What this manual is — and what it refuses to invent
The ship’s table-facing overview
Bon opens this during combat
| Component | AC | HP | Threshold | Weapon / Speed | Weak 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 |
Same stats, easier to read during active combat
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.
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.
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.
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.
Alternate wind-based movement and fallback propulsion when the engine is compromised or when wind conditions are favorable.
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.
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.
Seven port and seven starboard. Salvaged from the Flying Dutchess and installed on the Miku. Main broadside battery.
Close engagement and boarding suppression weapon. The weakest weapon point on the ship; enemies who know about it may prioritize it.
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.
Migo’s long-range opening tool mounted near the bow/upper deck. Starts the engagement before most enemies can answer.
Strategic weapon powered by the Huge Fuel Engine. Confirm engine/fuel state, line, width, and collateral before firing.
Emergency reposition, escape, or impossible-arrival system powered by the Huge Fuel Engine. Requires Finn and Kaillou to confirm vector/collision risk.
Ship weapons and ship-mounted crew weapons
Finn drives it, Kaillou reads it, Bon keeps it alive
Current: Piety 25 · A Living Ship · crew-facing active benefits
Who does what when the Miku enters danger
Sets objective, chooses risk tolerance, uses Commanding Presence before major engagements, Rallying Cry when the crew needs tempo, and authorizes escalation.
Converts Rokuji’s intent into action, leads boarding or holds deck, takes command if Rokuji is down, and controls surrender/prisoner discipline.
Controls movement, turn angle, and escape routes. Handles impossible maneuvers and uses At the Helm while the Miku is moving.
Reads currents, weather, route hazards, and approach geometry. Decides where the Miku should go; Finn makes it happen.
Tracks component HP and fuel, calls repair priorities, maintains hull, engine, helm, sails, paddle-wheel, and weapons.
Opens fights at extreme range, uses Leviathan’s Whisper Deck Mount, coordinates broadside timing, and calls Devastating Volley when enemy positioning is locked.
Handles emergency triage, can use ROOM over Helm or Hull, tracks medical bay status, and stabilizes the crew during ship combat.
Maintains food stores and crew readiness; protects galley, infirmary routes, helm access, and belowdecks corridors.
Spots ship class, visible crew, weapon mounts, and enemy posture. Comes down from scout position when boarding begins.
Maintains morale, provides Bard-style support, causes useful confusion, and should be kept away from critical buttons.
Suggested table rhythm
DM states range, weather, wind, enemy heading, visible weapons, and hazards.
Manju reports visible enemy details. Kaillou reads weather, currents, and route.
Rokuji chooses disable, board, flee, protect, capture, destroy, or intimidate.
Finn moves and turns the Miku; Kaillou advises route. Rocket Booster / Full Speed Ahead only if needed.
Crew acts through stations: command, helm, repair, artillery, medical, galley, scouting, boarding.
Migo, artillery crew, or assigned crew fire weapons. Broadside/special weapons if lined up.
Apply damage to targeted component, check threshold, and apply build-flaw Advantage where relevant.
Resolve harpoons, grapples, swimmers, flyers, boarders, and overboard crew.
Bon assigns repair priority; Chloe handles casualties; Jimbo protects internal routes.
Call component HP, fuel state, crew condition, enemy position, and next danger.
When something breaks, know who speaks first
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 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.
Huge Fuel Engine powers paddle-wheel, beam cannon, and rocket booster. If unfueled for a full day, those systems shut down.
Engine movement compromised. Finn loses primary movement reliability. Kaillou must find wind/current alternatives. Bon repair priority rises sharply.
Wind movement compromised. Attacks against sails have Advantage. Critical if engine is down or fuel is limited.
Atsusato controls discipline. Jimbo protects belowdecks. Manju breaks boarder clusters. Bon protects components. Chloe protects medical bay/wounded.
Devil Fruit users in water are critical emergencies. Seastone bottom neutralizes Devil Fruit users who contact it. Chloe/Finn/Kaillou response needed immediately.
Confirm fuel, engine state, line/vector, collateral, and collision risk. These are strategic systems, not casual buttons.
Fast calls for active combat