Difference between revisions of "Fleet Ship (3.5e Location)"

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{{#set:Type=City/Planet/Plane}}
 
{{#set:Type=City/Planet/Plane}}
 
The Great Dynasty crumbled with the destruction of their central solar system. Many victim planets of the dynasty were also destroyed. Yet shortly after the Dynasties demise, a coalition of '''[[Uongo-mijusi (3.5e Race)|Uongo-mijusi]]''', '''[[Octoxeno (3.5e Race)|Octoxeno]]''', and '''[[Tempus (3.5e Race)|Tempus]]''' formed to rescue what was left of their galaxy. Creating The Fleet from slave-ships, frigates, and battle ships, left in ruin after the war. Constantly searching the universe for a new home system. While maintaining there vigil, and sights on there quarry - the zeigeists and magic!
 
The Great Dynasty crumbled with the destruction of their central solar system. Many victim planets of the dynasty were also destroyed. Yet shortly after the Dynasties demise, a coalition of '''[[Uongo-mijusi (3.5e Race)|Uongo-mijusi]]''', '''[[Octoxeno (3.5e Race)|Octoxeno]]''', and '''[[Tempus (3.5e Race)|Tempus]]''' formed to rescue what was left of their galaxy. Creating The Fleet from slave-ships, frigates, and battle ships, left in ruin after the war. Constantly searching the universe for a new home system. While maintaining there vigil, and sights on there quarry - the zeigeists and magic!
[[File:Fleet Ship 2.jpg|thumb|right|600px|A Fleet Ship village]]
 
 
==Generic Features==
 
==Generic Features==
 +
[[File:Fleet Ship 2.jpg|thumb|right|600px|A Fleet Ship]]
 
'''Physical Traits:'''
 
'''Physical Traits:'''
 
*Gravity: [[SRD:About Planes#Light Gravity|light]]
 
*Gravity: [[SRD:About Planes#Light Gravity|light]]
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{{:Template:Standard Ship Features|fleet|3,000,000|40|A space city.}}
 
{{:Template:Standard Ship Features|fleet|3,000,000|40|A space city.}}
  
{{:Template:Complex Ship Features|fleet|42|6|80|12|8|24|15|7000, medium 7000–15,000, and max is 15,000}}
+
{{:Template:Complex Ship Features|fleet|42|6|80|12|4|12|15|10,000, medium 10,000–30,000, and max is 50,000}}
 
===Fleet Ship Changes===
 
===Fleet Ship Changes===
A singe fleet ship has the following qualities: 40HD, 1650 HP(+210 Shield HP, see below), 150' [[SRD:Fly|fly speed (clumsy)]], [[Hyperjump (3.5e Creature Ability)|hyperdrive]], a length of 2 miles, width of one mile, and weighs 50,000 tons. It requires 2 minutes and 1500’ to turn the ship 90 degrees.
+
A singe fleet ship has the following qualities: 40HD, 1650 HP(+150 Shield HP, see below), 150' [[SRD:Fly|fly speed (clumsy)]], [[Hyperjump (3.5e Creature Ability)|hyperdrive]], a length of three miles, width of two miles, and weighs 100,000 tons. It requires 2 minutes and 1500’ to turn the ship 90 degrees.
  
 
'''More than Massive:''' The sheer size of a fleet ship, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The fleet ship has not attack of its own (outside of ramming), instead it fights with gun rooms (see below).
 
'''More than Massive:''' The sheer size of a fleet ship, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The fleet ship has not attack of its own (outside of ramming), instead it fights with gun rooms (see below).
  
'''Extra Engineer Rooms:''' A fleet ship has four engine rooms. But can operate with only two (at half speed).
+
'''Extra Engineer Room:''' A fleet ship has three engine rooms. But can operate with only one (at one third speed). A fleet ship has two different hyperdrives.
  
 
'''Stronger Gun Rooms and Docks:''' A fleet ship’s gun rooms and docks have 60HP each (instead of 40).
 
'''Stronger Gun Rooms and Docks:''' A fleet ship’s gun rooms and docks have 60HP each (instead of 40).
  
