Airship Combat

**Airship combat** occurs when the players utilize an airship to engage with other targets, most likely in the sky. Since the Emerald Caravan's acquisition of the damselfly in S3, the potential for airship combat was realized in the Season 3 finale. Airship combat has special rules developed by GM Alex.

## Purpose

The *13th Age* ruleset does not feature rules for ship or airship combat, nor are there third-party materials present. The airship combat rules have been developed for when the Emerald Caravan engages with an enemy utilizing an airship. These rules allow the players to act as a crew to an airship, taking their own actions to help the crew as a whole to overcome the adversity. These rules are to also help immerse players and the audience in the feeling of being in a pitched, ship battle.

## Aviator Dice & Aviation skill checks

Certain actions as a crew member will require them to make skill checks pertaining to their station. These skill checks can add bonus Aviator Dice and are often referred to as *aviation skill checks*. These skill checks pertain to the operation of an airship. Aviator Dice are d4s that are rolled and usually added to either attacks or the ship's defenses. The number of d4s rolled is determined by the success chart:

**Aviator Dice Chart**
 18+
 21+
 23+

## Crew

*See main article: Aviation Feats*

Every ship survives combat with a coordinated and loyal crew. Different airships can fit different numbers of people on them with each also requiring a few different positions to function with the usual bare minimum being a pilot. Each person in a crew takes up a different position, and their position will determine the actions they can take on their turn. Each role is important in their own right and can aid the ship in different ways. A good crew communicates with each other.

### Pilot

Your job as the pilot is to steer the airship through combat. The pilot's aviation skill checks will either be made with STR, DEX, INT, or WIS. Many airships continuously journey forward, requiring steering. When you have fixed weapons, positioning can be vastly important. During combat, the pilot may:

* **Move:** You fly the airship to a new location. After moving, a pilot may roll a Hard Save (16+. Ace Pilots - 14+) On a success, the pilot may either position the ship or make evasive maneuvers.
* **Position:** You position the airship to provide a clear shot for 1 of your weapons. A piloting skill check success adds your aviation bonus dice as damage to the weapon's damage for its next attack.
* **Evasive Maneuvers:** You take action as pilot to maneuver the airship in a defensive manner to avoid attacks. Until your next turn, whenever an attack is made targeting the airship, you may use an interrupt to add the evasion bonus to the defenses of the ship.

### Copilot

As the copilot your provide support to the pilot by either aiding in guiding the airship or, usually, providing additional firepower against your adversary. The copilot's aviation skill checks will be made with either STR, DEX, INT, or WIS. During combat, the copilot may:

* **Move:** You fly the airship to a new location. Copilots do not make the piloting hard save to make an additional action.
* **Evasive Maneuvers:** You take action as copilot to maneuver the airship in a defensive manner to avoid attacks. Until your next turn, whenever an attack is made targeting the airship, you may use an interrupt to add the evasion bonus to the defenses of the ship.
* **Position:** You position the airship to provide a clear shot for 1 of your weapons. A piloting skill check success adds your aviation bonus dice as damage to the weapon's damage for its next attack.
* **FIRE!:** You fire the weapons the copilot has access to. These are generally light cannon type weapons. DEX or WIS + LVL to hit. 10d8 + mods. \*Requires Modern Weapons proficiency to add LVL to attacks

### Engineer

As the engineer, your responsibility is to keep the airship flying. The engineer's skill checks will usually be made with STR, DEX, INT, or WIS. The engineer's options on a turn are:

* **Repair:** The engineer must move to where the damage is and may attempt to repair the damage. On a successful aviation skill check 5d10 damage is repaired with bonus damage repaired based on the aviator bonus dice.
* **Stabilize:** The engineer tweaks and adjusts the engine and suspension system of the airship to stabilize the airship to make a fellow crew member's life easier. On a successful aviation skill check, the engineer can add their aviation bonus dice to the next aviation skill roll made.

### Navigation Officer

As the navigation officer, you are to help the crew by maintaining a watchful eye on the skies while also aiding in the difficult task of targeting your foes. The navigation officer's aviation skill checks will be made with either INT, WIS, or CHA. The navigation officer may:

* **Flag Target:** The navigation officer aids in targeting the weapons aboard the airship by flagging an enemy target. On a successful aviation check, the navigation officer provides a to hit bonus based on their aviator bonus dice roll for all attacks made against the marked target.
* **Keep Watch:** You maintain an eye for hazards and attack. Upon a successful aviation skill roll, you add your aviator bonus dice roll to the airship's defenses until your next turn.

### Gunner

The gunner's role is not a glamorous one, but it is a necessary battle station if you are to have any hope of taking an enemy down. The gunner is going to be utilizing DEX or WIS primarily. Their move-set is simple:

* **FIRE!:** DEX or WIS + LV to hit. 10d10 + mods. The nat roll of your attack determines bonus damage with your aviator dice.