TEXT: 1
  Sailing the Astral Flow | Starfaring Vessels
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Sailing the Astral Flow
  In the night sky of D&D worlds the stars twist in 
  predictable patterns on seas of inky blackness. On 
  most of these worlds the people look up at the stars in 
  a sense of profound wonder looking for mystic insights 
  into current events and prophetic glimpses into the 
  future. There are rare worlds, however, where magic 
  has advanced to the point that courageous adventurers 
  can sail the astral flow between the stars and discover 
  worlds never known before.
  These are the rules for astral sailing and starfaring 
  vessels.
  Starfaring Vessels
  The appearance of a starfaring vessel varies depending 
  on the people who built it. Some look like nothing more 
  than sea-worthy vessels with arcane marks while others 
  are enclosed metal structures that belch fire as they sail. 
  Regardless of their outward appearances, all starfaring 
  vessels abide by the following rules.
  Every starfaring vessel has a design that dictates its 
  size, integrity, and other properties. The chart below 
  details those designs in order from smallest to largest.
  A starfaring vessel’s integrity value indicates two 
  things: the maximum hit points of the starfaring vessel’s 
  hull and the installation hit point pool. Hit points are 
  spent from the installation hit point pool to install 
  subsystems on the vessel. A subsystem must be given a 
  minimum of 40 hit points to be installed on the vessel. 
  Hit points spent from the installation hit point pool do 
  not reduce the maximum hit points of the vessel’s hull.
  If the vessel’s hull is reduced to 0 hit points, the vessel 
  is destroyed. If an installed subsystem is reduced to 0 
  hit points, it is inactive and its action and bonus action 
  abilities cannot be used until it is repaired.
  The Crew / Passenger column indicates the number 
  of minimum crew members required to operate the 
  vessel followed by the maximum passenger capacity of 
  the vessel.
  The deck size of a spacefaring vessel indicates how 
  many turns it takes to get from one subsystem to any 
  other subsystem on the same vessel. DMs should 
  adjudicate fewer or additional turns if a creature is 
  exceptionally fast or slow.
  Speed indicates the base sailing speed of the vessel. 
  This value may be increased depending on whether or 
  not the vessel has an engineering subsystem and how 
  many hit points were used to install the engineering 
  subsystem.
  SV Defenses, short for starfaring vessel defenses, 
  indicates a standard array of damage and condition 
  resistances and immunities shared by all starfaring 
  vessels. These are described below.
  All starfaring vessels have immunity to non-magical 
  bludgeoning, piercing, and slashing damage and all 
  poison and psychic damage. Starfaring vessels have 
  resistance to acid, bludgeoning, cold, fire, lightning, 
  necrotic, piercing, radiant, slashing, and thunder 
  damage.
  Additionally, starfaring vessels are immune to the 
  blinded, charmed, deafened, frightened, incapacitated, 
  paralyzed, petrified, poisoned, prone, stunned, and 
  unconscious conditions.
  The AC of the starfaring vessel is also contingent on 
  Design
  Fighter
  Frigate
  Destroyer
  Cruiser
  Battleship
  Titan
  Cost
  30,000 gp
  50,000 gp
  100,000 gp
  200,000 gp
  500,000 gp
  1,000,000 gp
  Crew / 
  Passengers
  1 / 5
  2 / 10
  15 / 150
  50 / 300
  300 / 1,000
  1,000 / 10,000
  Properties
  AC 15, Huge, SV Defenses
  AC 14, Gargantuan, SV Defenses
  AC 13, Gargantuan, SV Defenses
  AC 12, Gargantuan, SV Defenses
  AC 11, Gargantuan, SV Defenses
  AC 10, Gargantuan, SV Defenses
  Integrity
  80
  160
  240
  320
  400
  600
  Speed
  10 mph
  14 mph
  18 mph
  25 mph
  30 mph
  35 mph
  Deck 
  Size
  1
  2
  4
  6
  8
  12
  Starfaring veSSelS
  
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  Sailing the Astral Flow | Starfaring Vessels
  size with larger vessels being substantially easier to hit 
  than smaller vessels.
