Airship Weaponry A devestating explosion, splintering of wood, shattering of metal, bullets cutting thrrough the sky with unholy screams of destruction. these are the tools of war. Airship weaponry is specially designed to take down other sky craft while not tearing the vessle its bolted down to apart. Each device in this arsenal delivers destruction in their own special way. Your ship has a limited number of hardpoints that are specificly designed to carry certan types of weapons, so choose wisely. Ammunition These are used for specific weapons, the capacity of the magaziene is determined by the weapon it is loaded into. Bullets: smaller caliber full metal jacket ammunition, generally used in light weaponry. Value: 8gp per magazine Cannonballs: classic, big metal ball leave big mark, me happy, enemy dead. Value: 10gp per Mag Missiles: rocket propelled ammunition thanks to heavier payload. Value: 12gp per Mag Artillery: Heavier, armor piercing rounds, found on long range weaponry. Value: 12gp per Mag Scatter: Buck shot, small pieces of metal packed in front of some gunpowder. Value: 5gp per Mag Special: includes mines, flame thrower canisters, lightning cells, among other non conventional types of ammunition. Value: 15gp per Mag Using Airship Weaponry If you are proficient with Airship weaponry then you may add your proficieny to your attack roll. If you are using Heavy Airship Weaponry without Airship Weaponry proficiency, all attacks made with that weapon are made at disadvantage. During the shooting phase of combat you may use your attack action to fire the weapon. When the weapon's capacity is 0 you must use the attack action to reload the weapon. Reloading uses up 1 magazine of the required ammunition. Each weapon has its own health pool, if the gun drops to half its max health it is broken and cant continue to fire or be reloaded, its current state of reload or shots used remains the same. If the gun drops to 0hp it is Destroyed; the ammunition is lost and can not be repaired untill you dock and buy supplies to repair it (value is determined by your DM) Weapon Arcs Each Weapon is anchored to the ship at the Hardpoint, some weapons have a stronger kick, while others are more stable. To stop them from ripping the ship they're attached to apart they have varrying levels of flexibility. Line arc, Medium Arc, and Wide arc. Line Arc: a 20° cone originating from the weapon flank, these weapons trade their wide arc for powerfully long ranges.

a 20° cone originating from the weapon flank, these weapons trade their wide arc for powerfully long ranges. Medium Arc: a 50° cone originating from the weapon flank, these weapons are often 'jack of all trade' type weapons, often for mid range and highly versitile.

Wide Arc: a 90° cone originating from the weapon flank, these are used for close range weaponry, and oftern specilaized. Light Hardpoint Weapons Light weapons can be mounted on Light Hardpoints on Airships. they stand ~4-5' tall and long, you can stand next to the weapon and pivot around its anchor to the ship, this gives you the weapon arc, some weapons require a more sturdy base so their arc may be tighter than others. Aten Lens Array Multiple focusing lenses decorate the barrel of this odd piece of machienery. As the trigger is heald, more lenses fold in, and like a magnifying glass to an ant; the beam becomes unbelieveably hot, cutting through even thick Armour plating. Ammunition Type: Special

Special Hp: 22

22 Range: 400m/700m

400m/700m Capacity: 3

3 Reload: 2

2 Arc: Wide*

Wide* Damage: 2D6 + Dex, Fire Danage

2D6 + Dex, Fire Danage Special:Laser Focused: If you continue to fire multiple rounds in a row, the Lens Array becoms stronger, every round you attack with the Array consecutively, the arc tightens up, going from wide to medium arc, then medium to line arc. every time this happens the Lens Array deals an extra 2D6 fire damage. If the weapon is abandoned during this charge up time the build up is lost.

