Airship Combat System for 5e Take Flight & Embrace the Wind

Letter from the Creator Ever since I played Guns of Icarus online by Muse games; I always wanted to go on a wild airship adventure, fly my ship, take jobs, upgrade and tend to it, live my Firefly fantasy in a steampunk zeppelin. After scouring Reddit and other dark corners of Google, I came to the decision that If I wanted an airship system for 5e done right, might as well do it myself (along with the help of my friends), so, with the help of my players; we have built this system for our Homebrew Campaign and wish to share it with everyone! In these 4 Chapters you will find; Loads of inspiration for your own game. Rules for running a ship to ship combat high in the sky. Options for your players to maintain and upgrade their own airship giving many downtime activities to assist in your roleplay experience. Lastly, tools for my fellow DMs out there to tinker and fiddle with all these things to perfectly weave it into your own home game. Take what my friends and myself have made and run with it! And now, let's take to the skies! -Kelly Dewitte 1

Chapter 1: Airship Combat The Law of the Sky 2

Chapter 1: Airship Combat Thick clouds fill the sky, faint rays of moonlight dance across the cold landscape, small lights from settlements spatter the ground far below you like resting fireflies. All you hear is the rumble of your engines, the wind in your hair and light creaking of the wood holding your sky craft together. An orange light catches your eye, streaking out of a cloud directly towards your ship! "Hard to Port!" you yell, but it's too late. Fire erupts from your engines as it sputters out. A dark shape emerges from the clouds, faintly in the moonlight you see the pirate insignia painted across the ablloon. The pirate ship moves in closer... In this chapter we provide rules on how to run a combat encounter using airships and its equipped weapons, roles characters can play on the ship, and what it looks like to attack another ship. As well as rules for movement and long distance navigation. Everything from out piloting your opponent, disabling a key component, ramming one ship into another, to boarding and battling on your opponent's deck; can be found in this chapter. Running a Round of Combat Airship combat is split into 3 phases. Every round of combat begins with each ship rolling initiative, then: crew preparation, ship attack, and final actions. At he the beginning of each round, both pilots roll their piloting check - higher rolls go later. Combat Step by Step Preparation: The ship with the lowest pilot roll will move and stop when they are prepared for the attack phase; crew members can spend their Movement, Action, and possible Bonus Action at this time. Anything left over is done during Phase 3. Attack: All ships roll their attacks, determine components hit and damaged,then onto end of turn phase. Final Actions: Any movement of the ship that is left over after the attack phase can be used now, any crew movement or remaining actions can be taken at this time, this phase follows the the initiative order just like Phase 1. Begin the next round: Roll another piloting check to start the next round. Player Actions & Roles These are the jobs that an airship crew will generally have. There are three that stand out; the pilot, the engineer, and the gunner. Finding a good synergy between these three jobs can mean the difference of victory and defeat, so it is important to work with your team. below you will find a detailed description of each of these three important roles on your ship. Pilot The Pilot is in control of the ships movement, it is your duty to keep the rest of the crew out of danger. positioning is everything and you need to trust your fellow crew members to have your back, give your gunner a clear shot, avoid attacks to give your engineer a break. If the Pilot is at the Helm, you may add the Pilots Dexterity or Wisdom modifier to the ships AC. Ship Movement Roll a Dexterity or Wisdom (Pilots choice) skill check (d20 + Dexterity/Wisdom modifier + proficiency if proficient with airships). Use the table below to determine the movement for the round. Roll Result Effect 1 DM has ship control; and rolls for move actions (minimum of 1) 2 - 9 0 move actions 10 - 14 up to 1 move action 15 - 19 up to 2 move actions 20 - 30 up to 3 move actions Nat 20 or 30+ up to 4 move actions If the pilot leaves the Helm for any reason, the ship will continue to drift in the direction it is already heading or may be buffeted around by environmental occurences. Rally the Crew! The Pilot is capable of intimidating/inspiring the crew once per battle. Roll a Charisma check with a DC of 10 (or higher if the crew is disloyal or in serious trouble). One ability check or saving throw may be performed at advantage by each crew member on a successful check. This may be only be attempted a number of times equal to that of the Pilots Charisma modifier. Find Weakness Allow the Pilot to look for a weakness in the defences of the enemy's vessel. Make an Intelligence check (DC 15; adjusted as needed for tougher conditions) to spot a weakness and give advantage on the next attack roll that targets that weakness. 3

Engineer The engineer is the role that keeps the ship flying, in the heat of battle, important components can get severely damaged, as an engineer it is your job that these problems dont overflow to spell disaster for you and the rest of the crew. Repair Make an Intelligence check (add your proficiency bonus if you are proficient with Repair Tools). Use the table below to determine the effect. Roll Result Effect 1 Roll your repair die, the result is the amount of damage dealt 2-14 No effect 15-29 Roll your repair die, add your INT modifier (and you proficiency bonus if proficient with Repair Tools) Nat 20 Double your Repair dice and add your proficiency bonus to health gained. 30+ Double your repair dice and add your proficiency bonus to health gained. Optional Rule: Repair Beyond Destruction Sometimes we act better than we ever could when faced with a stressful situation. Getting the job done when it really counted. If you are proficient with repair tools and you roll a natural 20 (or an ability check of 30+) to repair a component (not hull armour or gas bags) that is at 0 hit points, You may repair it for 1d4 health. Extinguish If the Engineer has a fire extinguisher equipped they may expend one use of it to put a fire out. If the Engineer has a Chemical Spray, they can expend one use of it to stop a component catching fire in the future for 2 rounds. This only works if the component is not already on fire. Buff Make a roll the same as you would for Repair. This determines how successful a buff you apply to the component. Rolling a natural 1 just means you are unsuccsessful, no damage is done to the component. Buffing a component can do a few things: 1: Grant temporary hit points to a buffed component

2: Enhance the ability of a component ie, a gun deals more damage, engines turn faster, balloon lifts and descends more efficiently) Gunner As the ginner you will be making sure the opposing ship is never at its full strength, slow your heart rate, keep breathing and take the shot. If the enmy can't shoot back then you have done your job splendidly! Fire Ship Weapon Each ship weapon has a magazine size. This is is the number of actions that can be taken before the weapon must be reloaded. Reloading Each ship weapon has a reload time. When a weapon is empty, you must spend attack actions equal to the reload time to reload the weapon. This does not need to happen all at once. For example, a 5th level Fighter shoots once and spends his next attack action to reload a weapon with a reload time of 2. Later, another crew member comes by and spends their attack action to complete the reload. Sight In You may expend one action to sight in your target granting you advantage on your next attack. You must be proficient with Airship Weapons to utilize this Feature. Call the Shot Before firing you may declare where you intend to hit your target if you are proficient with Airship Weapons. If the shot is a confirmed hit, you may roll a 1d4 alongside the d12 used to determine which component takes damage. You may use the d4 to adjust the d12 result to get closer to your intended target. If you are unable to hit your intended target you have two options. You may pick a component that would be physically closest to your target or pick the most strategic component option (work with your DM to determine the result). More information about component order can be found later in this chapter. Airship Movement Using Hexes A single hex has a diameter of 50 metres. This measurement is used for the purposes of determining range and weapon arc.

Each hex uses one movement to traverse, including height, eg. to move to the hex two spaces in front of you and one space up in height would require three units of movement.

Rotating one hexagonal face requires one unit of movement.

