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 Battle Beyond the Shards –Air combat over Almeri

“I wish to have no Connection with any Ship that does not Sail fast, for I intend to go in harm’s way.”

– Captain John Paul Jones


This is a continuation of the Airship rules from the previous post. To start from the beginning click here.

While much of the time on a voyage is quiet and lonely, there are threats in the Scintillance. Pirates, raiders, and other enemies might hope to catch a trader unaware or strike a blow for an opposing power. The weapons in common use, however, are not usually enough to destroy an enemy ship unless it is wildly outclassed. Battles are usually decided by closing, boarding, and paying a bloody price for victory.

When two ships come in contact in the skies, it is usually at some distance. Unless there is an element of ambush or subterfuge, ships would spot each other at fairly long range.

When two ships come in contact, roll 1d.

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