  Common Subsystems                            
  Detailed here are the most common subsystems 
  installed on starfaring vessels. To install a subsystem on 
  a vessel you must assign no less than 40 hit points to 
  the subsystem from the installation hit point pool. The 
  assigned hit points equals the subsystem’s maximum 
  hit points. This maximum hit point value can only be 
  changed when the vessel is undergoing repairs in the 
  future and if the maximum value is ever reduced below 
  40 hit points the subsystem is inoperable until it’s 
  maximum value is increased to 40 hit points or higher.
  A subsystem may only be used by one creature on 
  each round. If that creature has proficiency in that 
  subsystem he is called the lead subsystem officer.
  Each subsystem has innate benefits for being installed 
  on a vessel as well as special actions that can only 
  be taken when that subsystem is operated by a lead 
  subsystem officer.
  Defense
  The defense subsystem allows for a finer degree of 
  control over a starfaring vessel’s movements as well 
  as enhancing the vessel’s natural defenses. When the 
  defense subsystem is installed and active it reduces 
  the damage taken by the hull and all subsystems by 
  1 hit point for every 10 hit points used to install this 
  subsystem.
  When you are the lead defense officer you can use the 
  following actions.
  Evasive Maneuvers. As an action, make an 
  Intelligence (defense subsystems) check. If the result of 
  this check is higher than the starfaring vessel’s base AC, 
  use the result of the check as the vessel’s AC until the 
  start of your next turn.
  Shields Up. As an action you can create a shimmering 
  star shield to defend the starfaring vessel from damage. 
  When created, the star shield gains hit points equal to 
  the current hit points of the defense subsystem and has 
  all the same damage immunities and resistances as the 
  starfaring vessel. Whenever this vessel’s hull or one of 
  its subsystems take damage, the star shield takes the 
  damage instead. If this damage reduces the star shield 
  to 0 hit points, the targeted subsystem or the hull takes 
  any remaining damage.
  Renew Shields. As a bonus action you can increase 
  an existing star shield’s hit points to equivalent to the 
  current hit points of the defense subsystem.
  Engineering
  The engineering subsystem allows for near 
  instantaneous travel across the astral flow and
  manipulation of the power levels of subsystems installed 
  in the vessel. For every 10 hit points used to install the 
  engineering subsystem the sailing speed of the vessel 
  increases by 1 mph.
  In addition, by installing the engineering subsystem 
  a starfaring vessel becomes capable of performing an 
  FTL Jump. Performing an FTL Jump requires 12 hours 
  of plotting and spooling up the engine and allows the 
  vessel to travel up to 1 light year for every 10 hit points 
  used to install this subsystem.
  When you are the lead engineering officer you can use 
  the following actions.
  Back Online. As a bonus action you can choose to 
  deal 5 force damage that cannot be reduced to the 
  engineering subsystem. If you do, choose an inactive 
  subsystem. That subsystem gains 1 hit point and 
  becomes active.
  More Power. As a reaction you can enhance an 
  ability check or attack roll before it is made by another 
  subsystem on the same vessel. When you do, succeed 
  on an Intelligence (engineering subsystem) with a 16 
  DC or the engineering subsystem loses 5 hit points. If 
  you fail by 5 or more, the engineering subsystem loses 
  10 hit points. Regardless of the result, if the engineering 
  subsystem is still active after this check the ability check 
  or attack roll gains advantage.
  Power Realignment. As an action you can choose any 
  two active subsystems and roll Intelligence (engineering 
  subsystem). One of those subsystems loses hit points 
  equivalent to half the result. The other subsystem 
  gains hit points equal to double the amount the first 
  subsystem lost.
  Helm
  The helm subsystem allows for communication across 
  the vessel and between one starfaring vessel and 
  another. When you have the helm subsystem installed 
  you can attempt to hail another starfaring vessel 
  whether it has a helm subsystem or not. If the vessel 
  accepts your hail you may communicate with one 
  another until you choose to end the connection. 