'''Comprehensive Systems:''' A fleet ship has four [[FT20 Defense System (3.5e Equipment)|FT20 Defense Systems]] (on top, bottom, rear and front), six [[FT25 Assault System (3.5e Equipment)|FT25 Assault Systems]] (on all six sides), two [[FT28 Siege Weapon (3.5e Equipment)|FT28 Siege Weapons]] (on both sides), and two [[FT29 Ship Killer (3.5e Equipment)|FT29 Ship Killer]] (on bottom and front).
+
'''Comprehensive Systems:''' A fleet ship has two [[FT20 Defense System (3.5e Equipment)|FT20 Defense Systems]] (on rear and top), six [[FT25 Assault System (3.5e Equipment)|FT25 Assault Systems]] (on all six sides), two [[FT28 Siege Weapon (3.5e Equipment)|FT28 Siege Weapons]] (on both sides), and two [[FT29 Ship Killer (3.5e Equipment)|FT29 Ship Killer]] (on bottom and front).
  
'''Population:''' A Fleet Ship can hold up to 3000 medium-sized creatures.
+
'''Population:''' A Fleet Ship can hold up to 2000 medium-sized creatures.
  
'''Anti-magic prisons''' consist of 8 10x10x10 cells surrounding one 50x50x15 cell - and a walkway in the shape of an L on two sides. The bars consist of a quasi-metallic core, and ant-magic plasma coat that glows. The bars must be activated and deactivated individually, and there is a 2” square between each. Each prison has a small guard house to operate the bars; yet the [[Uon Turret (3.5e Monster)|uon turrets]] on every entrance are operated elsewhere.
 
  
 
'''Gravitational Pull:'''The sheer magnitude of a fleet ship makes it have its own gravitational pull, acting in many ways like a tractor beam. This pulls in all objects smaller than it within 10 miles, at a rate of 200’/round. Ships caught this way are unable to move or hyper-jump, unless they beat a DC 30 escape artist check (or have a higher speed). The difference is, this ability can be suppressed from the bridge - allowing for easier commerce and dog-fights!
 
'''Gravitational Pull:'''The sheer magnitude of a fleet ship makes it have its own gravitational pull, acting in many ways like a tractor beam. This pulls in all objects smaller than it within 10 miles, at a rate of 200’/round. Ships caught this way are unable to move or hyper-jump, unless they beat a DC 30 escape artist check (or have a higher speed). The difference is, this ability can be suppressed from the bridge - allowing for easier commerce and dog-fights!
 
 
===Room Descriptions===
 
===Room Descriptions===
 
'''Dock:''' To enter a fleet ship, one first goes through a thick air-tight door with dimensions 10x100x50 (LxWxH), reaching a ovular room (200x150x60). This room is has anywhere from 4-6 [[Uon Turret (3.5e Monster)|uon turrets]], has purple lights emerging from where the floor and wall touch, and has a ovular door (5x30x30) at the end of it. There always is a [[Uon Turret (3.5e Monster)|Uon Turret III]] at the end of the hall to ask for entry. Quite commonly a ship is pulled into the foray by the ships gravitational pull. This room has enough space for 20 [[Fighter Ship (3.5e Monster)|Fighter III]]s or one [[Transport Ship (3.5e Monster)|Transport III]].
 
'''Dock:''' To enter a fleet ship, one first goes through a thick air-tight door with dimensions 10x100x50 (LxWxH), reaching a ovular room (200x150x60). This room is has anywhere from 4-6 [[Uon Turret (3.5e Monster)|uon turrets]], has purple lights emerging from where the floor and wall touch, and has a ovular door (5x30x30) at the end of it. There always is a [[Uon Turret (3.5e Monster)|Uon Turret III]] at the end of the hall to ask for entry. Quite commonly a ship is pulled into the foray by the ships gravitational pull. This room has enough space for 20 [[Fighter Ship (3.5e Monster)|Fighter III]]s or one [[Transport Ship (3.5e Monster)|Transport III]].
 +
*'''Exterior Elevator:''' Larger ships cannot fit within a fleet ship dock. They must move cargo and passengers through an elevator. This elevator is controlled from the bridge (or an engineer room if disabled). And hooks up to another ship’s docks directly. This links to a fleet ship’s dock. The external elevator has a mobile room with internal dimensions of 30x30x20. The distance between docks is 500’, and it takes one minute to shuttle materials between.
  
