dnd

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Quick Reference to Airship Flight

Based on Izzys Guide to Fight and Flight and gist

Vital Stastics

Term Meaning
Tonnage Weight of the vessel in tons
Speed feet per round = overland mph * 10
Crew Minimum #crew required for no penalties.
Passengers #passengers at a poor accomodation level
Cargo (tons) max carry capacity for no penalties
Damage Threshold damage done <= DT has no effect
Keel total length of the ship body
Beam total width of the ship body

Taking Damage

Variant: Damage Complications
Damage Complications Table
d10 Result
1 The ship’s propulsion is damaged, it is now slowed
2 One of the ship’s weapon systems has failed. If the ship has no weapons, it suffers no complication.
3 The ship’s cargo hold has been ruptured, (2d20)% of its cargo is lost or damaged beyond repair.
4 The rudder is locked. The ship may no longer change its course.
5 A small oil fire has ignited on the deck. The helm is now obscured by a thick black smoke.
6 The rudder is damaged. The vessel can only veer starboard.
7 The vessel’s hull is damaged. Its damage threshhold is reduced by 3.
8 A munitions magazine has caught fire. The ship takes 2d6 fire damage per round until extinguished.

Saving Throws & Resistances

These saving throws, immunities and resistances do not apply to crew

Combat

Commander

Attack Actions

Attack Action Effect
Attack fire prepared ordinance
Full Speed Ahead move +1/2(set speed) this round
Brace for Impact until SONT GRANTDISATK, Normal SAV vs damage
Hard to Port/Starboard rotate 45deg in addition to course adjustment
Ready same as usual readied action

Move Actions

Move Action Effect
Set Speed vehicle moves its speed at end of turn
  may only change speed by +/- 1/4 max speed each turn
  movement must be in a straight line
  max reverse speed is 1mph
Ramming at >= 20ft speed, ram as a free action
  if tonnage > double target tonnage, ADVATK and damage is doubled
  if tonnage < half target tonnage, DISATK and damage is halved
  after ramming, opposed STRCHK.
  - if target succeeds, ramming vehicle move speed becomes 0
  - if target fails, target pushed equal to 1/2 set speed and ramming vehicle move speed halved
  - if target fails by >=10, ramming vehicle move speed unaffected
  after attack, ramming vessel may adjust course as a free action with DM allowance
  if speed remaining after ram >= 20ft additional ram attacks may be made
  at < 20ft speed, no attack, vehicle move speed becomes 0
Cast or Raise Anchor while anchor cast
  - ADVSAV vs movement
  - move speed becomes 0
  - changing takes effect at SONT

Other Actions

Other Character Roles

Defense Conditions

For the purposes of Glyph of Warding and other delayed-effect spells cast on the ship proper (i.e. not including any personal spells/glyphs), the “DEFCON” system has been appropriated.

A Pendant/Broach that bears the symbol of the ship should be given to each crew member or occupant to identify them to the Glyph defense system. It must remain visible (A brand with the same insignia can be used for pets, companions etc)

Each Glyph has a unique command word that identifies it (PCs can just point and say “that one”) that can be commanded to enter a specific DEFCON with an optional 6 second delay.

Pendant wearers can initiate DEFCONs 1, 2 and 3. However only the Captain and XO can initiate DEFCON 4 or 0

Changes in shipwide DEFCON can be performed verbally or with a hand-gesture (Wrists crossed above the head, with the numerical DEFCON represented by the same number of extended fingers on both hands). DEFCON must be relayed by the Crew.

DEFCON Defense Spells Target
4 Nobody
3 Internal DEFCON-4, External DEFCON-1
2 Any target unaccompanied (10’) by a Pendant Wearer
1 Any target not wearing a Pendant
0 Any target

Glyph of Warding

Further Reading