Ships can only move forward or backwards in the direction they are facing. No strafing. Long Distance Travel Navigating is an important task, flying an airship isnt just about working as a team to defeat an enemy, sometimes its braving the elements of mother nature, traversing through tretarous terrain, battling in blazing blizzards, if you wish to reach your destination, youll need to figure out how you'll get there. In this next page, you will find out how to deal with the wind, conserving fuel, and how to deal with storms. For the DMs out there, there will be some insight on how to run inclement weather, even in combat. 4

Plotting a Course The DM will roll a d4, a d6, and d8 (or directional die). The d4 will determine the wind speed (see airship travel speeds later in this chapter). The d6 determines how many hours this direction of wind will last. the d8 (or directional die) tells you where the wind is coming from. Wind Direction d8 Direction 1 North 2 Northeast 3 East 4 Southeast 5 South 6 Southwest 7 West 8 Northwest Use these rolls to determine how much fuel is used, if a ship is thrown off course and how much progress is made over the course of a travel day. Fuel Consumption/Travel Speed As you travel, fuel is used to do so. Your ship can go up to a travel pace equal to its movement. Fuel Consumption Movement Speed Kilometers per hour Units of fuel used per hour 1 25 km/h 1 unit/h 2 50 km/h 2 unit/h 3 75 km/h 3 unit/h 4 100 km/h 4 unit/h Wind and Inclement Weather Wind The direction of the wind and the direction of your travel and differences between the two (if any) create certain effects. Wind Wind is with you: you freely move at the wind speed for the duration, you may still use your fuel to travel even faster during that time.

Wind is against you: to make an hour of forward progress you must spend units of fuel equal to the wind speed before travelling forward at all.

Crosswinds: Your ship is pushed in the direction the wind is going a distance equal to ½ the wind speed (rounded down).

Combination of crosswind and for/against wind: ½ the wind speed uses its effect as a cross wind and the other ½ of the wind speed uses its effect as for/against wind. Total Ship Speed Total ship speed is determined by taking the the ship speed and adding or subtracting the wind speed depending on if the wind is with or against your ships direction of travel. For example, if the wind is at a speed of 2, is with your direction of movemen,t and your ship is operating a a speed of 1, you would be moving at 2 wind speed + 1 ship speed or 50 km/h + 25 km/h, for a total of 75km/h. The opposite applies for headwinds. Using the same example, if the wind is opposite to your ships direction of travel, your ship would be travelling backwards at a speed of 25 km/h for the duration of the wind speed, or until your ship movement increases to 2. Storm Clouds Decreased visibility: Depending on how you think the storm clouds are you may suffer disadvantage on perception checks and attack rolls on targets within a certain distance in the clouds

Varying levels of severity: Sometimes its a light downpour, other times its an insane hurricane with lightning arcing all over the place. Think about how severe the storm is. consider having saving throws for wind rocking the ship, or lightning arcing close to one of the crew members. It may even be chaotic enough that you can't hear anyone further than 5 feet away and even then it could be at disadvantage.

Running Inclement Combat: What is more exciting than a harrowing battle high in the skies? one that is in an epic tornado storm or on the edge of the eye of a hurricane. when you have combat in a crazy storm give it layer actions the storm effect will have its own initiave and will have a random effect on each turn, you can take this further where the storm could be a legendary class, and have legendary actions. Below is a list of ideas for actions a storm could take d8 Storm Effect 1 Initiave moves up or down one position 2 Effectivlly casts Call Lightning on random creature/ship 3 All ships are pushed in random direction, creatures roll save to stay on feet/ stay on ship. 7 Eye of the storm, brief moment of calm before being sucked back into the clouds again d8 Storm Effect 5 Tornado forms, relocate ship(s) 1D10 Hexes away from current location 6 Rapid temprature drop, roll con save, take 2d8 cold damage on fail, or half on success 4 Pressure change, altitude changes drastically 8 Thunder clap, all creatures roll Con. Save or become deafened 5

Attacking Airships Weapon Arc There are 2 Sections of Weapon Arcs: Forward & Aft as well as Port & Starboard. Within these there are 3 types: Low Arc or "Line" - Generally found on anti-ship sniper weapons (such as the Mercury Light Field Gun)

Medium Arc - Generally found on most weapons, although not the highest damage dealers, medium arc weapons are a great jack of all trades weapon to equip to any airship.

Wide Arc - Loved for their versatility, wide arc weapons are msot commonly seen on support style weapons, made to disable rather than go for the kill; don't expect much in terms of damage from these. However, their ability to lock down opponents is unrivaled by other arcs of weaponry. More information on Weapon Arc's can be found in Chapter 2. Damage Locations When a hit is declared against an airship, the next thing that needs to happen is to determine where exactly the shot lands. An airship is divided into 12 sections, roll a d12 to see what component gets damaged by the attack. For the specific layout of components, refer to the individual ship classes d12 Component 1 Gas Bag (1) 2 Gas Bag (2) 3 Gas Bag (3) 4 Guns (Forward/Rear) 5 Guns (Port/Starboard 6 Turning Engines (Port/Starboard) 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Miscellaneous Collisions Sometimes the ship will hit objects, for this follow ramming rules, however there is no save to reduce the damage; Damage dealt is always halfed, and the DM rolls an "Attack" to see if it breaks your AC. if you deal enough damage to an object to break it, you only take that objects max health as damage. When a collision happens, Both objects take the same damage. Component Call Out Before making an attack, anyone proficient with Airship Weaponry may "call out" their shot allowing them to roll a d4 to adjust the roll of the d12 by an equal amount of spaces as the result of the d4 towards their intended target. For example, if the Gunner calls out that they are aiming for the Main Engine (Component 7), they roll a 3 on the d12, and a 3 on the d4, they may choose to hit either components 3, 4, 5, or 6 - whatever makes most sense visually or advantageously. Damage to Crew If crew is in the area of a component under attack, the crew rolls a dexterity saving throw. If the attacking weapon is a light weapon, take no damage on a successful save and half damage on a failed save. If the attacking weapon is a heavy weapon, take half damage on a successful save, and full damage on a failed save. Ramming & Collisions When you move into an occupied hex there is an opportunity for collisions to happen, sometimes this is intentional, other times unintentional. Intentional Ram You move into an occupied hex, roll an attack and add proficiency (if you are proficient with sky craft). If the roll exceeds the opposing ships AC you successfully ram. Dealing damage: As long as you have already traveled in a straight line for 1 hex (50m) you deal 1D10 Damage to Hull Armour then Durability. Any additional hexes left in your movement can add 1d10 to the damage you deal. If you haven't moved at least one hex in a straight line, it is a glancing blow and deals negligible damage.

As long as you have already traveled in a straight line for 1 hex (50m) you deal 1D10 Damage to Hull Armour then Durability. Any additional hexes left in your movement can add 1d10 to the damage you deal. If you haven't moved at least one hex in a straight line, it is a glancing blow and deals negligible damage. Reducing damage: The pilot of each ship can roll a Dex or Wis save to reduce the incoming damage. If the attacker’s attack roll does not exceed their own Ship AC, they automatically pass their save. The DC is the attack roll used to initiate the collision. If you make the save you take half damage. On a failed save, you take full damage regardless of whether or not you are the one who caused the collision or not. As the pilot who caused the collision, if you successfully passed your save and your opponent did not. You push them back in the direction you hit them and you occupy the hex they were previously in. If you push the target into another object then follow the miscellaneous collision rules below. If you fail your save as the instigating ship you stop adjacent to the ship and the opposing ship does not get pushed whether it passed its Dex or Wis save or not. 6

Chapter 2: The Ship & Her Equipment Everything your ship needs before setting skyward

