, purchase additional wings. The bonus to maneuverability does not stack with other wings.

Broken Condition: Carry capacity is halved.

External only; requires 3 component space; hardness as vehicle; N/A hp; weight- 10 lbs; 1000 gp

Wings, Swing[edit]

Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. This is slow enough not to cause damage, provided the wings are still functioning.

Swing wings have the properties of both sleek wings and wide wings, though never at the same time. They swing back and forth between the two positions, providing the best of both worlds. The only downside is the considerable weight of the swing wing system and the danger which occurs when it breaks. Changing the orientation of your wings is a standard action.

Broken Condition: Carry capacity is halved, and you are unable to change the orientation of the wings.

External only; requires 12 component space; hardness as vehicle; N/A hp; weight- 50 lbs; 1000 gp

Wings, Flapping[edit]

Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. This is slow enough not to cause damage, provided the wings are still functioning.

Flapping wings are organic-looking flexible wings which flap like a bird or insect. This grants them amazing lift, but restricts them to low speeds. In addition they require energy to function. Your maximum speed is reduced by 50%, your maneuverability goes up three steps, and your carrying capacity is 400 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 20 mph to take to the air. However, wings take up 1 energy unit of power each round per flapping wing you purchase. For larger wings and thus more lift, purchase additional wings (which in turn require more energy). The bonus to maneuverability does not stack with other wings.

Broken Condition: Carry capacity is halved.

External only; requires 12 component space; hardness as vehicle; N/A hp; weight- 20 lbs; 1000 gp



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