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Chapter 16

Airships

Airships are the default mode of long-distance travel for those with enough coin. While more expensive to produce than ordinary sea-based ships, they are much cheaper to maintain. As such, sea-based ships have nearly entirely disappeared.

Ship Features

All Airships have a few base statistics. These are:

Speed: The ship’s maximum movement speed in metres per second.

Agility: The ship’s Agility score for Dodge reactions.

Durability: The base hit points of a ship’s hull, not counting installed Components.

Size Rating: The Size rating of a ship is an approximate classification of its size and weight.

Length: The ship’s length in metres, measured horizontally at its longest point.

Width: The ship’s width in metres, measured horizontally at its widest point.

Height: The ship’s height in metres, measured vertically at its highest point.

Piloting

Being the Pilot

One character with a Piloting Proficiency Level sufficient for controlling flying vehicles can pilot the Airship. This player will handle all movement (including Dodging in combat).

Speed per Turn

The Speed per Turn of an Airship is determined by its Speed score, multiplied by 10. This is the maximum movement speed of ships in metres per turn. Moving below 50% max speed is free, above up to maximum speed uses up one energy point each turn.
As turns are ten seconds long, the Speed stat of an Airship is also its maximum velocity in metres per second.

High Speed

The ship cannot accelerate or decelerate instantaneously. You are considered to be moving at High Speed when you have travelled at least half of your Speed per Turn this turn, or the previous turn. (When not in a turn order, you are at High Speed when you are travelling at at least 50% of your maximum speed.)

Pilot Checks

While piloting the ship, the following situations may occur which require a Piloting Check:
- Flying through narrow spaces
- Flying near an obstacle (or close to the ground) at High Speed
- Docking two vessels at High Speed
- Docking onto an area not designed to dock on (mountainsides, on top of foliage, etc.)
- Landing on unsteady terrain (large rocks, holes in the ground)

The Difficulty of all the above will be determined by the GM depending on the context of the situation.

Collisions

When an Airship collides with another and at least one vessel is going at High Speed, both Airships make a Size Attack against each other. The number of dice thrown in this check is equal to the ship’s Size rating. Each hit scored does five points of damage to the other ship.
When colliding with terrain, the ship’s Size Attack is performed against itself.
If neither vessel is at High Speed, the ship with the smaller Size class takes 1 damage point to the hull. On a tie for Size class, both ships take 1 damage to the hull.
When colliding with obstacles or the ground, the ship takes 1 point of damage. Damage to the obstacle is decided by the GM, as there are too many cases to determine upfront.

Damage from collisions, with the exception of critical hits in the case of ship-to-ship collisions, is always dealt to the hull.

Travel Time

Each ship has a Speed Rating equal to its maximum speed in metres per second. When travelling long distances, multiply this value by 3.6 to get the speed in km/h. Using this value you can determine the distance travelled each hour by looking at the map (or if there is no map, you can ask your GM for distances.) For example, when travelling 350 kilometres in a ship with a Speed Rating of 27 (97.2 km/h), this would take you three hours and 36 minutes. Acceleration times are ignored in these cases for simplicity, but keep in mind that your pilot needs to eat and rest too! A Pilot gains a level of Fatigue each time he or she pilots an airship for a consecutive number of hours equal to his or her Piloting Proficiency.

Upkeep

Repairs

Repairs can be done on damaged components which are not destroyed by expending an Airship Repair Kit and performing a Repair check with the Crafting Proficiency. Contrary to the normal way this proficiency is handled, an Airship Repair Kit is expended and hit points equal to the rolled Hits are repaired.

Repairs on hull must be done at a hangar with specialized equipment. This can either be done using Airship Repair Kits yourself in the same way that components can be repaired, or can be handled by hangar staff for 200 Sel per hit point repaired.

Fuel

Astral Airships consume Astral Crystals to power their generators. Each generator on a ship pulls fuel from a shared fuel tank, which is filled with Astral Crystals. Astral Crystals can be found in different grades of quality, which provide more energy as seen below.