'''Second Room:''' Upon going through the second airtight door, one enters an ovular room (150x100x40), with a balcony encircling 25' above. The lighting is similar to the foray. There are usually 2-4 [[Uon Turret (3.5e Monster)|uon turrets]], 2-3 [[Speeder Ship (3.5e Monster)|speeders]], 2-3 [[Crescendo (3.5e Monster)|crescendos]], and 1-2 [[Scarab Monarch (3.5e Monster)|scarab monarchs]].
+
'''Corridor:''' Upon going through the second airtight door, one enters an ovular room (60x30x40), with a balcony encircling 30' above. The lighting is similar to the foray. Standard ships have two [[Uon Turret (3.5e Monster)|uon turrets]], 2-3 [[Speeder Ship (3.5e Monster)|speeders]], 3-4 [[Crescendo (3.5e Monster)|crescendos]], and 2-3 [[Scarab Monarch (3.5e Monster)|scarab monarchs]].
 +
:The corridor ends in a strange doorway. The doorway is latterly round, though in a convex shape; while it starts with 10' diameter, it ends with a 30' diameter. Closer examination of the door shows a small unique rune imprinted on it. After passing through this doorway, one enters into a second corridor.
 +
:The balcony is 5' wide, with a slight inward slant that curves at its extremities. The balcony possesses a similarly shaped door on one of its sides (not at the end like the lower one). This door opens to a serious of hallways that lead to the gun rooms and second corridor.
 +
*'''Second Corridor:''' Unlike the first corridor there is a customs/security office at the end of the room (and the second corridor has no balcony). The second defensive corridor is 30x30x30, and has four [[Uon Turret (3.5e Monster)|uon turrets]], with a similar doorway, but different rune. The door leads to the commerce district of the ship proper.
  
The secondary room ends in a strange doorway. The doorway is latterly round, though in a convex shape; while it starts with 10' diameter, it ends with a 20' diameter. Closer examination of the door shows a small unique rune imprinted on it. After passing through this doorway, one enters into the [[#Commerce|Commerce]] District of the ship proper.
+
'''Commerce District:''' All second corridors link up to one commerce district. This is shaped shaped like an oval ring, with a ring-width of 40’ and height of 40’, and has a balcony 30’ above it on the outer and inner bands (5’ wide each). The commerce district has apothecaries, taverns, merchants and mechanics. The ring links to to the administrative, engineering, and living districts. Two doorways are at the front of the ring (on the external side), are black in color, 3’ thick, and are heavily guarded; these link to the administrative district. Two doorways are at the rear of the ring (on the external side), are yellow in color, 5’ thick, and also heavily guarded; these link to the engineering district. Lastly, there are eight doors (on the internal side) that link to the living district, which are red in color, and 2’ thick. All doors are convex in shape with a 30’ diameter.
  
The upper balcony is 5' wide, with a slight inward slant that curves at its extremities. The balcony possesses a similarly shaped door on one of its sides (not at the end like the lower one). This door opens to a serious of hallways that lead to the gun rooms.
+
'''Administrative District:''' The administrative district houses the bridge, barracks, armory, and prison blocks. The bridge is small, only 15x15x8 and able to seat 6 pilots. The barracks is much larger, able to house 300 soldiers and leaders. The armory is able to hold 500 medium-sized weapons.
 +
*'''Anti-magic prisons''' Each fleet ship has two different cell blocks. Each cell block consist of eight 10x10x10 cells (made for two), a cafeteria, small recreation area; all surrounded by a larger 50x50x20 perimeter cell with an upper walkway. The bars consist of a quasi-metallic core, and ant-magic plasma coat that glows. The bars must be activated and deactivated individually, and there is a 2” square between each. Each prison has a small guard house to operate the bars; yet the [[Uon Turret (3.5e Monster)|uon turrets]] on every entrance are operated elsewhere.
  
'''Exterior Elevator:''' Larger ships cannot fit within a fleet ship dock. They must move cargo and passengers through an elevator. This elevator is controlled from the bridge (or an engineer room if disabled). And hooks up to another ship’s docks directly.
+
'''Engineering District:''' The engineering district houses three different engine rooms, two hyperdrives, engineer housing and a mechanics room.
 +
 
 +
'''Living District:''' The living District is at the center of the ship, and houses enough living quarters for 2000 medium-sized creatures, an agricultural section, two theaters, a library, hospital and government office.
  
