Ship Identity & Source Lock

What this manual is — and what it refuses to invent

FlagshipThe Shipsune Miku is the Phoenix Pirates’ current flagship, replacing the Flying Dutchess.
BuilderBuilt from scratch by Bon D. Age during the timeskip at the Graveyard Docks, Veltyr.
ConstructionAdam Wood hull, Seastone-lined bottom, combat-focused battleship-class build.
Support CrewViktor Rozkov and Anisa Velen assist with ongoing repairs, modifications, and weapon maintenance. They did not build the ship.
Source Lock: All component stats in this manual come from the current Shipsune Miku source document and corrected component-block extract. If a number was not listed in source, this manual does not invent it.

Core Ship Sheet

The ship’s table-facing overview

STR28 (+9)
DEX4 (-3)
CON20 (+5)
Speed45 ft total — 35 ft paddle-wheel + 10 ft Dial
Travel Pace4 mph / 96 miles per day
InitiativeDEX −3 + Finn’s PB +4 = +1. Recommended: Unified Crew Initiative using Finn’s +3.
Upgrade Slots12 / 12 — fully loaded
Current Crew13
Figurehead / RowboatSea King skull bow figurehead. Rowboat: The Sandy Cheeks.
Known Build FlawsAttacks against hull, helm, sails, and paddle-wheel have Advantage. These are rushed-build / shipbuilding-roll flaws, not battle damage.
Carronade FlawThe carronade has an exposed weak point. Enemies who know the Miku may prioritize it.

Component Damage Reference

Bon opens this during combat

ComponentACHPThresholdWeapon / SpeedWeak Point
Hull — Adam WoodHull 14 1000 / 1000 23 Attacks have Advantage
Seastone BottomBuilt-In No damage stats listed in source
Huge Fuel EngineBuilt-In 14 100 / 100 Bon tracks fuel
Control: Helm (Upgraded)Control 17 38 / 38 Attacks have Advantage
Movement: Sails (Upgraded)Movement 14 99 / 99 Speed 25 ft / 15 into wind / 35 with wind Attacks have Advantage
Movement: Paddle-Wheel (Upgraded + Dial)Movement 14 107 / 107 Speed 35 ft engine / +10 ft Dial = 45 ft total Attacks have Advantage
Ram (Upgrade)Weapon / Hull 18 95 / 95 2 None listed
Large Cannon ×14Weapon 15 100 / 100 each +5 to hit · 5d10 bludgeoning · Range 200 / 800 ft Individual cannons tracked separately if targeted
Carronade (Upgrade)Weapon 15 40 / 40 +6 to hit · 2d10 bludgeoning · Range 120 / 480 ft Exposed Weak Point
Harpoon Cannon (Upgrade)Weapon 15 50 / 50 +6 to hit · 3d6 piercing + Grapple · Range 120 / 400 ft Rope can be targeted
Leviathan’s Whisper Deck MountWeapon / Migo 15 50 / 50 +10 to hit with Migo · 4d12 piercing · Range 500 / 2000 ft Deck mount can be targeted
Beam Cannon (Upgrade — Custom Modified)Weapon / Engine 18 100 / 100 900-ft line · 15 ft wide · DC 16 DEX · 15d8 force Requires engine/fuel
Rocket Booster (Upgrade)Movement / Engine 18 100 / 100 5 miles in any direction · Duration 10 seconds Requires engine/fuel

Component Cards

Same stats, easier to read during active combat

Hull — Adam Wood
Hull
AC 14 HP 1000 / 1000
Threshold23
Weapon / Speed
Weak PointAttacks have Advantage

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 — rushed-build flaw. Adam Wood durability is reflected in the threshold.

Seastone Bottom
Built-In
AC — HP —
Threshold
Weapon / Speed
Weak PointNo damage stats listed in source

Built into the keel. Allows the Miku to pass by sea beasts, Sea Kings, and other sea creatures completely undetected. Makes crossing the Calm Belt possible. Devil Fruit users who fall overboard are neutralized by contact with the Seastone-lined bottom.

