D&D 4E Steamboat 4e Vehicle

Grimgrin

First Post
 
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The steamboat gunship is a wooden hull vessel powered by wind and steam driven paddlewheels. It is slower than the similarly sized two mast brig, but can move against the wind or without wind. The steamboat still uses a small three sails hanging from its two mast in order to improve fuel economy and not overtax the steam engine. This vessel is common on most rivers and lakes and is used to ferry people and small loads of cargo. It is also favored by river pilots for is shallow draft, maneuverability, and unremarkable appearance. A steamboat gunship can not mount more than a pair of cannons; one at the bow and one at the stern.
 
Steamboat (Gargantuan Vehicle)
Space: 4sq. By 10sq.
HP: 250
AC: 2
Fortitude: 15
Reflex: 2
Speed: Swim 6 (By sails alone: swim 3)
Cost: 2400gp
Pilot
The pilot must stand at the ship‘s wheel, which is typically in the pilot house in the center of the top deck.
Crew
In addition to the pilot, a steamboat has a crew of four that maintain the engine, keep it stoked with coal or firewood, and trim the sails. Reduce the ships speed by 25% for each missing crew member. Zero speed means the ship is out of control. It takes 30 rounds to heat the steam boiler to operating pressure.
Load
The ship can haul a maximum of 20 medium creatures or a max of 30 tons of cargo. Gunships are equipped with a pair of artillery pieces at the stern and bow of the boat which
Out of Control
An out of control steamship moves with the prevailing current and is helpless to control it’s course. The drifting ship can run aground, strike hidden rocks or reefs, or bash into other ships damaging both. The loss of control during a powerful storm or in river rapids may lead to sinking the vessel. At the DM’S discretion, a drifting ship may move slowly with the prevailing wind in calm waters.

Decks
The steamboat has two decks, the top deck is mostly open air except for the pilot’s house in the center of the ship. The bottom deck is used for cargo, crew quarters, and holds the steam engine of the boat.
 
Steam Engine
The steam engine reduces the impact of the prevailing wind or current. At the DM’s discretion the steamboat may move slightly faster or slower (+2 or -2 squares) due to a strong river current or wind.
Boiler Failure
The ship’s steam engine can only handle so much stress before it fails explosively. Every hour the ship’s engine is held at full speed there is a chance of a malfunction (d20 vs. Fortitude). A poorly maintained engine is also prone to malfunction (roll once per heating: d20 vs. Fortitude). A well maintained steam engine must be fully cleaned and lubricated (requires 1 hour) after it was last operated. Any successful malfunction roll creates a “Boiler Breach” hazard. Damage inflicted on the ship may also breach a heated boiler. On a successful critical strike on the ship, the ship must make a saving throw or create a “Boiler Breach“ hazard.

Steamboat Boiler Breach Level 1 Elite Blaster
Hazard (200 Exp)
The steam boiler ruptures filling the ship with metal shrapnel, shrieking pipes, and scalding steam
Hazard: Ruptured steel seams will periodically jet steam endangering the crew and the vessel
Perception: No check is required to notice the boiler breach
Initiative: +5
Trigger: The Boiler Breach rolls initiative at the start of the encounter. On it’s turn the boiler breach releases a burst of steam.
Attack * Fire, Thundering, Force
Standard Action Close Burst 5
Target: Everything within area of effect including the vessel
Attack: +4 vs. Reflex
Hit: 1d12+3 damage
Effect: A boat reduced to 0 HP will sink. The debris left behind creates difficult terrain until it is cleared.

Countermeasures
A character can attempt to disable the boiler (DC 15 Intelligence Check) so it can be repaired

A character can attack the boiler (Defenses 15, HP 30, Resist all 5) which destroys the engine and releases one final close burst 5 as above when the boiler is reduced to 0 HP.
 
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weem

First Post
Very cool, thanks for sharing ;)

In one of the campaigns I play in, we are currently on a steamship heading up a river. I linked the DM to this so he could check it out - maybe get some ideas!
 

Grimgrin

First Post
Blockade Runner

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The Blockade Runner is a wooden gunboat designed for speed and firepower. It rips through costal waters out accelerating all other ships in the hope of breaking through enemy naval lines. This design is favored by elite forces and smugglers. The ship has a pair of mast and a powerful steam engine for locomotion. The great speed of this vessel comes at the expense of cargo capacity. A blockade runner may mount four cannons: a pair at the bow, and a pair at the stern.

