Some basic 1920's Airplane profiles for Mythos and Mayhem use.
Notes
Common cruising altitude is 5000'. 10,000 can be attained before oxygen required.
All planes except the Sea Plane and Zeppelin require a landing field of 1,000 + (1d10x100) ft. in length.
Civilian Plane
Bi-Plane, open cockpit
1 Pilot, 1 Co-Pilot
Cruising Range: 150 miles
AC: 13 HP:100 Move: 75mph
Passenger Plane
Bi-Plane, closed cabin
1 Pilot, 1 Co-Pilot, 12 - 14 Passengers
Cruising Range: 250 miles
AC: 13 HP:120 Move: 75mph
Cargo Plane
Mono Plane, closed compartment
1 Pilot, 1 Co-Pilot, 10 Passengers or 1500 lbs of cargo
Cruising Range: 477 miles
AC: 13 HP:130 Move: 90mph
Sea Plane
Bi-Plane, closed compartment
1 Pilot, 1 Co-Pilot, 1 Crewman, 8-10 Passengers or 3000 lbs of cargo
Cruising Range: 500 miles
AC: 13 HP:130 Move: 90mph
Fighter Airplane
Bi-Plane, open cockpit
1 Pilot
Cruising Range: 300 miles
AC: 13 HP:100 Move: 120mph
2 Linked Machineguns (3d8 dmg, 200' increment, 3 attacks, 10 bursts)
4 Bombs (5d6, 25' Blast Zone)
Zeppelin
1 Captain, 1 Pilot, 1 Co-Pilot, 37Crew, 50- 70 Passengers
Cruising Range: 5000 miles
Cruise at a height of 3000' and can go up to 6000'
AC: 11 HP: 300 Move: 90mph
Hydrogen filled Zeppelins, if caught fire, can burn incredibly fast and hot, consuming the ship within 2d6 rounds. It will fall from the sky, burning itself out in 1d6 + 6 rounds. Anyone within the ship takes 20d6 fire damage followed by falling damage. If low to the ground and till burning anything it lands on takes 10d6 fire damage.
Parachutes
Jump out of the plane/zeppelin.
The Parachute has a 5percent ( 1 in 20) of failing to open. Take falling damage.
If the chute opens a Dex check is used to guide the landing and not gt hurt.
If the Dex check is failed take 1d6 damage to the legs. Make a Saving Throw (Paralysis) or move at 1/2 Movement until healed.
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