## Saroth

## Airship Modifications

#### Saroth Wiki

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### Technology|Airships|Modifications

#### Modifications

All airships can be modified. All modifications cost a certain amount of gp and have an installation time. Their are three categories of modifications, hull, feature or magical. Hull modifications can alter an airship’s base statics from its number of hardpoints to its maximum speed and acceleration. Feature modifications grant an airship a special non-magical function or feature, such as a docking bay for smaller airships. Magical modifications grant an airship a magical ability or function.

*A note on terminology*: Available cargo tonnage refers to cargo tonnage that is not occupied by any installed armaments.

##### Installing Feature or Hull Modifications

All non-magical modifications can be installed with a successful DC 20 Craft (Airship) check. A feature or hull modification differs slightly from the normal crafting rules. These altered rules are presented below.

To determine how much time and money it takes to install a feature or hull modification, follow the following steps.

- Find the feature or hull modification’s price in
*gold pieces*. - Pay 1/3 of the modification’s price for the raw material cost.
- Make a Craft (airship) check representing one week’s worth of work. If the check succeeds, multiply your check by the DC (20). If the result x the DC equals the price of the modification in
*gp*, then you have completed the modication. (If the result x the DC equals double or triple the price of the modification in*gold pieces*, then you’ve completed the modification in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result x the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the feature or hull modification in*gold pieces*. - If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. In addition, when you fail the check by 5 or more, the airship gains the broken condition. When an airship gains the broken condition, it takes a –2 penalty to AC, saving throws, and on combat maneuver checks. If a airship or its means of propulsion becomes broken, the airship’s maximum speed is halved and the airship can no longer gain the upper hand until repaired. If the airship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.

*Progress by the Day*: You can make checks by the day instead of by the week. In this case your progress (check result x DC) should be divided by the number of days in a week.

##### Constructing & Installing Magical Modifications

An airship can have a maximum number of magical modifications installed based upon its class, as outlined in the table below. Installing a magical modification takes one week, and consumes no gold (other than the cost of the modification). A failed check means that the item has been destroyed, and the airship gains the broken condition. When an airship gains the broken condition, it takes a –2 penalty to AC, saving throws, and on combat maneuver checks. If a airship or its means of propulsion becomes broken, the airship’s maximum speed is halved and the airship can no longer gain the upper hand until repaired. If the airship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.

Magical modifications can be constructed just like ordinary wondrous items .

Airship Class | Magical Modifications |
---|---|

Cutter | 2 |

Frigate/Destroyer | 4 |

Cruiser/Corvette | 6 |

Battleship | 8 |

Capital | 10 |

#### Hull Modifications

##### Expanded Cargo Hold

You can remove passenger space from an airship to increase the available cargo tonnage of the airship. For every two passenger spaces removed, the airship gains one ton of available cargo space. This modification costs 400 gp for every ton of cargo tonnage gained as a result.

*Special*: For cutters, they may remove two available hardpoints in exchange for 500 lbs of cargo tonnage. This hull modification costs 200 gp.

##### Extra Passenger Space

You can reduce the available cargo tonnage in exchange for gaining extra passenger space. In exchange for every ton of available cargo tonnage the airship gains two passenger spaces. The extra passenger space modification costs 800 gp per two passenger spaces gained in this manner.

##### Extra Hardpoint

You can add an extra hardpoint to an airship by reducing its available cargo tonnage. This hull modification varies in cost and the reduction of available cargo tonnage by the amounts listed in the table below.

Airship Class | Cargo | Cost |
---|---|---|

Cutter | — | — |

Frigate/Destroyer | 2 tons | 1,000 gp |

Cruiser/Corvette | 4 tons | 2,000 gp |

Battleship | 8 tons | 4,000 gp |

Capital | 16 tons | 8,000 gp |

##### Max Speed and Acceleration

By reducing the available cargo tonnage, the airship can gain a maximum speed and acceleration increase. For an every amount of available cargo tonnage reduced the airship gains a +20 feet increase of maximum speed and a +5 feet increase in acceleration. Available cargo tonnage reduced in this manner has a varying cost based on the class of airship. This modification can be applied a maximum of 5 times.

Airship Class | Cargo | Cost |
---|---|---|

Cutter | — | — |

Frigate | 2 tons | 2,000 gp |

Destroyer | 2 tons | 2,500 gp |

Cruiser | 4 tons | 4,000 gp |

Corvette | 4 tons | 5,000 gp |

Battleship | 8 tons | 8,000 gp |

Capital | 16 tons | 16,000 gp |

##### Armor

An airship can gain an increase to its AC, hardness, and hit points by reducing its max speed, acceleration, available cargo tonnage, and hardpoints. For every reduction of available cargo tonnage, as found on the table below, two hardpoints, maximum speed by 20 feet, and acceleration by 5 feet the airship gains an extra 5 hit points per square, a +1 increase to hardness, and a +2 armor bonus to AC. These bonuses stack, and the reductions may be applied up to 5 times.

Armor costs an amount varying by the class of airship, as shown in the table below.

*Special*: A cutter may have this applied twice, with no reduction to cargo tonnage or hardpoints, but each application reduces its maximum speed by 50 feet, and its acceleration by 10 feet.

Airship Class | Cargo | Cost |
---|---|---|

Cutter | — | 1,000 gp |

Frigate | 2 tons | 4,000 gp |

Destroyer | 2 tons | 5,000 gp |

Cruiser | 4 tons | 8,000 gp |

Corvette | 4 tons | 10,000 gp |

Battleship | 8 tons | 16,000 gp |

Capital | 16 tons | 32,000 gp |