Goldfish Class Airship Goldfish class vessles were developed by Half-elven engineers. Commonly made from Rivendalien Birch, the Goldfish is deceptively light. With its light frame it can be armored up and has the ability to carry a heavy mount on the bow of the ship without compromising on what can be held in the cargo space. The large sails above and below the vessel keeps this ship nimble in the skies allowing for tight turns. The ship can look like a fish; swimming through the sky. When the sails were used this way, the engineers said it looked like a big Goldfish, coining the name of this class of vessel. Today they are a sight to behold, used by Aviators and Aviatrixes across the land. For the willing adventurer, the Goldfish can be your shot to a life riding the wind. Class Features By Flying a Goldfish you have these tools at your disposal. Hit Points Ship Durability: 454

454 Hull Armour: 162

162 Gas Bags x3: 30 for each bag

30 for each bag Main engine: 36

36 Turning Engines x2: 30 for port & starboard engines

30 for port & starboard engines Gas Generator: 26

26 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Heavy (Forward), Light (Port), Light (Starboard)

Heavy (Forward), Light (Port), Light (Starboard) Fuel Capacity: 60 Base Value: 64,680gp Equipment Your Goldfish will start with the following equipment. (a) two light airship weapons or (b) a heavy airship weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 5 Magazines of bullet ammunition and 3 magazines of artillery ammunition or (b) any 3 magazines of cannonballs and 3 magazines of scattershot or (c) 2 missile magazienes and 3 special ammunition magazienes

60 units of fuel

1 lift battery Special Class Ability Fly Like a Fish: During the attack phase a goldfish can spend one move action to turn after shooting one weapon to get another gun in arc then make an attack with that weapon Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoint 5 Port/Starboard Hardpoint 6 Port/Starboard Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Port or Starboard? When an attack is made against you, your ship may be attacked by a side that can see only one side of you, in this case go with the side that can be seen by your opponent. In the event that both port and starboard components are visible; it is the defenders choice to where the damage is dealt. 14

Judgement Class Airship Judgement class vessels came from Dwarvish designers, by using Dwarvish Iron wood to make up the main structure for the ship, the Judgement class sky vessel has a sturdy build that can withstand the test of time. On top of that the Judgement class is also equipped with some elaborate dwarven tech, they call them Sky Ores, they assist the engines allowing this lumbering mass to be surprisingly nimble and fuel efficient on those long journeys chasing the horizon. Class Features By Flying a Judgement you have these tools at your disposal. Hit Points Ship Durability: 250

250 Hull Armour: 234

234 Gas Bags x3: 40 for each bag

40 for each bag Main Engines x2: 40 for port & starboard engines

40 for port & starboard engines Turning Engines x2: 35 for port & starboard engines

35 for port & starboard engines Gas Generator: 26

26 Helm: 30 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Heavy (Forward), Heavy (Aft), Light (Forward), Light (Aft), Light (Starboard)

Heavy (Forward), Heavy (Aft), Light (Forward), Light (Aft), Light (Starboard) Fuel Capacity: 80 Base Value: 50,820gp Equipment Your Judgement will start with the following equipment. (a) two light airship weapons or (b) one heavy airship weapon and one light airship weapon or (c) two heavy airship weapons

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of missile ammunition and 5 magazines of artillery ammunition or (b) 3 magazines of cannonballs and 3 magazines of scattershot or (c) 4 magazines of bullet ammunition and 3 special ammunition magazienes

80 units of fuel

1 lift battery Special Class Ability Sky Ores: When traveling; treat wind that is not directly against you as if it were going with you at a speed of 1. When in combat; treat a pilot Initiative check as one level higher than the result (the roll stays the same for the purposes of determining initiative order) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward/Aft Hardpoints 5 Starboard Hardpoint 6 Port/Starboard Turning Engines 7 Port/Starboard Main Engines 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Multiple weapons on a flank If an attack is confirmed on the forward/aft hardpoints the defender decides weather its the forward or aft weapons that get hit (assuming both forward and aft hardpoints are visible to the attacker). The attacker decides the component hit on the specific flank (Chosing either of the weapons on the forward flank or either of the weapons on the aft flank.). 15