- Grade 1: 1kg = 3u Fuel
- Grade 2: 1kg = 17u Fuel
- Grade 3: 1kg = 40u Fuel
- Grade 4: 1kg = 220u Fuel
- Grade 5: 1kg = 540u Fuel
- Grade 6: 1kg = 1150u Fuel

Using cut crystals makes no significant difference to power generation, and as such most ships simply use raw crystals.

As long as the Astral Energy Generator is powered, each generator consumes fuel depending on its size rating. See the Astral Generator component for details.

Installing New Components

New Components can be installed by performing a Crafting check against a Difficulty of 2 for S Components, 3 for M Components and 5 for L Components. This generally takes about an hour to do. On a failure, nothing happens but the Component will not function. On a critical failure, the Component takes one point of damage.
Hangar staff can generally install components as well. Prices are usually 1.000 Sel for an S Component, 1.850 Sel for an M Component and 2.400 Sel for L Components.
A Component can only be installed in a slot suitable for its type and of a size rating equal that of the Component or larger.

Reconstructing Hull

A ship’s hull configuration can be altered to another class which has a Size rating equal to the ship’s current Size rating. This is done at 60% of the cost of the new ship’s stock price. You do not get the new configuration’s default Components this way. Components that do not fit in the new configuration will need to be stored.

Combat

Ship and Component Health

Each ship has a Durability rating representing the integrity of its hull. In addition, each utility compartment and weapon emplacement also has a number of hit points. The durability of these systems are as follows:
- S-size components have 3HP,
- M-size components have 5HP,
- L-size components have 8HP.

Zero hit points on a component means the component is rendered unusable until repaired. When a component reaches the negative of its maximum HP, the component is irreversibly destroyed and the slot it is in needs to be repaired before another can be installed.

Ship vs Ship

Ship to Ship combat works similarly to normal combat in 66. When firing at another ship, the attacker rolls a Check with a level equal to the Damage Rating on the weapon used. The defender assigns any hits rolled, the attacker assigns critical hits rolled, similar to ordinary combat.

Characters with a Ranged Combat Proficiency of a level sufficient for the use of Weapon Emplacements can operate Airship Weapons. As an Action, a player can aim and fire a weapon. The level of the Check rolled depends on the Damage Rating of the weapon used, see Weapon Emplacements for details.

Creatures vs Ships

When using ship-mounted weapons against creatures, make the Check as normal. Each successful hit scored against creatures (of normal humanoid size) completely destroy one limb of the creature’s choice for every hit scored. Contrary to normal attacks, when a creature decides to reduce the damage via a Reaction it may cancel Critical Hits before regular Hits.

When a Creature makes an attack against an Airship with regular weapons, the creature performs its attack check as normal. Instead of doing damage, the Check needs to match or exceed the ship’s Size rating. If it does, the ship suffers a single point of damage. If any critical hits are scored, the location of this point of damage is determined by the attacker.

Non-Military Craft


Freighters

Cadebu-class

320000 Sel

The Cadebu class is the main freighter of the Halsand Empire. Designed in Durand, the ship is known for its tall balloon, which can be identified from far away. It sports a lot of utility compartments, often fitted with cargo compartments, and a small armament for defence.

  • Speed: 20
  • Agility: 2
  • Durability: 20
  • Size Rating: 3
  • Length: 20
  • Width: 9
  • Height: 17

Weapon Emplacements


Utility Emplacements

Military Craft


Militarised vessels are generally designed for combat roles or supportive roles for other combat-oriented vessels. They exist in several classifications, each with its own distinct role in a fleet.

Fast Attack Classifications

Fast Attack Class vessels are small and nimble. Generally capable of functioning on extremely small crews, sometimes even solo pilots, they are designed to support larger vessels and keep bombing ships off of airships which cannot defend themselves against small craft. Fast Attack Craft require at least one S-size Astral Energy Generator to function.