Blockade Runner (Gargantuan Vehicle)
Space: 4sq. By 15sq. HP: 300 AC: 3
Fortitude: 16 Reflex: 2 Speed: Swim 10 (5 by sails alone)
Cost: 8000gp

Pilot
The pilot must stand at the ship‘s wheel, which is typically in the pilot house in the center of the top deck.
Crew
In addition to the pilot, a blockade runner has a crew of five that maintain the engine, keep it stoked with coal or firewood, and trim the sails (must expend a standard action per round). Reduce the ships speed by two squares for each missing crew member. Zero squares means the vessel is out of control. It takes 30 rounds (5 minutes) to heat the steam boiler to operating pressure.
Load
The ship can haul a maximum of 20 medium creatures and 20 tons of cargo. Blockade Runners are usually equipped with a pair of artillery pieces at the stern and bow of the boat which require gunners to operate.

Out of Control
An out of control blockade runner moves with the prevailing current and is helpless to control it’s course. The drifting ship can run aground, strike hidden rocks or reefs, or bash into other ships damaging both. The loss of control during a powerful storm or in river rapids may lead to sinking the vessel.

Decks
The blockade runner has two decks, the top deck is mostly open air except for the pilot’s house in the center of the ship. The bottom deck is used for cargo and crew and also holds the steam engine of the boat.

Steam Engine
The steam engine reduces the impact of the prevailing wind or current. At the DM’s discretion the blockade runner may move slightly faster or slower (+2 or -2 squares) due to a strong river current or wind.

Boiler Failure
The ship’s steam engine can only handle so much stress before it fails explosively. Every hour the ship’s engine is held at full speed there is a chance of a malfunction (d20 vs. Fortitude). A poorly maintained engine is also prone to malfunction (roll once per heating: d20 vs. Fortitude). A well maintained steam engine must be fully cleaned and lubricated (requires 1 hour) after it was last operated. Any successful malfunction roll creates a “Boiler Breach” hazard. Damage inflicted on the ship may also breach a heated boiler. On a successful critical strike on the ship, the ship must make a saving throw or create a “Boiler Breach“ hazard.

Blockade Runner Boiler Breach
Level 3 Elite Blaster
Hazard (300 Exp)
The steam boiler ruptures filling the ship with metal shrapnel, shrieking pipes, and scalding steam
Hazard: Ruptured steel seams will periodically jet steam endangering the crew and the vessel
Perception: No check is required to notice the boiler breach
Initiative: +7
Trigger
: The Boiler Breach rolls initiative at the start of the encounter. On it’s turn the boiler breach releases a burst of steam.
Attack * Fire, Thundering, Force
Standard Action Close
Burst 7
Target: Everything within area of effect including the vessel
Attack: +8 vs. Reflex
Hit: 4d6+6 damage
Effect: A boat reduced to 0 HP will sink. The debris left behind creates difficult terrain until it is cleared.
Countermeasures
A character can attempt to disable the boiler (DC 25 Intelligence Check) so it can be repaired

A character can attack the boiler (Defenses 15, HP 90, Resist all 5) which destroys the engine and releases one final close burst 7 as above when the boiler is reduced to 0 HP.
 
 

Grimgrin

First Post
Scout Ship

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The Scout Ship is juxtaposition of a old fashioned wooden sailing ship and steam power house. It is not as fast as a Blockade Runner but thoroughly outguns it. The vessel is designed to maneuver well with or without wind filling its sails. The Scout Ship primary purpose is to patrol coastal waters and act as escorts to merchant vessels or naval fleets. This vessel is large enough to carry light cargos and a company of marines.

Scout Ship (Gargantuan Vehicle)
Space: 6sq. By 22sq. HP: 350 AC: 3
Fortitude: 16 Reflex: 2 Speed: Swim 8 (4 by sails alone)
Cost: 10000gp

Pilot
The pilot must stand at the ship‘s wheel, which is typically in the pilot house in the center of the top deck.

Crew
In addition to the pilot, a blockade runner has a crew of seven that maintain the engine, keep it stoked with coal or firewood, and trim the sails (dutiful crew must expend a standard action per round). Reduce the ships speed by two squares for each missing crew member. Zero squares means the vessel is out of control. It takes 30 rounds (5 minutes) to heat the steam boiler to operating pressure.

Load
The ship can haul a maximum of 30 medium creatures and 30 tons of cargo. Scout Ships are usually equipped with a pair of artillery pieces at the stern and bow of the boat and 6 light cannons.