Galleon Class Airship Galleons are the largest of all the airship classes, the human engineers that developed this vessle wanted to design a ship that could carry an obscene amount of firepower, the ship was built from the ground up to provide a devistating broadside attack that would shurely strike fear in any opponents the Galleon would come across. This much firepower does come at a cost however, the immense weight makes the Galleon difficult to handle, once the galleon gets up to speed, there is little that can be done to stop it. Class Features By Flying a Galleon you have these tools at your disposal. Hit Points Ship Durability: 563

563 Hull Armour: 308

308 Gas Bags x3: 45 for each bag

45 for each bag Main Engine: 60

60 Turning Engines x2: 45 for port & starboard engines

45 for port & starboard engines Gas Generator: 30

30 Helm: 35 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 1

1 Hardpoints: 1 Heavy (Port), 2 Heavy (Port), 1 Heavy (Starboard), 2 Heavy (Starboard), Light (Port), Light (Aft)

1 Heavy (Port), 2 Heavy (Port), 1 Heavy (Starboard), 2 Heavy (Starboard), Light (Port), Light (Aft) Fuel Capacity: 75 Base Value: 91,455gp Equipment Your Judgement will start with the following equipment. two heavy weapons and one light weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of missile ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of cannonballs and 4 magazines of scattershot or (c) 4 magazines of bullet ammunition and 4 special ammunition magazienes

75 units of fuel

1 lift battery Special Class Ability Unstoppable Force: For every round the Galleon moves in a straight line, its movement speed is increased by 1 to a maximum of 5. When doing long distance travel, even traveling at maximum speed (ship speed of 5=125km/h), you only use 2 units of fuel per hour of flight. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Aft Hardpoint 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Building synergy When you are equipping your ship, think of how your weapons will interact with eachother, if you have a weapon that is only good at close range and the rest are good at long range you may be more effective with a longer range weapon. also think what certan weapons are good at; have something that can disable many components and a high single target damage weapon to take down the straggler component. a good loadout can be the difference of victory and defeat. 16

Squid Class Airship Squid Class airships are known for being notoriously good at scout missions, the Squid's speed and agility allow it to be in and out of practically anywhere before anyone becomes the wise of the crew's plans. To achieve this great agility the Half-elven minds behind the Squid made sure she is only equiped lightly, even removing possible fuel capacity to save on weight. If you wish to stay descrete and need to get from place to place fast. the Squid will be a perfect choice for your adventures Class Features By Flying a Squid you have these tools at your disposal. Hit Points Ship Durability: 169

169 Hull Armour: 118

118 Gas Bags x3: 30 for each bag

30 for each bag Main Engines x2: 38 for port & starboard engines

38 for port & starboard engines Turning Engines x2: 34 for port & starboard engines

34 for port & starboard engines Gas Generator: 24

24 Helm: 26 Utility Armour Class: 11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 4

4 Hardpoints: Light (Forward), Light (Starboard), Light (Aft)

Light (Forward), Light (Starboard), Light (Aft) Fuel Capacity: 30 Base Value: 30,135gp Equipment Your Squid will start with the following equipment. (a) one light weapon or (b) a set of expert repair tools and two extinguishers

(a) two sets of basic repair tools and two extinguishers or (b) a medium canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of bullet ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of special and 4 magazines of scattershot

30 units of fuel

1 lift battery Special Class Ability Ink Blast: Recharge on 1D6 rounds after use. Deal 5 points of damage to all engines to cast a damaging black could that lasts for 1D10 rounds in the area cast. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward/Aft Hardpoints 5 Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Port/Starboard Main Engines 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Ariel Mobility "If we never get hit, I'll never work a day in my life"- Every squid engineer Being in the right place at the right time can somethimes mean everything, try to get a read on your opponents ship and stay out of their weapon arc, a cunning pilot and crew can win the day even if they are completely outclassed in the weapons department. 17

Spire Class Airship Spire Class represents a beacon of protection, their verticle build makes them great moving watch towers, human colonies used Spire ships to act as forward watch towers when the landscape would be too unstable or treacherous to build a perminant building. Today they have a multitude of uses, now updated to be much more manouverable than the origional design, Spires still play that strong defence role and are often used as escorts for other ships. If you like keeping your head (and weapons) on a swivel, the Spire is right for you. Class Features By Flying a Spire you have these tools at your disposal. Hit Points Ship Durability: 450

