Ezdin Jubilee Cup Race Course
Race Game Rules
Speed
Base speed = standard speed of the skiff
Boost speed = using an ability of the skiff to go faster
Acceleration = using the Accelerate Spelldriving mode to double speed (see page 107 of Arcane Minis Skyship Campaigns Rulebook (PDF))
Full Power = using the Full Power Spelldriving mode to quadruple speed (see page 107 of Arcane Minis Skyship Campaigns Rulebook (PDF))
| # | Ship | Base | Boost | Accelleration | Full Power |
|---|---|---|---|---|---|
| 1 | Bloodstorm | 55 | 0 | (x2) = 110 | (x4) = 220 |
| 2 | Blendo | 45 | +15 = 60 | (x2) = 120 | (x4) = 240 |
| 3 | Phoenix | 90 | +15 = 105 | (x2) = 210 | (x4) = 420 |
| 4 | Maiden | 60 | +30 = 90 | (x2) = 180 | (x4) = 360 |
| FPR | FPS | KPH |
|---|---|---|
| 60 | 10 | 10 |
| 90 | 15 | 15 |
| 120 | 20 | 20 |
| 150 | 25 | 25 |
| 180 | 30 | 30 |
| 210 | 35 | 35 |
| 240 | 40 | 40 |
| 270 | 45 | 45 |
| 300 | 50 | 50 |
| 330 | 55 | 55 |
| 360 | 60 | 60 |
| 390 | 65 | 65 |
| 420 | 70 | 70 |
Flying the course
Any deviation from the white marked course results in a penalty applied to the lap time.
Any flight above 200' is a penalty applied to the lap time.
Any deviation from the white marked course (including alternate paths) will likely be a crash hazard.
All buildings marked on the map are a crash hazard unless marked with a marker that says {Safe}.
Manoeuvring At Speed
Flying a racing skiff is a risky business.
At speeds up to base speed, manoeuvring rolls are not penalised. For every 30 feet per round beyond 60, manoeuvre rolls are penalised by -2.
By default skiffs may:
- Turn up to 90° per round.
- Allocate up to 50% of its forward speed to altitude change.
For those skiffs capable of exceptional turning, every 30° turned within a round beyond 90° a further -2 is imposed to manoeuvre rolls unless the skiff is moving slower than base speed.
Taking another action in the same round as spell driving requires a DC10 Spell driving roll and incurs a -2 penalty to both spell driving and the other action.
Crashing or Ramming
Ship collides with an object or ground.
- DC15 piloting check to determine nature of crash
- Critical fail - Critical Crash (x4 damage)
- Fail - Bad Crash (x2 damage)
- Succeed - Glancing Crash (x1 damage)
- Damage = 2D6 for each 10 feet per round △ speed
Example damage : 90 feet per round bad crash = 126 avg. damage (216 max).
Skiffs taking 25% or more of their total hit points in damage from a crash suffer a Ship Mishap.
Rules Reminder
✅ Ramming other vehicles
✅ Boarding other vehicles
✅ Leaving your vehicle
✅ Ranged attacks against crews or vehicles
✅ Melee attacks against crews or vehicles
✅ Casting spells on your own crew or vehicle
⭕ Deviating from the course = PENALTY
❌ Casting spells that effect other crews or vehicles = DISQUALIFICATION
❌ Casting spells that effect the track, judges, or spectators = DISQUALIFICATION
Ranged Attacks
Shooting at a moving target is more difficult: -2 to hit for each 30 feet per round △ speed.
Targeting a specific crew member (i.e. medium sized object) with hand-held weapons / spells is not difficult = no additional penalty if they are not in cover.
Targeting a ship with (i.e. huge sized object) with hand-held weapons / spells is easier = +5 to hit.
Targeting a specific part of a ship is a Called Shot = Disadvantage
Crew may take Cover on the skiff:
- The pilot is automatically in at least half cover (+2 AC) at all times, and may not take more cover without ceasing to spell drive.
- The crew may elect to take half cover (+2 AC) behind the bulwarks of the skiff.
- The crew may not take 3/4 cover behind the bulwarks of the skiff.
- The crew may elect to take full cover (not targetable) behind the bulwarks by becoming prone.
- Cover is not effective against attackers who are >20' higher altitude.
