Based on Izzys Guide to Fight and Flight
| Term | Meaning | 
|---|---|
| Tonnage | Weight of the vessel in tons | 
| Speed | feet per round = overland mph * 10 | 
| Crew | Minimum #crew required for no penalties. | 
| Passengers | #passengers at a poor accomodation level | 
| Cargo (tons) | max carry capacity for no penalties | 
| Damage Threshold | damage done <= DT has no effect | 
| Keel | total length of the ship body | 
| Beam | total width of the ship body | 
- 
Crew Penalties (DMG p119.)
- <90% crew = top speed - 1mph
 - <50% crew = no attack actions, reactions
 - <25% crew = slowed, DISCHK
 
 - 
Cargo Penalties above max cargo
- speed reduced to half
 - land vehicles require repairs = 1/4hp
 - water vehicles sink 5ft per round
 - air vehicles descend at 60ft per round
 
 
- vehicles performance is usually unaffected by damage until 0hp
 - at 0hp vehicle is incapacitated, and may not take actions or reactions
 - at 0hp air vehicle descends 60ft per round (unless 'wreck'd, which falls at 400ft per round)
 - at 0hp water vehicle will sink only once 'wreck'd, floundering for 1d12mins then descending at 5ft per round
 - at -1/2max hp vehicle is a wreck "beyond repair"
 
- at <50% hp = top speed - 1mph and roll on Damage Complications Table
 - at <25% hp = top speed - 1mph and roll on Damage Complications Table
 - non-fire based Damage Complications can be removed by +5hp healing
 - fire based Damage Complications can be removed by extinguishing the fire
 - same complication cannot occur twice. reroll
 
| d10 | Result | 
|---|---|
| 1 | The ship's propulsion is damaged, it is now slowed | 
| 2 | One of the ship's weapon systems has failed. If the ship has no weapons, it suffers no complication. | 
| 3 | The ship's cargo hold has been ruptured, (2d20)% of its cargo is lost or damaged beyond repair. | 
| 4 | The rudder is locked. The ship may no longer change its course. | 
| 5 | A small oil fire has ignited on the deck. The helm is now obscured by a thick black smoke. | 
| 6 | The rudder is damaged. The vessel can only veer starboard. | 
| 7 | The vessel's hull is damaged. Its damage threshhold is reduced by 3. | 
| 8 | A munitions magazine has caught fire. The ship takes 2d6 fire damage per round until extinguished. | 
These saving throws, immunities and resistances do not apply to crew
- for saving throws, use the better of either the ships, or the commanders modifier
 - vehicle has DISSAV vs damage (except during Brace for Impact)
 - saving throw damage cannot be mitigated
 - vehicle is immune to
- dmg: poison, psychic
 - conditions: blinded, charmed, deafened, fatigued, petrified, poisoned, prone, surprise
 
 - vehicle is resistant to
- dmg: cold
 
 
Commander
- must have appropriate proficency
 - must start turn behind the helm
 - crew must be >= indifferent toward commander
 - crew must be willing to obey
 - uses their actions to instruct the vehicle on their initiative
 
| Attack Action | Effect | 
|---|---|
| Attack | fire prepared ordinance | 
| Full Speed Ahead | move +1/2(set speed) this round | 
| Brace for Impact | until SONT GRANTDISATK, Normal SAV vs damage | 
| Hard to Port/Starboard | rotate 45deg in addition to course adjustment | 
| Ready | same as usual readied action | 
| Move Action | Effect | 
|---|---|
| Set Speed | vehicle moves its speed at end of turn | 
| may only change speed by +/- 1/4 max speed each turn | |
| movement must be in a straight line | |
| max reverse speed is 1mph | |
| Ramming | at >= 20ft speed, ram as a free action | 
| if tonnage > double target tonnage, ADVATK and damage is doubled | |
| if tonnage < half target tonnage, DISATK and damage is halved | |
| after ramming, opposed STRCHK. | |
| - if target succeeds, ramming vehicle move speed becomes 0 | |
| - if target fails, target pushed equal to 1/2 set speed and ramming vehicle move speed halved | |
| - if target fails by >=10, ramming vehicle move speed unaffected | |
| after attack, ramming vessel bay adjust course as a free action with DM allowance | |
| if speed remaining after ram >= 20ft additional ram attacks may be made | |
| at < 20ft speed, no attack, vehicle move speed becomes 0 | |
| Cast or Raise Anchor | while anchor cast | 
| - ADVSAV vs movement | |
| - move speed becomes 0 | |
| - changing takes effect at SONT | 
- Adjust Course (B)
- rotate +-45deg before, after or any time during move
 - set speed must be >0
 
 - Reactions
- only used for Readied action
 - vehicle cannot make opportunity attacks
 - spells and attacks which deny reactions have no effect on vehicle (but can effect commander)
 
 
- 
Man Weapon Station
- ship no longer controls weapon on its turn
 - PC may operate weapon on their turn
 - Attack uses the better modifier between ship and crew
 - No special proficency is required
 
 - 
Damage Control
- character may grant vehicle 5 temp hp
 - temp hp increased to 10 if character has prof with appropriate tool set