Armor Class 13
Hit Points 38 (4d10)
Speed 6 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Senses Passive Perception 11
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Turn Rating 1: Can turn up to 90 degrees per turn.

Soup's On: During a long rest on the spaceship the chef can roll a DC 15 sleight of hand check. On a successful roll the chef grants 1d10 temporary hit points to all characters who benefited from the long rested. 

Shield Generator Grade 1: Provides 17 temporary hit points and recharges 1d4+1 at the start of each ship turn.

 

Actions

Cockpit

Evasive Maneuvers: As an action, you can take evasive maneuvers. Make a piloting check DC 15. On a successful roll all enemy attacks against your ship are made with disadvantage until the start of your next turn.

Dogfighting: As an action, you can engage in close-range combat tactics. Make a piloting check DC 15. On a successful roll grant all attack rolls by your ship advantage until the start of your next turn.

Hard Burn: As an action, you can push your ship's engines to their limits, make a constitution saving throw DC 15 using your ship's constitution. On a successful roll double your ship's movement speed until the start of your next turn, on a failure a random subsystem on your ship fails.

Ramming Speed: Melee Weapon Attack: +3 to hit, reach 1unit, 1 target. Hit: 13 (2d10 + 1) [Bludgeoning] damage. Make a constitution roll DC 10 or half the value of the damage dealt whichever is greater. On a successful roll take half damage.

Weapon Systems

Dial In: As an action, you can single out a single ship, until the start of your next turn attacks made by your ship are made with advantage but can only target the designated ship. 

Overcharge: As an action, you can temporarily boost the power of the ship's weapons. Until the start of your next turn, roll double damage on attacks made by your ship. However, your ship will be unable to attack until the end of your next turn.

Countermeasures: As an action, you can deploy defensive measures such as chaff or flares to confuse enemy targeting systems or disrupt incoming missiles. Until the start of your next turn, you can use your reaction to make a contested attack roll against incoming attacks. On a success, the enemy's attack misses, on a failure the attack resolves as normal.

Salvo Fire: As an action, you can coordinate a concentrated barrage of fire from your ship's weapons. Make a single attack roll for your ship, and it deals damage to all enemy ships in a 30-foot cone in front of you, with each ship taking half damage on a successful Dexterity saving throw.

Fire Assistance: As an action, you can slave all firing positions to your command. Until the end of your next turn, when you make an attack with your ship's weapons you can make an additional attack with another one of your ship's weapon systems against the same target or a different one within range.

Single Laser Cannon: Ranged Weapon Attack: +5 to hit, range 6/12 units, 1 target. Hit: 10 (1d12 + 3) [Piercing] damage.

Ship's Computer

Shield Management: As an action, you can adjust the ship's shields to reinforce specific sectors. Until the start of your next turn, double your ship's temporary hit points. However, any attacks made at sections not protected deal damage directly to the hull. 

Shield Boost: As an action, you can regenerate the ship's shields, restoring temporary hit points to your ship equal to your tech roll.

Shield Frequency Modulation: As an action, you can adjust shield frequencies to counter specific types of weapons. Until the start of your next turn, choose a specific damage type. Your shields gain resistance to that damage type.

Engine Room

Systems Repair: As an action, you can quickly repair damaged parts of the ship’s hull, restoring total hit points equal to your mechanical roll.

Emergency Patch: As an action, you can perform temporary fixes sacrificing efficiency for immediate functionality. Make a mechanical roll, on a success choose a destroyed subsystem and make it functional for one turn, but it cannot be repaired outside of a space station.

Power Redistribution: As an action, you can reallocate power between different systems. Make a DC 15 mechanics check, on a success make choose one subsystem to disable until the beginning of your next turn. Chose a different subsystem on the ship, that subsystem can use two actions this round.

Communications

Cyber Warfare: As an action, you can jam enemy communications, disrupt sensors, or spoof enemy targeting systems to create confusion or gain tactical advantage. Roll a contested charisma roll, on a success disable an enemy subsystem.

Shield Hack: As an action, you can analyze the enemy shield frequency and enact countermeasures to bypass it. Roll a contested charisma check. On a success, attacks made by your ship until the beginning of your next turn ignore temporary hit points.

Intelligence Gathering: As an action, you can scan enemy ships for vulnerabilities, gather information on enemy movements or intentions, or intercept and decipher enemy communications. Make a charisma check, DC 15, on a success gain information concerning ship type, crew, or other relevant information.

Description

A standard service shuttle produced in mass by CosMost.

Apeckx

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