Ship fights use normal initiative. Every crew member who matters takes their own turn. A ship moves on its pilot's turn. Most ship fights end in boarding. See the Boarding Actions rule.
A ship is a very large object. It is immune to Poison and Psychic damage and to all conditions. It has a Damage Threshold. A hit that deals less damage than the threshold does nothing to the ship.
Ships come in three sizes. A skiff is a small ship. Haulers, raiders and lantern ships are medium ships. A warship is a large ship.
Skiff. Speed: 120 ft. Crew: 2 to 6. AC: 13. HP: 60. Threshold: 0. Dex Save: +2. Guns: 1 light. Cost: 500 Crowns.
Hauler. Speed: 50 ft. Crew: 10 to 20. AC: 12. HP: 250. Threshold: 10. Dex Save: -1. Guns: 2 light. Cost: 8,000 Crowns.
Raider. Speed: 90 ft. Crew: 15 to 30. AC: 15. HP: 200. Threshold: 10. Dex Save: +2. Guns: 4 light, 1 heavy. Cost: 15,000 Crowns.
Lantern ship. Speed: 90 ft. Crew: 20 to 40. AC: 15. HP: 250. Threshold: 15. Dex Save: +1. Guns: 2 light, 1 lamp. Cost: 20,000 Crowns.
Warship. Speed: 60 ft. Crew: 80 or more. AC: 17. HP: 500. Threshold: 20. Dex Save: -2. Guns: 8 heavy. Cost: 60,000 Crowns.
The first number in the Crew column is the smallest crew that can sail the ship. Used ships cost about half as much.
A ship makes a Dexterity saving throw with its own bonus, or with its pilot's bonus if a feature says so.
Ship guns are large rune guns bolted to the deck. They are martial ranged weapons. A gunner uses their Dexterity modifier and adds their Proficiency Bonus if they have proficiency with martial weapons.
Light rune gun. Crew: 1. Range: 150/600 ft. Damage: 3d10 Piercing. Notes: Fires once on each of the gunner's turns.
Heavy rune gun. Crew: 2. Range: 300/1,200 ft. Damage: 6d10 Piercing. Notes: Must be reloaded with an action before it fires again.
Firing. Firing a ship gun takes an action. Firing a heavy rune gun with one crew member means it fires every other round.
Facing. Guns sit on both sides of a ship. Only half of a ship's guns, rounded up, can fire at the same target in one round.
Power. Ship guns draw from the ship's crystal store. One small aether crystal powers 20 light gun shots or 5 heavy gun shots.
Firing at Creatures. A ship gun can target a creature. Creatures behind the rail of a deck have Half Cover.
Lamp. A lantern ship's great lamp lights a 300-foot cone with Bright Light as an action. Husks and Vhal creatures in that light have Disadvantage on attack rolls.
On their turns, crew members can take these actions in place of their normal options.
Pilot. At the start of the pilot's turn, the ship moves up to its speed. The pilot can then take one of these actions.
Evade. Until the start of the pilot's next turn, attack rolls against the ship have Disadvantage, and the ship has Advantage on Dexterity saving throws.
Full Sail. The ship moves up to its speed again.
Ram. If the ship moved at least 60 feet in a straight line this turn, it hits another ship or a creature in its path. Both take Bludgeoning damage based on the size of the ramming ship. A small ship deals 4d10, a medium ship deals 8d10 and a large ship deals 12d10. A creature can make a DC 15 Dexterity saving throw to take half damage.
Gunner. Fire a ship gun or reload a heavy rune gun.
Deckhand. Take the Repair action from the Salvage and Repair rule, put out a fire, or clear a broken sail.
Captain or Crew Leader. Take the Help action to give a gunner Advantage, or use a class feature that gives orders.
Mage. Cast a spell. A spell that damages objects can damage a ship.
Ship Damage Table. When a ship takes 25 or more damage from one hit, or a gun scores a Critical Hit on it, roll 1d6.
1. Result: Sails Torn. The ship's speed drops by 30 feet until repaired.
2. Result: Gun Knocked Out. One gun can't fire until repaired.
3. Result: Fire on Deck. A 10-foot area of the deck burns. A creature that starts its turn there takes 2d6 Fire damage. An action puts it out.
4. Result: Helm Shaken. The pilot makes a DC 15 Constitution saving throw. On a failure, the helm stops until someone restarts it with an action.
5. Result: Crew Hit. Each creature in a 10-foot area of the deck makes a DC 13 Dexterity saving throw. It takes 3d6 Piercing damage on a failure, or half as much on a success.
6. Result: Hull Breach. The ship loses 10 Hit Points at the end of each round until the hole is patched.
Half Hit Points. A ship with half its Hit Points or fewer moves at half speed.
Zero Hit Points. A ship at 0 Hit Points is wrecked. Its helm stops, its guns can't fire, and it can't move. The air bubble stays but goes stale and cold, as shown in the Air Bubbles and Open Space rule. A wreck can be boarded, salvaged or repaired.
A ship with less than its smallest crew moves at half speed. It can fire only as many guns as it has gunners.
Keep the fight on the player characters. Named foes, enemy officers and monsters take full turns. The rest of the enemy crew can work their guns as a group. Roll one attack per gun, using +5 to hit for a normal crew and +7 for a navy crew.