Wednesday, August 2, 2017

Skyship Combat Mechanics XI

Previously Posted Sections

1. Introduction
2. Wind Direction & Strength
3. Maneuvering
  3.1. Movement Rates
    3.1.1. Sailing Skyships
    3.1.2. Other Skyships
    3.1.3. Ramming Speed!

    3.1.4. Monsters
    3.1.5. Powering Through

Click here for Part III
  3.2. Maneuverability
  3.3. Turning
    3.3.1. Basic Turning Capability

    3.3.2. Tight Turns
    3.3.3. Caught In Irons
    3.3.4. Slowing Down
    3.3.5. Emergency Maneuver
  3.4. Climbing & Diving
    3.4.1. Ascending
    3.4.2. Descending
    3.4.3. Effects of Altitude
    3.4.4. Gales & Storms
  3.5. Collisions & Boarding Maneuvers

4. Combat
  4.1. Deck Weaponry
    4.1.1. Weapon Types
    4.1.2. Armor Ratings

Click Here for Part VII
  4.2 Hitting a Target
    4.2.1. Skyships
    4.2.2. Monsters
    4.2.3. Combat Modifiers
    4.2.4. Fighting in the Great Vault

Click Here for Part VIII
  4.3 Damage
    4.3.1. Structure Rating (SR)
    4.3.2. Damage Location & Effects
    4.3.3. Boarding Attacks
    4.3.4. Area of Effect Attacks
    4.3.5. Fire Damage
    4.3.6. Swarm Attack
    4.3.7. Proportional Damage
    4.3.8. Defensive Checks (DC)
  4.4. Combat Sequence

  5.1. Crew Allocation
    5.1.1. Sailors
    5.1.2. Artillerists
    5.1.3. Marines
    5.1.4. Officers
    5.1.5. Rowers
  5.2. Unusual Vessels
    5.2.1. Dirigibles & Aeroliths

5.3. Cards & Tiles

A collection of cards, front and back, are posted here, at their normal resolution (click on an image to view an enlarged shot.)  Their statistics are tentative, and some have been revised since they were posted earlier.  They should be printed at a normal playing card size.  More will eventually be drafted to fill a deck, but there should be enough here to playtest movement and combat mechanics. Tiles will come at a later time.



©2017 Bruce A. Heard. All Rights Reserved.

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