dnd:airship
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| dnd:airship [2025/09/07 08:43] – corran | dnd:airship [2025/09/13 23:48] (current) – [Critical Hits] corran | ||
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| - | #Airship Combat | + | ====== |
| + | |||
| + | Airship combat is divided into **crew roles** and **ship**. Each ship is built on a base hull with stats (HP, AC, Speed) and upgrade slots, while every crew member has a distinct role to play. | ||
| + | |||
| + | **The system is designed for fast turns, frequent dice rolls, and teamwork**. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Ship Design ===== | ||
| + | |||
| + | Ships are defined by their base frame, which determines: | ||
| + | * **HP** – The total durability of the ship’s hull. | ||
| + | * **AC** – How hard the ship is to hit. | ||
| + | * **Speed** – How many spaces the ship may move per round. | ||
| + | * **Slots (Hardpoints)** – Configurable upgrade modules divided into: | ||
| + | * **Hull Slots** (armor, plating, shielding) | ||
| + | * **Engine Slots** (thrusters, fins, propulsion upgrades) | ||
| + | * **Utility Slots** (weapons, sensors, boarding tools, support systems) | ||
| + | |||
| + | Each slot is a **hardpoint**, | ||
| + | |||
| + | ^ Ship Class ^ Crew Slots ^ Base HP ^ AC ^ Speed ^ Hull Slots ^ Engine Slots ^ Utility Slots ^ Notes | | ||
| + | | **Scout Skiff** | ||
| + | | **Escort Frigate**| 5–6 | 250 | 16 | 7 | 1 | 1 | 2 | Balanced ship; can lean toward weapons or support. | | ||
| + | | **War Brigantine**| 6–7 | 350 | 17 | 7 | 2 | 1 | 2 | Versatile ship with both firepower and maneuverability. | | ||
| + | | **Battlecruiser** | 7–8 | 450 | 18 | 6 | 2 | 2 | 2 | Durable, flexible hull; strong officer coordination. | | ||
| + | | **Dreadnought** | ||
| + | | **Sky Fortress** | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Roles Summary ===== | ||
| + | |||
| + | Every player has a role, and larger ships may have role variants. | ||
| + | |||
| + | * **Captain** – Provides commands, morale boosts, and coordination. | ||
| + | * **Gunner** – Operates ship weapons, targeting hull or specific systems. | ||
| + | * **Engineer** – Repairs and maintains ship systems and hardpoints. | ||
| + | * **Pilot** – Controls movement, positioning, | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Captain – Command & Coordination ===== | ||
| + | |||
| + | ^ Action | ||
| + | | **Command** | ||
| + | | **Target Lock** | ||
| + | | **Rally Crew** | ||
| + | | **Emergency Orders**| d20 vs 11 | Cancel one Hardpoint Check (damage roll) against your ship this round. | | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Gunner – Weapons & Critical Strikes ===== | ||
| + | |||
| + | ^ Action | ||
| + | | **Fire Weapon** | ||
| + | | **Suppressive Fire**| Attack roll (disadvantage) | ||
| + | | **Called Shot** | ||
| + | | **Overload Shot** | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Engineer – Repairs & Damage Control ===== | ||
| + | |||
| + | ^ Action | ||
| + | | **Repair System** | ||
| + | | **Brace System** | ||
| + | | **Boost System** | ||
| + | | **Emergency Repair**| d20 vs 11 | Restore 1d8 ship HP. | | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Pilot – Maneuver & Positioning ===== | ||
| + | |||
| + | ^ Action | ||
| + | | **Evasive Maneuver**| Dex/Vehicle check DC 12 | Next enemy attack has disadvantage. | | ||
| + | | **Attack Run** | Dex/Vehicle check DC 12 | Next Gunner attack gets advantage (or enables Called Shot without disadvantage). | | ||
| + | | **Position for Cover** | d20 vs 11 | Ship gains +2 AC until next round. | | ||
| + | | **Redline Engine** | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== Ship Weapon Damage ===== | ||
| + | |||
| + | Airship weapons deal damage to the **hull HP** of enemy ships or may be used to target **hardpoints** (slots). Damage is resolved by weapon type. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ==== Weapon Types ==== | ||
| + | |||
| + | ^ Weapon Type ^ Dice (Roll Option) ^ Notes | | ||
| + | | **Light Mount** | ||
| + | | **Standard Mount** | 5d10 + 5 | Medium weapons (deck guns, heavy ballistae). The most common weapon type. | | ||
| + | | **Heavy Mount** | ||
| + | | **Siege Mount** | ||
| + | |||
| + | --- | ||
| + | |||
| + | ==== Critical Hits ==== | ||
| + | * On a critical hit, **double the dice damage** (not the flat bonus). | ||
| + | * The attacker may also choose to force a **Hardpoint Check** (11+ = system worsens). | ||
| + | * Critical hits are intended to be spiky and dangerous: they can bypass hull attrition and cripple enemy systems. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ==== Called Shots ==== | ||
| + | * A Gunner may attempt to **target a specific hardpoint** instead of the hull. | ||
| + | * Attack is rolled with **disadvantage** (unless boosted by the Captain or Pilot). | ||
| + | |||
| + | --- | ||
| + | |||
dnd/airship.1757259821.txt.gz · Last modified: 2025/09/07 08:43 by corran