If you continue to fire multiple rounds in a row, the Lens Array becoms stronger, every round you attack with the Array consecutively, the arc tightens up, going from wide to medium arc, then medium to line arc. every time this happens the Lens Array deals an extra fire damage. If the weapon is abandoned during this charge up time the build up is lost. Value: 620gp Beacon Flare Gun This small mounted flare gun is used often to hail other ships for assistance. sometimes for more nefarious purposes, like firing it into a cloud to see if any foes lie in the white folds of vapor. This weapon favors the creative. Ammunition Type: Special

Special Hp: 15

15 Range: 550m/650m

550m/650m Capacity: 1

1 Reload: 1

1 Arc: Wide

Wide Damage: 1D4 + Dex, Fire Damage

1D4 + Dex, Fire Damage Special:Beacon: when the Beacon is fired, blazing light erupts from the shot. everything within a 100m radius (around the hex it occupys) of the beacon is treated as being in bright light, 50m further as dim light. If you are within the same hex as the beacon you must pass a DC15 Con. Save or be Blinded for 1D4 rounds. If you have darkvision the con. Save is made at disadvantage. the beacon will hang in the air for 1D4-1 rounds after being fired.

when the Beacon is fired, blazing light erupts from the shot. everything within a 100m radius (around the hex it occupys) of the beacon is treated as being in bright light, 50m further as dim light. If you are within the same hex as the beacon you must pass a DC15 Con. Save or be Blinded for 1D4 rounds. If you have darkvision the con. Save is made at disadvantage. the beacon will hang in the air for 1D4-1 rounds after being fired. Value: 300gp Carronade Sometimes called "The Barking Dog" the carronade has a good bite to go with the bark, known for shredding many an unfortunate crew's Balloons. This gun will happily take chuncks out of other ships without much remorse. It's definitely a Good Boy. Ammunition Type: Scatter

Scatter Hp: 20

20 Range: 500m/800m

500m/800m Capacity: 2

2 Reload: 2

2 Arc: Wide

Wide Damage: 5D4 + Dex. Piercing Damage

5D4 + Dex. Piercing Damage Special: Buck Shot: Deals ½ Damage to adjacent components

Deals ½ Damage to adjacent components Value: 500gp Dragon Tongue Flamethrower Inspired by the great Red Dragons, the Dragontongue specializes in a clensing Inferno. Etched in aingent Dragon text down the main barrel is the words "Yol Toor Shul" Ammunition Type: Special

Special Hp: 20

20 Range: 100m/150m

100m/150m Capacity: 3

3 Reload: 1

1 Arc: Wide

Wide Damage: 4D4 + Dex, Fire Damage

4D4 + Dex, Fire Damage Special:Yol Toor Shul: When you deal damage to a ship, the component you hit and the adjacent components have a chance of lighting on fire, the DC is the attack roll to hit, and the pilot must make a Wisdom Save or the components will catch on fire dealing 2D4+2 Fire Damage at the start of the Round. You have advantage when targeting components already on fire.

When you deal damage to a ship, the component you hit and the adjacent components have a chance of lighting on fire, the DC is the attack roll to hit, and the pilot must make a Wisdom Save or the components will catch on fire dealing 2D4+2 Fire Damage at the start of the Round. You have advantage when targeting components already on fire. Value: 550gp

Februus Weaponised Coil Designed by Goblins, the Februss Weaponised Coil harnesses the power of lightning, one dares not think about how many goblins were lost in the testing phase of development. As janky as the design is, the results are truly shocking. Ammunition Type: Special

Special Hp: 25

25 Range: 250m/500m

250m/500m Capacity: 3

3 Reload: 1

1 Arc: Medium

Medium Damage: 2D4 + Dex, Lightning Damage

2D4 + Dex, Lightning Damage Special: Instead of firing the coil, you may choose to spend that shot as charging. Each charge adds 1D8 damage and will arc to one additional random component. If the full magazine is used to charge, it must fire at the end of that firing phase. If the coil is broken while charging the ammunition is consumed and will need to be reloaded before firing again.

Instead of firing the coil, you may choose to spend that shot as charging. Each charge adds damage and will arc to one additional random component. If the full magazine is used to charge, it must fire at the end of that firing phase. If the coil is while charging the ammunition is consumed and will need to be reloaded before firing again. Value: 600gp Gatling Gun The Ol' Reliable, the gatling cannon cal lay out sustained fire for long periods without damaging itself thanks to its 6 barrels, with a chance to cool down before firing again makes this one of the most universally useful weapons of combat designed to this day. Ammunition Type: Bullets

Bullets Hp: 20

20 Range: 700m/1000m

700m/1000m Capacity: 3

3 Reload: 1

1 Arc: Medium

Medium Damage: 3D6 + Dex, Piercing Damage

3D6 + Dex, Piercing Damage Special: Armour Shredding: When damaging hull armour, add 1D4 damage to hit. However, dealing damage to gas bags deals -1D4 damage (minimum of 0).

