Ardent (Vehicle Class)
The ardent-class vehicle is a good all-around vehicle class, offering good battlefield control, reasonable damage and decent durability. It has no real weaknesses or shortcomings, but also lacks any areas in which it truly excels over the other single-attribute vehicle classes. It is more offensively-oriented than the vanguard-class, though not as punishingly powerful as the picket-class or foment-class.
As with any vehicle class, ardent-class vehicles come in all vehicle types (aerial, aethereal, ground, naval, subaquatic, or subterranean) and sizes.
Ardent-Class General Attributes
|Base Speed:||4 squares (200 feet)|
|Maneuverability:|Air: poor Sub-surface: poor Land: poor Aquatic (surface): poor
|Weapon Ranges:|Short: 1 - 2 Medium: 3 - 4 Long: 5 - 6
- Sudden Halt (costs 1 focus)
- Quick Attack
- Build Focus
- Damage Control
- Second Move
- Evasive Maneuvers
- Standard Attack
- Take Aim
Ardent-Class Base Stats
|Ship Level||Base Maneuver Offense||Siege Damage||Base Maneuver Defense||Base Durability||Base Vehicle DR||Base Crew DR||Vehicle Features|
|1||1||1d2||12||5||-||1||Careening Fire 1|
|2||2||1d3||13||6||-||1||Efficient Propulsion 1|
|3||3||1d3||14||7||-||1||Slicing Prow 1|
|5||5||1d6||17||9||-||1||Narrow Profile 1|
|7||7||1d6+1||19||11||-||1||Access Panels 1|
|9||10||2d6||21||14||-||1||Push the Limits|
|11||12||2d6+2||24||16||1||1||Slicing Prow 2|
|13||14||3d6||26||19||1||1||Careening Fire 2|
|15||17||3d6+2||28||22||1||1||Controls Feedback 1|
|17||19||4d6+2||31||24||2||1||Efficient Propulsion 2|
|19||21||5d6+2||33||27||2||1||Access Panels 2|
|20||22||6d6+2||34||30||2||1||Grappling Volley 1|
|21||23||7d6+2||35||31||3||1||Slicing Prow 3|
|23||26||9d6||38||34||3||1||Careening Fire 3|
|25||28||10d6+4||40||39||3||1||Grappling Volley 2|
|27||30||10d6+12||42||42||4||1||Narrow Profile 2|
|29||33||10d6+21||45||48||4||1||Grappling Volley 3|
|30||34||10d6+27||45||49||4||1||Access Panels 3|
|31||35||10d6+34||47||51||5||1||Slicing Prow 4|
|33||37||10d6+47||49||57||5||1||Controls Feedback 2|
|35||39||10d6+55||51||61||5||1||Access Panels 4|
Ardent-Class Vehicle Features
Beginning at level 1, any time you make a successful attack against an enemy vehicle or creature in your close, medium, or long range, in addition to dealing your normal damage, you may either slide the enemy up to 2 squares as forced movement and change its facing by up to 45-degrees, or slide a willing ally that is also within your close, medium, or long range and change its facing by up to 45-degrees.
Beginning at level 13, if Careening Fire hits the target, you can slide the enemy up to 3 squares, and change its facing by up to 90-degrees, or do the same to a willing ally within your close, medium, or long range.
Beginning at level 23, if Careening Fire hits the target, you can slide the enemy up to 4 squares, and change its facing as much as you wish, or do the same to a willing ally within your close, medium, or long range.
Beginning at level 2, once per encounter, you can perform a second move action as a swift action instead of a standard action.
Beginning at level 17, any time you perform a second move action, your vehicle's speed is increased by +1 square during that action.
Beginning at level 3, you gain DR 2 versus any damage you take from ramming or collisions that you cause.
Beginning at level 11, you deal an additional +1d6 points of siege damage when ramming an enemy vehicle or creature.
Beginning at level 21, vehicles or creatures that you ram cannot use their DR to reduce ramming damage that you inflict.
Beginning at level 31, your vehicle is treated as 2 size categories larger for purposes of determining who retains control of a square, any time you are involved with ramming or a collision.
Beginning at level 5, once per encounter, you can perform the Evasive Maneuvers action as a swift action, instead of a standard action.
Beginning at level 27, the maneuver defense bonus granted any time you perform the Evasive Maneuvers action is +4 instead of +2.
Beginning at level 7, once per encounter, you can perform the Damage Control action as a swift action, instead of a standard action.
Beginning at level 19, when you perform the Damage Control action, if your piloting check equals or exceeds a Hard DC, you repair 3 durability instead of 2. (Normally, this would require an Impossible DC.).
