====== Airship Combat System ====== 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**, 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. --- ===== Captain – Command & Coordination ===== ^ Action ^ Roll ^ Effect | | **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. | | **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. | --- ===== Gunner – Weapons & Critical Strikes ===== ^ Action ^ Roll ^ Effect | | **Fire Weapon** | Attack roll | Deal damage to enemy Hull HP. | | **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). | | **Overload Shot** | Attack roll (advantage, then weapon becomes *Damaged*) | High damage but risks disabling weapon until repaired. | --- ===== Engineer – Repairs & Damage Control ===== ^ Action ^ Roll ^ Effect | | **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. | | **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. | --- ===== Pilot – Maneuver & Positioning ===== ^ Action ^ Roll ^ Effect | | **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** | 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). ---