Airship Weaponry: Ammunition

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Airship Weaponry

A
devestating explosion, splintering of wood, Each Weapon is anchored to the ship at the Hardpoint, some
shattering of metal, bullets cutting thrrough the weapons have a stronger kick, while others are more stable.
sky with unholy screams of destruction. these To stop them from ripping the ship they're attached to apart
are the tools of war. Airship weaponry is they have varrying levels of flexibility. Line arc, Medium Arc,
specially designed to take down other sky craft and Wide arc.
while not tearing the vessle its bolted down to
apart. Each device in this arsenal delivers Line Arc: a 20° cone originating from the weapon flank,
destruction in their own special way. Your ship has a limited these weapons trade their wide arc for powerfully long
number of hardpoints that are specificly designed to carry ranges.
certan types of weapons, so choose wisely.

Ammunition
These are used for specific weapons, the capacity of the
magaziene is determined by the weapon it is loaded into.
Bullets: smaller caliber full metal jacket ammunition,
generally used in light weaponry.
Value: 8gp per magazine
Cannonballs: classic, big metal ball leave big mark, me
happy, enemy dead.
Value: 10gp per Mag
Missiles: rocket propelled ammunition thanks to heavier
payload.
Value: 12gp per Mag Medium Arc: a 50° cone originating from the weapon flank,
Artillery: Heavier, armor piercing rounds, found on long these weapons are often 'jack of all trade' type weapons,
range weaponry. often for mid range and highly versitile.
Value: 12gp per Mag
Scatter: Buck shot, small pieces of metal packed in front of
some gunpowder.
Value: 5gp per Mag
Special: includes mines, flame thrower canisters, lightning
cells, among other non conventional types of ammunition.
Value: 15gp per Mag

