BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Airship Combat

On its turn, the airship takes special actions rather than the actions used by creatures. The airship even relies on its actions to move and is unable to move otherwise. The captain of the airship determines the actions that the ship takes on its turn. The captain can direct a number of actions as shown in the Airship Actions column of the table in the Captain role . If a creature assumes the role of the airship’s captain and does not have the captain role, then the creature can only cause the ship to take one action per round. A ship cannot use one of its action options more than once per round. All of the actions that the ship can take are listed in the airship’s base stat block or offered by one of its upgraded components.
Crew and Actions: Some of the ship’s actions require crew to be present at the station. For example, a nonmagical ballista requires at least three crew members to operate. If a station lacks the requisite crew, the captain cannot use his or her Airship Tasks to direct that station or component. Once per turn, the captain can use one of his or her allotted airship actions to reassign any number of crew to different parts of the ship.
Spelldriver Points and Actions: Some of the ship’s actions require the captain to use spelldriver points, as described in Spelldriving . If the captain or any of the ship’s spelldrivers lack the requisite spelldriver points to perform the action, the action does not happen.

Comments

Please Login in order to comment!