Air zones
Air zones:
- Wind Tunnel wide: a section where wind blows in the same direction in a large area this area gives an extra 2 Forced speed points to anyone in it and has little clouds in it as the wide area pushes them away but large clouds can move into it and be sucked inside creating a moving cloud inside of it until it gets dispersed after a few hours. The diameter of these zones are usual around 300ft to 900ft. These zones are generally safe to travel in. Existing this zone requires a dc 11 strength save by the people on the ship to not fall prone, if the ship slows down before this is done then this save is not required.
- Wind Tunnel Thin: Faster and more dangerous because of the speed. Extra 8 to 16 forced speed points. Turning in this zone 45 degrees costs extra 2 speed points also the ship has to make a DC 11 con save to not take 3d6 bludgeoning damage to the hull. For a 90 degree turn then the DC is 15 con save and the damage is 6d6. Also there is not any clouds in the tunnel but there often are around it which lowers visibility. If leaving the the zone all crew must make a DC 15 strength save not to fall prone and take 3d4 bludgeoning damage and the ship has to make a DC 14 Con save or take 5d6 bludgeoning damage.