Spelljammer Critical Hits Deck Crew Damage- One creature on deck is struck and
suffers either the same damage as the ship or 2d10,
whichever is lower. Choose the target randomly from all Crewed siege weapons often have a chance of inflicting a above-deck. All creatures within 5ft (generally members Critical Hit to enemy vessels on a roll of 20. Other events of the same group) must make a DC 12 Dexterity saving (Ramming, Spells, Crashing, turbulence from storms and violent sea winds) may also cause a Critical Hit. When a throw or suffer the same damage. vessel is reduced to 50% of its Hull Points, it suffers a Critical Hit. When you score a critical hit, instead of doubling Interior Crew Damage- Same as a Deck crew Damage the damage dice, you will roll on the following table. Critical Hit, but everyone not on deck is a potential target, including Helmsman, passengers, and prisoners. This reflects not so much the attack itself, but shattered CRITICAL TABLE 1d10 parts of the ship bouncing around during combat. 1 Fire! Ship Weapon Damaged- One ship weapon (chosen 2 Ship Shaken! randomly) is damaged and inoperable until repaired. 3 Hull Holed! Duration of repair is 1d4 rounds. Any crew on the 4 Speed Loss! weapon is unharmed. If no weapons exist on-board the 5 Random Ship Weapon Damaged ship, roll again. 6 Deck crew Damage! Speed Loss- Ship Speed is lowered by 1d8 for 1d4 7 Interior crew Damage! rounds (min 1). If a ship is already at Speed 1, then roll 8 Speed Loss! again. 9 Fire! 10 Reroll twice, applying both effects and ignoring Ship Movement - Each ship has it’s own movement additional rolls of ten. speed, unlike characters, it takes double the normal movement to turn. Fire!- A fire starts somewhere in or on the ship, determined by the DM. If a fire is unable to start due to some reason, then roll again. Fire may damage the sails, burn passengers and cargo, and cause chaos amongst the crew. Fires aboard a ship deal 1d6 Hull Points of fire damage per ship combat round. This damage isn’t negated by the Damage Threshold. Hull Holed- The attack punches a sizable hole in the ship. DM decides location. If three total holes are scored on any vessel of 50 tonnes or less, it’s internal structure is destroyed and the vessel starts to break apart. For vessels larger than 50 tonnes, the number of holes needed to break apart a vessel is 1 per 15 tonnes of the ship, rounded down. Ship Shaken- All PC’s not otherwise secured (Helmsman is considered secured) must make a DC 12 Dexterity saving throw or be knocked prone.