Size: Colossal+
Length: 300ft
Beam: 50ft
Draught: 40ft
Total HP: 1,500,000
Note: Ship components (down to each 5ft-cube) may be individually targeted and each takes separate damage from area of effect damage.
Hull: Enhanced Hardened Iron-Darkwood. The Gaeruran Sky Galleon is created from Airindale Darkwood or Synthesized Darkwood (Kingdom technology), transformed into Iron-Darkwood, hardened through transmutation magic, and boosted with armor enhancements. The hull is protected by an external screen of force and a second layer of force embedded halfway through the hull to defend against ethereal attacks.
Hardness: 35 (DR 35/Adamantine&Epic)
Thickness: 36in
Hit Points: 450HP (12.5HP/in), per 5x5ft section
Resistances: Acid 50, Fire 50, Cold 50, Electricity 50, Sonic 50, Energy 25
Warforged Crew: A complement of forty-eight warforged operates the ship, their duties determined by their field of specialization. The warforged units also take shifts between duties of the same type. All warforged also help recharge the weaponry staves and the absorption rods at the end of each day, expending all excess spell slots at the end of their shifts before preparing new spells.
•24 Warforged Engineers (Artificer 6+ // Wizard 6+): three bridge crew, one rune-cannon maintenance, four core/engine maintenance, four repair teams of four each.
•20 Warforged Gunners (Fighter 6+ // Artificer 6+): seven staff-gattling gunners, one rune-cannon gunners, three guard teams of four each armed with lesser orb wand-gattlings.
•4 Warforged Pilots (Pilot 6+ // Artificer 6+): two bridge crew, two air transports pilots.
BRIDGE:
Bridge AC: 17 (5base, –8size, 15armor, 5deflect), Touch: 2
Hardness: 40 (DR 40/Epic)
Shiphandling: +4
Crew:
•5 Commanders (command-officer, executive-officer, sensors-officer, weapons-officer, chief engineer)
•2 Warforged Pilots (pilot, co-pilot)
•3 Warforged Engineers (engine, core, defenses)
CORE & DRIVES:
Magic Generator: Most components onboard the Gaeruran Class Sky Galleons generate their own magic to power their functions. However a central core of twelve tri-wish generators required to power the main drives and certain special functions of the sky-ship that drains more magic than manageable by the device themselves. Excess magical power is stored by twenty clusters of six absorption rods each.
Maximum Storage: 6000
Generation: 250/day
Movement: The Gaeruran Class Sky Galleons are propelled by a combination of magical effects, including controlled gravity-reversal for ascending, levitation for maintaining altitude, and powered flight boosted by telekinesis for flight speed. It also manipulates wind control for enhanced overland fly speed and is capable of instantaneous movement by teleportation.
Tactical Fly Speed: 120ft/rnd
Overland Fly Speed: 24mi/hr
Maneuverability: Clumsy
Hover: Yes
Telekinetic Booster: Doubles the ship’s speed for 1 minute (Magic Drain: 35)
Teleportation: Teleports ship and all subjects onboard up to 5,000 miles with no chance of error. It takes 1 minute to make the teleport. (Magic Drain: 50)
ARMAMENTS:
RUNE-CANNON: The primary weapon of the Gaeruran Class Sky Galleon is mounted within an armored mithral turret located halfway up the hull in the bow of the ship. The semispherical turret has a horizontal pivot of 240 degrees (120 degrees to each side) and a vertical pivot of 60 degrees (10 degrees up, 50 degrees down).
The rune-cannon fires a 1ft-diameter spheres of energy and has three types of shots: a standard shot that bursts at specified coordinate (or on contact if blocked), a piercing shot that releases energy to penetrate through enemy armor before bursting, and a phase shot that blinks between the material and the ethereal plane to penetrate armor.
The rune-cannon rely on a combination of targeting rays and seeker-lock spells linked with scrying spells for aiming.
Turret AC: 23 (5base, –2size, 15armor, 5deflect), Touch: 8
Turret Hardness: 40 (DR 40/Adamantine&Epic)
Turret HP: 2,500HP
Crew: 1 Warforged Gunner, 1 Warforged Engineer
Attack Modifier: +9 (–2size, 5enhance, 6insight)
Max Range: 32,000ft (10 Increments)
Shot Speed: 3200ft/rnd
Charge Time: 3 rounds (another standard action to fire)
Damage Type: Fire (d6+1), Electricity (d6), or Sonic (d4)
Standard Burst Shot (Magic Drain: 55)
Damage: 50d6 (Reflex DC 30 Halves)
Area: 400ft-radius
Piercing Shot (Magic Drain: 60)
Damage: 200d6 (Reflex DC 30 Halves)
Area: 40ft-radius
Special: Deals 100d6 points of damage to penetrate physical defenses.