Beginning at level 30, when you perform the Damage Control action, if your piloting check equals or exceeds a Average DC, you repair 2 durability instead of 1. (Normally, this would require a Challenging DC.)
Beginning at level 35, when you perform the Damage Control action, you repair 2 durability on any piloting check result that equals or exceeds an Easy DC.
Pilot Check DC Achieved Durability Repaired Normal Level 19 Level 30 Level 35 Easy 1 1 1 2 Average 1 1 2 2 Challenging 2 2 2 2 Hard 2 3 3 3 Impossible 3 3 3 3
Push the Limits
Beginning at level 9, once per encounter as part of either a move action or a second move action, you can spend 1 focus to move as though your maneuverability class were one better than it actually is. (E.g. if your maneuverability class is normally "average", it becomes "good" for the duration of the move action or a second move action.) If your vehicle's maneuverability class is already "good", it becomes "perfect", allowing you to move in any direction (including backwards) for the duration of the move action or a second move action.
Beginning at level 15, once per encounter, you can perform the Build Focus action as a swift action, instead of a standard action.
In addition, beginning at level 33, when you perform the Build Focus action, if your piloting check equals or exceeds a Hard DC, you regain 3 focus instead of 2. (Normally, this would require an Impossible DC.).
Pilot Check DC Achieved Focus Regained Normal Level 33 Easy 1 1 Average 1 1 Challenging 2 2 Hard 2 3 Impossible 3 3
Beginning at level 20, as a swift action, you can spend 1 focus to make an attack against an enemy vehicle or creature in your close, medium, or long range. If the attack hits, you deal damage as normal, and until the start of your next turn, any time the target moves from its space, you are pulled along with it. Each time the enemy makes a move action or a second move action, you may move an equal number of squares. While your path does not need to follow the target enemy's path, you must end your movement no further from the enemy than when you began. If the affected enemy is able to move in such a way that you cannot end your movement at least as close as you were before the move, the Grappling Volley immediately ends. This is considered forced movement for your vehicle. After this forced movement, you may alter your facing by up to 45-degrees.
Beginning at level 25, during any forced movement caused by Grappling Volley, your vehicle can move up to 2 squares further than the enemy vehicle that is pulling you, for each move action or a second move action it performs. You must still end your movement no further from the enemy than when you began each time it moves, or the Grappling Volley immediately ends. After this forced movement, you may alter your facing by up to 90-degrees.
Beginning at level 29, during any forced movement caused by Grappling Volley, your vehicle can move up to 4 squares further than the enemy vehicle that is pulling you, for each move action or a second move action it performs. You must still end your movement no further from the enemy than when you began each time it moves, or the Grappling Volley immediately ends. After this forced movement, you may alter your facing as much as you wish.
Ardent-Class Cost By Size
The prices below are the gold piece cost for a Ardent-class vehicle at the listed level, by size of the ship. You must first purchase the base vehicle (whether it be a aerial, aethereal, ground, naval, subaquatic, or subterranean vehicle), then choose the vehicle class, vehicle size and vehicle level. The total purchase price is the sum of the base vehicle chosen plus the level cost listed below for the desired vehicle size. This table reflects the cost to purchase a Ardent-class vehicle. The cost for other vehicle classes varies.
The cost to increase an existing ship's level (without changing its size) is calculated by subtracting the current level's cost from the next level's cost. Note that you cannot skip levels when increasing a ship's level; you must level up the ship one level at a time, paying the cost each time.
Changing the size of a vehicle requires purchasing an entirely new vehicle. An existing vehicle cannot have its size increased.
Refer to the Vehicle Size page for details on required number of crew, information on how large the various ship sizes are, as well as information on sizing a vehicle for crew (and pilots) who are smaller or larger than traditional player characters (i.e. sized-small or sized-medium).
The following modules require only 1 upgrade slot in a Ardent-class vehicle:
- Adamantine Trim
- Adaptive Coloration
- Articulating Rudder
- Baffled Hull Patterns
- Boarding Axes
- Boarding Hooks
- Cuprium Hull Coating
- Gunnery Module, Minor
- Heat Recycling
- Hot Loads, Greater
- Hot Loads, Major
- Hot Loads, Minor
- Labeled Controls
- Lateral Thrust
- Masterwork Module
- Mothership Module
- Music Box, Greater
- Music Box, Major
- Music Box, Minor
- Pattern Recognition Module
- Raised Quarterdeck
- Ramming Prow, Major
- Ramming Prow, Minor
- Reinforced Hull
- Semaphore Signaling
- Shoulder Bumpers
- Sleek Lines
The following modules require 2 upgrade slots in a Ardent-class vehicle:
The following modules require 3 upgrade slots in a Ardent-class vehicle: