Crafts | Ships
Aircraft, Watercraft, Landships, Air Ships
Aircraft, Watercraft, Landships, Air Ships
The first differential between crafts is Heavy, Large and Light.
Heavy Craft and Large craft have a Core that is Biological, dubbed the Vital Entity, the Entity provides power and navigation to the micro level that would otherwise be impossible.
A guide, integrates with the Vital Entity. The Entity does have a brain, but has a severely undeveloped frontal lobe resulting in an inability to make decisions. This is by design, so that a sentient race may integrate and function as the missing decision maker, controlling the beast. The interface is one that is difficult to sustain, and if one is not already fully subjected to Ether, Eye Rot and chronic sickness are sure to come from prolonged exposure.
Eldritch.
Magical fields that could pertain to a large variety of effects. Typically cast by great Wizards, certain structures and welded runes allow for challenging of a variety of casters to impact the defenses of the craft. Heating it with Heat Metal, reinforcing it temporarily, providing it a repulsive shield to eldritch attacks etc.
Initial Cost. Lengthy Maintenance. Requires channeling Repairs. Cheap but Finicky Strength. Environment, Eldritch Resistance Flaws. Requires channeling to use for some time, only as strong as the channeler.
Etherium - Engineered by gifted daughters of Dawn, the Etherium generator consumes fuel to generate an energy source that is converted into a repulsive field that limits the effectiveness of certain attacks and environmental effects, such as creating a suspension field in the generator's field of influence that attempts to freeze moving objects, slowing down kinetic penetrators or objects from the environment from crashing into the ship.
Initial Cost. Medium Maintenance. Requires Fuel Repairs. Technical Strength. Ballistics, Kinetic, Physical, may Assist with Hull Strength, uses same fuel as engines Flaws. Strength dependent on fuel
Hull Polarising Generator. Similar to the Etherium Field Generator, but does not produce an external field, the Hull Polariser focuses on energising the hull and plating to reinforce it's density and or strength.
Initial Cost. Medium Maintenance. Requires Fuel Repairs. Technical Strength. Ballistics, Kinetic, Physical, Thermal, Eldritch uses same fuel as engines, uses less than the Etherium Field Generator Flaws. Strength dependent on fuel
Ferrous Plating.
Crafted with tried and true forging and casting, a ferrous metal is formed into the required shape and plated on the vessel.
Initial Cost. Cheap Maintenance. Minimal Repairs. Easy & Cheap Strength. Medium vs Kinetic and Eldritch Flaws. Heavy
Synthetic.
Crafted from a complex process of converting the molted exoskeletons of the swarm and Aklylether into a flexible and durable fibrous polymer covered in a resin that is the pinnacle of modern efforts to master the Etherflora, and in result, is nearly impossible to afford.
Initial Cost. Fortune Maintenance. None Repairs. Difficult & Expensive Strength. Strong vs Kinetic and Ballistics, Light Flaws. Repairs and Replacement Rare.
Cerebral Plating.
Forged like a spring by daughters of Dawn, the Cerebral Plating wants to return to it's original form regardless of how deformed it becomes. When powered and directed by the Vital Entity the Cerebral Plating attempts to reform itself back to it's original forging topology. Will not fill holes or reattach when fragmented.
Initial Cost. Expensive Maintenance. Vital Entity needed to be kept well Repairs. Rare but Simple, patching may be conducted by Daughter of Dawn. Strength. Malleable and returns to form. If the round does not cause fragmentation, the hull is not damage after being used successfully Flaws. Health of Vital Entity is imperative, if the Vital Entity is not able to enforce the will of the guide, the cerebral plating becomes no better than Ferrous Plating.
Ceramic Plating.
Forged in the fires of the great kilns, it is a plating that is designed to act as an augment, designed to fracture and break to dissipate the force of the kinetic blows, and to shrug off thermal or eldritch attacks.
Initial Cost. Cheap Maintenance. None Repairs. Not possible, must be replaced if damaged. Strengths. Highly resistant to thermal and eldritch environments and attacks. Excellent as a part of layered armour to reduce kinetic rippling Flaws. Designed to break, as it breaks it becomes less useful against kinetics.
Universal / big guns. Broad side bastard. Experimental and flagship like. Purist, maybe 2-3 squadrons of light craft. maybe handful skiffs 5000 including marines / skiffs etc.
http://www.chuckhawks.com/glossary_naval.htm
http://www.thepirateking.com/ships/ship_types.htm
https://olddungeonmaster.files.wordpress.com/2015/05/5e_nautical_adventures.pdf
http://atomic-skies.blogspot.co.nz/2015/03/building-spaceship-in-dungeons-and.html
Compliment. 10,000+
Armament. Heavy
Features. Launching Other Large Craft and a Swarm of Light Craft, City Ship
Variations. Fortitudo - Experimental Weapons Platform, Planet Purger
Compliment. 3000-5000
Armament. Super Heavy
Features. Flag Ship Grade, Warship, Long Range Super Heavy weapons, 1-3 Skiffs, Squadrons of Light Craft
Compliment. 2000
Armament. Heavy
Features. Warship, Ship of the Line, Efficient Brawlers and Heavily Armored, Squadrons of Light Craft
Compliment. Up to 2000
Armament. Light, Relying on Light Craft
Features. Wings of Light Craft, Squadrons of Skiffs, Force Multiplier for Fleets.
Variations. Hulk - Super Heavy Industrial Vessel
Compliment. 200-500
Armament. Medium
Features. Relatively Quick compared to the Heavier Craft, Variety of Roles and Uses, Handful of Light Craft, Well Armored
Variations. Galleon - Armored Expedition Vessel, restrained crew for longevity 'at sea'. | Barge - Multirole industrial vessel.
Compliment. 50-150
Armament. Moderate
Features. Speed, Maneuverability for a Large Craft. Fast enough to make use of Heavy Dumbfire Weapons, Heavy Escourts, Skirmishers
Variations. Caravel - Long Range Expedition Vessel| Sloop - Long Range Armored Transport
Compliment. 10-25
Armament. Light
Features. Light Escourt, Hit and Run, Reconnaissance, Patrol Vessel
Variations - Galiot, Exploration & Transport | Trawl, Industrial / Salvager / Cargo Hauling.
Compliment. 3-10
Armament. Limited
Features. Highly maneuverable, amphibious transport, anti-personnel and light craft, Short range
Variations. Scow, Inter Transport for Larger Vessels, Tug | Skipjack, Long Voyage with Light Cargo, Smuggler
Compliment. 1-2
Armament. Specialised
Features. Perfect Maneuverability, able to Fly with Ease, Best Top Speed, Limited Duration, Relatively Cheap.
Variations. Spycraft, long range, sleek and hard to detect, excellent vision | Pitchcraft, single use short range craft to launch soliders etc into battle, no armaments.
Trains internally, Landships Externally.
Train Racing.
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