The external elevator has a mobile room with internal dimensions of 30x30x20. The distance between docks is 500’, and it takes one minute to shuttle materials between.
 
 
==Society==
 
==Society==
 
'''Inhabitants:''' [[Uongo-mijusi (3.5e Race)|Uongo-mijusi]], [[Octoxeno (3.5e Race)|Octoxeno]], [[Tempus (3.5e Race)|Tempus]], and [[Zherihnghil (3.5e Race)|Zherihnghil]] make up most of the leadership of a Fleet Ship. They are the original races, and are most of the culture. Due to the reproduction decline of tempus and seppia, they are not at the numbers that they once where. Yet the seppias' renown for tinkering, and the tempus' reputation for knowledge, has allowed them to remain as a pivotal part of the culture.  
 
'''Inhabitants:''' [[Uongo-mijusi (3.5e Race)|Uongo-mijusi]], [[Octoxeno (3.5e Race)|Octoxeno]], [[Tempus (3.5e Race)|Tempus]], and [[Zherihnghil (3.5e Race)|Zherihnghil]] make up most of the leadership of a Fleet Ship. They are the original races, and are most of the culture. Due to the reproduction decline of tempus and seppia, they are not at the numbers that they once where. Yet the seppias' renown for tinkering, and the tempus' reputation for knowledge, has allowed them to remain as a pivotal part of the culture.  
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'''Forbidden Species:''' [[Eldritch Horror (3.5e Race)|Eldritch Horror]], [[Hekatonped (3.5e Race)|Hekatonped]], [[Setenall (3.5e Race)|Setenall]], [[Uberich (3.5e Race)|Uberich]], [[Zeitgeist (3.5e Race)|Zeigeist]], and other malicious aliens, are killed on the spot. This policy has been extended to: celestials, dragons, elementals, fey, fiends, magical beasts, undead, and non-alien outsiders not mentioned above.
 
'''Forbidden Species:''' [[Eldritch Horror (3.5e Race)|Eldritch Horror]], [[Hekatonped (3.5e Race)|Hekatonped]], [[Setenall (3.5e Race)|Setenall]], [[Uberich (3.5e Race)|Uberich]], [[Zeitgeist (3.5e Race)|Zeigeist]], and other malicious aliens, are killed on the spot. This policy has been extended to: celestials, dragons, elementals, fey, fiends, magical beasts, undead, and non-alien outsiders not mentioned above.
===Commerce===
 
The Fleet culture greatly values learning, and wisdom. Thus the following three buildings have pivotal effects on its culture.
 
 
'''Libraries:''' for each sequential day (after first), must make a Will save of (noted [[SRD:DC|DC]] +5 each day(culminates), -1 per 4HD, -1 per 5 concentration skill modifiers) each day, to continue study. Is negated if one spends a day doing something else between each sturdy day.
 
*Lesser: After four day's of study, and a search check DC above 15 (or a librarian); gain a permanent +2 circumstance bonus to a craft, knowledge, profession, or survival skill that does not involve secrets.
 
*Moderate: After three day's of study, and a search check DC above 20 (or a librarian); gain a permanent +4 circumstance bonus to an craft, decipher script, knowledge, profession, or survival skill that does not involve secrets.
 
*Greater: After two day's of study, and a search check DC above 25 (or a librarian), gain a permanent +6 circumstance bonus to an craft, decipher script, knowledge, profession, psicraft, spellcraft, or survival skill that does not involve secrets.
 
*Specialized: After three day's of study, and a search check DC above 20 (or a librarian), gain a permanent +10 circumstance bonus to library's' craft, decipher script, knowledge, profession, psicraft, spellcraft, or survival speciality that can include secrets.
 
 
'''Museums:''' No will save needed to continue research. Non-permanent, divide effects by 2 every year after until 1/3 of original benefit; can be negated if one does another session. Sessions last two hours.
 
*Lesser: After four sessions, and a search check DC above 15 (or a guide); gain a non-permanent +2 circumstance bonus to a craft, or knowledge, skill that does not involve secrets.
 