Chapter 2: The Ship & Her Equipment This Capter covers everything that has to do with the ship itself. The components that allow it to do its basic jobs. A multitude of different ship classes with each their own unique speciality. An arsenal of weapons and tools of destruction you can bolt onto your sky vessle. And lastly an array of upgrades you can build, purchase or scavenge for to really specialize your sky craft. Why Are you Flying Why are you in the market for a life in the sky? lets come up with some story ideas. Is your group looking to become traveling merchants? Or are you seeking notorious glory as the most ruthless sky pirates on the horizion? this list can help. Initial Carrear path D12 Reason to Fly 1 Traveling merchant side project 2 Running from something/someone 3 Monster hunters 4 Sky Pirvateers 5 Starting cult/religion, getting the message around 6 Sky Pirates 7 Where you're going there's no need for roads 8 Delivering something of importance for the king 9 Military service 10 Looking for someone/something 11 Got transferred, gotta move belongings 12 Worlds deadliest catch: Lightning in a bottle Getting a good idea of what you wish to accomplish with your airship will let you think of how best to customize your loadout. A Home on the Move Your ship can be more than just a transport vessel, it can be a second home for you and your party, think about what your ship looks like, what do the pathways look like leading from one component to the next? Where is your bunk/hammock? you can get a vague idea of this by looking at the airship classes later in this chapter, but ultimately the look and feel of your ship is up to you, your party, and your DM. If you want to look for some inspiration, you can use these tables on the right to get a good idea in your head about the feel of your ship and help your imagination flourish with ideas. You can either roll, pick from the list or come up with your own idea. Airship Construction What woods are used to make up your ship? Is there carved metal inlay on the railings? Is your Airship a perfect mirror of your bachelor home? Or is it something that would make the royals jealuos? D8 Build Quality 1 Rundown, falling apart 2 Poor but well kept 3 Spartan, function over form 4 adverage build quality, mild decoration 5 rusticly built with charming character 6 decorative spareing little expense 7 modern design with rare woods 8 lavishly decorated with luxury Airship Demeanor What is the mood of your ship? Is is brightly coloured and inviting? Covered in spikes and the blood of your enemies? Somehow both? D4 Demeanor 1 Friendly and inviting 2 Unassuming 3 Intimidating 4 Off putting Figurehead Many are used as good luck charms. Decorating the front of the hull or sometimes even the balloon. Creatures are most common, If your party has a personal harrowing story with a beast, it may be a good nod to those memories to have a figurehead of that creature. think abouot the material that makes up the figurehead too if its a giant skull, is it made out of metal and pipes to resemble or is it the real deal, if its the real deal, how did your party aquire it? or better, how can they aquire it? D8 Figurehead 1 None 2 Prowling Displacer Beast on top of the baloon 3 Giant Naga coiled around the front of the Hull 4 Dragon Skull Bolted to the Hull 5 Brass Beholder attached just below the baloon 6 Lunging head of a Goristro atached to the Hull 7 Golden Octapus located on the Baloon or Hull 8 Wooden Mermaid built into the Hull 8

Goldfish Class Airship Goldfish class vessles were developed by Half-elven engineers. Commonly made from Rivendalien Birch, the Goldfish is deceptively light. With its light frame it can be armored up and has the ability to carry a heavy mount on the bow of the ship without compromising on what can be held in the cargo space. The large sails above and below the vessel keeps this ship nimble in the skies allowing for tight turns. The ship can look like a fish; swimming through the sky. When the sails were used this way, the engineers said it looked like a big Goldfish, coining the name of this class of vessel. Today they are a sight to behold, used by Aviators and Aviatrixes across the land. For the willing adventurer, the Goldfish can be your shot to a life riding the wind. Class Features By Flying a Goldfish you have these tools at your disposal. Hit Points Ship Durability: 454

454 Hull Armour: 162

162 Gas Bags x3: 30 for each bag

30 for each bag Main engine: 36

36 Turning Engines x2: 30 for port & starboard engines

30 for port & starboard engines Gas Generator: 26

26 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Heavy (Forward), Light (Port), Light (Starboard)

Heavy (Forward), Light (Port), Light (Starboard) Fuel Capacity: 60 Base Value: 64,680gp Equipment Your Goldfish will start with the following equipment. (a) two light airship weapons or (b) a heavy airship weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 5 Magazines of bullet ammunition and 3 magazines of artillery ammunition or (b) any 3 magazines of cannonballs and 3 magazines of scattershot or (c) 2 missile magazienes and 3 special ammunition magazienes

60 units of fuel

1 lift battery Special Class Ability Fly Like a Fish: During the attack phase a goldfish can spend one move action to turn after shooting one weapon to get another gun in arc then make an attack with that weapon Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoint 5 Port/Starboard Hardpoint 6 Port/Starboard Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Port or Starboard? When an attack is made against you, your ship may be attacked by a side that can see only one side of you, in this case go with the side that can be seen by your opponent. In the event that both port and starboard components are visible; it is the defenders choice to where the damage is dealt. 9

Judgement Class Airship Judgement class vessels came from Dwarvish designers, by using Dwarvish Iron wood to make up the main structure for the ship, the Judgement class sky vessel has a sturdy build that can withstand the test of time. On top of that the Judgement class is also equipped with some elaborate dwarven tech, they call them Sky Ores, they assist the engines allowing this lumbering mass to be surprisingly nimble and fuel efficient on those long journeys chasing the horizon. Class Features By Flying a Judgement you have these tools at your disposal. Hit Points Ship Durability: 250

250 Hull Armour: 234

234 Gas Bags x3: 40 for each bag

40 for each bag Main Engines x2: 40 for port & starboard engines

40 for port & starboard engines Turning Engines x2: 35 for port & starboard engines

35 for port & starboard engines Gas Generator: 26

26 Helm: 30 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Heavy (Forward), Heavy (Aft), Light (Forward), Light (Aft), Light (Starboard)

Heavy (Forward), Heavy (Aft), Light (Forward), Light (Aft), Light (Starboard) Fuel Capacity: 80 Base Value: 50,820gp Equipment Your Judgement will start with the following equipment. (a) two light airship weapons or (b) one heavy airship weapon and one light airship weapon or (c) two heavy airship weapons

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of missile ammunition and 5 magazines of artillery ammunition or (b) 3 magazines of cannonballs and 3 magazines of scattershot or (c) 4 magazines of bullet ammunition and 3 special ammunition magazienes

80 units of fuel

1 lift battery Special Class Ability Sky Ores: When traveling; treat wind that is not directly against you as if it were going with you at a speed of 1. When in combat; treat a pilot Initiative check as one level higher than the result (the roll stays the same for the purposes of determining initiative order) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward/Aft Hardpoints 5 Starboard Hardpoint 6 Port/Starboard Turning Engines 7 Port/Starboard Main Engines 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Multiple weapons on a flank If an attack is confirmed on the forward/aft hardpoints the defender decides weather its the forward or aft weapons that get hit (assuming both forward and aft hardpoints are visible to the attacker). The attacker decides the component hit on the specific flank (Chosing either of the weapons on the forward flank or either of the weapons on the aft flank.). 10

Galleon Class Airship Galleons are the largest of all the airship classes, the human engineers that developed this vessle wanted to design a ship that could carry an obscene amount of firepower, the ship was built from the ground up to provide a devistating broadside attack that would shurely strike fear in any opponents the Galleon would come across. This much firepower does come at a cost however, the immense weight makes the Galleon difficult to handle, once the galleon gets up to speed, there is little that can be done to stop it. Class Features By Flying a Galleon you have these tools at your disposal. Hit Points Ship Durability: 563

563 Hull Armour: 308

308 Gas Bags x3: 45 for each bag

45 for each bag Main Engine: 60

60 Turning Engines x2: 45 for port & starboard engines

45 for port & starboard engines Gas Generator: 30

30 Helm: 35 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 1

1 Hardpoints: 1 Heavy (Port), 2 Heavy (Port), 1 Heavy (Starboard), 2 Heavy (Starboard), Light (Port), Light (Aft)

1 Heavy (Port), 2 Heavy (Port), 1 Heavy (Starboard), 2 Heavy (Starboard), Light (Port), Light (Aft) Fuel Capacity: 75 Base Value: 91,455gp Equipment Your Judgement will start with the following equipment. two heavy weapons and one light weapon