Huge Fuel Engine
Built-In
AC 14 HP 100 / 100
Threshold
Weapon / Speed
Weak PointBon tracks fuel

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. Fuel cost: ฿400,000 per barrel. If unfueled for a full day, paddle-wheel, beam cannon, and rocket booster cease to function until refueled.

Control: Helm (Upgraded)
Control
AC 17 HP 38 / 38
Threshold
Weapon / Speed
Weak PointAttacks have Advantage

Controls all movement components with one 90-degree turn per ship turn. If destroyed, the Miku cannot turn. Finn’s station and one of the most critical targets in naval combat.

Movement: Sails (Upgraded)
Movement
AC 14 HP 99 / 99
Threshold
Weapon / SpeedSpeed 25 ft / 15 into wind / 35 with wind
Weak PointAttacks have Advantage

Alternate wind-based movement and fallback propulsion when the engine is compromised or when wind conditions are favorable.

Movement: Paddle-Wheel (Upgraded + Dial)
Movement
AC 14 HP 107 / 107
Threshold
Weapon / SpeedSpeed 35 ft engine / +10 ft Dial = 45 ft total
Weak PointAttacks have Advantage

Primary engine movement system. If engine/fuel fails, paddle-wheel function is compromised. The Dial adds the extra 10 ft burst to the ship’s standard movement.

Ram (Upgrade)
Weapon / Hull
AC 18 HP 95 / 95
Threshold2
Weapon / Speed
Weak PointNone listed

Forward impact weapon used for ramming actions and aggressive boarding approaches. Threshold 2 means very small hits may still matter less than direct structural attacks.

Large Cannon ×14
Weapon
AC 15 HP 100 / 100 each
Threshold
Weapon / Speed+5 to hit · 5d10 bludgeoning · Range 200 / 800 ft
Weak PointIndividual cannons tracked separately if targeted

Seven port and seven starboard. Salvaged from the Flying Dutchess and installed on the Miku. Main broadside battery.

Carronade (Upgrade)
Weapon
AC 15 HP 40 / 40
Threshold
Weapon / Speed+6 to hit · 2d10 bludgeoning · Range 120 / 480 ft
Weak PointExposed Weak Point

Close engagement and boarding suppression weapon. The weakest weapon point on the ship; enemies who know about it may prioritize it.

Harpoon Cannon (Upgrade)
Weapon
AC 15 HP 50 / 50
Threshold
Weapon / Speed+6 to hit · 3d6 piercing + Grapple · Range 120 / 400 ft
Weak PointRope can be targeted

On hit, target is grappled by thick rope and harpoon. Escape DC 15. Rope: AC 10, HP 15, vulnerability to fire, immunity to bludgeoning/poison/psychic. Primary boarding and ship-control weapon. Also functions while submerged.

Leviathan’s Whisper Deck Mount
Weapon / Migo
AC 15 HP 50 / 50
Threshold
Weapon / Speed+10 to hit with Migo · 4d12 piercing · Range 500 / 2000 ft
Weak PointDeck mount can be targeted

Migo’s long-range opening tool mounted near the bow/upper deck. Starts the engagement before most enemies can answer.

Beam Cannon (Upgrade — Custom Modified)
Weapon / Engine
AC 18 HP 100 / 100
Threshold
Weapon / Speed900-ft line · 15 ft wide · DC 16 DEX · 15d8 force
Weak PointRequires engine/fuel

Strategic weapon powered by the Huge Fuel Engine. Confirm engine/fuel state, line, width, and collateral before firing.

Rocket Booster (Upgrade)
Movement / Engine
AC 18 HP 100 / 100
Threshold
Weapon / Speed5 miles in any direction · Duration 10 seconds
Weak PointRequires engine/fuel

Emergency reposition, escape, or impossible-arrival system powered by the Huge Fuel Engine. Requires Finn and Kaillou to confirm vector/collision risk.

