Phoenix Pirates · Ship Reference · DM & Crew
Shipsune Miku
Battleship-Class · 300 ft × 50 ft · Built by Bon D. Age
Adam Wood hull · Seastone bottom · 12/12 upgrade slots · Piety 25
Identity
The Shipsune Miku
Origin · Classification · Current State
Classification

Type: Battleship-Class War Vessel

Dimensions: 300 ft × 50 ft (Gargantuan)

Cost: ฿3,000,000,000 base + ฿69,050,000 upgrades

Current crew: 13

Figurehead: Sea King skull (bow)

Rowboat: The Sandy Cheeks — squirrel figurehead, sand buggy pads (stern)

Ability Scores

STR 28 (+9) · DEX 4 (-3) · CON 20 (+5)

Speed: 45 ft (35 paddle-wheel + 10 dial)

Travel Pace: 4 mph / 96 miles per day

Initiative: DEX −3 + Finn's PB +4 = +1
Recommended: Unified Crew Initiative using Finn's +3

Upgrade Slots: 12/12 — Fully loaded

Origin & Lore

Built from scratch by Bon D. Age during the timeskip at the Graveyard Docks, Veltyr (City of Salt). The hull is Adam Wood — stolen from CP-0 assassins transporting it through the city during the Water 7 arc. The Shipsune Miku replaced the Flying Dutchess, which suffered irreparable damage. The Flying Dutchess's large cannons were salvaged and installed on the Miku. Parts of the Dutchess's cannon systems were also used to build Migo's Leviathan's Whisper deck mount.

Several components show the marks of a rushed build — exposed weak points on the carronade, advantage on attacks against the hull, helm, sails, and paddle-wheel. These are build failures, not damage. Bon built her fast because he had to. She holds together because he loves her.

Viktor Rozkov and Anisa Velen (former slaves, crew smiths) work out of the blacksmith and gunsmith area. They assist with ongoing repairs, modifications, and weapon maintenance. They did not build the ship — that was Bon alone.

