Ships have Stats like a character.
If a Save is called for, the player may use their save in place of the ship, if theirs is better.
Ship HP is a little different:
That represents the Health of the ship. Once you Run through All its HP, you have burned through whatever arcane shield, tough armor, nimble moves or whatever. You then begin counting UP. This damage is REAL and needs to be repaired. Regular HP recovers with a Ship Long Rest, or Ship HD in short rest.
Ships act on their initiative.
Players Acts in any order they want on their turn.
THere are several Positions, each with 3 actions and one reaction.
Each Crew Action takes an Action.
Most positions can only be used 1/turn unless noted
Most have (Skill). This is left vague because the Skill (or Proficiency, since skills are just that) is flexible and will depend on the flavor of what you do. It will always use one of the Key Stats for the Position, regardless of normal skill association.
Switching Roles Takes a whole turn.
You can take a Personal action if you want instead.
Personal Attacks on Ships are made with advantage, but damage is divided by 10.
Ships attacks on Persons Smaller then Huge have disadvantage.
Ships multiply Damage by 10 on Personal Sized targets.
Ships are not Creatures, and may not qualify as “Target” in certain cases
Expect some fudging of things.
Distance is measured in simplicity.
Close - Ship is UP in your Biz, it can Ram, Board you, and some attacks may have advantages Personal Spells may be used
Mid - Normal Ship Distance.
Far - Way out there. Disadvantage on most attacks.
Movement - Most Ships move One Distance Measurement, unless otherwise Noted.
Getting OUT! Calculating the Jam
Under normal circumstances it takes a minute or two to Calculate the Jump. However in combat this is a little more difficult. It requires 10 Completed checks to JAM. It takes an action, and a DC Arcana check, or Piloting Check DC 10. Every 5 Above, is one Additional Success. Failure by 5 Results in a Loss Calculation. If you try to calculate JAM and perform an action, but both your calculation and the action have disadvantage, unless otherwise noted.
Armor Class 15
Hit Points 60 (10d10 + 10)
Speed: 1
STR DEX CON INT WIS CHR
+1 +2 +1 0 +1 +2
Crew Proficiency Bonus +1
Save Prof: Chr, Con
Key Skills: CHR or Int
Key Save: Charisma
SHOW YOUR COLORS - You may attempt to cow the enemy with some display. You may make an Intimidation check for the Ship.
KNOW THE ROPES - You may spend your action to allow any number of PCs to Switch Roles, Their Reactions do not reset, but their position’s reaction may be used again.
ALL HANDS ON DECK - You may command the crew to assist. Make a Skill check (Appropriate Skill). TN 10. To grant another position a d4 to affect d20 Rolls. For each 5, you may give an additional D4 to another position. You may only grant 1d4 per turn, but they may be stored up
ONCE MORE INTO THE BREACH! - Have another Player take the same action again.
Controls one or more weapon emplacements
Key Save: Strength
Key Abilities: Dex or Str
FIRE! - You Fire the Cannon! They are a Dex or Str (Plus Prof if you have it). They do 1d12+X of the element of you choice. If you have multiple attacks, you may use them. If you have advantage, you may use Sneak Attack. (Other Attack effects are also possible)
SUPPRESSING FIRE - Make an Attack Roll. TN 15. You give an enemy Disadvantage on the next attack. For every 5 above 15, you may give another enemy Disadvantage
CRIPPLING SHOT - Make an opposed Shot vs Pilot check against an enemy. If you succeed, The enemy Ship Loses it’s action
WALL OF FIRE - You fill the air with fire, You may use your reaction to add 5 the Ships AC for the rest of the turn.
Controls the energy production and flow of the ship
Key Saves: Wisdom
Key Abilities: WIS or CON
BOOST THE JUICE - Make a (Skill) check, DC 10. On a Success the Ships Gun does double damage for 1 round. For every 5 above, it lasts an additional round.
CUT THE ANCHOR - Make a (Skill) check vs the DC of an effect the ship is under. If you succeed, remove the effect.
BATTEN DOWN THE HATCHES - Make (Skill) check, DC 5. If you succeed, you give the ship 1d6 Temp HP. for every 5 above that, add an additional d6
BRACE FOR IMPACT! - You can brace the ship, and grant it Resistance to 1 type of damage.
Key Saves: Intelligence
Key Skills: Wis or Int
IDENTIFY WEAKNESS - Make a (Skill) check to learn about the target. TN 10. You will receive more information for every 5 above 10.
CONFUSE ENEMY - you use (Skill) to confuses and confound the enemies. You may make a Steath Check for the Ship.
FALSE INFORMATION - Make a (Skill) check, TN 10. You can falsely inform your enemies of one reasonable piece of information about your physical ship (a Resistence or Vulnerability you don’t have, the max speed of your ship, Etc.) You for every 5 above 10, you cna fake another piece of information. YOu may not fake the same information twice.
LOOK OUT! - You negate any surprise effects for the round.
Controls the movement and tactics of the ship
Key Save: Dexterity
Key Abilities: Dex or Int
CHICKEN - You may make a bluff or Intimidate check against another ship, if you succeed, they flinch, and lose their action.
EVASIVE ACTION! - Make a Pilot Check, this is the Ships AC for the turn.
STEADY AS SHE GOES! - You hold the ship steady, and allow another Position to take an additional action. Additionally, you may take 2 reactions this turn.
SUDDEN DODGE! when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.
Key Save: Constitution
Key Abilities: Con or Int
PUSH IT! - Make a (Skill) check. You may grant the Next Roll made for or by the ship be as if a 19 was rolled.
HOLD IT TOGETHER - Make (Skill) check, DC 5. If you succeed, you give the ship 1d4 HP back. for every 5 above that, add an additional d4. If this is “Real” HP make the check with Disadvantage.
GET YOUR JAM ON - You may Roll to Calculate the JAM with ADVANTAGE!
SHIVER YOUR TIMBERS - You may use your reaction to take the damage in the place of the ship.