Ship Mishaps
Sometimes ships will have a mishap as a result of a crash or other issue. Roll 1d12 on the following table.
| Roll | Result |
|---|---|
| 1 | Crew damage - one random crew member is heavily injured. |
| 2 | Ship shaken - crew rolls STR saving throw or falls prone. |
| 3 | Stalled - the ship crystal stalls and all spell driving effects cease (Acceleration, Momentum, etc). They may be reapplied the following round. |
| 4 | Crystal damage - the sordalite crystal is damaged, ship loses 25% of its forward speed to lost altitude (i.e automatically sinks) |
| 5 | Fire - the ship is on fire, ship and crew take 1D6 cumulative damage per round until the fire is extinguished. |
| 6 | Manoeuvring damage - the ship suffers 50% reduction in manoeuvrability and doubles manoeuvrability penalties until the damage is repaired. |
| 7 | Weakened structure - the ship takes 100% more damage in future, this condition cannot be repaired |
| 8 | Component damage - a key part of the ship’s componentry that provides unique benefit is damaged - pick at random. |
| 9 | Billowing smoke - the engine and propulsion billow forth a dense fume - crew must make perception check each round or be blinded, until the damage is repaired. |
| 10 | Man overboard - a random crew member is tossed out of the ship. |
| 11 | Propulsion damage - engines function at 50% until the damage is repaired. |
| 12 | Critical hit - double whatever damage the ship just took. |
Race Course Locations
Victory Gate [Hazard]
The start / finish line.
Spans between Temple of Marret and Ixion’s Archive.
Has a magical field inside it which registers the speed and lap time of each ship.
In front and behind the arc are temporary terraced seating made from wood. Thousands of wealthy spectators line the terraces - wearing their finery and equipped with enchanted banners proclaiming which team they support.
Has an altitude: Must be within 25 to to 75 feet. Outside this range a penalty is applied to the lap time.
Is a hazard: DC10 piloting check or crash.
Score board
An ornate enchanted scoreboard tracks information about the racers including: position and lap times.
Screens
A set of 4 large screens flank the victory gate, on which are projected images from cameras around the track.
Sky Projector
Two miles above the city, sparkles the dome of the Sky Halo shield. Projected from the majestic soralite gem in Artan’s Haven.
Through cunning artifice and illusory magic, the inside surface of the dome carries moving pictures captured from across the race track - cheering crows, determined racers and the smiling faces of dignitaries.
Thanks to the artifice of House Draconus and the magic of House Aventius, no matter where you are in the city you can see the festivities.
Spectators
TODO
Judges
Set about the course in each quarter, are the Zipper-class sky coaches of the race judges. Distinctive in their crimson caped uniforms, onboard are a pair of judges with spy glasses and a spell driver.
Reporting to the Chief Umpire, the race umpires oversee the actual race and make judgements on rules.
Umpires
Flying about the race itself are two dozen race-side umpires. Distinctive in their red capes emblazoned with the ESRC logo, the umpires are mostly volunteers. Included in their number are Magister Navis (ship captains) from the navy, legionnaires from 9th Legionius Aetherius, Gold Shields (city guard), adventurers, mages from House Aventis and priests from House Celestia.
You can rely on the Umpires to provide a watchful eye over the crowds, and provide aid to the injured.
Drones
Alongside the umpires zip and swarm a dozen or more shard drones, including:
- Camera drones - in shining brass, capture the action
- Helper drones - in red and white, stand by for medical aid
- Repair drones - in cobalt blue, ready for firefighting and reconstruction
Ixion’s Archive
Located inwards of Victory Gate is the vast tower of the largest repository of books in the republic. The tower is 300’ tall, its base a cylinder 70’ in diameter, 260’ feet tall. On top of the tower is a large pavilion (40’ square).
The pavilion hosts the race dignitaries, including:
- Attendees from House Aquilis, Serpentis, Cordius, Draconus and Ignatius, including their respective Decimus
- 🚹Navarch Secondus (Vice Admiral) Cato Calpurnius, council char of the ESRC
- Regatta Director
- Rules Director
- Measures Director
In front of the dignitaries pavilion is the stage and podiums on which the winners are crowned.
Temple of Marret
Located outwards of Victory Gate, opposite Ixion’s Archive is the temple of Marret, Goddess of the Sun and Travel.
Constructed from gleaming white and golden marble, its soaring spire is crowned with a radiant, sun-shaped orb that catches the light of the dawn and dusk, making it visible from miles away.
Lined about its rooftops and peering through its windows are various priests, scribes and other members of House Celestia.
