Airship Combat Rules:
Movement:
Anytime the ship needs to be moved, someone must man the helm.
The ship has 6 spaces of movement per turn.
Devil Engine Overdrive: Three times per day the Devil Engine in Shippy McShip Face can be overloaded,
allowing the ship to speed up. This can be used to dodge an attack (Guaranteed) or allow the ship to move up to
12 spaces.
Actions:
Players wishing to man the cannons or the ballista must use their action to fire the weapons. You roll using your
Airborne Vehicle Skill to attack.
Cannon Damage: 12d10+ Airborne Vehicle Skill (400ft range harder moving enemies) | Ballista Damage: 10d8+
Airborne Vehicle Skill (300ft range easier to hit moving enemies)
Reloading the weapons takes one action to perform.
Helping Actions:
Other players may use their action on their turn to Help other players. On your turn you must reserve your action
for a help action. The following help actions can be performed on the ship:
Help Action Weapons: If you use your help action to assist with the cannons or ballistas, you can assist in
reloading them. This allows the player manning the weapon to attack twice in one turn and gives the firing player
advantage on their attacks.
Help Action Movement: If you use the Help Action to assist in moving the rigging/balloons of the airship, the ship
can move two extra spaces. This compounds depending on the amount of people helping.
If more than three people are assisting with the movement, the Airship can perform an Evasive Maneuver
without using the Devil Engine. The Helmsperson rolls their Airborne Vehicle Skill with advantage to perform the
dodge.
Taking Damage:
The ship can take many small amounts of damage, however large attacks from missiles and monsters will
damage the integrity of the ship.
The ship can take 5 of these attacks.
When the ship gets attacked, the DM may ask the crew to roll to hang on to the ship, this is a DEX save of
varying difficulty.
When the ship has taken two of these attacks, fast maneuvers from the Help Movement Action no longer work.
When the ship has taken four of these attacks, weapons no longer work.
When the fifth attack lands the ship will begin to crash, survival depends on several factors that are up to DM
discretion.
The crew can Temporarily Repair the damage to bring maneuverability and weapons back to functionality, by
using their Airborne Vehicle Skill.
However, temporary repairs do not give the ship back their 5 hits it can take.
Force Field:
Three times per day, Shippy McShip Face can activate the Protective Shield built inside. Once this activates, the
ship becomes invulnerable for 1 turn, but cannot move while the shield is active.
Other Actions:
You can perform any other action or spell during Airship Combat, their effects and effectiveness will be up to
Dungeon Master discretion and may require skill rolls to perform.