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dnd:airship

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Airship Combat Roles

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 turns, frequent dice rolls, and teamwork, with each action clearly interacting with other crew stations.

Roles:

  • 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.

dnd/airship.1757260042.txt.gz · Last modified: 2025/09/07 08:47 by corran

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