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of missile ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of cannonballs and 4 magazines of scattershot or (c) 4 magazines of bullet ammunition and 4 special ammunition magazienes

75 units of fuel

1 lift battery Special Class Ability Unstoppable Force: For every round the Galleon moves in a straight line, its movement speed is increased by 1 to a maximum of 5. When doing long distance travel, even traveling at maximum speed (ship speed of 5=125km/h), you only use 2 units of fuel per hour of flight. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Aft Hardpoint 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Building synergy When you are equipping your ship, think of how your weapons will interact with eachother, if you have a weapon that is only good at close range and the rest are good at long range you may be more effective with a longer range weapon. also think what certan weapons are good at; have something that can disable many components and a high single target damage weapon to take down the straggler component. a good loadout can be the difference of victory and defeat. 11

Squid Class Airship Squid Class airships are known for beingnotoriously good at scout missions, the Squid's speed and agility allow it to be in and out of practically anywhere before anyone becomes the wise of the crew's plans. To achieve this great agility the Half-elven minds behind the Squid made sure she is only equiped lightly, even removing possible fuel capacity to save on weight. If you wish to stay descrete and need to get from place to place fast. the Squid will be a perfect choice for your adventures Class Features By Flying a Squid you have these tools at your disposal. Hit Points Ship Durability: 169

169 Hull Armour: 118

118 Gas Bags x3: 30 for each bag

30 for each bag Main Engines x2: 38 for port & starboard engines

38 for port & starboard engines Turning Engines x2: 34 for port & starboard engines

34 for port & starboard engines Gas Generator: 24

24 Helm: 26 Utility Armour Class: 11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

11 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 4

4 Hardpoints: Light (Forward), Light (Starboard), Light (Aft)

Light (Forward), Light (Starboard), Light (Aft) Fuel Capacity: 30 Base Value: 30,135gp Equipment Your Squid will start with the following equipment. (a) one light weapon or (b) a set of expert repair tools and two extinguishers

(a) two sets of basic repair tools and two extinguishers or (b) a medium canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of bullet ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of special and 4 magazines of scattershot

30 units of fuel

1 lift battery Special Class Ability Ink Blast: Recharge on 1D6 rounds after use. Deal 5 points of damage to all engines to cast a damaging black could that lasts for 1D10 rounds in the area cast. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward/Aft Hardpoints 5 Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Port/Starboard Main Engines 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Ariel Mobility "If we never get hit, I'll never work a day in my life"- Every squid engineer Being in the right place at the right time can somethimes mean everything, try to get a read on your opponents ship and stay out of their weapon arc, a cunning pilot and crew can win the day even if they are completely outclassed in the weapons department. 12

Spire Class Airship Spire Class represents a beacon of protection, their verticle build makes them great moving watch towers, human colonies used Spire ships to act as forward watch towers when the landscape would be too unstable or treacherous to build a perminant building. Today they have a multitude of uses, now updated to be much more manouverable than the origional design, Spires still play that strong defence role and are often used as escorts for other ships. If you like keeping your head (and weapons) on a swivel, the Spire is right for you. Class Features By Flying a Spire you have these tools at your disposal. Hit Points Ship Durability: 450

450 Hull Armour: 150

150 Gas Bags x3: 40 for each bag

40 for each bag Main Engine: 35

35 Turning Engines x2: 35

35 Gas Generator: 32

32 Helm: 28 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward), Heavy (Forward), Light (Port), Light (Starboard)

Light (Forward), Heavy (Forward), Light (Port), Light (Starboard) Fuel Capacity: 60 Base Value: 63,000gp Equipment Your Spire will start with the following equipment. (a) one heavy weapon or (b) two light weapons

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 4 Magazines of bullet ammunition and 4 magazines of artillery ammunition or (b) 4 magazines of special and 4 magazines of scattershot

60 units of fuel

1 lift battery Special Class Ability Turnin' on a Dime: You may rotate 2 spaces instead of one for the same movement cost Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Patience is a virtue "Why is everything on fire... it's always fire." - Burnt corpse with 'Speak with Dead' cast on it. Your engineer may not need to act right away, remember there is a "clean up" Phase after the shooting phase. If you are tasked with fixing the ship it might be best to see what your opponent is shooting at before trying to fix a component, you dont want to be that guy who makes sure the gun is shiny when seconds later you main engine is torn appart by a volley from you opponent. 13

Junker Class Airship Junker Class ships come from the chaoticly creative minds of the Orcs, they are designed to be repaired on the move, you can take appart up to 80% of the ship and she will still fly. the running joke is that Junkers age like Dragonborn; every year or so they'll shed their skin for a new set of scales. This makes the Junker class a lighter vessle meaning it cant carry a heavy mount, this doesnt stop the Junker from having a well eqipped broadside however. If you seek to answer the question of weather or not a ship is still the same vessel if every part is replaced by then end of the journey, a Junker Class ship will suit you nicely. Class Features By Flying a Junker you have these tools at your disposal. Hit Points Ship Durability: 188

188 Hull Armour: 263

263 Gas Bags x3: 40 for each bag

40 for each bag Main Engine: 36

36 Turning Engines x2: 30

30 Gas Generator: 26

26 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward), Light (Port) 1, Light (Port) 2, Light (Starboard) 1, Light (Starboard) 2

Light (Forward), Light (Port) 1, Light (Port) 2, Light (Starboard) 1, Light (Starboard) 2 Fuel Capacity: 50 Base Value: 47,355gp Equipment Your Junker will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of bullet ammunition and 4 magazines of special ammunition or (b) 3 magazines of artillery and 3 magazines of cannonballs

50 units of fuel

1 lift battery Special Class Ability Patch Work: You can repair durability damage with on hand scrap rather than needing to dock at a port and make multiple day repairs. Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoint 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour What does this all look like? "Komorov! grab the couch and put it over this hole! I'll grab the carpet, give us a walkway to the aft of the ship!" - Gregen, Captain of The Gingerbread Man If we take the Junker class as an example, what does it look like to repair durability in the heat of battle? Thinking about how these events in the sky happen can really help with the immersion at the table, stories can come from how you got the ship out of a pickle, rather than that time you rolled and hit their AC and did enough damage. Add some colour to the roleplay! 14

Mobula Class Airship Mobulas were designed by gnomish aristocrats, seeking a luxurious ganter through the skies, perfect for stargazing. Hosting high class parties on the deck with accompanying music is common with mobula owners, often the hardpoints are refitted with firework launchers for celebrations. If you fancy luxury, astronomy, or a life of the upper class, take the Mobula across the skies for the long way home. It’s not the destination that is of importance, rather it is the journey. Class Features By Flying a Mobula you have these tools at your disposal. Hit Points Ship Durability: 263

263 Hull Armour: 225

225 Gas Bags x3: 35 for each bag

35 for each bag Main Engine: 38

38 Turning Engines x2: 32

32 Gas Generator: 30

30 Helm: 26 Utility Armour Class: 10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

10 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard)

Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard) Fuel Capacity: 55 Base Value: 51,240gp Equipment Your Mobula will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a small canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 3 Magazines of bullet ammunition and 4 magazines of special ammunition or (b) 3 magazines of artillery and 3 magazines of cannonballs