Components
Hull, Engine & Movement
All damage tracked per component · Threshold = minimum hit to count
Hull — Adam Wood
HULL ATTACKS HAVE ADVANTAGE
AC 14
HP 1000 / 1000
Threshold 23
Immune to critical hits. Ship is wrecked if hull reaches 0 HP. Any attack dealing less than 23 damage is superficial and does not reduce HP. Attacks against the hull have Advantage — build failure lore. Hull is Adam Wood, providing exceptional durability reflected in the threshold.
Seastone Bottom
BUILT-IN
Incorporated into the ship's keel. Allows the Miku to pass by sea beasts, Sea Kings, and other sea creatures completely undetected. Makes crossing the Calm Belt possible. Additionally, any Devil Fruit user who falls overboard is neutralised by contact with the Seastone-lined bottom.
Huge Fuel Engine
BUILT-IN
AC 14
HP 100 / 100
Counts as 50 crew members for powering movement components that require an engine (Paddle-Wheel, Beam Cannon, Rocket Booster). Requires 1 full barrel of huge fuel per day to operate. Fuel cost: ฿400,000 per barrel. If unfuelled for a full day the engine shuts off — paddle-wheel, beam cannon, and rocket booster all cease to function until refuelled. Bon tracks fuel. It is currently tracked.
Control: Helm (Upgraded)
CONTROL ATTACKS HAVE ADVANTAGE
AC 17
HP 38 / 38
Controls all movement components with one 90-degree turn per ship turn. If the helm is destroyed the Miku cannot turn. Attacks against the helm have Advantage — build failure. Finn's station. The helm is one of the most critical targets in any naval engagement.
Movement: Sails (Upgraded)
MOVEMENT ATTACKS HAVE ADVANTAGE
AC 14
HP 99 / 99
Speed 25 ft / 15 into wind / 35 with wind
Immune to critical hits. Speed reduced −5 ft per 20 damage taken. Attacks have Advantage — build failure. Wind-dependent backup propulsion. Primary propulsion is the Paddle-Wheel.
Movement: Paddle-Wheel (Upgraded + Dial)
MOVEMENT ATTACKS HAVE ADVANTAGE
AC 14
HP 107 / 107
Speed 35 ft engine / +10 ft Dial = 45 ft total
Immune to critical hits. Speed reduced −10 ft per 25 damage taken. Requires Huge Fuel Engine to function. Jet Dial attached adds +10 ft — runs 2 hours before needing 8-hour recharge. Attacks have Advantage — build failure. The Paddle-Wheel makes the Miku wind-independent and faster than any standard ship in the guide.
Ram (Upgrade)
RAM
AC 18
HP 95 / 95
Threshold 2
When the Miku crashes into a creature or object, the Ram absorbs all damage from the crash instead of the hull, and the Miku has Advantage on all related saving throws and checks. These benefits do not apply if another vehicle crashes into the Miku.
Weapons
Armament
All weapon attacks target components unless specified · Officer actions can modify attack rolls
Large Cannon × 14 (7 port / 7 starboard)
BROADSIDE SALVAGED — Flying Dutchess
AC 15
HP 100 / 100 each
ATK +5 to hit
DMG 5d10 bludgeoning
Range 200 / 800 ft
Salvaged intact from the Flying Dutchess — no upgrade slot cost. The Miku's primary ship-to-ship weapon. 7 cannons per side — a full broadside means 7 simultaneous cannon attacks against the target. Devastating Volley (Migo's Artillerist PP ability) fires all available cannons simultaneously with +2 to each attack roll. Cannot be fired while submerged.
Carronade (Upgrade)
SWIVEL EXPOSED WEAK POINT
AC 15
HP 40 / 40
ATK +6 to hit
DMG 2d10 bludgeoning
Range 120 / 480 ft
Shorter range, lighter weapon — good for close engagement and boarding suppression. Build failure during construction: Exposed Weak Point — all attacks against this component have Advantage. The weakest point on the ship. Enemies who know about it will prioritise it.
⚠ EXPOSED WEAK POINT — attacks against this component automatically have Advantage
Harpoon Cannon (Upgrade)
GRAPPLE WEAPON
AC 15
HP 50 / 50
ATK +6 to hit
DMG 3d6 piercing + Grapple
Range 120 / 400 ft
On hit: target is grappled by thick rope and harpoon (escape DC 15). The rope has AC 10, 15 HP, vulnerability to fire, immunity to bludgeoning/poison/psychic. Primary boarding tool — grapple an enemy ship and reel them in for Atsusato and Manju to board. Also functions while submerged.
Leviathan's Whisper Deck Mount
SIEGE SNIPER MIGO ONLY Built from Dutchess parts
AC 15
HP 50 / 50
ATK +10 to hit (Migo)
DMG 4d12 piercing
Range 500 / 2000 ft
Locks into the rotating deck brace near the bow (upper deck). In siege deck-mount mode, Leviathan's Whisper becomes a ship-scale weapon. Range massively exceeds all standard ship weapons — the Miku can engage targets before they can even identify her. Grapple mode anchors into enemy ships. Chain round mode disables sails and rigging without destroying the vessel. Built by Bon from the Flying Dutchess's cannon mechanisms at Viktor and Anisa's direction.
Beam Cannon (Upgrade — Custom Modified)
ENERGY WEAPON 24HR RECHARGE
AC 18
HP 100 / 100
Area 900-ft line, 15 ft wide
Save DC 16 DEX
DMG 15d8 force
On failed save: 15d8 force damage. Creatures reduced to 0 HP become a pile of fine grey dust. Medium or smaller nonmagical objects in the line are disintegrated. Huge or larger objects/structures: disintegrates a 5-ft cube. Requires Huge Fuel Engine to fire. 24-hour recharge after use. Custom-modified beyond the base DM guide stats — enhanced range and damage. Functions while submerged (energy weapon, no water interference).
Rocket Booster (Upgrade)
EMERGENCY MOVEMENT 24HR RECHARGE
AC 18
HP 100 / 100
Range 5 miles in any direction
Duration 10 seconds
The Miku flies up to 5 miles in any chosen direction for 10 seconds. Requires Huge Fuel Engine. After use: 24-hour recharge before it can fire again. 25% chance the ship crashes on landing (see Crashing rules). Speed decreases −1 mile per 20 damage taken to the booster. Emergency Surface Use: While submerged, the Rocket Booster can fire straight up to emergency-surface the ship. This burns the full 5-mile flight range upward and retains the 25% crash risk on breaking the surface. Only use in true emergencies.
Amenities
Rooms & Special Features
Non-slot installations · Lifestyle · Utility
Functional Amenities

Aquarium / Fish Tank — Paid upgrade (฿750,000). Stores live caught fish, preserving them for later consumption. Halves crew lifestyle expenses.

