The Yuletide

In the Primordial Frontier campaign, we have two parties, a low level party that started at level 1 and a high level party that started at level 10. The level 10 party has its own ship, the Yuletide, with Saoirse as the captain and a crew that supports most of the stations. It is a highly customized ship to their particular combat style. This entry describes its functions in terms of the Sentient Skies ship combat rules:

YuletideArmor Class: 13
Hit Points:
600 (100 per station)
Speed:
flying 120 feet (hover)
Damage Resistances: Cold, Lightning, Radiant, Thunder
Damage Immunities:
Necrotic, Poison, Psychic
Condition Immunities:
Charmed, Grappled, Incapacitated, Paralyzed, Poisoned, Prone, Stunned
Crew Capacity: 
24

Stations

Bridge
Maximum Crew: 4, three-quarters cover

Pilot: 1 action, make a Wisdom (Piloting) or Dexterity (Piloting) check to move the ship at:

  • DC 6 for half speed OR a 90-degree pivot
  • DC 12 for full speed OR half speed and a single 90-degree turn OR a 180-degree pivot
  • DC 18 for full speed and a single 90-degree turn OR half speed and two 90-degree turns.

Failure on any limits the ship to half speed OR a single 90-degree pivot, whichever is most similar to what you were attempting to do.
If you exceed the DC of your check by 6 or more, you can take another Cockpit action as a bonus action.
Until your next turn, no Piloting checks for this vessel can be made.

Fire Main Gun: 1 action, make one Ship Weapon Attack. Range 150/600 ft. in the front cone, one target. 20 (4d6+6) force damage and 20 (4d6+6) fire damage.
Until your next turn, this weapon cannot attack.

Evasive Maneuvers: 1 action, +1 to ship AC until your next turn. Does not stack.

Launch Boarders: 1 action, make a Ship Weapon Attack. Range 120/240 ft. in the in the front, left, or right cone. On a hit, creatures in the Launch Area make DC 14 Dexterity (Acrobatics) or Strength (Athletics) checks to land on the target. Checks are made at disadvantage for ships with no stations with half or no cover. On a miss or a failed check, the launched creature falls.

Retrieve Boarder: 1 action or bonus action, make a DC 12 Intelligence (Arcana) check to teleport creature wearing a retrieval belt within 1200 ft. to the Launch Area.

Distance to Right Gun: 30 feet
Distance to Left Gun: 30 feet
Distance to Rear Gun: 30 feet
Distance to Deck: 30 feet
Distance to Launch Area: 80 feet

Left Gun
Maximum Crew: 1, three-quarters cover

Fire Gun: 1 action, make one Ship Weapon Attack. Range 120/480 ft. in the front, left, or top cone. 10 (3d6) force damage and 10 (3d6) fire damage.
Until your next turn, this weapon cannot attack.

Distance to Bridge: 40 feet
Distance to Right Gun: 70 feet
Distance to Rear Gun: 50 feet
Distance to Deck: 40 feet
Distance to Launch Area: 90 feet

Right Gun
Maximum Crew: 1, three-quarters cover

Fire Gun: 1 action, make one Ship Weapon Attack. Range 120/480 ft. in the front, right, or top cone. 10 (3d6) force damage and 10 (3d6) fire damage.
Until your next turn, this weapon cannot attack.

Distance to Bridge: 40 feet
Distance to Left Gun: 70 feet
Distance to Rear Gun: 50 feet
Distance to Deck: 40 feet
Distance to Launch Area: 90 feet

Rear Gun
Maximum Crew: 1, three-quarters cover

Fire Gun: 1 action, make two Ship Weapon Attacks. Range 120/480 ft. in the rear, left, right, or top cone. 7 (2d6) force damage and 7 (2d6) fire damage.
Until your next turn, this weapon cannot attack.

Distance to Bridge: 40 feet
Distance to Right Gun: 50 feet
Distance to Left Gun: 50 feet
Distance to Deck: 70 feet
Distance to Launch Area: 120 feet

Deck
Maximum Crew: 8, no cover

Crew stationed here can make ranged or spell attacks normally, it also serves as traversal to the Launch Area and can be occupied by temporary siege engines if desired (such as B4-R31’s emplacement mode).

Board: 1 action, make a Dexterity (Acrobatics) check to swing onto a nearby ship. The DC is 8 + 1 for each 5 feet to the other ship.

Distance to Bridge: 50 feet
Distance to Right Gun: 40 feet
Distance to Left Gun: 40 feet
Distance to Rear Gun: 70 feet
Distance to Launch Area: 40 feet

Launch Area
Maximum Crew: 5, no cover

Crew stationed here can make ranged or spell attacks normally. They are also subject to being launched at enemy ships, effectively increasing their boarding range.

Board: 1 action, make a Dexterity (Acrobatics) check to swing onto a nearby ship. The DC is 8 + 1 for each 5 feet to the other ship.

Distance to Bridge: 100 feet
Distance to Right Gun: 90 feet
Distance to Left Gun: 90 feet
Distance to Rear Gun: 120 feet
Distance to Deck: 40 feet

If all of this looked like mumbo-jumbo, it’s probably because you don’t have Sentient Skies, where in addition to story hooks, NPCs, creatures, spells, and class archetypes for an alien invasion campaign I provide a system for ship combat that uses these stats.

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