Airship Battles [Archive] - Wizards Community

Post/Author/DateTimePost
tsathougga

11-08-07, 11:33 PM
I was going to incorporate a battle aboard an airship into my next session and I was wondering how people had run these encounters in their own games. What kind of defenses does an airship have? How many crew do they carry? What kind of unique environmental effects should I use for a fight on the deck? What about handling the ship and the bound elemental? I am sure the party will try to take it over and I need to know how it would work mechanics-wise.

Any suggestions would be appreciated.
Alex_

11-09-07, 02:11 AM
The Explorer's Handbook as some information on Airship battles. I'm a bit tired, but when I wake up, I'll edit this post to give a brief summary (in case you can't get access to the book).

Alrighty. That took longer than I expected, but here are some basics from the Explorer's Handbook.

1. They hold about a dozen or two dozen crew. In addition to cooking, cleaning, navigation, cargo handling, seeing to passengers, and other stuff.

2. Some carry weapons. The example ship has a ballista, which has been used against aggressive flying monsters.

3. Contact with the ring can deal damage, but you generally can't use the ring to make offensive ranged attacks. The ring can be suppressed to allow the vessel to get close to docks and other structures without damaging them.

4. The hull is designed as such that it can remain aloft even without the elemental, but is relatively immobile. The elemental provides the actual thrust. You can still bring down the ship by tearing enough chunks out of it, in which case, it starts to go down. There are magical rings that act like life preserver rings, which allow you to float safely down.

5. The elemental is subject to spells and abilities like turn/rebuke Elemental, Freedom, Planar Banishment, and Disjunction. Get creative with those.
elondir

11-09-07, 01:18 PM
You could also look into third party supplements (Airships), or update the Spelljammer AD&D ship-to-ship combat rules.

It depends on the airship. Figure on at least a ballista or two.
naturax

11-09-07, 01:23 PM
What about handling the ship and the bound elemental? I am sure the party will try to take it over and I need to know how it would work mechanics-wise.

Look up "wheel of wind and water" from your ECS: this is what Lyrandar uses to control bound elementals.
CannibalSmith

11-10-07, 05:35 PM
Airship crews are very small because of the lack of sails. Theoretically, the heir can pilot it all by himself.

Normally, airships have no offensive or defensive capabilities whatsoever. Although, you could try ramming things with the elemental ring if you're crazy enough. Anything that touches the ring gets 10d6 fire or bludgeoning damage depending on the kind of the elemental.

You can outfit them with all the weapons and armor just like a regular ship. Don't forget that it all counts against the ship's carrying capacity. Additionally, bombing as a tactic becomes available - you can drop stuff on enemies from great height.

Environmental effects could include severe wind conditions, cold, altitude sickness and fog (clouds). You could get struck by lightning if you drive into a storm cloud. Also, if the ship is being boarded the pilot could turn it upside down as a last ditch effort.
Edymnion

11-11-07, 01:25 PM
The Arms & Equipment Guide has stats for large sailing ships. Airships are literally not much more than a boat with an elemental ring around it, so the boat stats should work just fine for an airship.
Morgrum

11-11-07, 04:44 PM
Stormwrack has rules for ship to ship combat which you can use for handling airship combat, as airships are basically just ships that can also move up and down.

As for taking over control of the elemental, unless any of your PC's have the Mark of Storm I believe that would require either an opposed cha check (opposed by the cha of the elemental) or a casting of the dominate monster spell.

On pages 30-32 of the Explorer's Handbook you can find an example airship. Basically though an airship would have the same kind of armaments as a ship of the same size and a slightly smaller crew, as there are no sails that need adjusting.