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dnd:airship [2025/09/07 08:53] corrandnd:airship [2025/09/13 23:48] (current) – [Critical Hits] corran
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 --- ---
 +
 +===== 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.1757260389.txt.gz · Last modified: 2025/09/07 08:53 by corran

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