Kingfisher

Flying Transport, Large Mechanical Carapacian (Tier 3, CR 1)

Core Numerics

StatValueStatValue
Tier3Hit Points104 HP
Initiative+2Speed10 ft., 30 ft. fly
Damage (base)15Damage (mod)+6

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+8+3+9+5+3+3

Defenses

DefenseValueDefenseValueDefenseValue
AC9Aegis0Fort9
Ref9Will9DC20

Anatomy

Cockpit (+4): +50% damage taken. Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round). Fuel Line (Secret: DC) (+4): Has 19 HP. If destroyed, target has DoT (19, until repaired) Engine (2) (+2): Has 8 HP. If any are destroyed, target is permanently Crippled (half). If both are destroyed, target has 0 ft. speed. Tool (2) (turret) (+2): Has 8 HP, required to use certain actions.

Traits

War Training (transport): This creature can grant a creature mounting it cover, granting it +6 to cover bonuses, but any attacks that miss them automatically hit the mount. Creatures with War Training (army) can mount it if it is the same size or smaller. Any effects that modify attack rolls against the mount in any way also affect their riders

Actions

Turret Fire: Major action - Ranged weapon attack, turret, 80 ft. range, single-target, 21 damage. ECM Jammer: Special - When the Kingfisher uses Dash, it counts as being in 3/4 cover for 1 round.

Tactics

Standard transport tactics, use it as ablative hit points for the horde or mob inside it, Dash for extra protection. Flight won’t open up new avenues at this point so much as let it keep up with a likely GTed or flight-capable player.

Drops

145 EXP

Description

The flying kingfisher can move one space in any direction, or whatever the hell the alibabarider is. These blocky bastards have no right flying but they’re in solidarity with the bee over the physics of flight.