Age of Orion
Airship Combat
Airship Combat
Momentum
Momentum or current speed is recorded using a percentile die. An airship can increase and decrease momentum based on it’s acceleration (Accel), and can go up to the airships max speed. You must move your current momentum each turn.
Stalls
The Residuum engines can still stall, magical forces or other negative effects can overload and engine and cause it to stall and need to restart. Stall checks are made with an Arcana check DC 10. Failure results in the plane entering freefall. Pulling out of a stall requires an Piloting check DC 5, most stalls happen in freefall so include the speed modifiers.
Freefall
Airships in freefall fall 100ft a turn, this is usually caused by a mechanical or magical failure with the airship or if the pilot is rendered unconscious or dead.
G-Force Checks
These are Constitution Saves made to prevent negative effects from G-Forces when pulling certain aerial acrobatic maneuvers. Failing a G-Force check results in a Blackout or Red out, same effects, you become blind until you succeed a G-Force check DC 6, with any speed modifications. Failure by 5 or more results in loss of consciousness, if you’re the pilot then your airship enters freefall. Waking up requires a G-Force check DC 4.
(Human body can handle 5-9 G’s based on training and Physique)
Acceleration/Deceleration and G-Forces
Accelerating or decelerating faster than 40 ftpt2 (Feet per turn squared) a turn results in a G-Force check. This affects all creatures in or on the airship.
Acceleration 100: Constitution Save DC 0
Acceleration 110: Constitution Save DC 2
Acceleration 120: Constitution Save DC 4
Acceleration + 10: Constitution Save DC + 2
Airship Combat Maneuvers
Fast Turns
An airship is good at moving people and crew forwards and a fast speed, but turning, especially sharp turns in combat pose the risk of blackouts or red outs.
Shallow Turn: Roughly between 5-30 degrees, usually moving forwards outweighs turning.
Normal Turn: Roughly between 30-60 degrees, usually turning and moving forwards are equal.
Sharp Turn: Roughly between 60-90 degrees, usually turning outweighs moving forwards.
Speed 30
Shallow G-Force: None
Normal G-Force: None
Sharp G-Force: None
Speed 40
Shallow G-Force: None
Normal G-Force: None
Sharp G-Force: Constitution Save DC 0
Speed 50
Shallow G-Force: None
Normal G-Force: None
Sharp G-Force: Constitution Save DC 2
Speed 60
Shallow G-Force: None
Normal G-Force: None
Sharp G-Force: Constitution Save DC 4
Speed 70
Shallow G-Force: None
Normal G-Force: Constitution Save DC 0
Sharp G-Force: Constitution Save DC 6
Speed 80
Shallow G-Force: None
Normal G-Force: Constitution Save DC 2
Sharp G-Force: Constitution Save DC 8
Speed 90
Shallow G-Force: None
Normal G-Force: Constitution Save DC 4
Sharp G-Force: Constitution Save DC 10
Speed 100
Shallow G-Force: Constitution Save DC 0
Normal G-Force: Constitution Save DC 6
Sharp G-Force: Constitution Save DC 12
Speed + 10
Shallow G-Force: Constitution Save DC + 2
Normal G-Force: Constitution Save DC + 2
Sharp G-Force: Constitution Save DC + 2
Acrobatic Maneuvers
Found under the Dragon Pilot Feat