Airship Travel

Main Page | Airships

Piloting Checks

Piloting checks run just like normal skill checks with one exception. If you don’t have proficiency in the class of vehicle you’re flying, add a + 5 to the Piloting DC.

Airship Travel

Weight

Every 50 lbs of crew and equipment above 200 lbs costs: – 5 Speed.

Travel Distances

Craft Speed 10

Hex per Hour (6 mile hexes): 1 Hex per 6 Hours
Hex per Day (6 mile hexes): 2 Hexes
Effect: Unable to stay airborne

Craft Speed 20

Hex per Hour (6 mile hexes): 1 Hex per 3 Hours
Hex per Day (6 mile hexes): 4 Hexes
Effect: Unable to stay airborne

Craft Speed 30

Hex per Hour (6 mile hexes): 1 Hex per 2 Hours
Hex per Day (6 mile hexes): 6 Hexes
Effect: None.

Craft Speed 40

Hex per Hour (6 mile hexes): 1 Hex per 1.5 Hours
Hex per Day (6 mile hexes): 8 Hexes
Effect: None.

Craft Speed 50

Hex per Hour (6 mile hexes): 1 Hex per 1.2 Hours (1 hour 12 minutes)
Hex per Day (6 mile hexes): 10 Hexes
Effect: Disadvantage on Perception checks for Medium and smaller sized objects on the ground.

Craft Speed 60

Hex per Hour (6 mile hexes): 1 Hex per Hour
Hex per Day (6 mile hexes): 12 Hexes
Effect: Disadvantage on Perception checks for Medium and smaller sized objects on the ground.

Craft Speed + 10 (after 60)

Hex per Hour (6 mile hexes): 1 Hex per (Speed / 60) Hours
Hex per Day (6 mile hexes): + 2 Hexes

Weather Effects

Clear Sky

Advantage on Perception checks

Cloudy

Advantage on Stealth checks

Weak Tailwind

+ 10 Speed

Average Tailwind

+ 20 Speed

Strong Tailwind

+ 30 Speed

Weak Headwind

- 10 Speed, Disadvantage to Perception checks without googles.

Average Headwind

- 20 Speed, Disadvantage to Perception checks without googles.

Strong Headwind

- 30 speed, Disadvantage on Perception checks without googles.

Fog

Disadvantage on Perception checks.

Thunder Storm

Roll a 1d6 per hex of movement, on a 1 airship and crew is struck by a lightning bolt (3d12 Lightning damage)

Vortex Weather (Tornado/Hurricane/Tsunami)

Piloting Check based on Strength of weather: Enhanced Fujita
EF 0: 10 [3 second gust 65-85 mph]
EF 1: 15 [3 second gust 86-110 mph]
EF 2: 20 [3 second gust 111-135 mph]
EF 3: 25 [3 second gust 136-165 mph]
EF 4: 30 [3 second gust 166-200 mph] (Boarderline Impossible)
EF 5: 35 [3 second gust over 200 mph]
Success: Half travel speed.
Failure: 0 Speed, Airship and crew sustain 1 + EF Scale d10 damage. Make check for each hour in a hex with this weather.

Wing Icing

Wing Icing over will cause it to slow, magic is required to prevent and remove this ice mid flight. Arcana check DC 10.
Success: Normal Travel.
Failure: Gain a level of wing icing, lose 20 speed until airship is warmed up.

Extended Travel Information

Fuel Usage

In combat the use of anything that would increase fuel usage, is applied over the next full hour. For example using a turbocharger on a Gnomish Icarus engine’s Speed stat will double the fuel used for the next hour of use to 6 oz of fuel. You pay this fuel price at the start of the hour, or when you use a new ability, so at the start of the hour you spend the 3 oz of fuel, and say combat happens 15 minutes into the flight, and the turbocharger is used, spend the other 3 oz of fuel. If you decide to change the Turbochargers bonus, you don’t have to pay the fuel cost since it’s already been used for this hour. Stopping usage of an engine or ability early doesn’t give you any fuel back, Starting an engine and flying for 5 minutes uses the full hour of fuel usage, restarting the engine during that hour doesn’t cost any fuel.

Takeoff

Takeoffs require clear space, and flat ground. A takeoff requires a speed of at least 40 and an Piloting Check of 5 to gain altitude. Failure results in a failure to gain altitude this turn, failure by 5 or more results in a crash.

Landing

Landings are harder maneuvers than takeoffs, but are arguably the most important part of flying. Landing requires Piloting Check of 10, failure results in a crash.

Take off and Landing Conditions

Weak Crosswind

Takeoff: Piloting Check DC +2
Landing: Piloting Check DC +2

Average Crosswind

Takeoff: Piloting Check DC +5
Landing: Piloting Check DC +5

Strong Crosswind

Takeoff: Piloting Check DC +10
Landing: Piloting Check DC +10

Speed 41-60

Takeoff: Piloting Check DC -2
Landing: Piloting Check DC +2

Speed 61-80

Takeoff: Piloting Check DC -5
Landing: Piloting Check DC +5

Speed + 20 – + 20 (over 61-80)

Takeoff: Piloting Check DC -5 modified
Landing: Piloting Check DC +5 modified

Uneven Ground

Takeoff: Piloting Check DC +2
Landing: Piloting Check DC +5

Muddy Ground

Takeoff: Piloting Check DC +5
Landing: Piloting Check DC +10

Crashing

Whenever the airship collides with something, be it a stationary object or another flying object, some serious damage will be dealt to both airship and object. Damage is determined by speed difference and the type of object the airship is hitting.
For every 20 points of speed different, both objects take 1d10 damage.
A solid stationary object like a mountain or a building deals quad damage to the Airship.
If the object is larger than the airship, the airship takes double damage.
If the airship is larger than the object, the object takes double damage.

Airship Travel

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