208 lines
11 KiB
Markdown
208 lines
11 KiB
Markdown
---
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title: Astral Vessels
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: astral
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content_type: feature
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short_code: av1
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---
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[[toc]]
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### Astral Consoles
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- Allow the ship to ride along the naturally occurring astral currents.
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- Often shaped like a high-backed chair.
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- Controlled by a **Pilot**.
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- It takes one round to activate a console, and one round to deactivate a console.
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- While active:
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- The pilot can sense the astral currents that surround the ship.
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- The pilot may move the ship in any direction at individual flight / "falling" speed (INT \* 30')
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- can see currents and (subtly) move ship between them (although you can't turn the ship without using the sails)
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- viewpoint is the front of the ship (as if standing on the bow), but can be turned 90 degrees left or right (so behind can be seen, but not well)
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- The only movement capable via a standard astral console is forward (at
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- It can take up to 1 turn to find a suitable current to ride at "traveling speed"
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- Once a console has been installed on a vessel, it cannot be forcibly removed (without using the "release" word) until the integrity of the vessel itself has been compromised.
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- The pilot can be any character class.
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- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row.
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- Piloting beyond 8 hours runs the risk of incurring exhaustion.
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- The pilot is not incapacitated while piloting the ship - instead, they can choose whether to focus on the ship's POV or their own, while still being peripherally aware of both.
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- They have limited ability to move, -4 to all attacks, and can't cast spells, use psionics, or do anything else that would break their concentration.
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- If the pilot is pulled or thrown from the console, their connection to the ship is immediately broken, and the ship instantly stops moving.
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#### Multiple Consoles
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- A ship can have multiple consoles attached to it, but only one may be active at a time.
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- If two (or one and a different type of engine) are both active at the same time on the same vessel, perform a check as follows:
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- For two consoles (or similar devices), make a contested CHA check between the two pilots, with the loser being locked-out of controlling the ship.
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- For one console and an inert device (like a Fire Engine), the pilot should make a CHA check to override the device and take control of the vessel.
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<!--
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##### Usage with a Planar Compass
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+ Using an astral console while wearing a planar compass provides the pilot with an enhanced ability to see the ship, its surrounding area, and even distant targets.
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+ The compass can be focused on any ship or location within one day's travel of the wearer at their current speed.
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-->
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#### Other Types of Engines
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- **Fire Engines** - A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds.
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- **Life Engines** - Some evil-aligned races use the life energy from slaves and captives to power their vessels.
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- **Mind Engines** - Some psychic races use their psychic energy to power and control their vessels.
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- **Orbipods (Tyrant Ships)** - Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
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#### Engine Speed
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- **Console** = Pilot's INT x 30 yards / round
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- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost
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- 2 orbipods = 360 yards / round
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- 3 orbipods = 420 yards / round
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### Roles
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Party members can fulfill various roles aboard astral vessels.
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- **Pilot** - the character who flies the ship, typically via an astral console.
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- **Gunner** - a character who mans a ship-board weapon (ex: a ballista).
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- **Boatswain** - a character who helps maintain (and potentially improve) the various components of the ship.
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- **First Mate** - the charcter who leads the rest of the crew in their duties.
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- **Navigator** - a character with experience reading astral maps and plotting courses by them.
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- **Surgeon** - a character who heals the wounded members of the crew, be it through magic or medicine (or both).
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#### Bonuses for Roles
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During each round of pursuit or combat, PCs occupying these roles may attempt to improve the ship's tactical movement as follows:
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- In lieu of an attack, each of the following roles may make the indicated check:
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- **Pilot**: May make their choice of an INT or WIS check.
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- **First Mate**: May make a CHA check.
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- **Boatswain**: May make their choice of an INT or DEX check.
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- **Bonus effects**: Choose one of the following for each successful check:
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- +1 level (30' / round) to pursuit / evasion speed.
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- +1 AC to the ship _AND_ all creatures on board until the end of the round.
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- +1 to all attack rolls made by the ship _AND_ all creatures on board until end of the round.
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- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat (just before the "fire missiles" combat phase while the party's side has initiative).
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### Ship Statistics
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<div class="dividedTableWrapper">
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| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
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| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: |
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| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8 [11] | 60-90 |
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| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 120-180 |
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| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 60-90 |
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| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 150-210 |
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| Ghyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 90-150 |
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| Ghyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 180-240 |
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| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 150-210 |
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| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 180-240 |
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| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 360-720 |
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| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 90-120 |
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| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 120-180 |
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| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 180-240 |
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[Ship Statistics]
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</div>
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[^1]: Base 50% chance of success on each landing
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[^2]: Drahki ships always carry a Fire Cannon as one of their weapons
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### Weapons
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#### Ballistae
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Fire large bolts (arrows) of wood and iron.
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**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ship’s cargo allowance).
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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##### Medium Ballista
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**Range**: 1,500 yards.
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**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
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- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds.
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- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds.
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**Damage**: 3d6 hit points or 3d2 hull points.
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##### Heavy Ballista
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**Range**: 1,000 yards.
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**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
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- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds.
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- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds.
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**Damage**: 3d10 hit points or 3d6 hull points.
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#### Bombards (Cannons)
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Fire magically-propelled large balls of iron.
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**Cargo Space**: A bombard plus twenty cannonballs requires 10,000 coins of cargo space (subtracted from the ship’s cargo allowance).
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**Range**: 1,000 yards.
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards:
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- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds.
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- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds.
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**Damage**: 2d10 hit points or hull points.
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#### Drahki Fire Cannons
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Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a specialist gunner (one trained in the weapon's use) to use.
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**Cargo Space**: A fire cannon plus twenty globes of elemental fire requires 10,000 coins of cargo space (subtracted from the ship’s cargo allowance).
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**Range**: Depends on settings
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- Cloud: 500 yards cubed.
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- Cone: 2 yards diameter at start, widens to 500 yard wide at 1000 yards distance.
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- Line: 2 yards in diameter, extends 1,500 yards.
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**Attack rolls and rate of fire**: Depend on the number of crew manning the cannons:
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- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds.
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- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round.
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**Damage**: 1d6+5 x 10 hit points or 1d6+5 x 5 hull points
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<!--
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#### Eye Tyrant Blasters
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Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyrants to crew.
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**Cargo Space**: TBD
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**Range**: 1,500 yards.
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**Attack rolls and rate of fire**: Attacks with THAC0 15 [+4]. Fires three bolts every round, roll for each bolt.
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**Damage**: 1d6+1 hit points or hull points per bolt. Bolts that hit a ship only have a 2-in-6 chance of failing to do damage (scorching the surface).
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-->
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#### Rams
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Can be used against ships or giant creatures. Small individuals cannot be targeted.
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**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures.
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**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures.
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