55 units of fuel

1 lift battery Special Class Ability Reach for the Sky: When targeting an opponent above you, treat your weapon arc as one level more flexible on a vertical axis, your lateral axis weapon arc is unchanged. The maximum arc vertically remains at a Wide arc. ( wide arc weapons don’t become “wider”.) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port/Starboard Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Verticle Weapon Arc Think of your weapon arc as a cone, if we take the medium arc as an example we can see that after roughly 150m away you can hit a target 50 meters to your left or right, this also means you can hit that target 50 meters above or below you at the same distance away; roughly 150m. 15

Pyramidion Class Airship Pyramidion Class airships were designed by the Draconians, the 'Pyra' is known as the Sword of the sky among airship crews, the impressive armored beak encasing its balloon is what gives the Pyra its distinct silhouette. Built originally for militart service flight formations, made specificly to break through airship blockades, the starboard side is left free of weapon hardpoints. Likely the most dangerious thing about the Pyra is that it has two forward facing weapon hardpoints, equipped with weapons built to break armour lets the Pyra go in for a rammming attack with its armored beak, often breaking ships apart or pinning them against cliff faces. If you like to "Use your Head" in combat, the Pyra is the choice for you. Class Features By Flying a Pyramidion you have these tools at your disposal. Hit Points Ship Durability: 263

263 Hull Armour: 244

244 Gas Bags x3: 32 for each bag

32 for each bag Main Engine: 40

40 Turning Engines x2: 32

32 Gas Generator: 26

26 Helm: 26 Utility Armour Class: 12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles)

12 + The Pilot's Wisdom or Dexterity modifier (If the Pilot is proficient with Air Vehicles) Speed: 2

2 Hardpoints: Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard)

Light (Forward) 1, Light (Forward) 2, Light (Forward) 3, Light (Port), Light (Starboard) Fuel Capacity: 65 Base Value: 53,235gp Equipment Your Pyramidion will start with the following equipment. (a) two light weapons or (b) one light weapon and one set of advanced repair tools

(a) two sets of basic repair tools and two extinguishers or (b) a medium canister of kerosene, a hydrogen tank, and a container of chemical spray

(a) 5 Magazines of bullet ammunition and 4 magazines of cannonballs or (b) 4 magazines of artillery and 4 magazines of special ammunition

65 units of fuel

1 lift battery Special Class Ability Spear Head: When initiating a Ramming attack you may treat each hex of movement into the ram as two hexes when calculating damage. When you roll your Ram save (Dex or Wis) you take only half damage on a failed save, and zero damage on a successful save. (remember, if you crit on an attack, you double all dice, this still applies to ramming) Component Location Attack Destination Component 1 Gas Bag 1 2 Gas Bag 2 3 Gas Bag 3 4 Forward Hardpoints 5 Port Hardpoints 6 Port/Starboard Turning Engines 7 Main Engine 8 Gas Generator 9 Helm 10 Hull Armour 11 Hull Armour 12 Hull Armour Setting up Maneuvers Remember you dont need to use all of your movement before the shooting phase of combat. If your opponent uses up their movement before the shooting phase and you have movement left over, you could weaken them before going for a ram attack. 16

Airship Components & Functionality Funtional, Broken, and Destroyed Components Functional When a component is above half health, it is functional and works normally. Broken When a component drops below half health it receives the Broken condition, rendering the component non-functional however it can still be repaired. Destroyed The Destroyed condition is when the component drops to 0hp, when this happens the component cannot be repaired during combat. Outside of combat, if parts are available, you may take a period of time (determined by your DM) to repair the destroyed component. If you do not have the spare parts available you must have the component serviced at a repair dock (generally found in skyports) the cost of these repairs is determined by your DM Optional Rule: Repair Beyond Destruction Sometimes we act better than we ever could have when faced with a stressful situation. Getting the job done when it really counted. If you are proficient with repair tools and you roll a natural 20 (or modified 30+) to repair a component that is not hull armour or gas bags but is at 0hp (destroyed). You may repair it for 1D4 health (no prof mod, no int bonus) Components of an Airship Each of these components come together to make an Airship function at its best. Like an ecosystem, if one part gets damaged it is likely that it may lead to more issues down the line, keep everything in working order as long as you can so you can make it safe to port. Durability Durability is the total airship health, representing the foundational structure of the Airship itself. It can't be repaired on the move, it can an only be restored at a repair dock/in Port. Durability damage is only taken when hull armor has been rendered non-functional. If Durability drops to 0hp then the ship is destroyed. Once the ship is destroyed it begins to fall apart, the crew has ~2 rounds to do what they can to escape or become trapped within the debris as they plummet to the ground, this can be cut short if the ship hits the ground before the 2 rounds have completed. The total amount of time for the destruction is ultimately up to your DM so get creative with it. Hull Armour Hull Armour is what protects the Durability of the airship. If Hull Armor recieves the Broken condition the Airship will begin to take Durability damage the next time the Hull Armour is targeted by an attack. Gas Generator Gas Generators use devices called Lift Batteries (as seen in the equipment section of chapter 3), they require a lift battery to function. The Gas Generator grants the ability to ascend/descend the Airship, if the gas generator recieves the Broken condition, no further height adjustments may be made until repaired. Gas Bags The Gas Bags/Balloon allows the Airship to stay in flight. As long as one out of the three Gas Bags remain functional the Airship may continue to float through the air normally. If all Gas Bags have the Broken condition, The Airship will descend 200m every round until Repaired or impact with the ground/eldritch horror. Helm The Helm allows the maneuverability of the Airship, if the helm recieves the Broken condition, no further adjustments may be made to change the ship’s current course until repaired. Engines The Engines allow lateral movement of the Airship, There are two types of engines; Main Engines and Turning Engines. Main Engines Provide most of the forward thrust, if they recieve the Broken condition , speed is reduced by half until repaired.

Provide most of the forward thrust, if they recieve the , speed is reduced by half until repaired. Turning Engines Provide most of the turning power, if they recieve the Broken condition , speed is reduced by one quarter for each engine. A Broken Turning Engine will also cause x2 movement cost while turning towards opposite direction of Broken Engine (Turning Starboard with a Broken Port Turning Engine costs 2 movement per hex rotation)

Provide most of the turning power, if they recieve the , speed is reduced by one quarter for each engine. A Broken Turning Engine will also cause x2 movement cost while turning towards opposite direction of Broken Engine (Turning Starboard with a Broken Port Turning Engine costs 2 movement per hex rotation) Fractions: If you have less than 1 hex of movement available due to damage to your engines you must use enough move actions to equal one hex of movement, If you are unable to do so then the ship is unable to move that turn. Weapons The Weapons are the devices made to damage and disable opposing airships and foes. There are two types of Airship Weaponry; Light, and Heavy. If they recieve the Broken condition the guns retain their current reload state, however they cannot be fired or be reloaded until repaired. 17