When damaging hull armour, add 1D4 damage to hit. However, dealing damage to gas bags deals -1D4 damage (minimum of 0). Value: 400gp Hades Cannon With a trained gunner, this is one of the most devistating weapons to come up aginst. hearing the distinct ignition of the cannonball is a sirens call of distruction for all in its wake. You are in for one hell of a ride. Ammunition Type: Cannonball

Cannonball Hp: 25

25 Range: 900m/1400m

900m/1400m Capacity: 5

5 Reload: 2

2 Arc: Medium

Medium Damage: 1D8 +Dex. Bludgeoning Damage

1D8 +Dex. Bludgeoning Damage Special: Ignition Rounds: If target is further than 200m away the cannonball from the Hades will ignite, adding 1D8 fire damage to impact. On a failed DC15 Dex or Wis save from the pilot of the affected ship, the target takes 1D4 fire damage for 1D4 rounds or until extinguished. This effect stacks.

If target is further than away the cannonball from the Hades will ignite, adding fire damage to impact. On a failed from the pilot of the affected ship, the target takes fire damage for or until extinguished. This effect stacks. Value: 800gp Harpoon Launcher At first this was used for Hunting Aboleth, Dragon Turtles, and the mighty Kraken, these days the harpoon is used for sky fishing. The Harpoon is also popular among pirates that prefer boarding enemy vessles. Ammunition Type: Special

Special Hp: 15

15 Range: 100m/300m

100m/300m Capacity: 1

1 Reload: 1

1 Arc: Wide

Wide Damage: 1D6 + Dex, Piercing Damage

1D6 + Dex, Piercing Damage Special:Grapple & Reel: after making a successful hit, you may use an attack action to attempt to reel in the targeted creature/object, a creature can make a strength saving throw to attempt to dislodge itself from the harpoon, an object normally can't resist, however if the object is a ship, the pilot may make a wisdom save to dislodge the harpoon. The DC is determined by the 'to hit' roll. On a successful save: the harpoon is pulled out of the creature/object and cannot be reeled in. On a failed save: the creature is reeled in 50 meters towards the harpoon gun. The harpoon gun may also be used as a zipline, if the ship is at a higher altitude than its target a player may ride down the zipline traveling at 50m a round until reaching their destination (making an acrobatics check to stick the landing, DC determined by the DM)

after making a successful hit, you may use an attack action to attempt to reel in the targeted creature/object, a creature can make a strength saving throw to attempt to dislodge itself from the harpoon, an object normally can't resist, however if the object is a ship, the pilot may make a wisdom save to dislodge the harpoon. The DC is determined by the 'to hit' roll. On a successful save: the harpoon is pulled out of the creature/object and cannot be reeled in. On a failed save: the creature is reeled in 50 meters towards the harpoon gun. The harpoon gun may also be used as a zipline, if the ship is at a higher altitude than its target a player may ride down the zipline traveling at 50m a round until reaching their destination (making an acrobatics check to stick the landing, DC determined by the DM) Value: 500gp Mercury Light Field Gun You will hear the shot about 3 seconds after it hits you. The Mercury Light Field Gun is really good at dealing with long distance relationships, if ending them is your description of dealing with them. Her single target damage is unparraleled, she is heavy enough to almost be a candidate for the Heavy weapon class of artillery. If you care about your message going places, the Mercury is your tool for the job. Ammunition Type: Artillery

Artillery Hp: 15

15 Range: 2000m/2800m

2000m/2800m Capacity: 2

2 Reload: 3

3 Arc: Line

Line Damage: 2D10 +Dex, Piercing Damage

2D10 +Dex, Piercing Damage Special: Component Disable: When damaging guns/engines add D6 damage to the hit (2D10 + D6 +Dex)

When damaging guns/engines add D6 damage to the hit (2D10 + D6 +Dex) Value: 650gp