  Additionally, the helm subsystem functions as a bridge 
  for the vessel and contains stations that allow other 
  subsystems on the vessel to be remotely operated. For 
  every 10 hit points used to install the helm subsystem 
  choose another subsystem installed on this vessel to 
  gain a station on the bridge.
  When you are the lead helm officer you can use the 
  following actions.
  Direct Order. As a bonus action, you can issue an 
  order to another lead officer on the same vessel as you. 
  That lead officer can use his reaction to take one of the 
  actions or bonus actions of the subsystem he is the lead 
  officer of.
  On My Mark. As an action you can use the action of 
  another installed and active subsystem. If that action 
  would call for a subsystem proficiency roll you use 
  Charisma (helm subsystem) instead.
  Weapons
  The weapons subsystem allows you to make attacks 
  against other starfaring vessels and the strange 
  creatures who call the astral flow their hunting grounds. 
  When you install a weapons system you can choose one 
  starfaring weapon for every 20 hit points used to install 
  the weapons system. If your vessel has no lead weapons 
  officer a creature can fire one starfaring weapon in 
  the weapons subsystem as an action. That starfaring 
  weapon cannot be fired again until the start of that 
  creature’s next turn.
  When you are the lead weapons officer you can use 
  the following actions.
  Aim. As a bonus action you can aim at one of a chosen 
  enemy’s subsystems. Whenever you make an attack with 
  the weapons subsystem before the start of your next 
  SubSyStem ProficiencieS
  Subsystem proficiencies are a category of tool 
  proficiencies so any feature, trait, or feat that grants 
  a tool proficiency can be used to take a subsystem 
  proficiency. Future installments of Sailing the Astral Flow 
  will also add new player options that grant subsystem 
  proficiencies.
  
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  Sailing the Astral Flow | Starfaring Vessels
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  turn you can choose to target that subsystem or the hull.
  Fire. As an action you make an attack with each 
  starfaring weapon installed on this weapons subsystem. 
  None of the starfaring weapons you used may be fired 
  again until the start of your next turn.
  Uncommon Subsystems                              
  Uncommon subsystems follow all the rules of common 
  subsystems but are less common and perform less 
  central roles on a vessel than common subsystems do.
  Cloaking
  The cloaking subsystem enhances the stealth 
  capabilities of starfaring vessels by bending light and 
  jamming enemy vessels’ sensors. When you install 
  a cloaking subsystem it creates a constant layer of 
  static, scrambling enemy sensors and creating a field 
  of slight visual distortion around the vessel. This static 
  has the effect of making subsystems on the starfaring 
  vessel more difficult to target. For each 20 hit points 
  used to install the cloaking subsystem, the AC of each 
  subsystem is considered 1 higher than the starfaring 
  vessel’s AC.
  Incognito. As an action you can increase the cloaking 
  subsystem’s covert abilities. Make an Intelligence 
  (cloaking subsystem) check. As long as no subsystem 
  on the vessel takes an action the vessel is invisible and 
  undetectable to starfaring vessels without the intel 
  subsystem.
  Transmission
  The transmission subsystem allows for instantaneous 
  transportation of creatures and objects to and from 
  the starfaring vessel to nearby locations. When 
  you install a transmission subsystem it generates 1 
  identification stone for every 10 hit points used to 
  install the transmission subsystem. A creature attuned 
  to an identification stone generated by this vessel can 
  use their action to teleport between the vessel and any 
  visible location within 200 feet of the vessel.
  Boarding Party. As an action choose any number 
  of willing creatures that are attuned to identification 
  stones associated with this ship and teleport them from 
  this vessel to a chosen subsystem on another vessel 
  within 1000 feet or from another vessel within 1000 feet 
  to a chosen subsystem on this vessel.
