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dnd:airship [2025/09/07 08:47] corrandnd:airship [2025/09/13 23:48] (current) – [Critical Hits] corran
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-====== Airship Combat Roles ======+====== Airship Combat System ======
  
-Airship combat is divided into **crew roles**, each with a distinct function. Every player has a role, and larger ships may have variants of the same role. Roles are designed for **fast turnsfrequent dice rolls, and teamwork**with each action clearly interacting with other crew stations +Airship combat is divided into **crew roles** and **ship**. Each ship is built on a base hull with stats (HPACSpeed) and upgrade slotswhile every crew member has a distinct role to play
  
-**Roles:** +**The system is designed for fast turns, frequent dice rolls, and teamwork**. 
-  * **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, and evasive maneuvers.+===== 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**, which can be **Healthy**, **Damaged**, or **Destroyed** during combat. Damage and repair are resolved with simple d20 checks. 
 + 
 +^ Ship Class        ^ Crew Slots ^ Base HP ^ AC ^ Speed ^ Hull Slots ^ Engine Slots ^ Utility Slots ^ Notes | 
 +| **Scout Skiff**   | 4–5        | 150     | 15 | 8     | 1          | 1            | 1             | Fast scout/raider; fragile but customizable. | 
 +| **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**   | 8–9        | 600     | 19 | 5     | 3          | 2            | 3             | Heavy brawler; trades speed for resilience and firepower. | 
 +| **Sky Fortress**  | 9–10+      | 900     | 20 | 4     | 4          | 2            | 4             | Siege platform; can specialize for overwhelming offense or defense. | 
 + 
 +--- 
 + 
 +===== 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, and evasive maneuvers.  
  
 --- ---
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 ===== Captain – Command & Coordination ===== ===== Captain – Command & Coordination =====
  
-^ Action            ^ Roll                   ^ Effect | +^ Action              ^ Roll                        ^ Effect | 
-| **Command**       | Persuasion/Intimidation DC 12 | Grant *advantage* to a crew member’s next roll. | +| **Command**         | Persuasion/Intimidation DC 12 | Grant *advantage* to a crew member’s next roll. | 
-| **Target Lock**   | Perception DC 12       | Spot weak point → Next Gunner attack may attempt a *Called Shot* without disadvantage. | +| **Target Lock**     | Perception DC 12            | Spot weak point → Next Gunner attack may attempt a *Called Shot* without disadvantage. | 
-| **Rally Crew**    | Charisma DC 12         | All crew gain +1d4 temp HP or advantage on Morale saves. | +| **Rally Crew**      | Charisma DC 12              | All crew gain +1d4 temp HP or advantage on Morale saves. | 
-| **Emergency Orders** | d20 vs 11           | Cancel one Hardpoint Check (damage roll) against your ship this round. |+| **Emergency Orders**| d20 vs 11                   | Cancel one Hardpoint Check (damage roll) against your ship this round. |
  
 --- ---
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 ===== Gunner – Weapons & Critical Strikes ===== ===== Gunner – Weapons & Critical Strikes =====
  
-^ Action            ^ Roll                   ^ Effect | +^ Action              ^ Roll                        ^ Effect | 
-| **Fire Weapon**   | Attack roll            | Deal damage to enemy Hull HP. | +| **Fire Weapon**     | Attack roll                 | Deal damage to enemy Hull HP. | 
-| **Suppressive Fire** | Attack roll (disadvantage) | On hit, enemy’s next attack is at disadvantage. | +| **Suppressive Fire**| Attack roll (disadvantage)  | On hit, enemy’s next attack is at disadvantage. | 
-| **Called Shot**   | Attack roll (disadvantage, unless boosted) | On hit, force a Hardpoint Damage Check (11+ = enemy system worsens). | +| **Called Shot**     | Attack roll (disadvantage, unless boosted) | On hit, force a Hardpoint Damage Check (11+ = enemy system worsens). | 
-| **Overload Shot** | Attack roll (advantage, then weapon becomes *Damaged*) | High damage but risks disabling weapon until repaired. |+| **Overload Shot**   | Attack roll (advantage, then weapon becomes *Damaged*) | High damage but risks disabling weapon until repaired. |
  
 --- ---
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 ===== Engineer – Repairs & Damage Control ===== ===== Engineer – Repairs & Damage Control =====
  
-^ Action            ^ Roll                   ^ Effect | +^ Action              ^ Roll                        ^ Effect | 
-| **Repair System** | d20 vs 11              | Improve Hardpoint state (Destroyed → Damaged → Healthy). | +| **Repair System**   | d20 vs 11                   | Improve Hardpoint state (Destroyed → Damaged → Healthy). | 
-| **Brace System**  | Reaction, d20 vs 11    | Prevent Hardpoint from worsening on damage this round. | +| **Brace System**    | Reaction, d20 vs 11         | Prevent Hardpoint from worsening on damage this round. | 
-| **Boost System**  | d20 vs 11              | Give +2 bonus to a chosen system’s roll (Pilot, Gunner, or Captain) for 1 round. | +| **Boost System**    | d20 vs 11                   | Give +2 bonus to a chosen system’s roll (Pilot, Gunner, or Captain) for 1 round. | 
-| **Emergency Repair** | d20 vs 11           | Restore 1d8 ship HP. |+| **Emergency Repair**| d20 vs 11                   | Restore 1d8 ship HP. |
  
 --- ---
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 ===== Pilot – Maneuver & Positioning ===== ===== Pilot – Maneuver & Positioning =====
  
-^ Action            ^ Roll                   ^ Effect | +^ Action              ^ Roll                        ^ Effect | 
-| **Evasive Maneuver** | Dex/Vehicle check DC 12 | Next enemy attack has disadvantage. | +| **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). | +| **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. | +| **Position for Cover** | d20 vs 11                | Ship gains +2 AC until next round. | 
-| **Redline Engine** | d20 vs 11             | Move +2 extra Speed this round; on failure, Engines suffer a Hardpoint Damage Check. |+| **Redline Engine**  | d20 vs 11                   | Move +2 extra Speed this round; on failure, Engines suffer a Hardpoint Damage Check. |
  
 --- ---
 +
 +===== 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**    | 4d8 + 2  | Small, fast weapons (light cannons, arcane bolts). Good vs scouts and frigates. |
 +| **Standard Mount** | 5d10 + 5 | Medium weapons (deck guns, heavy ballistae). The most common weapon type. |
 +| **Heavy Mount**    | 6d10 + 10 | Large weapons (broadside cannons, siege repeaters). Strong vs larger hulls. |
 +| **Siege Mount**    | 8d10 + 15 | Massive weapons (arcane artillery, dreadnought batteries). Usually one per large ship. |
 +
 +---
 +
 +==== 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.1757260042.txt.gz · Last modified: 2025/09/07 08:47 by corran

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