Orchard / Garden — Free installation. Chloe grows medicinal herbs and food crops. Halves crew lifestyle expenses. Stacks with Aquarium — together these two reduce crew upkeep significantly.

Aerodynamics / Lightweight — Allows the Miku to travel in shallow water and sail onto Sky Islands. Critical for New World arcs involving sky island access.

Enhanced Support × 2 — Structural reinforcement installed twice. Enables the weight and recoil load of 14 Large Cannons plus the Beam Cannon. Without this the hull couldn't handle the stress of the full broadside and the heavy special weapons simultaneously.

Crew Spaces

Gym & Training Hall — Combat training, physical conditioning. Used actively by Manju, Jimbo, and the training crew.

Map Room — Kaillou's domain. Navigation charts, route planning, world mapping. The most important room in the ship for long-term campaign movement.

Strip Club + Haunted Piano — Crew morale. The piano plays itself. Nobody has investigated why. Nobody wants to know.

Jail — Prisoner holding. Has been used. Will be used again.

Blacksmith & Gunsmith Area — Viktor and Anisa's workshop. Weapon maintenance, armour repair, Miku modifications. The Leviathan's Whisper was partially built here.

Upgrade Slot Tracker — 12 / 12 Used
Helm Upgrade (Large)1 slot
Sail Upgrade (Huge)2 slots
Dial Upgrade (Special Medium)1 slot
Ram Upgrade (Large)1 slot
Carronade (Medium)1 slot
Harpoon Cannon (Medium)1 slot
Beam Cannon (Special Huge)2 slots
Rocket Booster (Special Huge)2 slots
Submersible Mode (Special — DM)1 slot
Large Cannons × 14 (salvaged)0 slots
Crew Stations
Naval Combat Roles
Based on handbook crew role system · Pirate Prestige Points as resource
How Naval Combat Works

Ships roll initiative using their DEX modifier + the captain, first mate, or helmsman's Proficiency Bonus. The Miku uses DEX −3 + Finn's PB +4 = +1. Strongly recommended: use Unified Crew Initiative — the whole crew and ship act on one initiative roll (use Finn's +3). On the ship's turn, it moves and fires weapons. Each crew member uses their personal action on their own turn to perform Officer Actions or their role abilities.

Officer Actions (any crew member can use these as their action): Aim and Fire (Advantage on one weapon's next attack) · Brace (+2 hull AC vs projectiles until next turn, once per round) · Full Speed Ahead (roll 1d6 × 5, add to ship speed until end of next turn)

Crew MemberRoleStation AbilityPP Ability
Rokuji Captain Commanding Presence — 1 min address: up to PB creatures gain temp HP = level Rallying Cry: Spend 1 PP — all allies within 60 ft gain Advantage on next roll + PB HP
Atsusato First Mate Commanding Presence — same as captain. Leads boarding parties when ships are alongside Rallying Cry: Same as captain — stacks if both use before battle
Kaillou Navigator Charting & Mapping — assists Finn's steering checks. Observation Haki detects enemy ships early Storm Tracking: DM warns him of incoming weather/hazards in advance
Bon D. Age Shipwright Ship Repair — STR check DC 15 as action: restore 1d6 + STR mod HP to one component per day. Knows every weakness No formal PP ability — emergency repair is his constant contribution
Finn Helmsman Through Thick and Thin — double proficiency on all ship steering checks At the Helm: Spend 1 PP as Reaction — +2 to ship's AC and all crew AC/saves while ship is moving, until start of his next turn
Chloe Doctor Tends to crew casualties. ROOM could function as Protective Barrier over ship components (spell slot = component size) First Aid: Spend 1 PP as action — restore 1d6+4 HP + creature's max Hit Dice to injured crew
Migo Artillerist Artillery Mastery — proficiency bonus to all cannon attack rolls including Leviathan's Whisper deck mount Devastating Volley: Spend 1 PP — all cannons fire simultaneously with +2 to each attack roll
Jimbo Chef + Water Food Prep — pre-battle temp HP treats (BA to eat, PB temp HP each). In water: shark Fishman, fights between ships, attacks hulls from below No PP ability — his unique value is being operational in the water between ships
Manju Lookout Bird's Eye View — from crow's nest, treat lightly obscured as clear for spotting ships and islands No PP ability — her value is the first alert and repelling boarders
Smokey Cabin Boy Jack of All Trades — Advantage on any routine ship task. Gag Check on meaningful impact Spotlight Charge — unpredictable contribution. Never consistent. Always present.
Ship Soul
Klabautermann — Piety System
Track weekly · Bon built her · She knows · Current: Piety 25
Current State — Piety 25 (A Living Ship)
████████████████████████░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 25 / 100