  Scramble. When one or more creatures is being 
  teleported to this vessel by an enemy’s transmission 
  subsystem you may use your reaction to attempt to 
  counter the action. Roll Intelligence (transmission 
  subsystem) contested by the sender’s Intelligence 
  (transmission subsystem) and, if you succeed, the 
  transmission action fails to send the creatures to your 
  vessel.
  Beam ‘em Up. As an action choose any number of 
  willing creatures that are attuned to identification 
  stones associated with this ship. Each creature, and 
  one creature of their choice that is willing or grappled, 
  is teleported from any location within 1000 feet to one 
  subsystem of your choice on this vessel.
  Hacking
  The hacking subsystem allows you to remotely deny 
  control over other starfaring vessels’ subsystems and 
  infect their systems with virus or viral curses. Just 
  by installing the hacking subsystem you gain some 
  measure of defense against catching a virus. Increase 
  the DC of infecting this vessel with a virus by 1 for every 
  10 hit points used to install this subsystem.
  Hack the Network. As an action you can choose one 
  enemy subsystem to lock down. Until the end of your 
  next turn if that subsystem is used to take any action the 
  creature activating the subsystem must succeed on an 
  Intelligence (subsystem proficiency) check contested by 
  your Intelligence (hacking subsystem). If they don’t, they 
  cannot operate that subsystem this turn.
  Upload a Virus. As an action you can attempt to 
  infect the enemy vessel you can see within 300 feet 
  with a virus or viral curse. Choose a virus from the 
  chart below and make an Intelligence (hacking) check 
  against the DC of the virus. If you succeed, the virus is 
  installed on the enemy vessel until it receives 1 week of 
  maintenance.
  Hacking
        Virus      DC  Effect
  Intel
  The intel subsystem allows for the speedy gathering 
  and accurate assessment of information. Simply by 
  installing the intel subsystem you always know the 
  remaining hit points of a vessel’s star shield and hull if 
  the vessel is within 300 feet. In addition, a vessel with 
  the intel system has a pool of tactical intel. For every 
  10 hit points used to install this subsystem the vessel’s 
  maximum tactical intel increases by 1. Any lead officer 
  can choose to expend 1 or more tactical intel after they 
  make an ability roll with a subsystem they are proficient 
  with, but before the DM declares whether or not it was 
  successful, to add the same number to the result of their 
  roll. The vessel regains all expended tactical intel when 
  it receives 1 week of maintenance.
  Probability Report. As a bonus action, choose another 
  subsystem on this vessel. The first roll that subsystem 
  makes before the start of your next turn gains advantage.
  Quick Scan. As a bonus action, choose a vessel within 
  300 feet and you learn the remaining hit points of all of 
  its subsystems.
  Assess Weakness. As an action on your turn, choose a 
  vessel within 300 feet to assess for weakness. When you 
  do, make a Wisdom (intel subsystem) check contested 
  by one of the lead officer’s on the enemy vessel’s 
  Intelligence (cloaking subsystem) or Charisma (helm 
  subsystem). If you succeed, choose the shieldbreaker, 
  hullbreaker, or tactical weapon property. All attacks 
  from this vessel’s weapon subsystem gain that property 
  when firing on the the chosen vessel until the start of 
  your next turn.
  Choose a subsystem when this virus infects a 
  vessel. As an action, a lead hacking officer in 
  the hacking subsystem can trigger dragon’s 
  breath dealing 3d12 fire damage to all 
  creatures in that subsystem.
  When a lead officer on the infected vessel 
  rolls to activate a subsystem while that 
  subsystem is targeted by a Hack the 
  Network action receives disadvantage on the 
  contested roll.
  The infected vessel releases a constant signal 
  that gives all attempts to track it advantage 
  and the vessel cannot activate a Cloaking 
  subsystem.
  18
  16
  14
  Dragon’s 
  Breath
  Vampyre
  Will-o-Wisp
  
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  Sailing the Astral Flow | Starfaring Vessels
  Rare Subsystems                                        
  Rare subsystems follow all the rules of common 
  subsystems except where they specify that they do not. 
