Void Corsair — Claimjumper Image

You are a specialist in physical space piracy — latching onto ships with your suit, cutting your way inside, and seizing them by force. With your lightsaber, you can even cripple a ship’s navigation system.

Ability Score

Increase Strength by 1 (max 20).

 

Shipboard Savvy

Gain proficiency with vehicles (space).

If already proficient, gain proficiency in Athletics or Acrobatics.

 

Body Grapple (Bonus Action)

When within 150 feet of a ship in space, you can leap, launch, or fire your mag-claw to attempt to latch onto its hull.

Check: Roll Strength (Athletics) or Dexterity (Acrobatics), with advantage if wearing a functioning space suit.

DC: Always 15.

Outcomes:

Success (15+): You latch firmly onto the hull. You may crawl along it at half speed and attempt Breach & Board.

Near Miss (10–14): You cling precariously. At the start of your next turn, make a Strength save (DC 15) to secure your grip or fall free.

Failure (9 or less): You miss completely and drift; retry next turn.

 

While latched:

Advantage on Strength saves to resist being dislodged by ship maneuvers

 

Breach & Board (Action)

While latched, attempt to cut into the ship’s hull or force a hatch.

Check: Roll Athletics or Sleight of Hand.

DC: Always 15.

Success: You create an opening large enough for two Medium creatures.

Nat 20: Breach is silent; alarms delayed 1d4 rounds and your allies gain advantage on the first round inside.

Failure (9 or less): No progress and the attempt is noisy, triggering alarms.

 

Lightsaber Sabotage (Special Attack)

When inside a ship, you may target its navigation or helm systems with a lightsaber strike.

Attack: Make a melee attack roll with your lightsaber against AC 15 (stationary system).

On a hit: Deal normal lightsaber damage.

On a critical hit (nat 20): The strike severely damages the navigation system.

The ship cannot make hyperspace/warp jumps or precise long-range maneuvers until repaired.

Repairs require at least 1 hour and appropriate tools or docking.


On a normal hit: Cosmetic or minor damage occurs — sparks, severed consoles — but the system continues functioning.

 

Hold the Bridge — Instant Prize Claim

If you seize the bridge or helm of a ship and hold it for 1 minute, the ship is considered claimed by your party.

The ship’s navigation, doors, and life support accept your commands.

Surviving crew must make a Wisdom save (DC 8 + prof + Str/Dex mod) or be demoralized (disadvantage on attacks vs. you for 1 hour).

Civilian/lightly defended ships are automatically yours after this claim.

Military or AI-protected ships may require extra steps (AI core destruction, bypassing locks, or DM adjudication).

 

Kesari Hold (Reaction)

When an effect or enemy attempts to shake you loose from a ship’s hull or sever your tether, you may use your reaction to remain attached.

Uses = your proficiency bonus per long rest

 

Zero-G Fighter 

While latched, tethered, or moving in vacuum (you and up to 2 allies):

Ignore difficult terrain from zero-G.

Ranged attacks you make are not at disadvantage from drifting.

Gain +2 to Acrobatics checks on the hull.

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2025 9:21:19 PM
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Void Corsair — Claimjumper Image

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