Bireman-class

55000 Sel

The Bireman class was the primary defensive vessel of the Othenian navy, designed to counter larger Halsand warships. It offers little in the way of utility but compensates with two small weapon emplacements, allowing it to deal significant damage to larger ships that struggle to effectively target such a small and agile craft.

  • Speed: 37
  • Agility: 5
  • Durability: 6
  • Size Rating: 1
  • Length: 9
  • Width: 5
  • Height: 4

Weapon Emplacements


Utility Emplacements

Dagger-class

40000 Sel

The Dagger class, designed by the Halsand navy, is a small airship with a minimum crew of one and a maximum of six. It features a single small weapon emplacement and two small utility compartments, making it a flexible and affordable option for patrol and light escort duties.

  • Speed: 34
  • Agility: 6
  • Durability: 8
  • Size Rating: 1
  • Length: 10
  • Width: 4
  • Height: 5

Weapon Emplacements


Utility Emplacements



Corvette Classifications

Pending (Size 2)
Corvette Class vessels are small ships with a crew of one to fifteen. They are commonly used to combat groups of smaller craft, though some also find use in combat against ships of significantly higher size classifications. While less nimble than Fast Attack vessels, Corvettes make up for it with increased armour strength and a heavier armament.Corvettes require at least one S-size Astral Energy Generator to function.

Frigate Classifications

Pending (Size 3)
Frigates are larger vessels designed to be on the front lines of airship combat. They are often heavily armed and escorted by Fast Attack craft. More manoeuvrable than Destroyers and Cruisers, but significantly less so than Corvettes. Frigates are primarily used to target Cruisers, but are vulnerable to small craft due to their higher manoeuvrability. Frigates require at least one M-size or two S-size Astral Energy Generator(s) to function.

Destroyer Classifications

Pending (Size 4)
Destroyers are large vessels designed to enter a battle and deal heavy damage to large craft and structures. They are often used to engage Cruisers and other Destroyers, or fire on small structures or defences. Relatively nimble for their size but lacking in armour, Destroyers are not designed to take sustained fire and rely on smaller vessels for protection. Destroyers require at least one M-size or two S-size Astral Energy Generator(s) to function.

Cruiser Classifications

Cruisers are among the largest vessels in any fleet. Their heavy armament can make short work of Destroyers and Frigates, but they are most commonly used to attack large structures from long range. Cruisers heavily rely on small craft for defence and often feature hangars to carry such craft on board, as they are extremely vulnerable to small and nimble bombing ships. Cruisers require at least one L-size, or two M-size Astral Energy Generator(s) to function.

Victory-class

230550000 Sel

The Victory class is the heavy hitter of the Halsand navy. Used as flagships and coastal bombardment vessels, these airships boast an impressive number of weapon emplacements. To compensate for their vulnerability against smaller vessels, they are often equipped with an airship hangar. While undeniably powerful, many officers in the Halsand navy dislike the class due to the immense amount of power required to operate its weaponry, with most Victory-class vessels requiring more than one Astral Energy Generator to maintain their rate of fire. Its extremely high construction cost meant that relatively few were deployed during the Halsand–Othenia war.

  • Speed: 23
  • Agility: 1
  • Durability: 60
  • Size Rating: 5
  • Length: 250
  • Width: 45
  • Height: 60

Weapon Emplacements


Utility Emplacements

Equipment

Airship Hangar

An Airship Hangar allows an Astral Airship to carry another airship, as well as repair and maintain it while docked.
Large: (155.000 Sel)
Can contain one airship of Size Rating 1.
Also contains the required equipment to repair that vessel’s hull.

Astral Energy Generator

Astral Energy Generators (AEGs) are the heart of any vessel. They store and supply the ship with the energy it needs to stay aloft and power any and all subsystems on board.