  Many who sail the astral flow go their lifetime without 
  ever seeing a rare subsystem.
  Augmented Intelligence
  The Augmented Intelligence subsystem is different 
  from all other subsystems in that it is not controlled 
  by a lead officer. Instead, the Augmented Intelligence 
  subsystem creates a Persona, an intelligence that can 
  operate throughout the ship and who is housed in 
  the Augmented Intelligence subsystem. This Persona 
  can remotely serve as a lead officer in one or more 
  subsystems.
  A Persona begins with a proficiency bonus of +4, 
  proficiency in a single subsystem, and the ability to take 
  1 turn a round. For every 5 hit points used to install the 
  Augmented Intelligence subsystem you gain 1 persona 
  point that must be spent immediately. Persona points 
  can be exchanged for benefits as illustrated on the chart 
  below.
  augmented intelligence
       Persona    
     Point Cost         Benefit
  Starfaring Weapons                                
  Starfaring weapons are huge weapons designed for 
  combat between starfaring vessels in the astral flow. 
  Attack rolls with starfaring weapons are made by rolling 
  a d20 and adding the attacker’s Intelligence modifier. If 
  the attacker is proficient in the weapons subsystem he 
  also adds his proficiency modifier.
  Starfaring weapon traits are described below the 
  starfaring weapon chart.
  Starfaring veSSelS
  Starfaring Weapon       Damage         Traits
  Disruptive. When you deal damage to a subsystem 
  with this weapon that subsystem counts as inactive until 
  the end of your next turn.
  Hullbreaker. This weapon ignores damage 
  resistances when it deals damage to a hull.
  Shieldbreaker. This weapon ignores damage 
  resistances when it deals damage to a star shield.
  Tactical. This weapon ignores damage resistances 
  when it deals damage to a subsystem.
  Tractive. When this weapon deals damage to a 
  creature or vessel that creature or vessel is grappled. 
  Creatures follow the normal rules for breaking grapples 
  but are opposed by the tractor beam operator’s Dexterity 
  (weapons system) instead of an Athletics or Acrobatics 
  check. Starfaring vessels may escape a grappled by 
  succeeding on a contested Intelligence (engineering 
  subsystem) check against the grappling vessel’s 
  Dexterity (weapons system).
  Triple Shot. When you fire this weapon you attack 
  three times. These attacks do not have to share a target.
  interStellar combat
  Interstellar combat works just like regular combat in 
  D&D except when a rule in this document explicitly says 
  otherwise. Creatures roll initiative as normal and on their 
  turn can either operate a subsystem they have access to 
  or take any other action they are capable of.
  PerSona PerSonality
  Depending on how exactly starfaring vessels operate in 
  your campaign setting, the attitudes and personalities of 
  personas may vary. In a setting where starfaring vessels 
  are the work of scientific advancement, personas may 
  be dispassionate and practical. In a setting where spirits 
  and minor gods are trapped into crystals and installed 
  on vessels to serve as sources of power, a persona’s 
  personality may be an amalgamation of those beings 
  who serve as a power source for the vessel.
  disruptive, shieldbreaker
  triple shot
  hullbreaker
  hullbreaker, tactical
  tractive
  3d12 lightning
  4d8+16 force
  2d8 force
  8d10 fire
  6d10 fire
  2d12 force
  Ion Cannon
  Laser Cannon
  Laser 
  Autocannon
  Missile
  Tactical Missile
  Tractor Beam
  The Persona gains proficiency in a 
  subsystem of your choice.
  The Persona’s proficiency bonus increases by 
  1 (to a maximum of 18).
  The Persona can takes two turns each round.
  The Persona takes three turns each round.
  The Persona takes four turns each round.
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  Sailing the Astral Flow - Starfaring Vessels by
  /u/ coolgamertagbro
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Steampunk Flying Ship” by Unknown
  “Spaceship Wreck Yard” by M Wojtala
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Benjamin Huffman/Sailing the Astral Flow.pdf