###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.
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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
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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. [...]
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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. [...]