Airships

Below are examples of Airships. Some are larger and more heavily armed and slower, others are very lightly armored, but fast.

Fully loaded with food and fuel you can stay in the air for 4 weeks.

Corsair:
The Corsair is a middle range ship with some armor, some weapons, and decent speed.

Weight: 50 tons
Beam: 20ft
Length: 70ft
Cargo: 3 tons

Crew levels: 0/1/2/3/4
Crew: 20
Skeleton Crew: 10 (-5 on checks)
Passengers: 20
300lbs per person for the person and gear.
5lbs food and water per person per day.

Travel Speed: 2mph/3mph/4mph/5mph
Combat Speed: = 20 x travel speed = ft per round

Location: Hull
AC: 12/13/14/15
Threshold: 15
HP: 65
Result:

Location: Engine
AC: 14/15/16/17
Threshold: 15
HP: 30
Result: Forward momentum is stopped.

Location: Weapons
AC: 13/14/15/16
Threshold: 10
HP: 30
Result: The weapon is disabled.

Location: Helm
AC: 15/16/17/18
Threshold: 10
HP: 15
Result: The airship continues in the direction it was going or goes a random direction.

Location: Rigging/Balloon
AC: 10/11/12/13
Threshold: 10
HP: 20
Result: It fall out of the air.
If balloon is partially damaged or venting you fall at 20ft per round.
If totally destroyed, you fall at 60ft round.

Armament: -5 on attacks if no gunnery sergeant

Machine guns x 4
2k lbs
“+5 chance to hit”
3 attacks per round
“1d10+5 damage per hit”
On a natural 1 the gun jams for 3 rounds.
500 foot range at disadvantage.
250 foot effective range

Steam Cannon x 1
4k lbs
“+8 chance to hit”
1 attack every other round
“3d8+5 damage per hit”
On a natural 1 the cannon jams and cannot fire for 4 rounds.
1000 foot range at disadvantage.
500 foot effective range

SENIOR CREW
Six crew members provide a quick description of every ship and crew’s characteristics, similar to abilities for characters. Ship checks are made similarly to ability checks, but use modifiers listed for each Senior Crew role. Ship Modifier. The ship modifier is based on the crew member currently filling that role. A character needs to be able to communicate with the crew in order to fill a Senior Crew role.

CAPTAIN
The Captain is the face and pilot of the ship. They direct
other senior crew and command the helm. A character
must be proficient with vehicles (water) to be a Captain.
Modifier. The higher of the Captain’s Charisma or
Dexterity ability modifiers is the Captain modifier, adding
their proficiency bonus if they are proficient in persuasion.
Captain Checks. The DM might call for a Captain
check when a ship tries to accomplish one of these tasks:
● Handle relations with other ships
● Piloting the ship in dangerous areas

Gunner
Gunners know their way around heavy weaponry
and battle. They prepare and use ship siege weapons. A
character must be proficient with martial weapons to be a Gunner.
Modifier. The higher of the Gunner’s Strength or
Constitution modifiers is the ship modifier, adding their
proficiency bonus if they are proficient in athletics.
Gunner Checks. The DM might call for a
Gunner check when a ship tries to accomplish one of
these tasks:
● Move heavy objects with crew members
● Fix a jammed gun in one less round

SHIPWRIGHT
The Shipwright repairs and builds parts. A character must
be proficient with artisan’s tools to be a shipwright, the
type depending on the ship’s material.
Modifier. The higher of the Shipwright’s Strength
or Wisdom modifiers is the ship modifier, adding their
proficiency bonus if they are proficient in investigation.
Shipwright Checks. The DM might call for an
Shipwright check when a ship tries to accomplish one of
these tasks:
● Attach a new part to a ship
● Put out an onboard fire

NAVIGATOR
The Navigator handles maps and weather. A character
must be proficient with navigator’s tools to be a Navigator.
Modifier. The higher of the Navigator’s Dexterity or
Intelligence modifiers is the ship modifier, adding their
proficiency bonus if they are proficient in Perception.
Navigator Checks. The DM might call for a Navigator
check when a ship tries to accomplish one of these tasks:
● Map regions
● Avoid harsh weather

SURGEON
The Surgeon is responsible for the health of crew. A
character must be proficient in medicine to be a Surgeon.
Modifier. The higher of the Surgeon’s Intelligence
or Wisdom modifiers is the ship modifier, adding their
proficiency bonus if they are proficient with herbalism
kits.
Surgeon Checks. The DM might call for a Surgeon
check when a ship tries to accomplish one of these tasks:
● Amputate the limb of a crew member
● Treat an onboard plague

QUARTERMASTER
The Quartermaster is a halfway between Captain and crew.
They handle rations, assignments, and punishment. A
character must be proficient with vehicles (water) to be a Quartermaster.
Modifier. The higher of the Quartermaster’s
Constitution or Charisma modifiers is the ship modifier,
adding their proficiency bonus if they are proficient in
insight.
Quartermaster Checks. The DM might call for a
Quartermaster check when a ship tries to accomplish one
of these tasks:
● Improve crew morale
● Teach crew members jobs

Airships

Desert Winds LordBudabi