Out of Control
An out of control scout ship moves with the prevailing current and is helpless to control it’s course. The drifting ship can run aground, strike hidden rocks or reefs, or bash into other ships damaging both. The loss of control during a powerful storm or in river rapids may lead to sinking the vessel.

Decks
The scout ship has three decks, the top deck is mostly open air except for the pilot’s house in the center of the ship. The sea deck is open for rigging but enclosed for officer’s quarters, the aft powder magazine, and the captain‘s quarters in the bow. The bottom deck is used for cargo, cannon, crew, and also holds the steam engine of the boat.

Steam Engine
The steam engine reduces the impact of the prevailing wind or current. At the DM’s discretion the blockade runner may move slightly faster or slower (+2 or -2 squares) due to a strong river current or wind.

Boiler Failure
The ship’s steam engine can only handle so much stress before it fails explosively. Every hour the ship’s engine is held at full speed there is a chance of a malfunction (d20 vs. Fortitude). A poorly maintained engine is also prone to malfunction (roll once per heating: d20 vs. Fortitude). A well maintained steam engine must be fully cleaned and lubricated (requires 1 hour) after it was last operated. Any successful malfunction roll creates a “Engine Rupture” hazard. Damage inflicted on the ship may also breach a heated boiler. On a successful critical strike on the ship, the ship must make a saving throw or create a “Engine Rupture“ hazard.
 



Grimgrin

First Post
I created an steam driven airship map: HERE .

It is armed with dwarven gattling guns:
Dwarven Gattling Gun Crew
The gattling gun is designed to repel the air assaults are rake ground infanty from dwarves airships. It is typically served by a crew of two, a loader and a gunner. When placing the gattling crew, the gun itself occupies one square. It can be pulled 1 square by using a move action (meaning the puller moves one square and pulls the cannon with him).
Dwarf Loader
Dwarf Loader Level 4 Soldier
Medium XP 175

Initiative +6 Senses Perception +4
HP 55; Bloodied 27
AC 20; Fortitude 17, Reflex 16, Will 16
Saving Throws vs Poison +5
Speed 5
Melee Warhammer (Standard; at-will)
+11 vs AC, 1d10+4 damage.
Load Cannon (Standard; at-will)
The dwarf replaces ammo drums as they are drained by the gattling gun.
Stand Your Ground
When an effect forces a dwarf to move – through a pull , a push, or a slide – the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned
Languages Common, Dwarven

Skills Dungeoneering +9, Thievery +9
Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
Con 15 (+4) Int 15 (+4) Cha 15 (+4)

Equipment leather armor, war hammer, 6 loaded ammo drums
Dwarf Loader Tactics
The dwarf loader load and prime the cannon for the gunner to fire. They defend themselves and the gunner if attacked and keep an eye on the enemies sneaking up from behind..

Dwarf Gattling Gunner
Dwarf Gattling Gunner Level 8 Artillery
Medium Natural Humanoid (Dwarf, Black Powder) XP 350

Initiative +7 Senses Perception +12
HP 71; Bloodied 35
AC 20; Fortitude 20, Reflex 21, Will 20
Saving Throws vs Poison +5
Speed 5
Melee Attack: Warhammer (Standard; at-will)
+15 vs AC, 2d6+5 damage.
Ranged Attack: Pistol (Standard; at-will)
Ranged 5/10; +15 vs AC; 1d10+4 damage.
Special Attack: Gattling Gun (Standard; at-will)
Area burst 1 within 20 squares, +13 vs Reflex, 2d8+5 damage (Huge and Gargantuan Targets suffer 4d8+5 damage). The gattling gun can only be fired if it is loaded and primed and becomes unloaded after 4 rounds of use.
Stand Your Ground
When an effect forces a dwarf to move – through a pull , a push, or a slide – the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.
Load Gattling Gun (Standard; at-will)
The dwarf cannon master loads an unloaded gattling gun.
Alignment Unaligned Languages Common, Dwarven

Skills Dungeoneering +12, Thievery +14
Str 17 (+7) Dex 20 (+9) Wis 17 (+7)
Con 17 (+7) Int 17 (+7) Cha 17 (+7)

Equipment: Dwarven gattling gun, leather armor, warhammer, pistol, 12 pistol shots
Dwarf Gattling Gunner Tactics
The dwarf gattling gunner has a loader that helps operate the gun and watch for sneak attacks. The gattling gun sprays an area with multiple shots reducing accuracy but improving the chance of multiple strikes on oversized targets. The gattling gun is too heavy and unwieldy to carry and shoot, and is mounted on a tripod to facilitate aiming. If his loader should perish, he can load the gattling gun himself.
 
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