Using Airship Weaponry


If you are proficient with Airship weaponry then you may
add your proficieny to your attack roll. If you are using Heavy
Airship Weaponry without Airship Weaponry proficiency, all
attacks made with that weapon are made at disadvantage.
During the shooting phase of combat you may use your
attack action to fire the weapon. When the weapon's
capacity is 0 you must use the attack action to reload the
weapon. Reloading uses up 1 magazine of the required
ammunition. Each weapon has its own health pool, if the gun
drops to half its max health it is broken and cant continue to
fire or be reloaded, its current state of reload or shots used
remains the same. If the gun drops to 0hp it is Destroyed;
the ammunition is lost and can not be repaired untill you
dock and buy supplies to repair it (value is determined by
your DM)
Weapon Arcs
Wide Arc: a 90° cone originating from the weapon flank, Beacon Flare Gun
these are used for close range weaponry, and oftern
specilaized. This small mounted flare gun is used often to hail other
ships for assistance. sometimes for more nefarious
purposes, like firing it into a cloud to see if any foes lie in
the white folds of vapor. This weapon favors the creative.
Ammunition Type: Special
Hp: 15
Range: 550m/650m
Capacity: 1
Reload: 1
Arc: Wide
Damage: 1D4 + Dex, Fire Damage
Special:Beacon: when the Beacon is fired, blazing light
erupts from the shot. everything within a 100m radius
(around the hex it occupys) of the beacon is treated as
being in bright light, 50m further as dim light. If you are
within the same hex as the beacon you must pass a DC15
Con. Save or be Blinded for 1D4 rounds. If you have
darkvision the con. Save is made at disadvantage. the
beacon will hang in the air for 1D4-1 rounds after being
fired.
Value: 300gp
Carronade
Sometimes called "The Barking Dog" the carronade has a
Light Hardpoint Weapons good bite to go with the bark, known for shredding many an
unfortunate crew's Balloons. This gun will happily take
Light weapons can be mounted on Light Hardpoints on chuncks out of other ships without much remorse. It's
Airships. they stand ~4-5' tall and long, you can stand next to definitely a Good Boy.
the weapon and pivot around its anchor to the ship, this gives
you the weapon arc, some weapons require a more sturdy Ammunition Type: Scatter
base so their arc may be tighter than others. Hp: 20
Range: 500m/800m
Aten Lens Array Capacity: 2
Reload: 2
Multiple focusing lenses decorate the barrel of this odd piece Arc: Wide
of machienery. As the trigger is heald, more lenses fold in, Damage: 5D4 + Dex. Piercing Damage
and like a magnifying glass to an ant; the beam becomes Special: Buck Shot: Deals ½ Damage to adjacent
unbelieveably hot, cutting through even thick Armour plating. components
Ammunition Type: Special Value: 500gp
Hp: 22 Dragon Tongue Flamethrower
Range: 400m/700m Inspired by the great Red Dragons, the Dragontongue
Capacity: 3 specializes in a clensing Inferno. Etched in aingent Dragon
Reload: 2 text down the main barrel is the words "Yol Toor Shul"
Arc: Wide*
Damage: 2D6 + Dex, Fire Danage Ammunition Type: Special
Special:Laser Focused: If you continue to fire multiple Hp: 20
rounds in a row, the Lens Array becoms stronger, every Range: 100m/150m
round you attack with the Array consecutively, the arc Capacity: 3
tightens up, going from wide to medium arc, then medium Reload: 1
to line arc. every time this happens the Lens Array deals an Arc: Wide
extra 2D6 fire damage. If the weapon is abandoned during Damage: 4D4 + Dex, Fire Damage
this charge up time the build up is lost. Special:Yol Toor Shul: When you deal damage to a ship, the
Value: 620gp component you hit and the adjacent components have a
chance of lighting on fire, the DC is the attack roll to hit,
and the pilot must make a Wisdom Save or the
components will catch on fire dealing 2D4+2 Fire Damage
at the start of the Round. You have advantage when
targeting components already on fire.
Value: 550gp
Februus Weaponised Coil At first this was used for Hunting Aboleth, Dragon Turtles,
Designed by Goblins, the Februss Weaponised Coil and the mighty Kraken, these days the harpoon is used for
harnesses the power of lightning, one dares not think about sky fishing. The Harpoon is also popular among pirates that
how many goblins were lost in the testing phase of prefer boarding enemy vessles.
development. As janky as the design is, the results are truly Ammunition Type: Special
shocking. Hp: 15
Ammunition Type: Special Range: 100m/300m
Hp: 25 Capacity: 1
Range: 250m/500m Reload: 1
Capacity: 3 Arc: Wide
Reload: 1 Damage: 1D6 + Dex, Piercing Damage
Arc: Medium Special:Grapple & Reel: after making a successful hit, you
Damage: 2D4 + Dex, Lightning Damage may use an attack action to attempt to reel in the targeted
Special: Instead of firing the coil, you may choose to spend creature/object, a creature can make a strength saving
that shot as charging. Each charge adds 1D8 damage and throw to attempt to dislodge itself from the harpoon, an
will arc to one additional random component. If the full object normally can't resist, however if the object is a ship,
magazine is used to charge, it must fire at the end of that the pilot may make a wisdom save to dislodge the harpoon.
firing phase. If the coil is broken while charging the The DC is determined by the 'to hit' roll. On a successful
ammunition is consumed and will need to be reloaded save: the harpoon is pulled out of the creature/object and
before firing again. cannot be reeled in. On a failed save: the creature is reeled
Value: 600gp in 50 meters towards the harpoon gun. The harpoon gun
may also be used as a zipline, if the ship is at a higher
Gatling Gun altitude than its target a player may ride down the zipline
traveling at 50m a round until reaching their destination
