Exploring the Skies


Most of the travel during the campaign will take place on the overworld map, a hex grid representing the entirety of Ticivorna. Travel will be done via large airships that traverse the sky.

Movement Speeds

Move = Top Speed in yds/sec; multiply by 2 for mph

Cruising (overworld travel) speed = 0.6 x Top Speed

Daily travel = 12hrs x Cruising Speed (accounting for down-time for maintenance, meals and sleep)

Each world hex = 84miles

Special Modifiers

  • Overdrive: The ship maintains top-speed for an extended duration. This uses up fuel 50% faster and exhausts the engine. Roll vs. ship HT to avoid damage to the engine. On a critical success, fuel is only expended 25% faster. On a failed roll, the ship suffers engine damage and acquires a bug. (see Airship Bug List.) On a critical failure, the engine suffers 1d of health damage in addition. To determine what kind of bug the ship gets, a character rolls vs. Mechanic – 4 to perform damage control. On ciritcal success, he the problem is resolved and there is no bug. On a success, the problem is controlled, but the damage is already done and the ship acquires a minor bug. On a failure, the damage is not controlled and the ship acquires a major bug. One a critical failure, the mechanic makes the problem even worse and ship acquires both a major AND a minor bug! Lighter than Air vessels CANNOT perform in overdrive.
  • Heavy Load: The ship carries an unusually large amount of cargo. Any ship can carry up to 1/4 its Load in tons (rounded down) above its normal load limit. Any amount of weight in excess of its normal Load halves the ship’s speed and acceleration. Lighter-than-Air vessels can carry up to 1/3 their load in extra weight.
  • Against the Wind: Reduce top speed by effective wind speed. If Top speed is negative, the ship goes out of control.
  • With the Wind: Increase top speed by wind speed factor. If the wind speed factor is greater than or equal to top speed, the pilot must make a piloting roll with a penalty equal to half the wind speed factor. On a failure the ship goes out of control.


When navigating the overworld, the crew will set a heading from their present location (hex) on the overworld map. This heading will either be 12 o’clock, 2 o’clock, 4 o’clock, 6 o’clock , 8 o’clock, or 10 o’clock, relative to their current facing. Once the crew has travelled 84 miles in that direction, they will advance to the next hex in that direction.

Each Hex of travel requires a series of roles to stay on course. Success will be determined by the TOTAL MARGIN OF SUCCESS for each station. Each station must be handled by a separate person. The relative skill of each station cannot exceed the captain’s relative Leadership skill. Failure results in traveling in the potentially wrong direction (The GM will roll the direction secretly). The skills rolls are
• Shiphandling (to run the ship)
• Navigation (To set a course / act as a spotter)
• Piloting (To steer the ship; someone with Airshipman can steer the vessel, but rolls against DX instead of IQ)
• Mechanic (To perform engine upkeep)
• Airshipman (To handle other general issue)

Special Modifiers

Condition Leadership Navigation Piloting Mechanic Airshipman
Against the Wind 0 -2 -2 0 0
Against Trade Wind1 -2 -4 -4 -2 -2
Light Fog 0 -3 -2 0 0
Heavy Fog 1 0 -4 -6 0 0
Dark Clouds 0 0 -2 0 -2
Lightning 0 0 -2 -2 0
Rain1 -2 -2 -2 -2 -2
High/low Altitude (per 250ft) -1 -2 -2 -2 -2
Favorable Wind 0 +2 +2 0 0
Cloudless sky +4 +4 +4 0 0

1 – Cannot substitute Airshipman for pilot

Mapping the World

Players will NOT be able to see the overworld map. Any directional tracking they wish to do will be done by their cartographer, should someone choose to take that role. The cartographer will be responsible for mapping and noting locations for the party to the best of their abilities.

Airship Combat/Local Travel

Sometimes air travel becomes more close-quarters. In these instances we will use a hex battle grid for simulating air combat. Distance and time will use a decade (x10) scale. This means each hex represents 10 yards of movement while each turn represents 10 seconds of time. Reload speeds are divided by 10 (rounded up), but acceleration and deceleration both occur on a per-turn basis.

Turn Order

Turns will happen simultaneously. Each ship will declare its maneuver at the same time.


At the start of each turn, the captain chooses a maneuver to execute for that turn. The captain then makes a leadership roll. Each crew member’s relative skill can be no higher than the margin of success on the captain’s leadership roll, up to a maximum of the captain’s relative leadership skill. Each maneuver applies a bonus or penalty to different stations. The captain cannot select a maneuver that is more than 2 steps from the current one. The maneuvers he can choose from are:

Maneuver Action Piloting Gunner Mechanic Notes
All-out attack Focus on assaulting the enemy -3 +2 -2 +2 to rolls for boarding enemy ships
Charge! Make aggressive maneuvers towards the enemy -1 +1 0 +2 to piloting rolls for ramming attacks
Steady Keep a balanced stance 0 0 0 Gunner gets extra +1 from aim
Damage control Minimize damage, take defensive maneuvers +1 -2 +2
Evasive maneuvers Focus on avoiding enemy fire and enemy boarders +2 -1 0 Gunner attacks cannot benefit from aim
All-out Defense Avoid damage at all costs. Retreat if possible +3 Cannot act +2 +1 DR

Other crewman can take the following actions in addition to normal maneuvers

  • Change Station: Move to another station (move to a specific location on ship, man an artillery weapon, take the helm, etc.). There must ALWAYS be someone at the helm, or the ship goes out of control.
  • Quick Maintenance: If you are in a location that was damaged at no more than 2 turns ago and is not crippled, you can attempt to perform emergency maintenance on it. Make an Armory (vehicle) roll. On a success, you repair damage equal to your relative skill (minimum 1). On a critical success, you manage to repair it even more, restoring damage equal to DOUBLE your relative skill. On a critical failure, you make the problem worse, and cause additional damage equal to your relative skill.


Basic Movement: Each ship begins with its facing set to its current heading and travelling at cruising speed. At the end of each turn, the captain may decide to accelerate or decelerate up to the ship’s acceleration. During its turn, each ship moves its current velocity (rounded down) in hexes. A ship may change its facing by 60 degrees once it has travelled at least a number of squares consecutively equal to its current velocity squared / 10 (rounded down, minimum of 1).

Dodging: Dodging involves performing defensive or evasive maneuvers with the vehicle. Vehicle dodge can be performed during any maneuver except the “Charge!” and “All-out Attack” maneuvers. Dodge skill is equal to ½ piloting skill + Handling.

Special Modifiers

These all overlap with the modifiers for overworld travel.

Exploring the Skies

Skies of Ticivorna dcatoii dcatoii