The destruction of the Astral Energy Generator means the destruction of the ship.
Small: (3.000 Sel)
Energy Storage Limit: 6
Energy Generated per Round: 1
Fuel Consumption: 1u per day

Medium: (27.000 Sel)
Energy Storage Limit: 8
Energy Generated per Round: 3
Fuel Consumption: 3u per day

Large: (390.000 Sel)
Energy Storage Limit: 13
Energy Generated per Round: 4
Fuel Consumption: 5u per day

Astral Shield

Astral Shields help block out harmful amounts of Astral Radiation, allowing a ship to safely pass through the Astral. It provides a breathable atmosphere inside its perimeter and can block small debris from entering.
Small: (5.000 Sel)
Can provide a shield suitable for a vessel with a size rating of 1 or 2.

Medium: (35.000 Sel)
Can provide a shield suitable for a vessel with a size rating of 3 or 4.

Large: (194.000 Sel)
Can provide a shield suitable for a vessel with a size rating of 5.

Astral Thruster Upgrade

Ordinary propulsion systems won't be effective in the Astral. These systems will alter the thrust output to allow it to function in the Astral.
Small: (6.500 Sel)
Able to propel vessels with a size rating of 1 or 2.

Medium: (9.500 Sel)
Able to propel vessels with a size rating of 3 or 4.

Large: (15.700 Sel)
Able to propel vessels with a size rating of 5.

Cargo Compartment

Cargo compartments are empty spaces in a vessel with reinforced walls which can hold large amounts of goods. They can be accessed from the deck via a hatch so that a crane can move cargo in and out of the vessel with ease.
Small: (1.000 Sel)
Volume Capacity: 125m³ (5x5x5m)
Maximum Weight Capacity: 200 tonnes

Medium: (5.000 Sel)
Volume Capacity: 512m³ (8x8x8m)
Maximum Weight Capacity: 1.700 tonnes

Large: (25.000 Sel)
Volume Capacity: 3.375m³ (15x15x15m)
Maximum Weight Capacity: 17.300 tonnes

Thrust Booster

Thrust Boosters are used to provide additional power to propulsion systems to allow a vessel to escape the gravity well of a world and enter the Astral.
Medium: (54.000 Sel)
Can provide enough power for a vessel with a size rating of 2 or 3.

Large: (78.000 Sel)
Can provide enough power for a vessel with a size rating of 4 or 5.

Workshop

Especially for vessels on long-term voyages, having a designated room for crafting tools and other items can be extremely beneficial.
Medium: (14.000 Sel)
Provides a workspace and tools for most jobs.
Can be furnished as a workshop for one specific type of crafting Proficiency, providing a +1 Advantage to anyone using that Proficiency in the workshop.
Has a small storage area of 8m³ (2x2x2m).

Large: (27.500 Sel)
Provides a workspace and tools for most jobs.
Can be furnished as a workshop for two specific types of crafting Proficiencies, providing a +1 Advantage to anyone using one of those Proficiencies in the workshop.
Has two small storage areas, each 8m³ (2x2x2m).

Autocannon

Autocannons are smaller, paired variants of the standard Pulse Cannon. Their individual shots are weaker, but their multi-barrel design allows for a higher rate of fire.

Autocannons gain a +1 Advantage on each attack made against a ship with a Size Rating lower than or equal to the Autocannon’s Damage Rating. In addition, an Autocannon performs its attack twice when fired, optionally against different targets.
Small: (4.000 Sel)
Energy Usage: 2 per shot
Damage Rating: 1
Maximum Range: 300 metres

Medium: (9.300 Sel)
Energy Usage: 3 per shot
Damage Rating: 2
Maximum Range: 800 metres

Large: (14.000 Sel)
Energy Usage: 4 per shot
Damage Rating: 3
Maximum Range: 1.400 metres

Beamer

Beamers are continuous-fire cannons designed to take down large vessels. They are largely ineffective against smaller ships but can deal devastating damage to larger targets.