Active benefits at Piety 25:

  • Self-heals 5 HP/hour when at sea
  • If the hull drops to 0 HP, the Miku lingers for 1 extra round before sinking — the crew has one final chance to save her
  • Warns crew 1 minute in advance of incoming danger — gives Advantage on the first DEX saving throw against that hazard
Earning Piety (weekly assessment)
  • Repairing damage themselves rather than hiring outside
  • Personalising the ship (new rooms, decorations, the Sea King figurehead)
  • Speaking to the Miku with respect, treating her as crew
  • Defending the ship from harm
  • Using the ship creatively in problem-solving
  • Saving the ship from near destruction
Losing Piety (weekly assessment)
  • Allowing the ship to fall into disrepair
  • Deliberately damaging or defacing the ship
  • Treating her as disposable
  • Bringing dishonorable or cruel people aboard
  • Using the ship for treacherous actions
Next Threshold — Piety 50: The Klabautermann Appears
  • Once per Long Rest: when hull would hit 0, Klabautermann restores 3d10 HP instantly
  • Ship ignores non-magical rough waters, sails silently, leaves no trace
  • +2 AC to all components
  • If completely destroyed, the Klabautermann ensures one major part survives intact for rebuilding
DM Eyes Only
Submersible Mode
Added by Anisa during the timeskip · Crew does not know yet · Reveal: Sabaody escape session
⚠ Secret Modification — Not Yet Revealed to Crew

Anisa Velen modified the Miku during the timeskip to be capable of full submersion. The crew doesn't know the Miku can dive. The reveal happens during the Sabaody escape session when there is no other route — Bon discovers the system Anisa built while managing the ship under pressure. This is Anisa's gift to the crew and her way of saying she knew they'd need it.

Uses the last upgrade slot (1/12). The Miku is fully loaded at 12/12 after this installation.

Submersible Mode — Mechanics

Activation: 10-minute prep sequence. Rigging retracted, hatches sealed, pressure systems engaged. Bon must be present and actively managing throughout. Cannot be shortened. External interference during prep (e.g. Marine attacks) adds time or creates failure points.

Speed submerged: 25 ft — paddle-wheel operates at reduced efficiency underwater. Sail speed is 0 while submerged.

Maximum safe depth: 500 fathoms (~3,000 ft). The Fishman Island approach requires approximately 400 fathoms. She has margin.

Duration: Indefinite, as long as the Huge Fuel Engine has fuel and Bon is maintaining systems. If Bon is incapacitated or the engine runs dry, begin controlled ascent immediately.

Weapons available while submerged: Harpoon Cannon, Beam Cannon, Ram. Large Cannons cannot fire — broadside fire requires horizontal gun ports which cannot function at depth.

Stealth: Seastone bottom remains fully active underwater. Sea creatures cannot detect the Miku. Devil Fruit users who somehow enter the water near her hull are still neutralised.

Controlled surfacing: 5-minute ascent. Standard procedure.

Emergency surface: Rocket Booster can fire straight up. Burns the full 5-mile range (straight up). 25% crash risk when breaking the surface. 24-hour recharge after. Only use when trapped or out of time.

Visual: Through the portholes, the water comes up the sides first — slow, then fast. Then green. Then dark green. Then darker. The harbour sounds disappear. Then silence.