AC 15 (10 + 5 Armor) For a base bike, the rider can add their dex to their AC as dodge bonus.
AC 20 (10 + 10 Armor) for a base vehicle
AC 25 (10 + 15 Armor) for a base heavy vehicle
HP 80 for a bike, 120 for a vehicle, 200 for a heavy vehicle.
Speed 60ft (+10ft for 1 round when spending 1 extra charge as a free action) Fly speed(Clumsy)
Powered.
Ramming Damage: 2d8 for a bike, 4d8 for a vehicle, 6d8 for a heavy vehicle.
Mounted Feats apply as needed.
1 Item slot
Here is a list of common modifications for any vehicle, though custom ones may be made as people decide.
Speed Boosters - 5000gp - Base speed is increased +30ft and can use the run feat.
Stabilizers - 5000gp - Increase your fly maneuverability by one step
Front Guard - 5000gp - +4 to Maneuver checks and to AC when charging
Armor Plating - 6000gp - 50% Fortification bonus
Item Slot - 1000gp - You have an additional Item slot
Safety Module - 1000gp - If the Hedech vehicle is destroyed it casts feather fall on any creatures in contact with it
Arcane Conduit - 3000gp - You can store one spell up to 3rd level, it is a standard action to cast the spell
Weapon Slot - 1000gp + Weapon cost - You can attach one weapon that has a heavy designation
Self-Destruct - 2000gp - You can rig the device to explode like a Shrapnel bomb, it takes a full round to activate and you set the duration or until it comes to a sudden stop.
BE Communication Module - 1000gp - Allows the vehicle to receive simple commands thru a sliver or HComm.
Ramming damage can be applied as full round action if the vehicle moves at least its full speed at one target. It ignores hardness and dr, the ship/phv takes half the damage dealt to the target. If the damage destroys the target the ship continues moving until it completes its movement.
If it does not then the ship stops moving in the most adjacent square, for most air vehicles this means it will begin falling because it cannot hover.
Double ramming damage if you are able to exceed twice the base movement in a single round.
Living Skiff (45000)
AC 28 (Touch 10, Natural Armor 20, -2 for size), HP 200, Hardness 25
Speed: Fly 300ft (clumsy) (~ 30 miles per hour)
Speed: Swim 100ft
Ramming Damage: 8d10
Regeneration: 10
Vulnerable to Fire
If the Living Skiff is destroyed or crashes, the world seed that serves as its power source will take root and plant itself.
Flying Ship (35000)
AC 24 (Touch 10 Natural Armor 16, -2 size), HP 150, Hardness 20
Speed: Fly 300ft (clumsy) (~ 30 miles per hour)
Speed: Swim 100ft
Ramming Damage: 6d10
Astral Ship (75000)
AC 30 (Touch 16), HP 350, Hardness 30
Speed: Fly 300ft (clumsy) (~30 miles per hour)
Ramming Damage: 8d10
Contains an Astral Engine