WINDSHIPS

Windship
Windship Types: While the term windship is commonly used for all air vessels, they're sometimes referred to by size/function, as follows...

Windriggers are the smallest vessels (really they're just boats) that are usually personal vessels not intended for extended journeys, because of their small holds and fragility.

Windskiffs are small to medium vessels making up the majority of windships in Talislanta. They have larger holds and crews, are weatherworthy, and usually have fair range. The greatest weakness of windskiffs is not having weapon defenses, other than crew, due to their limited deck size.

True Windships are notably larger vessels intended for long range travel. The term Windwar has become synonymous with ships designed for combat, but the term windship is equally applicable. Most windships are usually capable of surviving storms, some combat, etc. While their holds are intended for modest amounts of cargo or people, most windships are notably smaller than their comparable waterbound siblings (i.e., they can't carry as much).

Ship Stats:


Hull describes the basic dimensions of the ship – which are also used to determine the inherent integrity of the design (HP). The strength of the ship's outer skin and/or armoring (PR) are not based on the size of the vessel, but what the ship's function is. The basic ship type: windrigger, windskiff, windship, or windwar is also listed.

Speed is the ship's common cruising speed and maximum speed with good wind; Actions per turn (APT) are something we added to approximate how maneuverable a windship is (a maneuverable ship can turn faster, ascend quicker, etc.), and is for maneuvering only – i.e., the ship only gets to travel it's speed value ONCE per turn regardless of it's APTs.

Crew is defined as the minimum crew required during active maneuvers (e.g., combat, racing, landing, etc.); each type of armament also requires a crew (see below). Additional space for passengers/cargo means space for sleeping/storage BELOW deck – a ship can usually carry a few extra people ON DECK no problem.

Arms come in a wide variety of forms. Overall, the firing arc of a weapon should be determined before combat begins (skyfire chutes are fixed to drop things, just like a bomber plane), but other weapons can probably be repositioned in preparation for combat, to achieve the best attack/defense. Be sure to note that each weapon has a crew requirement.

Protective Rating (PR) – based on windship's intended use: Unlike their land or sea counterparts, windship design requirements (and prohibitive costs) make them fragile. It is assumed that a windship can take roughly 50% it's HP's in damage before becoming risky to fly (-4 to all rolls); at 25% of it's HP's, is unsafe to fly (-8 to all rolls) and should be grounded for repairs.

Lightly armored windships have a PR 1-3 (which makes them very fragile)

Merchant vessels usually have a PR 4-8 (which is quite weatherworthy)

Warships usually have a PR 6-10 (notably resistant to most dangers)

Hit Points (HP) – guidelines for determining windship hit points: The basic strength of the ship's design.

Less expensive or light windships have HPs equal to their (LENGTH + WIDTH); so 16 + 7 = 23 HP

More weatherworthy ships usually have HPs equal to their (LENGTH + WIDTH + 10); so 60 + 18 + 10 = 88 HP

Warships usually have HPs equal to their (LENGTH + WIDTH + 20); so 150 + 32 + 20 = 202 HP

Speed: Speed is arbitrarily assigned based on the ship's design and purpose. Size is not a determinant of speed.


MPH is determined by taking the speed value (+) x 20, plus 100, and dividing by 9 (rounding up). Thus a speed of +5 is figured as follows: ((5x20)+100)/9 = 22 MPH.

Actions per turn are for maneuvering only and help make ship-to-ship combat more exciting

Catch-sails improve maximum speeds (which are only applicable during good winds)

Flex-poles reduce crew requirements for manning sails

See also:

Windshipyards of Nizrin

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