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Airships
The idea of
Airships came to me while i was researching graphics for The Catacombs
expansion. Frnakly it was one of those things that practiaclly created istself.
I'm quite proud of this one.
Talisman
Airships
The skies have
become crowded with more than just flying creatures. Now there are ships they say float on the clouds like the fishing
boats sail on the oceans. No one knows
where they come from but they are great and powerful!
To use this
expansion each player will need paper & pencil to keep track of Hit Points
if they should discover an Airship.
There are five
classes of Airship.
Class |
Strength |
Hit Points |
Movement |
Compliment |
Dragon |
D8 |
12 |
3 |
3-8 |
Wyvern |
D6 |
8 |
2 |
2-6 |
Condor |
D4 |
6 |
2 |
2-5 |
Eagle |
D4 |
4 |
1 |
1-3 |
Falcon |
1 |
2 |
1 |
1-2 |
Strength is described as how many
points of damage any given Airship may inflict in any round of Combat.
Hit Points are how many points of
damage an Airship may take before completely destroyed.
Movement is how many spaces per
turn an Airship may move.
Complement is how many people
maximum (Character plus Followers and/or Henchmen) may board the vessel. Horse and Carts may not board any Airship.
AIRSHIP
COMBAT
Combat with
Enemies
When in Combat
with any Enemy roll the appropriate die Airship Die along with 1D6. Add the results together then add your
Strength. Then compare your result with
your opponents'. The higher result
wins. For example: Suppose you are flying in a Wyvern Class
Airship and you encounter a Dragon Strength 7.
You would roll 2D6. One for the
ship and one for the Combat. Then add your Strength.
Combat
with Another Airship
If you
Encounter another Airship and wish to engage in Combat simply roll the
Appropriate Airship die. Do not roll a
Combat die. The result is how much
damage you give to the other Airship. In the case of a Falcon Class, do not
roll at all. You do 1 point of damage to the other Airship.
Combat
with another Character
If you
Encounter another Character and you choose to engage them in Combat or Psychic
Combat you may add the Airship’s Strength to yours. To do so roll the appropriate die along with your Combat or
Psychic Combat die. For example: Suppose your are flying in a Condor Class Airship. Your Strength is 3 and your Followers add
another 2 to your Strength. You would,
in Combat, roll 1D6 and 1D4 adding the results to your party Strength of 5.
When an
Airship has taken its maximum amount of damage it is destroyed. If you and your party are aboard you have no
place to go but down! Animal Objects
are killed, discard. The only exception
to this rule is for Flying Followers.
Roll 1D8 for each Follower and consult the Fall Chart:
1-3 |
Killed (discard) |
4-6 |
Injured, Follower leaves you, leave on this space. |
7 |
Stunned, Follower remains with you but you may not gain any benefits from this Follower for 3 Turns. |
8 |
Safe. |
Embarking &
Disembarking
Embarking
If you
Encounter an unguarded Airship you may claim it immediately if your party
fulfills the Compliment amount needed to fly the darn thing. For example: If you Encounter a Dragon Class Airship you must have a party
size of 3-8 people (Character + Followers + Henchmen) no more and no less. If you have less you may not claim the
Airship. If you have more you must
leave behind any Followers that would put your total over the Compliment
total. Followers that do not have hands
(The Unicorn and other Animals) do not count toward fulfiling the Sirship's
Compliment. You may not take a Horse and Cart aboard an Airship. You may take a Horse, War Horse & etc
but they will not aid you in Airship Combat.
They are simply cargo.
Disembarking
You may choose
to disembark any Airship at any time during your turn. Simply state you and your party are
disembarking. Once stated you may not
reclaim the same Airship unless you Encounter it on another Turn. It is not necessary to disembark to claim
any face-up Adventure card. It is
assumed you or one of your party scampers off momentarily and jumps back
aboard.
Movement
Movement is the
maximum number of spaces your Airship may move each turn. You do not need to roll a die for movement
as long as you are aboard. Airships by
design are not restricted to the standard movement. They fly over the Storm River and most everything else. Therefore you may move freely from the Outer
Region to the Middle Region and the Far Outer Region. However, the air over the Inner Region and the Crown of Command
Space is too thin. Airships simply will
not go that high.
Printing
Instructions:
Be certain to
print the Actual Airships with the "Airships" card back & the
Object cards with Adventure Card Backs.
I highly
recommend using a Color Printer. Black and White does not do these justice.
Yes, I know the 1st ed. Game only had black & white pictures,
but lets drag ourselves into the new millennium, shall we?
Click below for
individual pages. These are GIFs so they do not look so great and they're
difficult to read. I do not suggest you print from these. I use
Power Point and they print beautifully. It also makes it easier to print
the reverse. At least with my printer, it does.
Be certain to
print the Strangers with Adventure Card Backs and add them to the Adventure
Deck. These card backs are included with the zip file.
Airships Playing Pieces 1, Airships
Page 2, Airships Page 3, Airships
Page 4, Airship Card Backs
Note, there are
actually 10 different playing pieces but for show I only have one page.
The zip file includes all 10.
Click here to
download a zip
file with all the above approximately 2Mg.
Home
Airships
| Abilities | Brotherhood of the Bell | Catacombs
| Emperor's Guard
| Magic Items
| Noblemen
| Potions
| Scrolls
| Master Level Characters | Player Info Sheets | Rules