Airship Weaponry A devestating explosion, splintering of wood, shattering of metal, bullets cutting thrrough the sky with unholy screams of destruction. these are the tools of war. Airship weaponry is specially designed to take down other sky craft while not tearing the vessle its bolted down to apart. Each device in this arsenal delivers destruction in their own special way. Your ship has a limited number of hardpoints that are specificly designed to carry certan types of weapons, so choose wisely. Ammunition These are used for specific weapons, the capacity of the magaziene is determined by the weapon it is loaded into. Bullets: smaller caliber full metal jacket ammunition, generally used in light weaponry. Value: 8gp per magazine Cannonballs: classic, big metal ball leave big mark, me happy, enemy dead. Value: 10gp per Mag Missiles: rocket propelled ammunition thanks to heavier payload. Value: 12gp per Mag Artillery: Heavier, armor piercing rounds, found on long range weaponry. Value: 12gp per Mag Scatter: Buck shot, small pieces of metal packed in front of some gunpowder. Value: 5gp per Mag Special: includes mines, flame thrower canisters, lightning cells, among other non conventional types of ammunition. Value: 15gp per Mag Using Airship Weaponry If you are proficient with Airship weaponry then you may add your proficieny to your attack roll. If you are using Heavy Airship Weaponry without Airship Weaponry proficiency, all attacks made with that weapon are made at disadvantage. During the shooting phase of combat you may use your attack action to fire the weapon. When the weapon's capacity is 0 you must use the attack action to reload the weapon. Reloading uses up 1 magazine of the required ammunition. Each weapon has its own health pool, if the gun drops to half its max health it is broken and cant continue to fire or be reloaded, its current state of reload or shots used remains the same. If the gun drops to 0hp it is Destroyed; the ammunition is lost and can not be repaired untill you dock and buy supplies to repair it (value is determined by your DM) Weapon Arcs Each Weapon is anchored to the ship at the Hardpoint, some weapons have a stronger kick, while others are more stable. To stop them from ripping the ship they're attached to apart they have varrying levels of flexibility. Line arc, Medium Arc, and Wide arc. Line Arc: a 20° cone originating from the weapon flank, these weapons trade their wide arc for powerfully long ranges.

a 20° cone originating from the weapon flank, these weapons trade their wide arc for powerfully long ranges. Medium Arc: a 50° cone originating from the weapon flank, these weapons are often 'jack of all trade' type weapons, often for mid range and highly versitile. 22

Wide Arc: a 90° cone originating from the weapon flank, these are used for close range weaponry, and oftern specilaized. Light Hardpoint Weapons Light weapons can be mounted on Light Hardpoints on Airships. they stand ~4-5' tall and long, you can stand next to the weapon and pivot around its anchor to the ship, this gives you the weapon arc, some weapons require a more sturdy base so their arc may be tighter than others. Aten Lens Array Multiple focusing lenses decorate the barrel of this odd piece of machienery. As the trigger is heald, more lenses fold in, and like a magnifying glass to an ant; the beam becomes unbelieveably hot, cutting through even thick Armour plating. Ammunition Type: Special

Special Hp: 22

22 Range: 400m/700m

400m/700m Capacity: 3

3 Reload: 2

2 Arc: Wide*

Wide* Damage: 2D6 + Dex, Fire Danage

2D6 + Dex, Fire Danage Special:Laser Focused: If you continue to fire multiple rounds in a row, the Lens Array becoms stronger, every round you attack with the Array consecutively, the arc tightens up, going from wide to medium arc, then medium to line arc. every time this happens the Lens Array deals an extra 2D6 fire damage. If the weapon is abandoned during this charge up time the build up is lost.

If you continue to fire multiple rounds in a row, the Lens Array becoms stronger, every round you attack with the Array consecutively, the arc tightens up, going from wide to medium arc, then medium to line arc. every time this happens the Lens Array deals an extra fire damage. If the weapon is abandoned during this charge up time the build up is lost. Value: 620gp Beacon Flare Gun This small mounted flare gun is used often to hail other ships for assistance. sometimes for more nefarious purposes, like firing it into a cloud to see if any foes lie in the white folds of vapor. This weapon favors the creative. Ammunition Type: Special

Special Hp: 15

15 Range: 550m/650m

550m/650m Capacity: 1

1 Reload: 1

1 Arc: Wide

Wide Damage: 1D4 + Dex, Fire Damage

1D4 + Dex, Fire Damage Special:Beacon: when the Beacon is fired, blazing light erupts from the shot. everything within a 100m radius (around the hex it occupys) of the beacon is treated as being in bright light, 50m further as dim light. If you are within the same hex as the beacon you must pass a DC15 Con. Save or be Blinded for 1D4 rounds. If you have darkvision the con. Save is made at disadvantage. the beacon will hang in the air for 1D4-1 rounds after being fired.

when the Beacon is fired, blazing light erupts from the shot. everything within a 100m radius (around the hex it occupys) of the beacon is treated as being in bright light, 50m further as dim light. If you are within the same hex as the beacon you must pass a DC15 Con. Save or be Blinded for 1D4 rounds. If you have darkvision the con. Save is made at disadvantage. the beacon will hang in the air for 1D4-1 rounds after being fired. Value: 300gp Carronade Sometimes called "The Barking Dog" the carronade has a good bite to go with the bark, known for shredding many an unfortunate crew's Balloons. This gun will happily take chuncks out of other ships without much remorse. It's definitely a Good Boy. Ammunition Type: Scatter

Scatter Hp: 20

20 Range: 500m/800m

500m/800m Capacity: 2

2 Reload: 2

2 Arc: Wide

Wide Damage: 5D4 + Dex. Piercing Damage

5D4 + Dex. Piercing Damage Special: Buck Shot: Deals ½ Damage to adjacent components

Deals ½ Damage to adjacent components Value: 500gp Dragon Tongue Flamethrower Inspired by the great Red Dragons, the Dragontongue specializes in a clensing Inferno. Etched in aingent Dragon text down the main barrel is the words "Yol Toor Shul" Ammunition Type: Special

Special Hp: 20

20 Range: 100m/150m

100m/150m Capacity: 3

3 Reload: 1

1 Arc: Wide

Wide Damage: 4D4 + Dex, Fire Damage

4D4 + Dex, Fire Damage Special:Yol Toor Shul: When you deal damage to a ship, the component you hit and the adjacent components have a chance of lighting on fire, the DC is the attack roll to hit, and the pilot must make a Wisdom Save or the components will catch on fire dealing 2D4+2 Fire Damage at the start of the Round. You have advantage when targeting components already on fire.

When you deal damage to a ship, the component you hit and the adjacent components have a chance of lighting on fire, the DC is the attack roll to hit, and the pilot must make a Wisdom Save or the components will catch on fire dealing 2D4+2 Fire Damage at the start of the Round. You have advantage when targeting components already on fire. Value: 550gp 23

Februus Weaponised Coil Designed by Goblins, the Februss Weaponised Coil harnesses the power of lightning, one dares not think about how many goblins were lost in the testing phase of development. As janky as the design is, the results are truly shocking. Ammunition Type: Special

Special Hp: 25

25 Range: 250m/500m

250m/500m Capacity: 3

3 Reload: 1

1 Arc: Medium

Medium Damage: 2D4 + Dex, Lightning Damage

2D4 + Dex, Lightning Damage Special: Instead of firing the coil, you may choose to spend that shot as charging. Each charge adds 1D8 damage and will arc to one additional random component. If the full magazine is used to charge, it must fire at the end of that firing phase. If the coil is broken while charging the ammunition is consumed and will need to be reloaded before firing again.

Instead of firing the coil, you may choose to spend that shot as charging. Each charge adds damage and will arc to one additional random component. If the full magazine is used to charge, it must fire at the end of that firing phase. If the coil is while charging the ammunition is consumed and will need to be reloaded before firing again. Value: 600gp Gatling Gun The Ol' Reliable, the gatling cannon cal lay out sustained fire for long periods without damaging itself thanks to its 6 barrels, with a chance to cool down before firing again makes this one of the most universally useful weapons of combat designed to this day. Ammunition Type: Bullets

Bullets Hp: 20

20 Range: 700m/1000m

700m/1000m Capacity: 3

3 Reload: 1

1 Arc: Medium

Medium Damage: 3D6 + Dex, Piercing Damage

3D6 + Dex, Piercing Damage Special: Armour Shredding: When damaging hull armour, add 1D4 damage to hit. However, dealing damage to gas bags deals -1D4 damage (minimum of 0).

