*Naturally, airships are the heart of the Skies of Atmos Campaign. This section explains airships, their statistics, and how you can use them.* ### Airship Statistics Airships, like monsters and NPCs, have their own statistics. An Airship’s stat block is divided into two main parts: its core statistics and its action allowance. Generally, Airships can’t take actions on their own - they require a crew. #### Core Statistics - Size and Space Like monsters, airships have size categories, typically they are Huge or Gargantuan. An airship’s size category is determined by its longest measurement. For example, an airship that is 130 feet long and 20 feet wide would be Gargantuan, as its length is 120 feet. An Airship cannot move into a space that is too small to accommodate it. - [[Armor Class]] The ship has its own Armor Class rating, which is typically a reflection of the most common materials used to construct the ship. - [[Hit Points]] and [[Damage Reduction]] An airship is destroyed if its hit points reach 0. Airships also have a damage reduction value to ALL damage unless it takes an amount of damage that exceeds its Damage Reduction value. Any damage that does not pass the Damage Reduction value is superficial and doesn’t reduce the ship’s hit points.  - Staff Passengers and Cargo Airships have limits to the number of crew, passengers, and cargo they can carry. These are detailed in the airship’s Capacity line. A ship with too many passengers will suffer in logistical capabilities. Likewise an airship overloaded with cargo might not move or might even begin to descend. - Travel Pace An airship’s travel pace is how far the vehicle can move per hour and per round during combat. Most airships are capable of constant travel provided their Aetherium crystal can take the strain and the ship has an active Spelldriver on board. - Ability Scores (Str, Dex, Con, Int, Wis, Cha) - STR - The airship's size and weight. - DEX - How well the airship performs and handles. - CON - The ship’s overall toughness and caliber of construction. - INT, WIS, CHA - Usually these scores are 0. Those with 0 score automatically fail their ability checks and saving throws using the related score. ### Action Allowance 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 Captain's Actions column of the Captain table. If a creature without the captain roles assumes the role of the airship’s captain, 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.  ### [[Initiative]]: Like all creatures, when it comes to combat airships roll for their own initiative, acting on their own turn in the order. Unlike creatures however, a ship’s initiative can be influenced by its crew, with seasoned navigators and crew feats able to affect the outcome. As stated above, when it comes to a ship’s turn in combat they are reliant on the captain to issue orders from moving, to reloading weaponry; which the captain does on the ship’s turn assuming they are not unconscious. ### Crew and Actions: Some of the ship’s actions require crew to be present at the station. For example, a non-magical 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 [[Spelldriving Points]]. If the captain or any of the ship’s spelldrivers lack the requisite spelldriver points to perform the action, the action does not happen. ### Attuning to an Airship ![[Attuning to an Airship]] ### Airship Roles ![[Airship Roles]]