*Moderate: After three sessions, and a search check DC above 20 (or a guide); gain a non-permanent +4 circumstance bonus to an craft, or knowledge, skill that does not involve secrets.
 
*Greater: After two sessions, and a search check DC above 25 (or a guide), gain a non-permanent +6 circumstance bonus to an craft, knowledge, psicraft, or spellcraft, skill that does not involve secrets.
 
*Specialized: After one session, and a search check DC above 20 (or a guide), gain a non-permanent +10 circumstance bonus to museums' craft, knowledge, psicraft, or spellcraft specialty that can include secrets.
 
 
'''Theater:''' do not stack, take the benefits of the higher stack, and the drawbacks of the lower stack
 
*Lesser: +2 to Diplomacy, Gather Information, and Perform checks and [[SRD:Fear|fear effects]]; and +5 to concentration checks the following two day's. -2 against [[SRD:Charm and Compulsion|charms or compulsions]] during the act and a day after. Regain 1 point from a [[SRD:Ability Score Loss|drained]] ability score. Cost 50gp for three hours
 
*Moderate: +4 to Diplomacy, Gather Information, and Perform checks and [[SRD:Fear|fear effects]]; and +7 to concentration checks the following three day's. -4 against [[SRD:Charm and Compulsion|charms or compulsions]] during the act and a day and a half after. Regain 2 point's from a [[SRD:Ability Score Loss|drained]] ability score (can be split between two scores). Cost 100gp for two hours
 
*Greater: +6 to Diplomacy, Gather Information, and Perform checks and [[SRD:Fear|fear effects]]; and +10 to concentration checks the following four day's. -6 against [[SRD:Charm and Compulsion|charms or compulsions]] during the act and two days after. Regain 3 point's from a [[SRD:Ability Score Loss|drained]] ability score (can be split between two scores). Cost 150gp for one hour
 
*Royal: +8 to Diplomacy, and Gather Information checks the following six day's. -8 against [[SRD:Charm and Compulsion|charms or compulsions]], and -2 concentration during the act and three days after. Regain 4 point's from a [[SRD:Ability Score Loss|drained]] ability score (can be split between three scores); '''or''' regain a [[SRD:Energy Drain, Negative Levels, and Level Loss|drained level]]. Cost 200gp for one hour
 
 
There is also a market district that houses: '''apothecaries''', '''beasteries''', '''taverns''', '''mechanical''', and '''weapon shops'''. Shops are mostly small in scale.
 
 
===Government===
 
===Government===
 
The administrative building is adjacent to the library. And only houses 2-4 large rooms, with tables, and data banks. There are no official offices for bureaucrats. This means that most bureaucratic affairs occur in public space.  
 
The administrative building is adjacent to the library. And only houses 2-4 large rooms, with tables, and data banks. There are no official offices for bureaucrats. This means that most bureaucratic affairs occur in public space.  
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With the exception of ambassadors, all characters with magical classes (not excluded above) are incarcerated on the spot. They are held in anti-magical jails. And are dropped of at the next habitual planet. Magic is treated like an infection on Fleet Ship - but inhabitants fear pissing of the anthrax.
 
With the exception of ambassadors, all characters with magical classes (not excluded above) are incarcerated on the spot. They are held in anti-magical jails. And are dropped of at the next habitual planet. Magic is treated like an infection on Fleet Ship - but inhabitants fear pissing of the anthrax.
  
Fleet Ship is a federal republic oligarchy. Meaning 5% of population is voted for to rule a government with divisions of power. This body has three presiding officers, that it votes for, to lead only in military crises. These three renounce there ability to govern in any other sector during such a time (in all other matters, like civilian rights or commerce, the other politicians rule). And the government may not change any law during a military crises.
+
Fleet Ship is a federal republic oligarchy. Meaning 5% of population is voted for to rule a government with divisions of power. This body has a commander, that it votes for to lead only in military crises. The commander renounce his ability to govern in any other sector during such a time (in all other matters, like civilian rights or commerce, the other politicians rule). There are many restrictions and checks that the senate has in wartime.
 