Voice of the Race
The Voice of the Race 🚹Edward “The Man” Olivan and his reporting crew from the Ezdin Chronicle bring you live updates during the race.
Through the same cunning artifice and magic that powers the Sky Projector, Edward’s voice can be heard booming across the city.
Tripptar Aqueduct [Hazard]
Atop a bridge crossing between Tripptar district in the south and Haggler’s Court, is the huge Tripptar aqueduct.
Crowds line the covered aqueduct, and cheer with ferocity as the ships pass under.
Has an altitude: Must be within 25 to to 75 feet to pass through the aqueduct, or above 100' to pass over it.
Is a hazard: DC15 piloting check or crash.
Manufactorum Quarter
The Manufactorum Quarter is the zone of the racetrack located in the south-east, a sprawling, industrial maze of towering factories, endless smoke stacks, and rumbling forges.
Flying through the Manufactorum Quarter involves:
- Massive gears and exposed pipes run along the sides of buildings, with hot steam occasionally venting out.
- Skyship racers must navigate through this labyrinth of industrial chaos, dodging bursts of steam, swinging cranes, and sudden eruptions of molten slag from the nearby smelters.
- The narrow alleyways force pilots to fly dangerously close to the walls, barely scraping by with their wings, while bursts of flame from forge vents create unpredictable thermal winds that can send ships spiralling.
- Cheering soot-covered crowds line the rooftops and balconies of the factories and manufactorums.
Manufactorum Smoke Stacks [Hazard]
Billowing smoke stacks from the forges of House Ignatius dot the racetrack here.
Has an altitude: Must be above 75' to pass over it.
Is a hazard: Contestants must choose to either 1) zig-zag through the stacks 2) fly over them.
Zig-Zagging through the stacks avoids a chance of blindness, but is a hazardous course. DC15 piloting check or crash.
Flying above the stacks has a chance to blind the crew. DC15 Constitution check or be blinded for 2 turns.
Manufactorum Steam Vents [Hazard]
Billowing flame and steam erupts here from manufactorums.
Is a hazard: Contestants must roll:
- DC10 spell driving to avoid damage to their skiff (roll on mishap table)
- DC10 Dexterity check for each crew member to avoid damage.
Narrow Short Cut [Hazard]
A narrow shortcut winds between grimy brick buildings that house workshops, blacksmiths, and engineers.
A foolhardy pilot could risk it all for a few feet of gain.
Is a hazard: DC15 piloting check or crash.
Lake Quarter
The Lake Quarter is the zone of the racetrack located in the north-east, a flashing run over cobblestone streets that line the banks of the Ashway river.
Flying through the Lake Quarter involves:
- Zooming over the Ashway river and its bridges.
- Tall, elegant buildings line the edges of the lake and river, their polished stone façades gleaming in the sunlight.
- Thousands of poor and middle-class race watchers wave brightly coloured flags from the cobbled streets.
The Ash Cluster
A dense and eclectic mix of buildings that hug the western edge of the Ashway river, including the Blue Chalice Inn, the Ashway Customs House, the Clockforge, the Riverlight Bank, and the Rusted Helm inn.
Twin Lanterns
These two near-identical towers stand side by side, their tops crowned with massive brass lanterns that burn night and day, guiding ships as they fly through the narrow passages between the buildings. In the evening, the warm, golden light from the lanterns bathes the Lake Quarter in a soft glow, giving the towers a mystical reputation as eternal watchers of the quarter.
Temple of Garret
The temple is a towering, circular edifice, echoing the celestial theme associated with Garret. Its structure is crafted from gleaming white marble interlaced with silver filigree, giving it a luminescent quality that shines softly even under the night sky.
At the top of the temple is a large, domed observatory with an open, starry sky above. The dome is intricately patterned with celestial designs, including phases of the moon and constellations, which subtly illuminate the building at night.
Surrounding the dome are four massive, ornate spires, each representing one of Garret's virtues: guidance, protection, warmth, and celebration. These spires taper to graceful points, adorned with shimmering lunar motifs and gold accents.
The floor is inlaid with patterns of constellations, creating a celestial map that guides visitors through the temple.
The Iron Hold
Marking the boundary between the Lake and Merchants quarters, is a heavy iron-reinforced garrison, the Iron Hold.
It is the headquarters of the 6th Legionius Praetoria (“The Praetorian Legion”), guardians of the city. The building's gates are decorated with metal reliefs depicting the victories of Cin'Dar’s legions. The clang of weapons and the bark of orders can often be heard echoing from within, as it serves as both barracks and training ground.