The Ol' Reliable, the gatling cannon cal lay out sustained fire (making an acrobatics check to stick the landing, DC
for long periods without damaging itself thanks to its 6 determined by the DM)
barrels, with a chance to cool down before firing again makes Value: 500gp
this one of the most universally useful weapons of combat
designed to this day. Mercury Light Field Gun
Ammunition Type: Bullets You will hear the shot about 3 seconds after it hits you. The
Hp: 20 Mercury Light Field Gun is really good at dealing with long
Range: 700m/1000m distance relationships, if ending them is your description of
Capacity: 3 dealing with them. Her single target damage is unparraleled,
Reload: 1 she is heavy enough to almost be a candidate for the Heavy
Arc: Medium weapon class of artillery. If you care about your message
Damage: 3D6 + Dex, Piercing Damage going places, the Mercury is your tool for the job.
Special: Armour Shredding: When damaging hull armour, Ammunition Type: Artillery
add 1D4 damage to hit. However, dealing damage to gas Hp: 15
bags deals -1D4 damage (minimum of 0). Range: 2000m/2800m
Value: 400gp Capacity: 2
Hades Cannon Reload: 3
Arc: Line
With a trained gunner, this is one of the most devistating Damage: 2D10 +Dex, Piercing Damage
weapons to come up aginst. hearing the distinct ignition of Special: Component Disable: When damaging
the cannonball is a sirens call of distruction for all in its guns/engines add D6 damage to the hit (2D10 + D6 +Dex)
wake. You are in for one hell of a ride. Value: 650gp
Ammunition Type: Cannonball
Hp: 25
Range: 900m/1400m
Capacity: 5
Reload: 2
Arc: Medium
Damage: 1D8 +Dex. Bludgeoning Damage
Special: Ignition Rounds: If target is further than 200m
away the cannonball from the Hades will ignite, adding
1D8 fire damage to impact. On a failed DC15 Dex or Wis
save from the pilot of the affected ship, the target takes
1D4 fire damage for 1D4 rounds or until extinguished.
This effect stacks.
Value: 800gp
Harpoon Launcher
Phobos Mine Launcher Heavy Flak Artillery Cannon
Refurbished depth charges equipped with a deployable The Heavy Flak is a hravily armoured Artillery cannon
balloon make up the ammunition of the Phobos. These mines designed to deliver pinpoint destruction over long ranges, her
make for a good defence, simply wait for the sound. armour piercing rounds break through even the toughest of
Alternatively they are a great tool for setting traps, even the plating.
slightest puncture in one of these mines once its deployed
will set it off. Handle with care. Ammunition Type: Artillery
Hp: 30
Ammunition Type: Special Range: 1800m/3000m
Hp: 25 Capacity: 2
Range: 150m/300m Reload: 3
Capacity: 1 Arc: Line
Reload: 2 Damage: 2D12 + Dex. Siege Damage
Arc: Wide Special:Armour Piercing: -1 AC to the Targeted
Damage: 4D10+10 Force Damage Ship/Creature
Special: rather than targeting ships, the mine launcher will Value: 1200gp
target a point in space, the "on target" DC will be
determined by the DM, every 5 below the "on target" DC Nemesis Heavy Carronade
the mine will land 50 meters away from intended deploy Inspired by the cannons of the great sailing ships, the
space. The mine has an AC of 15 and a HP of 1. The mine Nemesis takes it to a whole new level, bigger kick, bigger
can be pushed by the wind as well as other forces; however payload. These cannonballs break into ships and sometimes
if the mine's Hp drops to 0 the mine will detonate in a 50m go completely through them! it is a sight to see a Nemesis
radius around the mine; dealing 4D10 Bludgeoning blast a hole clean through a ship.
Damage +10 Force Damage on a failed Dexterity save, and
half as much on a successful save (DC is the attack roll to Ammunition Type: Cannonballs
deploy mine). Hp: 35
Value: 750gp Range: 750m/1200m
Capacity: 2
Scylla Double-barreled Mortar Reload: 4
Two Drums of Destruction. The Scylla fires rapidly and hard, Arc: Medium
punching further and further into your opponent. The hollow Damage: 3D10+Dex. Siege Damage
thump of every shot will be music to your ears as you see Special: Armour Bypass: When targeting the Armour, deal
more and more holes appear in the hull of your foes. The ½ the damage to Armour and the remaining damage goes
world is chaos and you are it's humble guide. to Durability (regardless of Armour condition)
Value: 1350gp
Ammunition Type: Cannonballs
Hp: 25 Wyvern Heavy Missile Barrage
Range: 250m/400m A goblin engineer asked their dragonborn friend, "what if
Capacity: 6 there were more missiles?" The Dragonborn's answer? Enter
Reload: 2 the Wyvern Heavy Missile Barrage. In a single volley the
Arc: Medium Wyvern will blast 30 or so rockets out of its metal Dragon
Damage: 1D8 + Dex, Bludgeoning Damage skulls decorating each of the missile pods. line up your shot,
Special:Hull Hammer: You may fire one additional shot wave away all the smoke, and your porblems are suddenly
during the attack phase. When dealing damage to hull gone!
armor, deal 1D4-2 (minimum of 0) damage to the durability
of the ship, each consecutive hit deals +1 damage to Ammunition Type: Missiles
durability until the start of the next shooting phase. Hp: 40
(example. 1D4-2 on first hit, 1D4-1 on second hit, 1D4+0 Range: 500m/1000m
on third, and so on) Capacity: 1
Value: 650gp Reload: 3
Arc: Medium
Heavy Hardpoint Weapons Damage: 8D6+Dex Siege Damage
Special:Gout of Missiles: If you don't "call your shot" you
Heavy weapons can be mounted on Heavy Hardpoints on may deal damage to d4 more components, spreading the
Airships. they stand ~6-10' tall and long, heavy weapons have damage die equally across affected components (dex bonus
a place to sit, using the controlls you can pivot around its goes to initial component damaged)
anchor to the ship, this gives you the weapon arc, some Value: 1500gp
weapons require a more sturdy base so their arc may be
tighter than others.

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