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  3. Airship Conflict Behind the Screen
Chapter VIGM Only

Airship Conflict Behind the Screen

The ship is not the setting. The ship is a character with a wound count.

Airship combat in Mar de Oro is not a tactical simulation. It is a scene. The ship has condition, position, and command. Each round should change at least one of those three things, or the battle has stopped being a story and started being noise.

Condition, position, command

ElementWhat it tracksHow to change it
ConditionShip condition by subsystem: hull, rigging/lift, crew, weapons, and Éterlumin - the five clocks in the Airship Builder and Encounter Tracker.Called shots, successful broadsides, special damage, Éterlumin events.
PositionAltitude, bearing, weather exposure, distance to terrain.Piloting actions, engine damage, storm effects, collision.
CommandWho is giving orders, how well they are being followed.Bridge hits, morale damage, leadership actions, death of officers.

Condition is what the Airship Builder and Encounter Tracker records as clocks - Hull, Rigging/Lift, Crew, Weapons, and Éterlumin. Position and Command are not clocked; they are yours to narrate, changed by piloting, leadership, and the fiction of the moment.

How each faction fights

PowerHow they fightWhat the GM should show
AlbionFast strike, disruption, cloud approach, command-breaking fire, false flags.A quiet sky, missing signals, a sudden angle of attack, a ship that was above or below before they knew it.
ValdegraciaHeavy line, formal dominance, armored endurance, authority through presence.A slow terrible approach, disciplined broadsides, officers who treat order as a weapon.
Duchy of HellerConcealment, deniable movement, captured assets, black sloops, improvisation.A ship no ledger admits, lights cut at the right moment, crew who do the hard thing without speech.
PiratesAmbush, boarding threat, ransom, opportunistic retreat.False distress flags, sudden grapples, a captain already calculating cargo against escape.
Church assetsProtection, containment, escort, crisis command rather than fleet doctrine.Solaris guarding a person or site, priests demanding quarantine, armed restraint until restraint fails.

Airship damage menu

DamageImmediate effectEscalation
Rigging tornSpeed and turning worsen.Masts strain, sails foul, crew exposed aloft.
Signal deck hitOrders delay or fail.Allied ships act on old instructions.
Lift-lung crackedShip lists and loses controlled height.Pressure rises elsewhere, valves sing, emergency venting.
Éterlumin line rupturedBurns, glow, crew panic, local instability.Fire risk, resonance, loss of lift, chamber response.
Keel band damagedThe ship answers slowly.Frame groans; altitude control becomes dangerous.
Magazine threatenedCrew diverts to containment.Captain must choose between guns and survival.
Captain or signal officer downCommand confusion.Faction doctrine collapses into individual courage or cowardice.

Track these as clocks in the Airship Builder and Encounter Tracker; use the descriptions here to narrate what each hit feels like.

Battle rule of thumb

Each round of a major sky battle should change one spatial fact, one ship condition, or one command fact. If nothing changes, the battle becomes noise.

Source Chambers and Rupturum EventsBattlefields, Fog of War, and Army Scenes

For the Game Master's eyes

Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

Restricted · For the Game Master

Mar de Oro Game Master Area

This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.

Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.

Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.

Return to player material

7202 Post Sundering · Johnny Crown