Weapon Systems

Ship weapons and ship-mounted crew weapons

Broadside Battery14 Large Cannons, seven port and seven starboard. Each: AC 15, HP 100, +5 to hit, 5d10 bludgeoning, range 200 / 800 ft.
CarronadeAC 15, HP 40, +6 to hit, 2d10 bludgeoning, range 120 / 480 ft. Exposed weak point.
Harpoon CannonAC 15, HP 50, +6 to hit, 3d6 piercing + Grapple, range 120 / 400 ft. Escape DC 15.
Leviathan’s Whisper MountAC 15, HP 50, +10 to hit with Migo, 4d12 piercing, range 500 / 2000 ft.
Beam CannonAC 18, HP 100, 900-ft line, 15 ft wide, DC 16 DEX, 15d8 force. Requires engine/fuel.
Rocket BoosterAC 18, HP 100, 5 miles in any direction, duration 10 seconds. Requires engine/fuel.

Movement & Fuel

Finn drives it, Kaillou reads it, Bon keeps it alive

Standard Movement45 ft total: 35 ft from paddle-wheel and +10 ft from Dial.
Turn ControlHelm controls all movement components with one 90-degree turn per ship turn. If destroyed, the Miku cannot turn.
SailsSpeed 25 ft, 15 ft into wind, 35 ft with wind. Important fallback if engine movement is compromised.
Fuel RuleHuge Fuel Engine requires 1 full barrel of huge fuel per day. Cost: ฿400,000 per barrel.
If Unfueled for a Full DayThe engine shuts off. Paddle-wheel, beam cannon, and rocket booster all cease to function until refueled. Bon tracks fuel.

Klabautermann — Ship Soul & Piety

Current: Piety 25 · A Living Ship · crew-facing active benefits

Current State — Piety 25 / 100
Bon built her. The crew treats her like home. The Miku knows.
Living Ship Self-HealAt Piety 25, the Miku self-heals 5 HP per hour when at sea. This should matter during travel, aftermath, and long naval encounters with time gaps.
One Last RoundIf the hull drops to 0 HP, the Miku lingers for 1 extra round before sinking. The crew has one final chance to save her.
Danger WarningThe Miku warns the crew 1 minute in advance of incoming danger. The crew gains Advantage on the first DEX saving throw against that hazard.
Earning Piety — Weekly AssessmentRepairing damage themselves rather than hiring outside; personalising the ship; speaking to the Miku with respect; treating her as crew; defending her from harm; using the ship creatively; saving the ship from near destruction.
Losing Piety — Weekly AssessmentAllowing the ship to fall into disrepair; deliberately damaging or defacing her; treating her as disposable; bringing dishonorable or cruel people aboard; using the ship for treacherous actions.
Visibility Note: Piety 25 benefits are crew-safe. The crew can feel the Miku warning them, mending herself at sea, and refusing to die immediately. Higher Klabautermann thresholds should remain DM-controlled until revealed in play.

Crew Stations

Who does what when the Miku enters danger

Rokuji
Captain / Command Deck

Sets objective, chooses risk tolerance, uses Commanding Presence before major engagements, Rallying Cry when the crew needs tempo, and authorizes escalation.

Atsusato
First Mate / Boarding Discipline

Converts Rokuji’s intent into action, leads boarding or holds deck, takes command if Rokuji is down, and controls surrender/prisoner discipline.

Finn
Helm

Controls movement, turn angle, and escape routes. Handles impossible maneuvers and uses At the Helm while the Miku is moving.

Kaillou
Navigator

Reads currents, weather, route hazards, and approach geometry. Decides where the Miku should go; Finn makes it happen.

Bon
Shipwright / Damage Control

Tracks component HP and fuel, calls repair priorities, maintains hull, engine, helm, sails, paddle-wheel, and weapons.

