Critical Hits

A critical hit happens when the die unmodified die roll matches the critical hit range of the armament from this table. A critical hit also happens when the ship is reduced to less than half its original hull points. When a critical hit is called for from ship combat, roll on the table below. In the case that a result is not applicable, shift to the next higher result.

RollResult
1Loss of 5 Hull Points
2Deck Crew Casualty
3Interior Crew Casualty
4Ship Shaken
5Large Weapon Damaged
6Deck Crew Casualty
7Hull Holed
8MC Loss
9-10 Hull Points
10Ship Shaken
11Fire!
12Loss of SR
13Deck Crew Casualty
14Large Weapon Damaged
15Ship Shaken
16Hull Holed
17MC Loss
18-10 Hull Points
19Loss of SR
20Spelljammer Shock

Loss of Hull Points – This is in addition to the intial damage and may lead to another critical hit roll if the loss causes the ship to go below the 50% hull point threshold.

Deck Crew Casualty – One exposed creature, chosen randomly, suffers 1d10 for each hull point of damage of the attack. All creatures within 5 ft of the target take half the amount of damage, make a DC 15 Dex save to take none.

Interior Crew Casualty – Same as Deck Crew Casualty, but everyone on board is a potential target.

Ship Shaken – All creatures not sitting or otherwise firmly tied down must make a DC 10 Dex save or fall and loose any action this round other than regaining their feet.

Large Weapon Damaged – One randomly chosen large weapon is damaged and inoperable until it is repaired. All weapons crew and any creature within 5 ft must pass a DC 15 Dex save or take half of 1d10 per hull point of the attack.

Hull Holed – The attack punctures the hull, leaving a gaping hole. The location of which is up to the DM, either randomly, spot facing the direction the attack came from, or wherever creates the most difficulty for the PCs.

Fire! – The attack starts a fire somewhere on the ship. See fire for more rules. This fire inflicts no damage this round, but may spread and do damage next turn.

Loss of SR – The ship looses 1 SR for the next 1d10 rounds as the helmsman adjust the ships balance. Effects are cumulative. If the ship only has an SR of 1, move to the next entry on the critical hit table.

MS Loss – The ship drops one MC for 1d10 rounds. Effects are cumulative. If the ship already has an MC of F, move to the next entry on the critical hit table.

Spelljammer Shock – The helmsman must make a DC 15 Con save or fall into a coma which lasts 1d6 days. If he fails, the ship’s SR drops to 0, it’s speed reduces by the maximum amount for its MC until it reaches 0, and it only moves in a straight line.

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