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###Components###

Components

A ship is composed of different components, each of which comprises multiple objects:

 

Hull. A ship’s hull is its basic frame, on which the other components are mounted.

 

[...]

 

Armor Class

 

A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.

 

Hit Points

 

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.

 

A ship doesn’t have Hit Dice.

 

Damage Threshold

 

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. [...]

The Strength of a ship expresses its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.

 

If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Crashing a Ship

 

[...]

 

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. [...]

Grasping Rounds

 

This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. [...]

 

[...]

 

Red Dragon Figurehead

 

[...] Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. [...]

###Components###

A ship is composed of different components, each of which comprises multiple objects:

 

Hull. A ship’s hull is its basic frame, on which the other components are mounted.

 

[...]

 

Armor Class

 

A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.

 

Hit Points

 

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.

 

A ship doesn’t have Hit Dice.

 

Damage Threshold

 

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. [...]

The Strength of a ship expresses its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.

 

If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Crashing a Ship

 

[...]

 

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. [...]

Grasping Rounds

 

This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. [...]

 

[...]

 

Red Dragon Figurehead

 

[...] Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. [...]

Components

A ship is composed of different components, each of which comprises multiple objects:

Hull. A ship’s hull is its basic frame, on which the other components are mounted.

[...]

Armor Class

A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.

Hit Points

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.

A ship doesn’t have Hit Dice.

Damage Threshold

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. [...]

The Strength of a ship expresses its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.

If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Crashing a Ship

[...]

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. [...]

Grasping Rounds

This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. [...]

[...]

Red Dragon Figurehead

[...] Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. [...]

added 4 characters in body
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illustro
  • 28.5k
  • 6
  • 100
  • 173

Damage ThresholdDamage Threshold

Damage Threshold

Damage Threshold

added 467 characters in body
Source Link
illustro
  • 28.5k
  • 6
  • 100
  • 173

Damage Threshold

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. [...]

So, the components in range of shatter will automatically be affected by the damage, but if they have a damage threshold the component is immune to any damage unless it exceeds the damage threshold.

[...]

Damage Threshold

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. [...]

So, the components in range of shatter will automatically be affected by the damage, but if they have a damage threshold the component is immune to any damage unless it exceeds the damage threshold.

added 696 characters in body
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illustro
  • 28.5k
  • 6
  • 100
  • 173
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deleted 1 character in body
Source Link
illustro
  • 28.5k
  • 6
  • 100
  • 173
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Source Link
illustro
  • 28.5k
  • 6
  • 100
  • 173
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