Sturdy Build. Damage Reduction of 3. Damage reduction (DR) is a static value that you subtract when you take damage. DR only affects damage you take as a result of being hit by an attack roll, in the same way that AC only helps you avoid being hit by an attack roll.
If passive DR would reduce the damage you take to 0, you instead take 1 damage.
Stabilization Module. (Always Active) While active, the stabilization drive gives the Bluenose Immunity to the Prone condition.
Cloaking System. (1 Mana Reserve) A crewmember in the Helm can use an action and spend 1 Mana Reserve to activate/deactivate the Cloaking System. While active the Bluenose gains the Invisible condition. If the Stabilization Module is active, Dexterity (Stealth) checks are made with advantage. This condition ends if the Bluenose activates any of its Offensive, Utility, or Power Modules are used. This condition also ends after 24 hours.
Overdrive. Once per turn, a crewmember can attempt to place a function of the Bluenose into Overdrive. Each function can only be placed into Overdrive once on each of the Bluenose’s turns, and each time a crewmember tries to boost a function of the Bluenose after the first, the DC increases by 5, cumulatively, until the start of the Bluenose's next turn.
Engine Overdrive. A crewmate can attempt to boost the Bluenose speed. When they take the Engine Overdrive action, the Bluenose makes a DC 10 Strength (Overdrive) check. On a success The Bluenose increases its speed by 50 until the end of it’s next turn.
Weapon Overdrive. A crewmate can attempt to boost the Bluenose weapon output. When they take the Weapons Overdrive action, the next time this turn the Bluenose would deal damage, the Bluenose makes a DC 10 Strength (Overdrive) check. On a success, the Bluenose has advantage on the damage roll.
Basic Weapons Module (Always Active) With this action, a crewmember can make an attack with one ship weapon as long as they are not in the Helm.
Cannons. Ranged Weapon Attack: +4 to hit, range 800/1200 ft., 1 target. Hit: 11 (1d8 + 4) Bludgeoning damage.
Ballista. Ranged Weapon Attack: +4 to hit, range 400/1600 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage. On a hit, the target must make a Dexterity Saving throw. On a failure, the harpoon sticks to the target and a crewmember can substitute an attack to make an opposed Strength (Athletics) check to reel the target closer. On a success, the target moves 50 feet closer, this distance doubles for every 5 points that the crewmember beats the target. Finally, if the target succeeds on the Strength (Athletics) by 10 or more, the harpoon becomes dislodged. A creature can also use their action to attempt a Strength (Athletics) check to dislodge the harpoon.