Armament

Marksman Armaments

Main Gun

Arcane Ballista (Flaming Weapon +2) | Level 5 Artillery (See Arcane Ballista for Ballista rules)
Large natural animate (Construct)
Initiative Special, see Control Collar | Senses Perception +2
HP 50; Bloodied 25
AC 22, Fort 20, Reflex 20, Will 15
Immune Disease, Fear, Poison, Sleep Vulnerable 10 Fire
Speed 4
Loading Arm (Standard; at-will)
-> Melee +7 vs. AC; 1d10 + 3 Damage
Siege Bolt (Standard; at-will)
-> Ranged 30/60; +11 vs. AC; 2d10 + 8 damage; Critical 28 damage + 1d6 fire damage.
Weapon Power (At-Will * Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Weapon Power (Daily * Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
Control Collar
-> The Arcane Ballista has no will of its own, and acts only when commanded to by the bearer of its Control Collar. The bearer of the Collar may spend their own actions in order to command the Ballista to take an equivalent action.
Upgrades
-. Upgraded Advanced Sight (transsteel screen) [+1 Attack]
-> Ironhead Ammunition [+2 Damage]
Str 14 (+4) Dex 20 (+7) Wis 10 (+2)
Con 20 (+7) Int 2 (-2) Cha 2 (-2)

Bomb Bay

- 2 Firestorm Bombs (standard,consumable)
Burst 5; +9 vs Reflex;
Hit: 6d6 Fire damage
Miss: Half damage

Armament

StormySkies Skycroft