Airship Combat Rules
In Airship combat, players share the same initiative as the vehicle they are stationed on.
Each player have 3 Actions they can use to make maneuvers and interact with the airship. Players can use 1 Action to movement to travel from one location to another on the ship.
Example: Shinndah using 1 action to travel from the pilot seat to a gunner's location.
Ship Actions are identified as Actions found in the HeavenChaser character sheet. Example: Booster Engines.
1 Action required to fire the artillery
1 Action required to reload.
Gunners can take the time to aim and align their shot before firing, giving themselves advantage on their next attack roll. 1 Action is required.
By being connected to the airship, the helmsman can take control of an unused artillery. They can fire and reload, using the same actions as a gunner; 1 action to reload, 1 action to fire.
The Helmsman can provide more accurate targeting markers/trackers for the gunners. A gunner can gain advantage on their next attack roll. 1 Action required per gunner.
By providing additional assistance to the pilots, the helmsman can provide advantage on the pilot's next skill check for maneuver. 1 Action required.
The helmsman can push the airship to go beyond it's limits, doubling it's movement for one round. Gunner's have disadvantage on their next attack rolls. This feature cannot be combined with the Pilot's double movement speed. 2 Actions required.
If an artillery becomes jammed, the Helmsman can attempt to unjam it. 1 Action Required.
The Helmsman can command the crew to focus on specific actions. 2 Action required.
The crew will focus on repairing the ship. Any malfunctions, jams & mishaps can be resolved. [Engineers required]
The crew can provide support to the gunners, by focusing on providing fast reload speeds. Gunners can ignore reload actions while firing.
The crew can focus their attention on internal and external damage, providing patchwork to the airship, providing temporary HP. The airship gains 5 HP per crew member.
Pilots
Pilots perform control the direction of the ship, and ship actions. 2 Pilots are needed to execute otherwise difficult maneuvers, otherwise skill checks will have a high DC. Pilots are responsible for lining up shots for the gunners and are capable of executing Ship Actions. Below are a few actions of the pilots.- The pilot is in charge of the movement of the ship. The ship can only move in one direction in a straight line. If attempting to turn, curve or perform an aerial maneuver, 1 action is required.
- The Airship cannot perform a 180 movement in the same space. You must travel at least 2 spaces before flying in the opposite direction. This would be a Hard difficulty maneuver. 1 Action Required.
- By moving at half their movement speed, Pilots can use an action to give advantage to the gunners attack rolls. 1 Action Required.
- Pilots can double the speed of the airship for the round. This action gives Gunners disadvantage on attack rolls. 1 Action is required.
- If an artillery becomes jammed, or a feature of the airship malfunctions, the Pilot can attempt to fix the malfunction and/or jam. This will require the pilot to physically move to the location of the jam/malfunction in order to resolve it. The ship becomes stationary during this time. 2 Actions required.
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