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| #1tgncomicsAug 26, 2008 19:42:50 | o.k. i've been working on make airships for my campaign: they are all based off the one wotc posted from the adventures vault, PEACH them please? Cargo Airship Gargantuan vehicle HP 400 Space 4 squares by 8 squares price 92000g AC 6; Fortitude 20, Reflex 2 Speed 0, fly 12 (hover), overland flight 15 Pilot The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin. Crew In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control. Load Thirty Medium creatures; twenty tons of cargo. can hold 4 cannons Out of Control An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed. Decks The airship’s cabin has four decks: an exterior observation platform, the topmost crew deck, and two lower cargo holds. Fragile Propulsion For every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship is unable to travel and floats out of control. Fighter Airship Medium vehicle HP 150 Space 2 squares by 5 squares price 15000 AC 12; Fortitude 15, Reflex 12 Speed 1, fly 13, overland flight 17 Pilot The pilot must stand at a control wheel; he takes a standard action to control the ship and shares a move action with it as well Crew In addition to the pilot, the fighter requires one crew member to operate, switching between crew members is a minor action for either of them Load 5 medium creatures or 700lbs of load and one cannon Balloonless fall For every 30 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship falls at a speed of 10 per round Special Aerial dodge: when missed by a cannon attack the airship can shift one square Passenger ship Gargantuan vehicle HP 400 Space 4 squares by 4 squares price 85000 AC 4; Fortitude 20, Reflex 2 Speed 0, fly 10 (hover), overland flight 12 Pilot The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin. Crew In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control. Load Forty Medium creatures Out of Control An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed. Decks The airship’s cabin has four decks: an exterior observation platform, the topmost crew and control deck, and two decks for passengers. Fragile Propulsion For every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship is unable to travel and floats out of control. Pirate standard Large vehicle HP 300 Space 4 squares by 7 squares price 75000 AC 16; Fortitude 16, Reflex 12 Speed 0, fly 13, overland flight 16 Pilot The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin. Crew In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control. Load 15+ Medium creatures; ten tons of cargo. hold 8 cannons Decks The airship’s cabin has three decks: the topmost crew deck, a middle deck for cannons and storage, and a lower sleeping hold. Balloonless fall For every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship falls at a speed of 10 per round Row Boat small vehicle HP 50 Space 2 squares by 3 squares price 7000 AC 4; Fortitude10, Reflex 13 Speed 0, fly 6 (hover), overland flight 9 Pilot The pilot must stand at a control wheel Crew No crew other then the pilot is needed Load 5 medium creatures (including pilot) Special Aerial dodge: when missed by a cannon attack the airship can shift one square Ship Additions: (armor upgrades don't stack) Steel plating – adds two to AC Tempered steel plating – adds 4 to AC and -1 to speed Dwarvern ore plating – adds 6 to AC and -2 to speed Mithril plating - Adds 4 to AC with no speed reduction Enhanced sail, balloon or, wings – +1 to speed Masterweave sail, ballon, or wings - +2 to speed Moogle Grade engine - +1 to speed (can stack with sail upgrades) Hull upgrade - +50 max hp Special: a ship cannot be healed by upgrading its hull, this increases max hp and every ship can only take so many upgrades to it. Rowboats can have 1, pirate standards get 2, fighters get 1, cargo and passengers can have two. Moogle repairmen - as an encounter ability Moogle repairmen on board will perform a quick fix repairing 100HP of damage before poofing away until an all clear is sounded Each cannon can only be upgraded with one kind of special shot. Explosive shot – cannons get +2 on damage and attack rolls against ships Grape shot – cannons get +2 on damage and attack rolls against living targets Chain shot – critical hits from cannons with this special automatically reduce a ships speed by 1 (only for critical hits on ships). Cannons: Cannons are considered military ranged and have a proficiency of +2 Regular – Range 15/30 damage 1d12 load standard Quick – Range 10/20 damage 1d8 load minor Long – Range 20/40 damage 1d10 load standard Powerful – Range 15/30 damage 2d8 load standard Masterwork cannon – a masterwork cannon gains the “High Crit” property Crappy drawn pictures the dotted lines are for sails and ballons |
| #2thazerdedelmarcusAug 26, 2008 21:20:39 | o.k. i've been working on make airships for my campaign: they are all based off the one wotc posted from the adventures vault, PEACH them please? |
| #3tgncomicsAug 27, 2008 7:16:08 | I would reduce the speed if the airships when they get the armor upgrades. ohh, that armor idea is good... edited that in. yea i didn't think it would be logical to put armor plating ON armor plating and still thinking it would float. ![]() actually *points up* look under load for how many can fit into any ship. and honestly pricing is what I'm horrible at, and i don't know how much value money will have in the campaign. i don't want to set the price on them and then realize i made it too easy or too hard for the players to get them. |
| #4stoneheartAug 27, 2008 9:51:13 | I'd look into pricing them by level. Think of what level you'd like the players to get each version of the airship, find a Magic item of that level, then multiply that by however many players you have in the game. Should be a good way to get a base cost, no? |
| #5thazerdedelmarcusAug 27, 2008 9:56:39 | ohh, that armor idea is good... edited that in. I checked my copy of Eberron Explorer's Handbook and the basic airship to buy starts at 92000g and that is for an airship that holds up to 30 tons of cargo. I would price them around that for your cargo ship. For the fighter ships you could charge around 30000g. For the passenger ship I would charge around 85000g and the pirate ship around 75000g. Um the dinky rowboat about 10000g. also is there a limit on how many cannons can be installed on each ship? |
| #6tgncomicsAug 27, 2008 12:07:14 | I checked my copy of Eberron Explorer's Handbook and the basic airship to buy starts at 92000g and that is for an airship that holds up to 30 tons of cargo. I would price them around that for your cargo ship. For the fighter ships you could charge around 30000g. For the passenger ship I would charge around 85000g and the pirate ship around 75000g. Um the dinky rowboat about 10000g. o.k. i might as well since i can't think of anything better, edited in those prices (slight adjustments) and i added cannon limits in the load section. these are just the basic airships though, there will be fighters with two cannons and pirate ships with 16. can anyone think of anymore ship additions? EDIT: actually to perfectly answer your question there isn't a real set limit on cannons, just be sensible abut there placement |