450 Hull Armour: 150

150 Gas Bags x3: 40 for each bag

40 for each bag Main Engine: 35

35 Turning Engines x2: 35

35 Gas Generator: 32

32 Helm: 28 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward), Heavy (Forward), Light (Port), Light (Starboard)

Light (Forward), Heavy (Forward), Light (Port), Light (Starboard) Fuel Capacity: 60 Base Value: 63,000gp Equipment Your Spire will start with the following equipment. (a) one heavy weapon or (b) two light weapons

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of bullet ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of special and 4 magazines of scattershot

60 units of fuel

1 lift battery Special Class Ability Turnin' on a Dime: You may rotate 2 spaces instead of one for the same movement cost Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Patience is a virtue "Why is everything on fire... it's always fire." - Burnt corpse with 'Speak with Dead' cast on it. Your engineer may not need to act right away, remember there is a "clean up" Phase after the shooting phase. If you are tasked with fixing the ship it might be best to see what your opponent is shooting at before trying to fix a component, you dont want to be that guy who makes sure the gun is shiny when seconds later you main engine is torn appart by a volley from you opponent. 18

Junker Class Airship Junker Class ships come from the chaoticly creative minds of the Orcs, they are designed to be repaired on the move, you can take appart up to 80% of the ship and she will still fly. the running joke is that Junkers age like Dragonborn; every year or so they'll shed their skin for a new set of scales. This makes the Junker class a lighter vessle meaning it cant carry a heavy mount, this doesnt stop the Junker from having a well eqipped broadside however. If you seek to answer the question of weather or not a ship is still the same vessel if every part is replaced by then end of the journey, a Junker Class ship will suit you nicely. Class Features By Flying a Junker you have these tools at your disposal. Hit Points Ship Durability: 188

188 Hull Armour: 263

263 Gas Bags x3: 40 for each bag

40 for each bag Main Engine: 36

36 Turning Engines x2: 30

30 Gas Generator: 26

26 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward), Light (Port) 1, Light (Port) 2, Light (Starboard) 1, Light (Starboard) 2

Light (Forward), Light (Port) 1, Light (Port) 2, Light (Starboard) 1, Light (Starboard) 2 Fuel Capacity: 50 Base Value: 47,355gp Equipment Your Junker will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of bullet ammunition and 4 magazines of special ammunition or (b) 3 magazines of artillery and 3 magazines of cannonballs

50 units of fuel

1 lift battery Special Class Ability Patch Work: You can repair durability damage with on hand scrap rather than needing to dock at a port and make multiple day repairs. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoint 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour What does this all look like? "Komorov! grab the couch and put it over this hole! I'll grab the carpet, give us a walkway to the aft of the ship!" - Gregen, Captain of The Gingerbread Man If we take the Junker class as an example, what does it look like to repair durability in the heat of battle? Thinking about how these events in the sky happen can really help with the immersion at the table, stories can come from how you got the ship out of a pickle, rather than that time you rolled and hit their AC and did enough damage. Add some colour to the roleplay! 19

Mobula Class Airship Mobulas were designed by gnomish aristocrats, seeking a luxurious ganter through the skies, perfect for stargazing. Hosting high class parties on the deck with accompanying music is common with mobula owners, often the hardpoints are refitted with firework launchers for celebrations. If you fancy luxury, astronomy, or a life of the upper class, take the Mobula across the skies for the long way home. It’s not the destination that is of importance, rather it is the journey. Class Features By Flying a Mobula you have these tools at your disposal. Hit Points Ship Durability: 263

263 Hull Armour: 225

225 Gas Bags x3: 35 for each bag

35 for each bag Main Engine: 38

38 Turning Engines x2: 32

32 Gas Generator: 30

30 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard)

Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard) Fuel Capacity: 55 Base Value: 51,240gp Equipment Your Mobula will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of bullet ammunition and 4 magazines of special ammunition or (b) 3 magazines of artillery and 3 magazines of cannonballs

55 units of fuel

1 lift battery Special Class Ability Reach for the Sky: When targeting an opponent above you, treat your weapon arc as one level more flexible on a vertical axis, your lateral axis weapon arc is unchanged. The maximum arc vertically remains at a Wide arc. ( wide arc weapons don’t become “wider”.) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Verticle Weapon Arc Think of your weapon arc as a cone, if we take the medium arc as an example we can see that after roughly 150m away you can hit a target 50 meters to your left or right, this also means you can hit that target 50 meters above or below you at the same distance away; roughly 150m. 20

