Airships [PEACH]

Post/Author/DateTimePost
#1

tgncomics

Aug 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 ballonsIMAGE(http://www.freewebs.com/dmtisor/ships2.JPG)
#2

thazerdedelmarcus

Aug 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?

(oh, and i purposely left out costs because i don't know how much money I'll be throwing at players for quests and such. i don't want to make them too hard/easy to buy)

Cargo Airship
Gargantuan vehicle
HP 400 Space 4 squares by 8 squares
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.
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
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
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
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 ship
Large vehicle
HP 300 Space 4 squares by 7 squares
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.
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
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
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
Dwarvern ore plating – adds 6 to AC
Enhanced sail balloon or wings – +1 to speed

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.

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 two (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 picture
the dotted lines are for sails and ballonsIMAGE(http://www.freewebs.com/dmtisor/ships2.JPG)
#3

tgncomics

Aug 27, 2008 7:16:08
I would reduce the speed if the airships when they get the armor upgrades.
Overall I like it and I might copy and paste it.
You might want to post prices for them so that we can see what ball park you are thinking for so we can see if yu are thinking too high or too low.
I would think that they would be quite valuable
I think it is a good idea that you limit the number of upgrades.
For the row boat, I would list how many people can be in it with the pilot so we know how much stuff we can cram into it.

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.
#4

stoneheart

Aug 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?
#5

thazerdedelmarcus

Aug 27, 2008 9:56:39
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.

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?
#6

tgncomics

Aug 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.

also is there a limit on how many cannons can be installed on each ship?

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