When damaging hull armour, add 1D4 damage to hit. However, dealing damage to gas bags deals -1D4 damage (minimum of 0). Value: 400gp Hades Cannon With a trained gunner, this is one of the most devistating weapons to come up aginst. hearing the distinct ignition of the cannonball is a sirens call of distruction for all in its wake. You are in for one hell of a ride. Ammunition Type: Cannonball

Cannonball Hp: 25

25 Range: 900m/1400m

900m/1400m Capacity: 5

5 Reload: 2

2 Arc: Medium

Medium Damage: 1D8 +Dex. Bludgeoning Damage

1D8 +Dex. Bludgeoning Damage Special: Ignition Rounds: If target is further than 200m away the cannonball from the Hades will ignite, adding 1D8 fire damage to impact. On a failed DC15 Dex or Wis save from the pilot of the affected ship, the target takes 1D4 fire damage for 1D4 rounds or until extinguished. This effect stacks.

If target is further than away the cannonball from the Hades will ignite, adding fire damage to impact. On a failed from the pilot of the affected ship, the target takes fire damage for or until extinguished. This effect stacks. Value: 800gp Harpoon Launcher At first this was used for Hunting Aboleth, Dragon Turtles, and the mighty Kraken, these days the harpoon is used for sky fishing. The Harpoon is also popular among pirates that prefer boarding enemy vessles. Ammunition Type: Special

Special Hp: 15

15 Range: 100m/300m

100m/300m Capacity: 1

1 Reload: 1

1 Arc: Wide

Wide Damage: 1D6 + Dex, Piercing Damage

1D6 + Dex, Piercing Damage Special:Grapple & Reel: after making a successful hit, you may use an attack action to attempt to reel in the targeted creature/object, a creature can make a strength saving throw to attempt to dislodge itself from the harpoon, an object normally can't resist, however if the object is a ship, the pilot may make a wisdom save to dislodge the harpoon. The DC is determined by the 'to hit' roll. On a successful save: the harpoon is pulled out of the creature/object and cannot be reeled in. On a failed save: the creature is reeled in 50 meters towards the harpoon gun. The harpoon gun may also be used as a zipline, if the ship is at a higher altitude than its target a player may ride down the zipline traveling at 50m a round until reaching their destination (making an acrobatics check to stick the landing, DC determined by the DM)

after making a successful hit, you may use an attack action to attempt to reel in the targeted creature/object, a creature can make a strength saving throw to attempt to dislodge itself from the harpoon, an object normally can't resist, however if the object is a ship, the pilot may make a wisdom save to dislodge the harpoon. The DC is determined by the 'to hit' roll. On a successful save: the harpoon is pulled out of the creature/object and cannot be reeled in. On a failed save: the creature is reeled in 50 meters towards the harpoon gun. The harpoon gun may also be used as a zipline, if the ship is at a higher altitude than its target a player may ride down the zipline traveling at 50m a round until reaching their destination (making an acrobatics check to stick the landing, DC determined by the DM) Value: 500gp Mercury Light Field Gun You will hear the shot about 3 seconds after it hits you. The Mercury Light Field Gun is really good at dealing with long distance relationships, if ending them is your description of dealing with them. Her single target damage is unparraleled, she is heavy enough to almost be a candidate for the Heavy weapon class of artillery. If you care about your message going places, the Mercury is your tool for the job. Ammunition Type: Artillery

Artillery Hp: 15

15 Range: 2000m/2800m

2000m/2800m Capacity: 2

2 Reload: 3

3 Arc: Line

Line Damage: 2D10 +Dex, Piercing Damage

2D10 +Dex, Piercing Damage Special: Component Disable: When damaging guns/engines add D6 damage to the hit (2D10 + D6 +Dex)

When damaging guns/engines add D6 damage to the hit (2D10 + D6 +Dex) Value: 650gp 24

Phobos Mine Launcher Refurbished depth charges equipped with a deployable balloon make up the ammunition of the Phobos. These mines make for a good defence, simply wait for the sound. Alternatively they are a great tool for setting traps, even the slightest puncture in one of these mines once its deployed will set it off. Handle with care. Ammunition Type: Special

Special Hp: 25

25 Range: 150m/300m

150m/300m Capacity: 1

1 Reload: 2

2 Arc: Wide

Wide Damage: 4D10+10 Force Damage

4D10+10 Force Damage Special: rather than targeting ships, the mine launcher will target a point in space, the "on target" DC will be determined by the DM, every 5 below the "on target" DC the mine will land 50 meters away from intended deploy space. The mine has an AC of 15 and a HP of 1. The mine can be pushed by the wind as well as other forces; however if the mine's Hp drops to 0 the mine will detonate in a 50m radius around the mine; dealing 4D10 Bludgeoning Damage +10 Force Damage on a failed Dexterity save, and half as much on a successful save (DC is the attack roll to deploy mine).

rather than targeting ships, the mine launcher will target a point in space, the "on target" DC will be determined by the DM, every 5 below the "on target" DC the mine will land 50 meters away from intended deploy space. The mine has an AC of 15 and a HP of 1. The mine can be pushed by the wind as well as other forces; however if the mine's Hp drops to 0 the mine will detonate in a 50m radius around the mine; dealing 4D10 Bludgeoning Damage +10 Force Damage on a failed Dexterity save, and half as much on a successful save (DC is the attack roll to deploy mine). Value: 750gp Scylla Double-barreled Mortar Two Drums of Destruction. The Scylla fires rapidly and hard, punching further and further into your opponent. The hollow thump of every shot will be music to your ears as you see more and more holes appear in the hull of your foes. The world is chaos and you are it's humble guide. Ammunition Type: Cannonballs

Cannonballs Hp: 25

25 Range: 250m/400m

250m/400m Capacity: 6

6 Reload: 2

2 Arc: Medium

Medium Damage: 1D8 + Dex, Bludgeoning Damage

1D8 + Dex, Bludgeoning Damage Special:Hull Hammer: You may fire one additional shot during the attack phase. When dealing damage to hull armor, deal 1D4-2 (minimum of 0) damage to the durability of the ship, each consecutive hit deals +1 damage to durability until the start of the next shooting phase. (example. 1D4-2 on first hit, 1D4-1 on second hit, 1D4+0 on third, and so on)

You may fire one additional shot during the attack phase. When dealing damage to hull armor, deal 1D4-2 (minimum of 0) damage to the durability of the ship, each consecutive hit deals +1 damage to durability until the start of the next shooting phase. (example. 1D4-2 on first hit, 1D4-1 on second hit, 1D4+0 on third, and so on) Value: 650gp Heavy Hardpoint Weapons Heavy weapons can be mounted on Heavy Hardpoints on Airships. they stand ~6-10' tall and long, heavy weapons have a place to sit, using the controlls you can pivot around its anchor to the ship, this gives you the weapon arc, some weapons require a more sturdy base so their arc may be tighter than others. Heavy Flak Artillery Cannon The Heavy Flak is a hravily armoured Artillery cannon designed to deliver pinpoint destruction over long ranges, her armour piercing rounds break through even the toughest of plating. Ammunition Type: Artillery

Artillery Hp: 30

30 Range: 1800m/3000m

1800m/3000m Capacity: 2

2 Reload: 3

3 Arc: Line

Line Damage: 2D12 + Dex. Siege Damage

2D12 + Dex. Siege Damage Special:Armour Piercing: -1 AC to the Targeted Ship/Creature

-1 AC to the Targeted Ship/Creature Value: 1200gp Nemesis Heavy Carronade Inspired by the cannons of the great sailing ships, the Nemesis takes it to a whole new level, bigger kick, bigger payload. These cannonballs break into ships and sometimes go completely through them! it is a sight to see a Nemesis blast a hole clean through a ship. Ammunition Type: Cannonballs

