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Falcon

The Falcon is a personal gyro-copter for one pilot, and maybe a passenger if they’re small. Pirates use them, scouts live in them, and more than a few military wings keep some around as skirmishers. It’s easy to hide, quick to launch, and just armed enough to be annoying. Underestimate the person flying one at your own risk.

Used mainly by the factions of Roh-ber, with a few in Aetheria and Ezogashima and a select few in Sanctara, probably controlled by the Holy Order.

Falcon

Large vehicle (approx. 15–18 ft. long)

Creature Capacity 1 crew + 1 passenger
Cargo Capacity 150 lb.
Travel Pace 16 miles per hour (384 miles per day)

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 0 0 0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions
On its turn the Falcon can take 2 actions if it has a pilot, or 1 action if the pilot is incapacitated but the craft is still functional.

  • Move
  • Fire Weapons
  • Rotor Surge (Recharge 5–6). Until the end of the craft’s next turn, fly speed increases by 30 feet and it can hover without spending movement. The rotors take 5 damage after using this ability.

Components

Hull
Armor Class 14
Hit Points 55 (damage threshold 5)

Control: Open Cockpit
Armor Class 15
Hit Points 20
If destroyed, the craft cannot be controlled and begins to fall.

Movement: Dual Rotors
Armor Class 13
Hit Points 40; –10 ft. speed per 10 damage taken
Speed (air) 90 ft.
Can hover.

Weapons: Underslung Pods (2)
Armor Class 13
Hit Points 15 each
Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target.
Hit: 9 (2d8) piercing or fire damage (pilot’s choice).


Special Features

Personal Craft. A single pilot can operate it fully. Uses the pilot’s proficiency with vehicles (air) where relevant.

Skirmisher. The Falcon has advantage on Dexterity saving throws made to avoid hazards or effects while flying. Opportunity attacks against it are made with disadvantage if it has moved 30 feet or more during its current turn.

Exposed Pilot. Attacks against the pilot are made at disadvantage if the craft has moved 30 feet or more since the start of its last turn.

Fragile Frame. When the Falcon is subjected to a critical hit, if it is not reduced to 0 hit points, it must make a forced landing as soon as possible. The pilot must bring the craft to the ground (or a solid surface) by the end of its next turn. If it cannot, the craft begins falling.

Pirate’s Friend. Small enough to be hidden in many larger ships’ holds or under camouflage, and can be launched quickly from a deck or cliff.