Beamers have a comparatively low Damage Rating, but each hit that penetrates deals three points of damage instead of one. Damage is applied in sets of three and must be assigned to the same system per hit.
Small: (8.000 Sel)
Energy Usage: 2 per shot
Damage Rating: 1
Maximum Range: 600 metres

Medium: (20.000 Sel)
Energy Usage: 4 per shot
Damage Rating: 2
Maximum Range: 1.500 metres

Large: (45.000 Sel)
Energy Usage: 6 per shot
Damage Rating: 3
Maximum Range: 3.000 metres

Missile Launcher

Missile Launchers are an exception among ship-mounted weapons, requiring very little energy to fire. Instead, they are limited by their ammunition capacity.

Missiles suffer Disadvantages when targeting vessels below certain percentages of their maximum range; below 50% it receives a -1 Disadvantage. Below 25% that becomes -2, below 10% it becomes -3 and below 5% it becomes -4. Missile Hits count as Critical Hits on rolls of 5 or 6 for damage assignment only.

Airship missiles can be restocked at hangars, typically costing 500 Sel for Small missiles, 730 Sel for Medium missiles, and 914 Sel for Large missiles.
Small: (2.000 Sel)
Energy Usage: 1 per shot
Damage Rating: 3
Maximum Range: 500 metres
Ammo Capacity: 2 Small Missiles

Medium: (7.000 Sel)
Energy Usage: 1 per shot
Damage Rating: 4
Maximum Range: 1.400 metres
Ammo Capacity: 4 Medium Missiles

Large: (19.000 Sel)
Energy Usage: 1 per shot
Damage Rating: 5
Maximum Range: 2.700 metres
Ammo Capacity: 6 Large Missiles

Pulse Cannon

Pulse Cannons are relatively simple cannons utilising Astral Energy generated by an Astral Energy Generator. A single shot sends a concentrated pulse of energy which deals a significant amount of damage to the target.
Small: (1.500 Sel)
Energy Usage: 1 per shot
Damage Rating: 2
Maximum Range: 500 metres

Medium: (8.000 Sel)
Energy Usage: 2 per shot
Damage Rating: 3
Maximum Range: 1.200 metres

Large: (13.000 Sel)
Energy Usage: 3 per shot
Damage Rating: 4
Maximum Range: 2.500 metres

Airburst Pulse Cannon

Airburst Pulse Cannons are modified Pulse Cannons designed to detonate mid-flight even if they miss their target. This makes them particularly effective against small, evasive ships.

They gain Advantages or Disadvantages depending on the target’s Size Rating; +2 Advantage against Size Class 1, +1 against Size Class 2. Against a Size Class 3 it gets a -1 Disadvantage, which turns into -2 against Size Class 4, and -3 against Size Class 5.
Against creatures, they gain a +3 Advantage, though their use against people is considered a war crime by both the Halsand Empire and the Othenian Kingdom due to the severe maiming they cause, resulting in unnecessary suffering.
Small: (4.700 Sel)
Energy Usage: 2 per shot
Damage Rating: 4
Maximum Range: 400 metres

Medium: (19.500 Sel)
Energy Usage: 3 per shot
Damage Rating: 5
Maximum Range: 1.300 metres

Heavy Pulse Cannon

Heavy Pulse Cannons are larger and more powerful versions of standard Pulse Cannons. They are cumbersome and best suited for use against stationary targets due to their slower projectile speed.

They suffer a Disadvantage against ships equal to 5 minus the target’s Size Rating. Against creatures, they suffer a -5 Disadvantage if the target is moving and -3 if stationary. Heavy Pulse Cannons gain a +1 Advantage against structures.

Each hit that penetrates deals two points of damage instead of one, applied in indivisible pairs.
Small: (6.000 Sel)
Energy Usage: 3 per shot
Damage Rating: 4
Maximum Range: 700 metres

Medium: (22.000 Sel)
Energy Usage: 4 per shot
Damage Rating: 5
Maximum Range: 1.800 metres

Large: (56.000 Sel)
Energy Usage: 5 per shot
Damage Rating: 6
Maximum Range: 3.200 metres