A brilliant book for a set of rules not fully set out for 2e yet. Very impressed with the work that has gone into this with a lot of thought on how combat is run, and how new rules changes would mix it up and make it free like 2e ship combat. I didn’t enjoy Starfinder ship combat, but this feels a little more interesting and there is more than just combat rules.
What I love (with not too many spoilers)
- Special Ship Ammo, is a brilliant twist on just firing adds a new element on what to use and how to really cripple or sink a ship. (Ale Shot is one I enjoy a lot)
- Special magic items like Sails, Anchors, and crow nests. Really setup a cool way to augment and customise your ship and gives ideas and flavour for a GM to customise some special stuff.
- How actions and reactions are worked into each ship role, there is a lot of high-level play that can be worked out if the team really want to be the best pirates out there.
If you’re looking to run ship combat this is the book for you, it has everything you need and is well laid out. These feels as close to official rules as you might get.
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