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2300 AD vs OneDice Abney Park’s Airship Pirates

Compare 2300 AD and OneDice Abney Park’s Airship Pirates side by side. See differences in complexity, dice, genre, and more.

2300 ADOneDice Abney Park’s Airship Pirates
GenreSci-FiPost-Apocalyptic, Sci-Fi
TagsCareer-Based, Skill-Based, Simulation, Combat-Heavy, Tactical, Crunchy, Ship-Based, Exploration, Random Tables, Strong GM SupportPirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random Tables
Core MechanicFor a task, roll d10 and add modifiers from applicable skills and characteristics; meet a difficulty target from 2 for Simple to 18 for Impossible to succeed. A natural 1 fumbles, while failed checks use a separate roll to determine whether the character may retry or suffers a mishap. Hasty, hazardous, uncertain, and cooperative tasks modify time, failure risk, information, or group participation without changing the core check.Roll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts.
Diced10d6
ComplexityHighMedium
AvailabilityPaidPaid
Runnability4 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Mongoose Publishing Fair Use PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherGDWCakebread & Walton
Year19882014
LanguagesEnglishEnglish
Best ForGroups who want career-shaped crews exploring a politically divided interstellar frontier where starship operations and hard-science constraints drive missions.Groups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.
Highlights
  • Career terms turn pre-play service into skills and organizational ties, giving each crew member a practical history that feeds later missions.
  • Space combat uses hex movement and signature-based detection, making maneuver and sensor discipline as important as weapon range.
  • Linked world-generation and mapping procedures build planets down to regional terrain, giving exploration campaigns playable locations instead of setting prompts.
  • Doubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts.
  • Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew.
  • Random Skyloft tables generate aerial settlements with distinct economies and local customs.
Considerations
  • Character creation can end when a turning-point roll fails, leaving a concept in its current career before the player intended.
  • Combat routes each hit through location and damage-type tables, adding several lookups to a fight.
  • The future history assumes a World War III and French hegemony, so campaigns are tied to a specific 1980s vision of the 24th century.
  • The Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations.
  • Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious.
  • The setting includes authoritarian oppression and slavery.