Cannonballs Hp: 35

35 Range: 750m/1200m

750m/1200m Capacity: 2

2 Reload: 4

4 Arc: Medium

Medium Damage: 3D10+Dex. Siege Damage

3D10+Dex. Siege Damage Special: Armour Bypass: When targeting the Armour, deal ½ the damage to Armour and the remaining damage goes to Durability (regardless of Armour condition)

When targeting the Armour, deal ½ the damage to Armour and the remaining damage goes to Durability (regardless of Armour condition) Value: 1350gp Wyvern Heavy Missile Barrage A goblin engineer asked their dragonborn friend, "what if there were more missiles?" The Dragonborn's answer? Enter the Wyvern Heavy Missile Barrage. In a single volley the Wyvern will blast 30 or so rockets out of its metal Dragon skulls decorating each of the missile pods. line up your shot, wave away all the smoke, and your porblems are suddenly gone! Ammunition Type: Missiles

Missiles Hp: 40

40 Range: 500m/1000m

500m/1000m Capacity: 1

1 Reload: 3

3 Arc: Medium

Medium Damage: 8D6+Dex Siege Damage

8D6+Dex Siege Damage Special:Gout of Missiles: If you don't "call your shot" you may deal damage to d4 more components, spreading the damage die equally across affected components (dex bonus goes to initial component damaged)

If you don't "call your shot" you may deal damage to d4 more components, spreading the damage die equally across affected components (dex bonus goes to initial component damaged) Value: 1500gp 25

Airship Component Upgrades Upgrading your Airship As you venture into the skies above you may want to specialize some components on your skycraft. Here you will find a list of upgrades you can apply to your ship, there are two main catagories of Upgrades; Ship Upgrades and Component Upgrades. They all have a unique role to play but you are limited to what you can apply to your ship so chose wisely. Using these upgrades can help you build up your dream sky craft, even though you may not have the gold available to purchase these upgrades, you can work with you DM to possibly adventure for the component parts. Take up a quest where an upgrade for your ship is the reward. There are many possibilities you can take to work towards bettering your flying home. It is Possible to have an entire Campaign centered around building up your ship to as strong as it can be. So take to the skys! thers no telling where the wind will take you. Ship Upgrades Ship upgrades are applied to the ship itself, these don't effect specific components, rather they effect or add a function to the ship or something that applies to multiple components at once. You may only have two ship upgrades installed at a time, think of this like Attunement. You may have an upgrade uninstalled to make room for a new upgrade, so you arent setting anything in stone when you apply an upgrade to your ship, remember once an upgrade is uninstalled you do not gain the benefits of that upgrade any longer. Hardpoint Armour Armour plating is applied to all of your hardpoints, protecting them from more damage to the vital components that let the weapon function. +5hp to all installed weapons Value: 110gp per light weapon, 200gp per heavy weapon Staisis Bed This “bed” stands vertically like a doorway, on the side of the doorway hangs a small device with 3 buttons on it. Upon activation of the top button, any creature that is in the doorway is petrified instantly. When the second button is pressed; the large block that contains the creature, can float 3 feet off the ground and 10 feet behind a creature holding the device . The third button will send the block floating back to its doorway. The petrification only holds for 7 days before wearing off and dissolving off the creature completely, The petrification can be ended early by pressing the first button again. Value: 1,050gp Sky Anchor A large Immovable rod is installed on the ship and can be activated from the Helm using an action, upon activation the ship is locked in place, activating again releases the immovable rod and the ship can move normally again. Value: 450gp Refractive Panneling A ship with this upgrade is much harder to spot from a distance, when determining where a shot lands on the ship, have the attacking player roll 2D12’s instead of 1D12, the defending ship decides which number to use. Deal damage normally. Value: 850gp Fire Supression System The system has 2 charges that can be used to extinguish all fires on the ship at once, this ability recharges at dawn. Value: 1,000gp Invisibility Core As an action anyone can activate the Invisibility Core to cast Invisibility on the ship with a duration of 1 minute. It takes a DC20 Perception check to see the ship’s location. Attacks made against the ship are at disadvantage. This effect ends upon making an attack. The invisibility Core recharges after 1 hour of exposure to bright moonlight. Value: 5,000gp Greater Invisibility Core As an action anyone can activate the Invisibility Core to cast Greater Invisibility on the ship with a duration of 1 minute. It takes a DC25 Perception check to see the ship’s location. Attacks made against the ship are at disadvantage. The Greater Invisibility core does not conceal projectiles or smoke plumes from weapons. The invisibility Core recharges after 2 hours of exposure to bright moonlight. Value: 9,001gp Friendly Floorboards These floorboards are friendly to few, to activate them you must call out the command word or phrase. When activated all flooring becomes difficult terrain for all unwelcome creatures to the speaker of the command word. The effect lasts for 1 hour after activation. This ability can be used once before needing to recharge, which happens every dawn. Floorboards sprout spikes/caltrops/ensnaring vines under the feet of non-attuned creatures Value: 1,200gp 26

Arcane Disguise System Using artificer created projection paneling and an illusion core this upgrade can project a passable image of another ship model and/or separate paint job for mid-to-long range disguise purposes. At close range the illusion can start to be seen through as crew movements and original ship shape can start to bleed through the illusion (depending on how complex the illusion that has been created is). Lasts for 3 hours or can be deactivated early. 1 charge, recharges at Dawn's first light. Value: 3,300gp Component Upgrades Component upgrades are applied to specific parts of the ship. Their roles are therefroe more specialized than ship upgrades. You may only have a maximum of one component upgrade per component, some of these upgrades are required to be installed to multiple components; for example the engines; some upgrades are required to be installed on both turning engines, if this is the case you can still upgrade the main engine. When they are applied to weapons, then you may apply one upgrade to each weapon seperately. Reinforced Gas Bag Hide Upgrades The Gas Bags +10 hp to gas bag system Value: 215gp per gasbag Alchemical Gas Bag Coating Upgrades The Gas Bags Gas bags gain resistance to one type of elemental damage (fire, lightning, acid, etc.) Value: 480gp per gas bag Redundant Component parts Upgrades The Helm or Gas Generator "Nobody ever complained about a component being over engineered, they do complain when it is under engineered however!" - Eng. Giddings. If the component is reduced to less than half hp, the component automatically heals to half its base hp +1. The component must be repaired back to full hp before this ability can be used again. Value: 670gp Lucky "Phoenix Claw" Charm Upgrades The Helm "I swear it makes this baby turn on a dime! and No! It is Not a chicken's foot! It's a Phoenix Claw!!" -Cpt. Urdothor. This curious good luck charm that is definitly a Pheonix claw and is sworn by pilots across the land that it definitly helps their ship turn faster. It's rather macabre to put it honestly. The claw is hung on the Helm, when you rub the claw it expends one of its five charges, for the next 6-10 seconds (or one round of combat), turning ability is doubled. This is an unstable item however, when you use this ability you deal 1D4+1 necrotic damage to your turning engines. The claw regains 1D4+1 charges at midnight. Value: 666gp Unbreakable Engines Upgrades The Main and/or Turning Engines Engines with this upgrade do not receive the Broken condition until at one quarter of their maximum health rather than at half of their maximum health. Value: 350gp per engine. Injection Fuel Engines Upgrades The Main and Tunring Engines Must be applied to all Engines. Ship speed increased by 1 Value: 750gp Improved Manuvering Thrusters Upgrades The Turning Engines Must be applied to all Turning Engines. With this upgrade you can rotate ship 1 additional time using only 1 move. Value: 500gp Arcane Armour Plating (+1,+2,+3) Upgrades the Hull Armour +1, +2, or +3 to AC, choose two damage resistances that the armour system is now resistant to against non-magical attacks. +3 Arcane armour gains a third damage resistance. Value: 1,500gp for +1, 4,000gp for +2, 10,000gp for +3 27