Phase Shot (Magic Drain: 65)
Damage: 250d6 (Reflex DC 30 Halves)
Area: 40ft-radius
Special: May phase through up to 600ft of matter each time by traveling through the ethereal plane. Requires scrying to target (–11 attack) if no line-of-sight is available.
STAFF-GATTLINGS: The Gaeruran Class Sky Galleon is equipped with seven armored spherical mithral turrets encasing rapid-fire staff-gattling. Six turrets are positioned along the upper starboard and port side of the ship and have a horizontal and vertical pivot of 150 degrees (75 degrees up, down, left, and right). The seventh turret is elevated above the bow and has 180 degrees coverage of the ship’s upper hemisphere. A staff-gattling can discharge all staves with a single full-attack action (although at a –5 attack penalty).
Each staff-gattling is equipped with six rechargeable mithral staves and backed up by a cluster of six rechargeable absorption rods. Wand-gattlings are equipped with targeting rays to assist aiming.
Turret AC: 24 (5base, –1size, 15armor, 5deflect), Touch: 9
Turret Hardness: 40 (DR 40/Adamantine&Epic)
Turret HP: 1,000HP
Crew: 1 Warforged Gunner
Attack Modifier: +0 (–1size, –5rapid, 6insight)
Staff (Caster Level 20): Delayed Blast Fireball (4 charges), Disintegrate (4 charges), Fireball (2 charges), Solid Fog (3 charges). The staff may also energy substitute for acid and electricity damage when casting fireball or delayed blast fireball.
FORCE MISSILE BATTERY: Two flat rectangles mithral casings of 15ft width, 5ft height, and 15ft length with rounded edges protrude out from the sides of the upper deck from the rear side of the ship. Protected within each casing is the generators and storage for one salvo of 75 force missiles, which strike unerringly against any number of targets within 30ft of each other. The batteries are controlled directly from the bridge.
It takes a move action to open or close the battery’s front metallic covers and a standard action to fire, or a full-round action to fire both batteries.
Battery AC: 23 (5base, –2size, 15armor, 5deflect), Touch: 8
Battery Hardness: 40 (DR 40/Adamantine&Epic)
Battery HP: 2,000HP
Range: 300ft
Damage: 2d6 Force x 75 Missiles
Recharge: 5 rounds (Magic Drain: 35)
Communication: Messages may be sent from the bridge communicator sphere to be announced throughout the ship or be sent to only certain rooms, such as the living quarters or all the weapon turrets. The Naralan communicator sphere may be linked to one or multiple communicator spheres with a standard action (within 5 miles) or within one minute (any distance) for instantaneous relay of communications.
Hanger: Two gates open up at the rear underside of the ship, revealing a large hanger/storage compartment. This compartment is normally used to store two Naralan air transport freighters.
Invisibility Sphere (Magic Drain: 20): The ship may project an invisibility sphere covering the entire ship and any creatures within 200ft of the ship’s central core. An attack made by any creature within the invisibility sphere or the ship’s staff-gattling turrets reveals only the attacker/turret. However, an attack from the ship’s main rune-cannon or the missile batteries reveals the entire ship. Each activation of the invisibility sphere persists for up to 40 minutes.
Living Quarters: Two Mage’s Magnificent Mansions (CL20), each 6,000 square feet large with three access gates. One mansion houses all warforged quarters, workshops, and extra storage space. The other is divided into twenty rooms and reserved for the living crew and passengers of the ship.
Lockdown: The inside of the ship and the bridge are fully covered by a dimensional lock effect, preventing all kinds of planar movement and teleportation. The deck and other exterior surfaces of the ship are not under this effect, allowing both incoming and outgoing teleportation. This effect is temporarily lifted for one round before and after making ship-wide teleportation jumps.
Sensors: A large glass orb is embedded into the center of the ship’s bottom hull and fortified by a thick layer of metal plating, leaving a characteristic semi-dome on the bottom. The sensors are linked to a illusory image projector in the bridge. The sensors have a range of 2,500ft and can detect objects and creatures similar to a blindsense effect.Statistics: Posted by Zanaikin — Sat May 19, 2007 8:33 pm
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