dnd:airship
Table of Contents
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.
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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. |
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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
| 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. |
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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. |
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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. |
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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. |
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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.
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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. |
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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.
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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).
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dnd/airship.txt · Last modified: 2025/09/13 23:48 by corran
