Utility Ship (3.5e Monster)

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Xeno Codex (3.5e Sourcebook) Nyota Mji (3.5e Location) Vehicle (3.5e Subtype)

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Author: Franken Kesey (talk)
Date Created: 10/30/10
Status: Fin
Editing: Clarity edits only please
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Hull Main Weapon
Size/Type: Mega Construct (Vehicle, Siege) Gargantuan Construct (Vehicle, Siege)
Hit Dice: 30d12+805 (1000(+170shield) hp) 15d12+102 (200(+30shield) hp)
Initiative: As Pilot As Pilot
Speed: 50’, 400' fly (clumsy), Hyperjump None (attached to Hull)
Armor Class: 10(base10-32size+15natural+17deflection), touch —5, flat-footed 10 12(base10+(chief gunner’s Dex)-4size+3natural+3deflection), touch 9, flat-footed 12
Base Attack/Grapple: +22/+17/+12/+7/+2/+54 +11/+6/+1/+27
Attack: Four XK24 Assault Systems, XK20 Defense System, Two XK26 Siege Weapons One XK24 Assault System, XK28 Ship Killer
Full Attack: Four XK24 Assault Systems or Two XK26 Siege Weapons One XK24 Assault Systems or XK28 Ship Killer
Space/Reach: 70'/15' (weights 10,000 tons) 20'/5' (weights 500 tons)
Special Attacks:
Special Qualities: Construct Traits, Powerful Build, Shield, Vehicle Construct Traits, Powerful Build, Shield, Vehicle
Saves: Fort +30, Ref As Pilot, Will As Pilot Fort +30, Ref As Pilot, Will As Pilot
Abilities: Str 60, Dex As Pilot, Con —, Int As Pilot, Wis As Pilot, Cha As Pilot Str 60, Dex As Pilot, Con —, Int As Pilot, Wis As Pilot, Cha As Pilot
Skills: As Pilot As Pilot
Feats: Far Shot Far Shot
Environment: Any Any
Organization: 4 pilots, 3 engineers, 12 gunners 1 chief gunner, 4 regular gunners
Challenge Rating: 30 15
Treasure: Triple standard None
Alignment: True Neutral True Neutral
Advancement:
Level Adjustment:

All numbers derived from this, except for HP and AC.

DeCimae.jpg

Hull

Description: <Summary>

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

  • Powerful Build: In many ways the destroyer 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 destroyer 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 destroyer ships.
  • Costs: The destroyer costs 2,500,000 gp.
  • Vehicle: As a vehicle, the destroyer 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 destroyer ship, one must enter and close the cockpit door as a full-round action, To operate the destroyer ship, one must succeed a DC35 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:

35

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

  • XK20 Defense System: All destroyer ships have a FT20 Defense System (see page). This is placed on the rear of the ship.
    • Shields: All destroyer ships have shields, granting them a +17 deflection bonus, 170 temporary HP, the shield regenerates 17 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 destroyer ship has the following rooms:

  • Bridge: Positioned in the front of the ship, with space for 4 humanoid pilots; the bridge has 60 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 60 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 destroyer has 4 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 destroyer 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 destroyer has 8 cargo rooms with a volume of 10x5x10 (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 10x10x10; cargo rooms are too internal to be directly targeted.
    • Loads: A light load is ≤500 tons, medium 500–1000 tons, and max is 2000 tons, total for the ship (not per room).

Ship Killer

XK28 Ship Killer (3.5e Equipment)


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AlignmentTrue Neutral +
AuthorFranken Kesey +
Challenge Rating30 + and 15 +
Costs2,500,000 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
Pilot35 +
RatingUndiscussed +
SizeMega + and Gargantuan +
SubtypeVehicle + and Siege +
Summary<Summary> +
TitleUtility Ship +
TypeConstruct +