Aerial Combat

Movement
Just like with characters, ships have a turn-based movement speed. In order to make a 60° turn, a ship must move at least one space-unit of distance.

Space unit of distance: 500ft

Combat
Combat is more or less the same, but with a few changes. Surprise, Initiative, and Reaction are the same, but initiative uses an Intelligence check.

Defence
Ship combat revolves heavily around the Intelligence score and whether or not your character is proficient with the ship they are piloting.

Ship AC is calculated by the following formula:

AC = Armor AC + ⌊(Ship Speed / 1000)⌋ + INT (if proficient)

For ships larger than a fighter, the AC when shields are up is restricted to 8.

Turns
In a given round, the player may perform the following:
 * The player can move his or her ship up to it's movement and handling limits.
 * The player can perform a singular action: Attack, Evade, or Disengage.
 * The player can perform a bonus action.

Attacking
Unless you are manning a turret, a ship can only hit a target in a 60° cone in front of itself. This 60° cone is called the attack vector.

Attack value is calculated by the following formula:

Attack =1d20 + INT

All turrets can rotate completely around in one turn. '''If no one is manning a turret, the pilot may use the turret as if it were mounted, thus imposing the 60° restriction for targeting.'''

As well as being restricted by direction, any mounted weapons are also restricted by how far away a target is in a similar fashion to ranged weapons