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{{Template:3.5e Locations Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Location]] [[Category:Starship]]
 
{{Template:3.5e Locations Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Location]] [[Category:Starship]]

Revision as of 13:46, 3 April 2019

Complete XenoAlien CodexStar Ships

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Author: Franken Kesey (talk)
Date Created: 10/23/10
Status: Fin
Editing: Clarity edits only please
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The Great Dynasty crumbled with the destruction of their central solar system. Many victim planets of the dynasty were also destroyed. Yet shortly after the Dynasties demise, a coalition of Uongo-mijusi, Octoxeno, and Tempus formed to rescue what was left of their galaxy. Creating The Fleet from slave-ships, frigates, and battle ships, left in ruin after the war. Constantly searching the universe for a new home system. While maintaining there vigil, and sights on there quarry - the zeigeists and magic!

Generic Features

A Fleet Ship

Physical Traits:

Power, Magic, Alignment, & Energy/Elemental Traits:

  • Elemental Dominance: Electricity, and Metal
  • Energy Dominance: Positive-Dominant, minor (colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy. All individuals gain fast healing 2 as an extraordinary ability).
  • Alignment Trait: Good-Aligned, mild (creatures who have a evil alignment take a –2 circumstance penalty on all charisma-based checks).
  • Magic Trait: Impeded Magic (make a Spellcraft check DC 30 + the level of the spell. If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally).
  • Magic Trait: Limited Magic (can only use spells in the Divination school, charm, figment, pattern, or healing subschool's, and all inflict spells. And no spell or spell-like ability can be above level 7).
  • Power Trait: Limited Manifestation (can only use powers in the Clairsentience, Psychometabolism Psychokinesis discipline's, or charm subdiscipline).

Plane Links: Whenever a city makes a hyper-jump, it briefly visits the Plane of Shadow. Does not link to any other plane, including the Astral and Ethereal planes

Movement and Combat: As an Earth-like planet.

Ship Features

Description: A space city.

Standard Ship Features (Ex): All fleet ships possess the following features:

  • Powerful Build: In many ways the fleet ship is treated as if it was one size category larger. Whenever an it is subject to a size modifier or special size modifier for an opposed check (such as during a grapple, bull rush, overrun or trip), the ship is treated as one size larger. The ship is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The fleet can use weapons designed for a creature one size larger without penalty (although it possesses no hands to achieve this). However, its space and reach remain those of a creature of its actual size. The benefit stacks with the effects of powers, abilities, and spells that change the subject’s size category.
  • Sensors: A ships' sensors give its pilots a +6 competence bonus to Listen, Search and Spot checks and allow it to make such checks in reaction to anything within range of the ship’s sight, regardless of direction or awareness and as long as the pilot or vehicle has line of effect. At a successful check against a creature or object, the pilot becomes immediately aware of it.
  • Craft (Xeno-): Creatures with the craft (xeno-mech) skill can craft fleet ships.
  • Costs: The fleet costs 3,000,000 gp.
  • Vehicle: As a vehicle, the fleet ship has no mental or Dexterity scores of its own, but takes the scores of its pilot, as well as initiative and skills. To operate the fleet ship, one must enter and close the cockpit door as a full-round action, To operate the fleet ship, one must succeed a DC40 pilot check, to start the system as a move action. Once active, it remains active until you depart. Ships may have additional abilities listed below:

40

Complex Ship Features (Ex): All ships with multiple rooms possess the following features:

  • XK20 Defense System: All fleet ships have a FT20 Defense System (see page). This is placed on the rear of the ship.
    • Shields: All fleet ships have shields, granting them a +42 deflection bonus, 420 temporary HP, the shield regenerates 42 HP per round. The shield does not regenerate normal HP, only shield HP (damage to ship is not healed by this).
  • Each room can be individually quarantined from the rest of the ship at the bridge or an engine room (bridge overrides engine rooms). Those inside any room have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects (outside the room). If the overall HP of the ship drops below 70%, each room can be attacked separately. If the bridge is destroyed, an engine room can act as a secondary bridge. However, the secondary bridge is inferior, and has a -4 penalty to attacks, saves and skills.