Pyramidion Class Airship Pyramidion Class airships were designed by the Draconians, the 'Pyra' is known as the Sword of the sky among airship crews, the impressive armored beak encasing its balloon is what gives the Pyra its distinct silhouette. Built originally for militart service flight formations, made specificly to break through airship blockades, the starboard side is left free of weapon hardpoints. Likely the most dangerious thing about the Pyra is that it has two forward facing weapon hardpoints, equipped with weapons built to break armour lets the Pyra go in for a rammming attack with its armored beak, often breaking ships apart or pinning them against cliff faces. If you like to "Use your Head" in combat, the Pyra is the choice for you. Class Features By Flying a Pyramidion you have these tools at your disposal. Hit Points Ship Durability: 263

263 Hull Armour: 244

244 Gas Bags x3: 32 for each bag

32 for each bag Main Engine: 40

40 Turning Engines x2: 32

32 Gas Generator: 26

26 Helm: 26 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward) 1, Light (Forward) 2, Light (Port) 1, Light (Port) 2

Light (Forward) 1, Light (Forward) 2, Light (Port) 1, Light (Port) 2 Fuel Capacity: 65 Base Value: 53,235gp Equipment Your Pyramidion will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a medium canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 5 Magazines of bullet ammunition and 4 magazines of cannonballs or (b) 4 magazines of artillery and 4 magazines of special ammunition

65 units of fuel

1 lift battery Special Class Ability Spear Head: When initiating a Ramming attack you may treat each hex of movement into the ram as two hexes when calculating damage. When you roll your Ram save (Dex or Wis) you take only half damage on a failed save, and zero damage on a successful save. (remember, if you crit on an attack, you double all dice, this still applies to ramming) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Setting up Maneuvers Remember you dont need to use all of your movement before the shooting phase of combat. If your opponent uses up their movement before the shooting phase and you have movement left over, you could weaken them before going for a ram attack. 21

Stormbreaker Class Airship Stormbreakers come from the wild creativity of the Goblins. masters of patchwork, this class of ship is cobbled together with a cunning elegance that Avaitors have come to apprectiate from the little devils, an asymmetric layout of the balloons give the Stormbreaker an iconic silhouette. Almost all sides of a Stormbreaker are protected; a light weapon at the front for harrasment, two more light weapon mounts for synergy on the port side, and a heavy mount tucked under the largest balloon on the starboard side. she is fast and can dish out some serious damage. However, Goblin engenieering is not known for its reliability. If caught in the wrong place at the wrong time, Stormbreakers can break apart in a wild crack of thunder. Class Features By Flying a Stormbreaker you have these tools at your disposal. Hit Points Ship Durability: 150

150 Hull Armour: 158

158 Gas Bags x3: 28 for each bag

28 for each bag Main Engine: 35

35 Turning Engines x2: 28

28 Gas Generator: 30

30 Helm: 30 Utility Armour Class: 11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward), Heavy (Starboard), Light (Port) 1, Light (Port) 2

Light (Forward), Heavy (Starboard), Light (Port) 1, Light (Port) 2 Fuel Capacity: 55 Base Value: 32,340gp Equipment Your Stormbreaker will start with the following equipment. (a) two light weapons or (b) one light weapon and one heavy weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 5 Magazines of bullet ammunition and 4 magazines of cannonballs and 4 magazines of missiles or (b) 4 magazines of artillery and 5 magazines of special ammunition and 3 magazines of bullet ammunition

55 units of fuel

1 lift battery Special Class Ability Stealth Cloud: When flying low, an obscuring cloud follows the Stormbreaker, imposing disadvantage on incoming attacks. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port/Srarboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Glass Cannon Some ships are very nimble and pack quite the punch. All things come at a price though. It is important to think ahead when planning for an attack or retreat, use the tools available to you and try on a little Goblin cunning for size in your next engagement. It may very well save your life! 17

