Airship Combat in Avernay | World Anvil
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Airship Combat

Attacking an Airship

To attack a ship, Player makes an attack roll against the ship itself. If the attack does not hit and the player is using a cannon, they must roll a d100 to see if the cannon backfires. If the player has a proficiency in cannons, they get advantage on their d100 roll.  
  • 1-10: Cannon backfires, player must succeed on a DEX 15 to only take 1/4 damage, otherwise takes 1/2 damage of the ammunition.
  • 11-25: Cannon misfires and an action must be taken to reset it.
  • 30-100: The cannon simply misses or fizzles out before hitting its intended target.

Shields and Defenses

If the ship has a shield, it can use its reaction to put it up and take no damage. The shield will last for one more round before diminishing. It will then take another round to recharge before being deployed again.   The crystal core of Feywild airships maintains its health and stability. As the ship is damaged, it will try to conserve power and repair things using magical defenses. If the crystal core itself is overpowered or attacked directly, it will also damage the ship. Each round the crystal core is operable it heals for 3d20.  

Ship Weaponry

  Fireball Cannon: +4 to hit, range: 60ft, each hit deals 8d6 fire damage. Disadvantage on targets of medium or smaller size. Loading a cannon, aiming it, and firing is all cost a single action. As such, from start to finish, it takes 3 actions to fire a cannon.
Fireball Gun: fires 2 shots , +4 to hit, range: 50ft, each hit deals 4d6 fire damage. Disadvantage on targets of medium or smaller size. Cannons on a turret with 180 degree horizontal and vertical rotation. Cannot fire in the opposite direction of the side of the ship they are on. It takes one action to aim and one action to fire. The gun automatically reloads if it has enough ammunition. Fireball Guns have a storage capacity of 10 orbs. Reloading the Fireball Gun takes 2 actions.
Fireball Bomb Chambers: +4 to hit, each hit deals 15d6 fire damage. Target must be directly under the ship. DEX 16 save for 1/2 damage. The attack only takes one action, but bomb chambers take three rounds to reload. Storage capacity of 4 drops.

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