Airships II

In the last part, we covered the core rules for using airships in combat as well as their unique statistical exceptions. This week, we’re going to talk about different airships, including their stat blocks, as well as a few different rules issues.

Last week’s post has been changed and updated due to some feedback from Reddit. Next week, the last part of this series will cover Airship adventuring and noncombat rules. A special thanks to Reddit user Marconan for offering feedback and suggestions which I have taken advantage of thoroughly.

On a quick blog related note, I’ve decided to do weekly updates as a baseline. That means at the least I’ll do one blog post a week, but might do more if I can. This will let me spend more time on a post and perhaps have more consistent posts with lots of ‘meat’. Anyway, enjoy part two!

Science-Industrial-Design-Airships-A-trip-to-the-moon

Rules Modules: Airships Part II

Basic Airship Builds

The following will be the most common and basic airship builds. These will be represented by stat blocks, which should be self-explanatory. There are the following tiers of ships: Light, Medium, Heavy, and Carrier. Some very expensive versions of these ships will be heavily armored, giving them DR on certain locations. These ships are very rare and are often used on the forefront of battle for large nations.

Light: These ships are very small airships with a small crew. They are light and extremely fast, but lack any sort of defensive capabilities. If they have any weapons,  it is probably only a single light weapon. These ships are used mostly for scouting or quick, non long term travel. A local merchant might employ one to quickly make trades.

CutterEvasion: 16, Speed: 350 feet

Locations: 

    1. Bow(Front), HP: 10, Mounted Heavy Crossbow (Swivel)
    2. Port(Left), HP:  15
    3. Starboard(Right), HP: 15
    4. Aft(Back), HP: 15, Storage Chest

Cog, Evasion: 12, Speed: 300 feet

Locations:

    1. Bow(Front), HP: 30, Light Ballista (Swivel)
    2. Port(Left), HP:  30 + DR
    3. Starboard(Right), HP: 30 + DR
    4. Aft(Back), HP: 40, Mounted Heavy Crossbow (Swivel)

Medium: These ships are mid-sized vessels, and can range anywhere from long range voyage ships, merchant vessels, or the bulk of a naval combat fleet.  Non combat oriented vessels will have some space for storage. These ships are considered balanced in terms of maneuverability and defensive capabilities.

Cutter, Evasion: 14, Speed: 250 feet

Locations:

    1. Bow, HP: 40, Mounted Heavy Crossbow (Swivel)
    2. Port, HP: 40, Light Ballista (Fixed)
    3. Starboard, HP: 40, Light Ballista (Fixed)
    4. Aft, HP: 40
    5. Hold (bottom), HP: 40, five storage chests, crates, or boxes
    6. Bridge (top, near Aft), HP: 20, Telescope, navigation

Brigantine, Evasion: 12, Speed: 200 feet

Locations:

    1. Bow, HP: 40,  Mounted Heavy Crossbow (Battery 2, Swivel)
    2. Port, HP: 50, x2 Light Ballista (Fixed)
    3. Starboard, HP: 50, x2 Light Ballista (Fixed)
    4. Aft, HP: 50, Light Ballista (Swivel)
    5. Hold (Bottom), HP: 40, four storage chests, crates, or boxes (used for ammunition)
    6. Bridge (Top, Near Aft), HP: 20, Mounted Heavy Crossbow (Swivel), navigation

Frigate, Evasion: 8, Speed: 150 Feet

Locations:

    1. Bow, HP: 40, Light Ballista (Fixed), Ram
    2. Port, HP: 50 + DR, x2 Light Ballista (Battery 2, Fixed)
    3. Starboard, HP: 50 + DR, x2 Light Ballista (Battery 2, Fixed)
    4. Aft, HP: 50 + DR, Heavy Ballista (Swivel)
    5. Hold (Bottom), HP: 20, four storage chests
    6. Bridge (Top, Near Aft), HP: 20, Mounted Heavy Crossbow (Battery 2, Swivel), navigation

Large: These vessels are large ships built almost exclusively for combat. Often times they are heavily armed, and sometimes heavily armored as well. They are notorious for their lack of maneuverability, though some have more than others.

Galleon, Evasion: 8, Speed: 150 feet

Locations:

    1. Forecastle (Front), HP: 80, Heavy Ballista (Swivel)
    2. Upper Port, HP: 70, x2 Heavy Ballista (Battery 2, Fixed)
    3. Lower Port, HP: 70, x2 Heavy Ballista (Battery 2, Fixed)
    4. Upper Starboard, HP: 70, x2 Heavy Ballista (Battery 2, Fixed)
    5. Lower Starboard, HP: 70, x2 Heavy Ballista (Battery 2, Fixed)
    6. Aft-castle and Bridge, HP: 80, Light Ballista (Battery 3, Swivel), telescope, navigation
    7. Hold, HP: 40, storage

DreadnoughtEvasion: 4, Speed: 100 feet

Locations:

    1. Forecastle (Front), HP: 100, Light Ballista (Battery 3, Swivel), Ram
    2. Upper Port, HP: 70 + DR, x4 Light Ballista (Battery 2, Fixed)
    3. Lower Port, HP: 70 + DR, x3 Heavy Ballista (Battery 2, Fixed)
    4. Upper Starboard, HP: 70 + DR, x4 Light Ballista (Battery 2, Fixed)
    5. Lower Starboard, HP: 70 + DR, x3 Heavy Ballista (Battery 2, Fixed)
    6. Aft-castle and Bridge, HP: 80 +DR, Heavy Ballista (Battery 2, Swivel), telescope, navigation
    7. Hold, HP: 40 + DR, storage

Ship Weapons

These weapons follow the normal rules for using weapons, beyond their fixed positions on the ship.

Weapons that say “Fixed” can only fire in the direction they face. Weapons that say “Swivel” can fire in a 180 degree arc from where they face.

Weapons that say Battery X are combination weapons. This means that the number that is X is the number of shots from the weapon that fire at once. Both shots use the same roll, the only difference is multiple damage rolls.

The ship weapons mentioned above are as follows:

Heavy Crossbow: Follows the same rules for Heavy Crossbows in the Playtest Packet excepting whether it is Fixed or on a Swivel.

Light Ballista:  Martial Ranged, 2d10 Piercing  36 lb. Ammunition: Ballista Bolts (range 400/800), heavy, loading, two-handed

Heavy Ballista: Martial Ranged, 3d10 Piercing 50 lb. Ammunition: Ballista Bolts (range 400/800), heavy, loading, two-handed

Ram: Simple Melee, Can only be used in a straight charge of at least 100 feet, 4d10 damage + 1d10 damage to the attackers Bow.

Note that I don’t have much variety currently. This is still a work in progress, and I will continue to update these posts as I playtest these ideas. These ideas are currently very UNplaytested, so use at your own risk.

Movement in Combat

During a Ship’s Turn, the Pilot can choose to move the ship based on the movement above. If using a grid, make sure to use 50 foot per square measurements.

IF the ship attempts to turn, each facing it changes costs 50 feet of movement. Also remember that you are in a 3-d environment. You can spend 50 feet to ascend or descend one level. Keep track of each level that a ship is on. Add 50 to the range required for each level a target is away.

(To Be Continued…)

2 thoughts on “Airships II

  1. I recently purchased Dark Dungeons, which is a BECMI D&D clone with Spelljammer elements, these rules would work nicely with the system.

    Like

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