Shrike Class Airship Shrikes are for those with a need, a need for speed! The Elves that designed this class decided to sacrifice maneuverability for heightened acceleration, nothing is faster than a shrike in a straight line. It is common for a Shrike to be lavishly decorated thanks to their popularity in racing, large flamboyant feathers and colourful plating make them a definite eye-catcher perfect for when you are a spectator. Refurbished Shrikes have been outfitted to fit heavy mounts on the broadsides for protection, nowadays the Shrike is infamous for being popular among sky-pirates thanks to the ease of hit-and-run tactics. If fast is the name and speed is your game, a Shrike will fit you nicely. Class Features By Flying a Shrike you have these tools at your disposal. Hit Points Ship Durability: 244

244 Hull Armour: 160

160 Gas Bags x3: 30 for each bag

30 for each bag Main Engines x2: 60

60 Turning Engine: 25

25 Gas Generator: 28

28 Helm: 24 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 3

3 Hardpoints: Light (Port), Light (Starboard), Heavy (Port), Heavy (Starboard)

Light (Port), Light (Starboard), Heavy (Port), Heavy (Starboard) Fuel Capacity: 60 Base Value: 42,420gp Equipment Your Shrike will start with the following equipment. one light weapon and one heavy weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, an extinguisher, and a container of chemical spray

(a) 4 Magazines of bullet ammunition and 4 magazines of missiles or (b) 4 magazines of artillery and 4 magazines of special ammunition

60 units of fuel

1 lift battery Special Class Ability Bat out of hell: Passive Movement forward is doubled. Turning the ship costs double the movement to do so. Active Engine Burn: You kick the engines into overdrive, dealing 1D6+1 Fire damage to all of your engines every round this is used; your speed is treated as 5 when going forward or in reverse, turning the ship costs triple the movement while an Engine Burn is active. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Port/Starboard Hardpoints (Forward) 5 Port/Srarboard Hardpoints (Rear) 6 Turning Engine 7 Port/Starboard Main Engines 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Gotta go fast Shrikes are known for hit and run maneuvers, get into position, take your shot, then make like a bat out of hell. The Shrike is not heavily armed or armoured, make good use of your speed. 18

Magnate Class Airship Magnates are the hallmark of the Elven Military, graceful, elegant, and dangerous. Equipped with a devastating broadside and an imposing silhouette the Magnate is a sign of strength in the skies, Its large array of sails let the magnate to cut its engines and coast along wind currents silently. Like an owl gliding in for a catch, the Magnate can silently approach an enemy then unload with a devastating barrage of fire. Today, the magnate is commonly used by traveling merchants, its low fuel costs are useful to copper pinchers trying to turn a profit, the array of hardpoints gives pirates pause to engage on such a bounty, letting any magnate crewmember sleep easy at night. If you are a fan of Elven craftsmanship or are looking to start your traveling trade business. The Magnate will be your claim to fame. Class Features By Flying a Magnate you have these tools at your disposal. Hit Points Ship Durability: 150

150 Hull Armour: 158

158 Gas Bags x3: 28 for each bag

28 for each bag Main Engine: 35

35 Turning Engines x2: 28

28 Gas Generator: 30

30 Helm: 30 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Port) 1, Light (Port) 2, Heavy (Port), Light (Starboard) 1, Light (Starboard) 2, Heavy (Starboard)

Light (Port) 1, Light (Port) 2, Heavy (Port), Light (Starboard) 1, Light (Starboard) 2, Heavy (Starboard) Fuel Capacity: 68 Base Value: 67,830gp Equipment Your Magnate will start with the following equipment. (a) two light weapons or (b) one light weapon and one heavy weapon

(a) two sets of basic repair tools and two extinguishers or (b) a set of advanced repair tools and a container of chemical spray

(a) 3 Magazines of bullet ammunition and 3 magazines of cannonballs and 3 magazines of missiles or (b) 3 magazines of artillery and 3 magazines of special ammunition and 3 magazines of bullet ammunition

68 units of fuel

1 lift battery Special Class Ability Wind Rider: When doing long distance travel, you may spend only half the fuel units when flying with the wind or when in a cross wind. In combat you can gain a free hex of movement in the direction of the wind reguardless of your facing; a pilot is not required at the helm for this. If the wind is particularly strong this movement can be increased (at DMs discretion) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Port/Srarboard Hardpoints 5 Port/Srarboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Sail! You may blame it on your pilots A.D.D. but you can really paint with all the colours of the wind on the Magnate. Work with your DM to discover what the weather is like while you are in the sky, you can pull some pretty wild maneuvers when the wind is on your side. 19