Migo
Sniper / Artillery

Opens fights at extreme range, uses Leviathan’s Whisper Deck Mount, coordinates broadside timing, and calls Devastating Volley when enemy positioning is locked.

Chloe
Doctor / ROOM Defense

Handles emergency triage, can use ROOM over Helm or Hull, tracks medical bay status, and stabilizes the crew during ship combat.

Jimbo
Cook / Boarding Enforcer

Maintains food stores and crew readiness; protects galley, infirmary routes, helm access, and belowdecks corridors.

Manju
Crow’s Nest Scout / Boarding Vanguard

Spots ship class, visible crew, weapon mounts, and enemy posture. Comes down from scout position when boarding begins.

Smokey
Mascot / Morale Hazard

Maintains morale, provides Bard-style support, causes useful confusion, and should be kept away from critical buttons.

Naval Combat Round Flow

Suggested table rhythm

1Situation Call

DM states range, weather, wind, enemy heading, visible weapons, and hazards.

2Scout / Navigation Read

Manju reports visible enemy details. Kaillou reads weather, currents, and route.

3Captain’s Intent

Rokuji chooses disable, board, flee, protect, capture, destroy, or intimidate.

4Movement

Finn moves and turns the Miku; Kaillou advises route. Rocket Booster / Full Speed Ahead only if needed.

5Officer / Station Actions

Crew acts through stations: command, helm, repair, artillery, medical, galley, scouting, boarding.

6Ship Weapons

Migo, artillery crew, or assigned crew fire weapons. Broadside/special weapons if lined up.

7Damage Resolution

Apply damage to targeted component, check threshold, and apply build-flaw Advantage where relevant.

8Boarding / Crisis Check

Resolve harpoons, grapples, swimmers, flyers, boarders, and overboard crew.

9Repair / Medical Response

Bon assigns repair priority; Chloe handles casualties; Jimbo protects internal routes.

10End-of-Round Status

Call component HP, fuel state, crew condition, enemy position, and next danger.

Emergency Protocols

When something breaks, know who speaks first

Helm Damaged

Finn’s station compromised. If destroyed, the Miku cannot turn. Chloe may prioritize ROOM over Helm; Jimbo/Atsusato protect helm access; Bon assesses repair window.

Hull Under Fire

Hull AC 14, HP 1000, Threshold 23. Attacks against hull have Advantage. Bon tracks threshold and total damage. If hull reaches 0, the ship is wrecked.

Engine / Fuel Failure

Huge Fuel Engine powers paddle-wheel, beam cannon, and rocket booster. If unfueled for a full day, those systems shut down.

Paddle-Wheel Disabled

Engine movement compromised. Finn loses primary movement reliability. Kaillou must find wind/current alternatives. Bon repair priority rises sharply.

Sails Disabled

Wind movement compromised. Attacks against sails have Advantage. Critical if engine is down or fuel is limited.

Ship Boarded

Atsusato controls discipline. Jimbo protects belowdecks. Manju breaks boarder clusters. Bon protects components. Chloe protects medical bay/wounded.

Crew Overboard

Devil Fruit users in water are critical emergencies. Seastone bottom neutralizes Devil Fruit users who contact it. Chloe/Finn/Kaillou response needed immediately.

Beam Cannon / Rocket Booster

Confirm fuel, engine state, line/vector, collateral, and collision risk. These are strategic systems, not casual buttons.

DM Quick Reference

Fast calls for active combat

Weak Points: hull, helm, sails, paddle-wheel = attacks have Advantage.
Carronade: exposed weak point.
Most critical components: Helm → Huge Fuel Engine → Paddle-Wheel → Hull → Beam Cannon/Rocket Booster → Harpoon Cannon.
“Kaillou, route?”
“Finn, can you make the turn?”
“Bon, what breaks next?”
“Migo, priority target?”
“Chloe, can you cover Helm?”
“Atsusato, board or hold?”
“Jimbo, protect belowdecks.”
“Manju, what do you see?”
“Smokey, do not touch that.”