New Vehicles

Hang Glider

A glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current.

Large Air vehicle (10 ft. by 10 ft.);
Cost 500 gp

DEFENSE

AC 9; Hardness 0 (takes double damage from acid and fire attacks)
hp 20 (10)

OFFENSE

Maximum Speed 80 ft.; Acceleration 10 ft. (30 ft. when it first pushes off)
Attack ram 1d8
CMB +1; CMD 11

DRIVE

Propulsion current (air; four squares of sail, which serve as the majority of the vehicle, hp 20)
Driving Check Fly or Acrobatics +10 to the DC
Forward Facing the point of the glider’s wings
Driving Device rigging
Driving Space any single square directly below the sail part of the glider

Skyrides

No one knows who built the early skyride, which are simply a small, ridable airship engine attached to a simple pair of canvas wings. Modern version are not significantly unchanged, though several nations manufacture armored version, known as Skycutters, for use as Airborne cavalry.

Large Air vehicle – (15 ft. by 10 ft.; 5 ft. high);
Cost 3,000 gp

DEFENSE

AC 9; Hardness 2
hp 10 (5)
Base Save +2

OFFENSE

Maximum Speed 120 ft.
Acceleration 30 ft.
Weapons : None
Attack ram 1d8
CMB +1; CMD 11

DRIVE

Propulsion: Oil Airship Engine (10 Hp/ Hardness 5)
Driving Check: Knowledge (engineering) at -4, Fly, or Ride
Forward Facing: the vehicle’s forward
Controls: throttle lever, flaps and 4 wings. The wings have 10 HP each/20 HP and hardness 5. Each wing destroyed reduces the max speed and acceleration
Driving Space: a single 5-ft.-by-5-ft. square that contains the throttle lever and other that serve as the driving device; the driving space is located at the front of the vehicle, in front of the engine squares, adjacent to the crew space; the rudder rotor is located at the rear of the vehicle
Passenger 1

Combat Skyride (Skycutter)

Large Air vehicle – (15 ft. by 10 ft.; 5 ft. high);
Cost 10,000 gp

DEFENSE

AC 12; Hardness 8
hp 80 (40)
Base Save +2

OFFENSE

Maximum Speed 150 ft. / round
Acceleration 50 ft. /round
Weapons : Space for a either a Single Large weapon, or 4 medium weapons. Most sky-knights customize thier loadout signifcantly
Attack ram 1d10
CMB +1; CMD 11

DRIVE

Propulsion: Thaumic Engine (10 Hp/ Hardness 5)
Driving Check: Knowledge (engineering) at -4, Fly, or Ride
Forward Facing: the vehicle’s forward
Controls: throttle lever, flaps and 4 wings. The wings have 10 HP each/20 HP and hardness 5. Each wing destroyed reduces the max speed and acceleration
Driving Space: a single 5-ft.-by-5-ft. square that contains the throttle lever and other that serve as the driving device; the driving space is located at the front of the vehicle, in front of the engine squares, adjacent to the crew space; the rudder rotor is located at the rear of the vehicle
Passenger 1

Gyro Copter

Large Air vehicle – (10 ft. by 15 ft.; 10 ft. high; copter blades have a radius of 20 ft.);
Cost 3,000 gp

DEFENSE

AC 9; Hardness 5
hp 38 (19)
Base Save +2

OFFENSE

Maximum Speed 60 ft.; Acceleration 10 ft.
Weapons Typically either one double hackbut or one culverin, located in the crew’s space.
Attack ram 1d8 (or primary rotor; 2d8 slashing)
CMB +1; CMD 11

DRIVE

Propulsion: Gyro engine (2 squares of gyroscopic engines; hardness 8, hp 50; ); engine typically located in the middle squares of the copter
Driving Check: Knowledge (engineering) or Fly
Forward Facing: the vehicle’s forward
Controls: throttle lever, rudder rotor (AC 11, hardness 8, hp 16), primary rotor (AC 8, hardness 8, hp 64); If the primary rotor is destroyed, the vehicle gains the wrecked condition.
Driving Space: a single 5-ft.-by-5-ft. square that contains the throttle lever that serve as the copter’s driving device; the driving space is located at the front of the vehicle, in front of the engine squares, adjacent to the crew space; the rudder rotor is located at the rear of the vehicle
Crew 1 (gunner)

New Vehicles

Shattered Skies koboldbard koboldbard