Airship Combat

Air to air combat is a complex and exciting prospect, fraught with peril and chances for glory! The wise would avoid such an intrinsically dangerous escapade. But we, lads! We will brave the skies, and make them our own! There is naught to do but collect our spoils, and live well and truly free!
-Capt. Crichton Madsen

Initiative is rolled using the airship's dexterity, and its Crew Quality score as a modifier.
Ballista need to be loaded before they can be fired. It takes 1 round to load a ballista.
Cannon need to be loaded and aimed before they can be fired. It takes 1 round to load, and 1 round to aim, before a cannon can be fired.
If cannon are being used, there is a powder magazine on the airship that can explode for direct damage to the hull.
If the hull is destroyed, the ship falls out of the air.

Crashing


If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.

Crashing Damage

Ramming

Equipping an airship with a ram is a risky endeavor, but it has been known to happen. The ram has 125HP, and will take the damage before the airship does. Additionally, the ram grants advantage on the Constitution saving throw versus taking damage in a collision, the DC of which is 10+ the opposing ship's strength modifier. For example:
  • The captain of an airship decides to ram an opponent, and as luck would have it, she has the movement speed and a ram installed on her dirigible.
  • She issues the "Full Speed Ahead" command as an action, and directs her airship into the space occupied by another airship.
  • The opposing airship makes a Constitution saving throw, the DC of which is 14.
    • We arrived at fourteen because ten, plus our captain's dirigible's strength modifier of four, equals (you guessed it) fourteen.
  • The opposing ship rolls a 17, making a successful saving throw. It will take only half damage.
  • Our captain rolls 15d10 for 87 points of damage.
  • The opposing ships hull takes 43 points of bludgeoning damage.
  • Our ship rolls a saving throw, the DC of which is 15.
    • Again, we arrive at fifteen because ten, plus the opposing ships Strength modifier of five, equals fifteen.
  • Our ship rolls an 18, making a successful Saving Throw. The ram will take only half damage.
  • Our ram takes 21 points of bludgeoning damage
    • Our ship dealt fourty-three points of damage to the opposing vessel. Half of fourty three, rounded down, is 21.
  • Our ship notes that its ram has only 104HP left after that attack.
    • The ram starts out with 125HP. Once the ram is reduced to 0HP, it is useless until it is repaired or replaced.

Hazard Checks in Combat


Combat encounters are the epitome of fluid, and therefore reactions will have to be improvised. No matter how well prepared one is, the best laid plans are all well and good right up until the moment you engage with the enemy.
-Commander General Kitt Vekhet
Hazard checks are made when the entire crew is working together toward a common goal, such as dodging an incoming ram strike from an airborn corsair.
Each officer rolls their check, and then the airship rolls a check of its own, using the Crew Quality score as a modifier. The number will be compared to the table below, and a determination reached by the GM.
The DC of the manuever will be determined either by the GM, or by random, using the chart in the sidebar to the right.

Hazard Checks



Hazard Check Results


The Crew Quality score is a continuum between 10 and -10. Things such as good leadership, successful journeys and quality crewmates tend to raise the Crew Quaility score, while lack of leadership and continuous disasters tend to erode it.   The Crew Quality score is used as the airship's dice modifier on most rolls.

Falling:


Falling in 5e happens at 500' per round. Damage is 1d6 for every 10' fallen.
Falling happens immediately. If a character is pushed overboard while cruising at altitude, for instance, they fall 500' immediately, taking damage if they hit anything on the way.

Special Officer Actions


During an encounter, the captain, first mate, and bosun each have access to two special action options described below:
Full Speed Ahead, and Fire at Will.
Full Speed Ahead

As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive a ship forward. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If this bonus is applied to a ship’s speed when the ship is already moving faster than normal, use the higher result. Don’t add the two bonuses together.
Fire at Will
As an action, the captain, first mate, or bosun aids the crew in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn.

Random Hazard DC

Roll 1d20 1d20

Comments

Please Login in order to comment!