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How would you defend an airship?
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<blockquote data-quote="Lord Pendragon" data-source="post: 6170034" data-attributes="member: 707"><p>I sort of get the feeling that fleeing airships only to wind up on another plane may be a bit of a frying pan-->fire scenario. ;P</p><p></p><p>So far, it seems like this is what I'm looking at:</p><p></p><p><strong><u>DEFENSE</u></strong></p><p>Our ship is small and, hopefully, can be faster and more maneuverable than most other ships she meets. This will depend largely on the effectiveness of her prototype engine, which I won't know more about until I meet with the engineer in Sharn.</p><p></p><p>I'm hoping to get <em>Walls of Force</em> set up as sort of a "shields" deal, able to be activated at need. These would have the benefits of not increasing the weight of the ship at all, but providing significant defense against bombardment.</p><p></p><p>Having a <em>Hallow</em> cast on the ship itself, linked to <em>Protection from Fire</em> should give the ship the fire protection a wooden craft desperately needs. Also, possibly having a wand of summoning water elementals for putting out any conflagrations that do occur in the weapons locker.</p><p></p><p>Will look into the possibility of alchemically treating our soarwood deck to increase its fire resistance. This may not be necessary if we can get the <em>Hallow</em> in place, but even so, better safe than sorry. Alchemical enhancements in general are something to look into.</p><p></p><p><em>Hardening</em>. We don't have a wizard in the party, but we do have access to UMD and may also have access to high level NPC wizardry through organizational contacts. The more <em>Hardening</em> we can manage, the better, though in particular would like to use this to bolster the strength of our propellers, which are as pointed out a weak spot.</p><p></p><p>An <em>invisibility</em>-based cloaking device would be very beneficial for avoiding fights altogether. Would not need to be improved, though would need to be re-usable or it would probably be cost prohibitive.</p><p></p><p><strong><u>OFFENSE</u></strong></p><p></p><p>Lightning guns powered by our <em>Stardust</em>-inspired lightning net.</p><p></p><p>A weapons locker with wands of <em>Damp Powder</em>, elemental summoning, and other useful offensive abilities.</p><p></p><p>Bombs fashioned by our alchemist. If we manage to make our little airship more maneuverable than the big boys, simply getting higher in the air and dropping explosives on them may be a viable strategy.</p><p></p><p>Boarding party. At least 2 of us will eventually be able to <em>dimension door</em>, which is a pretty solid boarding method. I'm not sure about the monk's <em>Abundant Step</em> but my magus at least should be able to take passengers once his caster level is high enough. Other than that, it may be useful/viable to stow at least a few short-range gliders to transport others across if the monk and I can't carry everyone we'd like.</p><p></p><p>A main gun. Call me silly, but I've always loved the idea of an airship having a main gun. Probably watched too much anime, or played too much <em>Skies of Arcadia</em> back on the Dreamcast. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Ideally I'd like our main gun to involve the PCs, so I'm thinking not so much a traditional Big Gun, but rather a gun that magnifies a spell attack to capital ship proportions. So one of our clerics could cast <em>Searing Light</em> into it to power a massive laser attack, or later my magus could toss a <em>Disintegrate</em> into it to power a de-atomization beam.</p><p></p><p>Still looking for additional ideas, comments, thoughts on airship offense, defense, tactics, etc.! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 6170034, member: 707"] I sort of get the feeling that fleeing airships only to wind up on another plane may be a bit of a frying pan-->fire scenario. ;P So far, it seems like this is what I'm looking at: [B][U]DEFENSE[/U][/B] Our ship is small and, hopefully, can be faster and more maneuverable than most other ships she meets. This will depend largely on the effectiveness of her prototype engine, which I won't know more about until I meet with the engineer in Sharn. I'm hoping to get [i]Walls of Force[/i] set up as sort of a "shields" deal, able to be activated at need. These would have the benefits of not increasing the weight of the ship at all, but providing significant defense against bombardment. Having a [i]Hallow[/i] cast on the ship itself, linked to [i]Protection from Fire[/i] should give the ship the fire protection a wooden craft desperately needs. Also, possibly having a wand of summoning water elementals for putting out any conflagrations that do occur in the weapons locker. Will look into the possibility of alchemically treating our soarwood deck to increase its fire resistance. This may not be necessary if we can get the [i]Hallow[/i] in place, but even so, better safe than sorry. Alchemical enhancements in general are something to look into. [i]Hardening[/i]. We don't have a wizard in the party, but we do have access to UMD and may also have access to high level NPC wizardry through organizational contacts. The more [i]Hardening[/i] we can manage, the better, though in particular would like to use this to bolster the strength of our propellers, which are as pointed out a weak spot. An [i]invisibility[/i]-based cloaking device would be very beneficial for avoiding fights altogether. Would not need to be improved, though would need to be re-usable or it would probably be cost prohibitive. [B][U]OFFENSE[/U][/B] Lightning guns powered by our [i]Stardust[/i]-inspired lightning net. A weapons locker with wands of [i]Damp Powder[/i], elemental summoning, and other useful offensive abilities. Bombs fashioned by our alchemist. If we manage to make our little airship more maneuverable than the big boys, simply getting higher in the air and dropping explosives on them may be a viable strategy. Boarding party. At least 2 of us will eventually be able to [i]dimension door[/i], which is a pretty solid boarding method. I'm not sure about the monk's [i]Abundant Step[/i] but my magus at least should be able to take passengers once his caster level is high enough. Other than that, it may be useful/viable to stow at least a few short-range gliders to transport others across if the monk and I can't carry everyone we'd like. A main gun. Call me silly, but I've always loved the idea of an airship having a main gun. Probably watched too much anime, or played too much [i]Skies of Arcadia[/i] back on the Dreamcast. :p Ideally I'd like our main gun to involve the PCs, so I'm thinking not so much a traditional Big Gun, but rather a gun that magnifies a spell attack to capital ship proportions. So one of our clerics could cast [i]Searing Light[/i] into it to power a massive laser attack, or later my magus could toss a [i]Disintegrate[/i] into it to power a de-atomization beam. Still looking for additional ideas, comments, thoughts on airship offense, defense, tactics, etc.! :D [/QUOTE]
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