The fleet ship has the following rooms:

  • Bridge: Positioned in the front of the ship, with space for 6 humanoid pilots; the bridge has 80 HP.
  • Engine Rooms(2): Has primary and secondary engines at different sections of the ship in case one goes out. The primary and secondary engines are on both sides of the hyper drive in the rear of the ship in two separate rooms. Each room needs an engineer to operate. Each engine rooms has 80 HP. If either engine room is below 70% HP, reduce speed to 2/3s; if below 50% reduce to 1/2.
  • Hyper Drive: Positioned in the far rear of ship. Must have 1 engineer to operate; the hyperdrive is too internal to be directly targeted. The hyperdrive permits the ship to hyperjump. The bridge must be operational to go into a hyper-jump. The hyperdrive battery is powered by two FT11 cells.
  • Gun Rooms: The fleet has 12 gun room(s), each gun room protrudes out of the ship slightly, and has 360 turn rotation. A gun room has enough space for one humanoid gunner, can be sealed off just outside its door, and has 40 HP. The first gun room is by default on bottom of the ship, second is on the top, third and fourth on each side.
  • Docks: The fleet has 4, which are large air-lock doors with little space in-between, that connect to a cargo hold; a dock has 40 HP.
    • Cargo Rooms: The fleet has 12 cargo rooms with a volume of 10x5x15 (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 10x10x15; cargo rooms are too internal to be directly targeted.
    • Loads: A light load is ≤10,000, medium 10,000–30,000, and max is 50,000 tons, total for the ship (not per room).

Fleet Ship Changes

A singe fleet ship has the following qualities: 40HD, 1650 HP(+150 Shield HP, see below), 150' fly speed (clumsy), hyperdrive, a length of three miles, width of two miles, and weighs 100,000 tons. It requires 2 minutes and 1500’ to turn the ship 90 degrees.

More than Massive: The sheer size of a fleet ship, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The fleet ship has not attack of its own (outside of ramming), instead it fights with gun rooms (see below).

Extra Engineer Room: A fleet ship has three engine rooms. But can operate with only one (at one third speed). A fleet ship has two different hyperdrives.

Stronger Gun Rooms and Docks: A fleet ship’s gun rooms and docks have 60HP each (instead of 40).

Comprehensive Systems: A fleet ship has two FT20 Defense Systems (on rear and top), six FT25 Assault Systems (on all six sides), two FT28 Siege Weapons (on both sides), and two FT29 Ship Killer (on bottom and front).

Population: A Fleet Ship can hold up to 2000 medium-sized creatures.


Gravitational Pull:The sheer magnitude of a fleet ship makes it have its own gravitational pull, acting in many ways like a tractor beam. This pulls in all objects smaller than it within 10 miles, at a rate of 200’/round. Ships caught this way are unable to move or hyper-jump, unless they beat a DC 30 escape artist check (or have a higher speed). The difference is, this ability can be suppressed from the bridge - allowing for easier commerce and dog-fights!

Room Descriptions

Dock: To enter a fleet ship, one first goes through a thick air-tight door with dimensions 10x100x50 (LxWxH), reaching a ovular room (200x150x60). This room is has anywhere from 4-6 uon turrets, has purple lights emerging from where the floor and wall touch, and has a ovular door (5x30x30) at the end of it. There always is a Uon Turret III at the end of the hall to ask for entry. Quite commonly a ship is pulled into the foray by the ships gravitational pull. This room has enough space for 20 Fighter IIIs or one Transport III.

  • Exterior Elevator: Larger ships cannot fit within a fleet ship dock. They must move cargo and passengers through an elevator. This elevator is controlled from the bridge (or an engineer room if disabled). And hooks up to another ship’s docks directly. This links to a fleet ship’s dock. The external elevator has a mobile room with internal dimensions of 30x30x20. The distance between docks is 500’, and it takes one minute to shuttle materials between.

Corridor: Upon going through the second airtight door, one enters an ovular room (60x30x40), with a balcony encircling 30' above. The lighting is similar to the foray. Standard ships have two uon turrets, 2-3 speeders, 3-4 crescendos, and 2-3 scarab monarchs.