Iron-clad legionnaires line the streets around the hold, even their normally grim faced Centurions cheer as the racers flash by.
Merchants Quarter
The Merchants Quarter is the zone of the racetrack located in the north-west, a frantic flashing run between tall towers, festooned with flags.
Flying through the Merchants Quarter involves:
- Tall, elegant towers made of polished stone and glass rise from the streets, connected by narrow bridges and intricate skyways.
- Competitors must expertly navigate narrow alleys, dodge suspended cargo, and weave through the densely packed air traffic of merchant skyships.
- The dangerous Golden Ledge, a hairpin.
The Golden Ledge Hairpin [Hazard]
Here the course narrows and weaves between the Astral Emporium, the Tower of Ledgers, the Gilded Horn Exchange, and Vaultspire tower.
This is a 90° turn, safe at slow speeds, dangerous at higher speeds.
Is a hazard: DC15 piloting check or crash.
Merchants [Hazard]
A combination of suspended cargo and crossing air traffic creates a hazard here.
Is a hazard: DC15 piloting check or crash.
Nobles Quarter
The Nobles Quarter is the zone of the racetrack located in the south-west, a glorious flight through the opulence and grandeur of the homes of the city's elite.
Flying through the Nobles Quarter involves:
- Flying by grandiose, towering mansions, each a showcase of lavish design and architectural prowess. The buildings are constructed from polished stone, adorned with intricate carvings, and accented with gold and platinum trim.
- Navigating the Veldranth Trees
- Navigating the Hall of Heroes - a line of ancient statues
Veldranth Trees [Hazard]
A broad colonnade is lined with exceptionally tall magical trees - the Veldranth.
At the top of each Veldranth tree, large, crystalline nodes are embedded among metal leaves. These nodes serve as both conduits and generators, sparking with vibrant, blue electricity that arcs dangerously from one tree to another.
Has an altitude: Must be above 75' to pass over it.
Is a hazard: Contestants must choose to either 1) zig-zag through the trees 2) fly over them.
Zig-Zagging through the trees avoids a chance of electrocution, but is a hazardous course. DC15 or crash.
Flying above the trees has a chance to electrocute the skiff and crew:
- Crew DC15 Dexterity check or be electrocuted for 3D6 damage.
- Skiff DC15 Constitution check or suffer a mishap.
Hall of Heroes [Hazard]
A dozen ancient and crumbling statues line the roadway here, each a hundred feet tall.
Has an altitude: Must be above 75' to pass over it.
Is a hazard: Contestants must choose to either 1) zig-zag through the statues 2) fly over them.
Zig-Zagging through the statues is faster, but is a hazardous course. DC15 or crash.
Flying above the statues costs a significant speed penalty - skiffs must allocate movement to get to safe height.
The Sapphire Pavilion
An exclusive club and retreat for the city’s most affluent, with an opulent interior, an extensive wine cellar, and private rooms overlooking the city. The Pavilion is renowned for its luxurious amenities and impeccable service.
The Grand Palais
A magnificent mansion that doubles as a social hub for the elite, featuring an opulent ballroom, luxurious dining rooms, and a private library. The Grand Palais is known for hosting extravagant parties and high-profile events.
Temple of Ferri
A grand, imposing structure that echoes the unpredictable nature of its deity. The temple’s architecture is a marvel of both ancient artistry and steampunk ingenuity, blending fluid, organic shapes with robust, mechanical elements.
A massive aqueduct, integral to the temple’s design, arches gracefully from the north to the south, spanning its length. The aqueduct is adorned with intricate carvings of waves, storm clouds, and storm-tossed ships. Water flows continuously through it, cascading down in a series of elegant waterfalls that frame the temple’s façade.
The exterior walls of the temple are made from a mix of polished stone and reinforced steel, giving them a sleek, reflective quality. Rising from the main structure are four tall, spiral towers, each designed to resemble swirling water spouts.
The towers are capped with domes that rotate gently, symbolizing the ever-changing nature of Ferri’s dominion.
Upon entering, visitors are greeted by a vast, open hall with high vaulted ceilings. The floor is covered in intricate mosaics depicting scenes of storms, oceans, and serene waters, created from shimmering tiles and semi-precious stones. A central fountain, designed to mimic the unpredictable nature of Ferri, features water that flows in unpredictable patterns, sometimes gentle and sometimes wild.