The corridor ends in a strange doorway. The doorway is latterly round, though in a convex shape; while it starts with 10' diameter, it ends with a 30' diameter. Closer examination of the door shows a small unique rune imprinted on it. After passing through this doorway, one enters into a second corridor.
The balcony is 5' wide, with a slight inward slant that curves at its extremities. The balcony possesses a similarly shaped door on one of its sides (not at the end like the lower one). This door opens to a serious of hallways that lead to the gun rooms and second corridor.
  • Second Corridor: Unlike the first corridor there is a customs/security office at the end of the room (and the second corridor has no balcony). The second defensive corridor is 30x30x30, and has four uon turrets, with a similar doorway, but different rune. The door leads to the commerce district of the ship proper.

Commerce District: All second corridors link up to one commerce district. This is shaped shaped like an oval ring, with a ring-width of 40’ and height of 40’, and has a balcony 30’ above it on the outer and inner bands (5’ wide each). The commerce district has apothecaries, taverns, merchants and mechanics. The ring links to to the administrative, engineering, and living districts. Two doorways are at the front of the ring (on the external side), are black in color, 3’ thick, and are heavily guarded; these link to the administrative district. Two doorways are at the rear of the ring (on the external side), are yellow in color, 5’ thick, and also heavily guarded; these link to the engineering district. Lastly, there are eight doors (on the internal side) that link to the living district, which are red in color, and 2’ thick. All doors are convex in shape with a 30’ diameter.

Administrative District: The administrative district houses the bridge, barracks, armory, and prison blocks. The bridge is small, only 15x15x8 and able to seat 6 pilots. The barracks is much larger, able to house 300 soldiers and leaders. The armory is able to hold 500 medium-sized weapons.

  • Anti-magic prisons Each fleet ship has two different cell blocks. Each cell block consist of eight 10x10x10 cells (made for two), a cafeteria, small recreation area; all surrounded by a larger 50x50x20 perimeter cell with an upper walkway. The bars consist of a quasi-metallic core, and ant-magic plasma coat that glows. The bars must be activated and deactivated individually, and there is a 2” square between each. Each prison has a small guard house to operate the bars; yet the uon turrets on every entrance are operated elsewhere.

Engineering District: The engineering district houses three different engine rooms, two hyperdrives, engineer housing and a mechanics room.

Living District: The living District is at the center of the ship, and houses enough living quarters for 2000 medium-sized creatures, an agricultural section, two theaters, a library, hospital and government office.

Society

Inhabitants: Uongo-mijusi, Octoxeno, Tempus, and Zherihnghil make up most of the leadership of a Fleet Ship. They are the original races, and are most of the culture. Due to the reproduction decline of tempus and seppia, they are not at the numbers that they once where. Yet the seppias' renown for tinkering, and the tempus' reputation for knowledge, has allowed them to remain as a pivotal part of the culture.

Small sects of Gear Actua, Life Elementals and Skandars have inhabited Fleet Ships for at least a millennium. Allowing some to gain high seats of power in Fleet society.

All aliens that are not listed below or above. Are such a minority, that they have limited pull in society. They are not despised - its just, there are not enough of them to make a mark in the Fleet Ship world. This is also the case for: aberrations, animals, humanoids, and monstrous humanoids.

Forbidden Species: Eldritch Horror, Hekatonped, Setenall, Uberich, Zeigeist, and other malicious aliens, are killed on the spot. This policy has been extended to: celestials, dragons, elementals, fey, fiends, magical beasts, undead, and non-alien outsiders not mentioned above.

Government

The administrative building is adjacent to the library. And only houses 2-4 large rooms, with tables, and data banks. There are no official offices for bureaucrats. This means that most bureaucratic affairs occur in public space.

With the exception of ambassadors, all characters with magical classes (not excluded above) are incarcerated on the spot. They are held in anti-magical jails. And are dropped of at the next habitual planet. Magic is treated like an infection on Fleet Ship - but inhabitants fear pissing of the anthrax.

Fleet Ship is a federal republic oligarchy. Meaning 5% of population is voted for to rule a government with divisions of power. This body has a commander, that it votes for to lead only in military crises. The commander renounce his ability to govern in any other sector during such a time (in all other matters, like civilian rights or commerce, the other politicians rule). There are many restrictions and checks that the senate has in wartime.


Back to Main Page3.5e HomebrewLocations

AuthorFranken Kesey +
Costs3,000,000 +
Identifier3.5e Location +
Pilot40 +
RatingUnrated +
SummaryA space city. +
TitleFleet Ship +
TypeCity/Planet/Plane +