Sky Galleon Retribution

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Sky Galleon Retribution

Postby Zanaikin » Fri Oct 19, 2007 6:34 pm

The Retribution.
Current Stats:
Commander: C-501 "Shift" (Male Personalitied, CR14)
Crew Experience: +4 CR/Lvl
Last edited by Zanaikin on Sat Nov 10, 2007 4:28 am, edited 7 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Fri Oct 19, 2007 6:35 pm

NARALAN “GAERURAN” (SHIELD KEEPER) CLASS SKY GALLEON

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
Note: The outer layer force screen must be shattered before the hull could be damage. The force screen is sectioned thus each disintegrate will only shatter a 10 by 10ft square. Each section of destroyed screen may be repaired by casting Wall of Force onto it.

Warforged Crew: A complement of thirty-nine 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.
• Commander [1]: Lieutenant (CR10)
• Pilot Team [4]: two bridge pilots (CR8), two transport pilots (CR6).
• Operations Squad [11]: chief engineer (CR8), two bridge engineers (CR6), three core engineers (CR7), five gunnery artificers (CR6).
• Gunner Squad [11]: weapons officer (CR8), one rune-cannon gunner (CR8), seven turret gunners (CR6), two transport gunners (CR6).
• Sentry Squad [11]: sensors officer (CR7), two guard teams of five infantry (CR6).



BRIDGE:
Positions on the center rear deck, the bridge is features a flat single-story design that rises slightly above the deck. The bridge is connected straight to the lowers decks through a spiral staircase in the rear, and the passage may be opened to the outer deck through a large hatch. The bridge armor is also protected by yet another sectioned screen of force.
Bridge AC: 17 (5base, –8size, 15armor, 5deflect), Touch: 2
Hardness: 45 (DR 45/Adamantine&Epic)
Shiphandling: +4
Crew: 8

DECKS:
The Sky Galleon has four decks, ordered from top to bottom. These decks are connected by a spiral staircase in the rear side of the ship, which also connects to the bridge.
Deck one, also the main deck, is the surface deck exposed to the outside. The deck is protected by the deck defensive screen (see below) and Iron-Darkwood plated railing, providing cover to those behind it. The deck is made of enhanced Iron-Darkwood similar to the hull, with the same thickness. Unlike the hull, the deck however does not have a screen of force layered upon its outer surface.
Deck two is considered the main gun deck. It is connected directly to all six of the starboard and port staff-gattling turrets and has a ladder leading up to the front staff-gattling turret. The rear side of the deck also houses the unexposed sections of the two force missile batteries, as well as access doors to both the extra-dimensional living quarters.
Deck three is the central deck of the ship. It houses the Sky Galleon’s core and various magical generators for the ship’s motion, teleportation, lockdown, etc. The core room is heavily armored with two additional foot of enhanced Iron-darkwood and a screen of force within. The front of deck three also connects to the rune-cannon turret, while the rear section contains another set of access doors to each of the extra-dimensional living quarters.
Deck four is the bottom deck and contains the hanger, and has no real purpose other than being storage space. It could probably also be utilized to carrying landing troops.



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 ten clusters of six absorption rods each.
Maximum Storage: 3000
Generation: 200/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: 40)
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: 60)



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. It also generates a circular electric yellow Casting Array when charging.
Turret AC: 23 (5base, –2size, 15armor, 5deflect), Touch: 8
Turret Hardness: 45 (DR 45/Adamantine&Epic)
Turret Resistance: Acid 50, Fire 50, Cold 50, Electricity 50, Sonic 50, Energy 25, Immunity to Transmutation
Turret HP: 2,500HP
Crew: 1 Warforged Gunner, 1 Warforged Engineer
Attack Modifier: +9 (–2size, 5enhance, 6insight)
Max Range: 24,000ft
Shot Speed: 8,000ft/rnd
Charge Time: 3 rounds, firing at end of third round.
Damage Type: Half-Sacred with Half-Fire (d6+1), Half-Electricity (d6), or Half-Sonic (d4)
Caster Level: 30 (+35 Penetration)

Power Surge: Decrease rune-cannon charge time by one round and maximize rune cannon damage for three minutes. (Magic Drain: 10)

Standard Burst Shot (Magic Drain: 60)
Damage: 40d6 (Reflex DC 32 Halves), Explosive
Area: 200ft-radius

Piercing Shot (Magic Drain: 65)
Damage: 150d6 (Reflex DC 32 Halves), Explosive
Area: 40ft-radius
Special: Deals 200d6 points of damage in 5ft blocks to penetrate physical defenses.

Phase Shot (Magic Drain: 75)
Damage: 200d6 (Reflex DC 32 Halves), Explosive
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. Each of the turrets is individually compartmentalized. 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: 45 (DR 45/Adamantine&Epic)
Turret Resistance: Acid 50, Fire 50, Cold 50, Electricity 50, Sonic 50, Energy 25, Immunity to Transmutation
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: 3d6 Force x 50 Missiles
Recharge: 2 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.

Deck Defensive Screen: A screen of force shaped as a dome fully covers the deck of the ship, protecting it from external attacks. The force screen is supported by an invisible weave of permanency magic maintained by the ship’s core. The force screen is sectioned thus each disintegrate will only shatter a 10 by 10ft square. Each section of destroyed screen may be repaired by casting Wall of Force onto it.

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 sky cutters.
Each sky cutter has two medium-sized seats in the cockpit and carrying bay of 12ft wide & 23ft long with twelve seats. A staff-gattling turret is emplaced below the cockpit with a firing arc covering most of the forward and lower hemispheres. Each freighter has a tactical flight speed of 200ft/rnd, overland flight speed of 40mi/rnd, and teleportation range of 2,000 miles (Magic Drain: 10) and may generate an invisibility sphere for 20 minutes (Magic Drain: 6). A freighter has a maximum magical storage of 50.

Internal Atmosphere & Pressure: The hatch connecting the bridge-lower-deck passage and the outer deck may be sealed, which allows the internal decks of the ship to become an air-tight containment unit. Pressure and breathable atmosphere is maintained by the ship’s magical systems, allowing those onboard to ignore the effects of extreme altitude. The atmospheric and pressure balance also extends to the outer deck while the deck’s force screen is intact.

Invisibility Sphere (Magic Drain: 30): 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. Both living quarters have an access door at deck two and deck three.

Lockdown: The ship projects a lockdown effect around all compartments and decks, reaching out to 200ft outside the ship itself. This functions as a dimensional lock, preventing all kinds of planar movement and teleportation. A lockdown suppressor can be activated to allow incoming and outgoing teleportation in central frontal deck. The lockdown effect is also temporarily lifted 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.

==================================================

CONSTRUCTION:
Requirements: Caster Level 25, Empower Spell, Energy Substitution (Fire), Enlarge Spell, Maximize Spell, Tactical Spell, Widen Spell, Sacred Spell

Spells Used:
All: Fabricate, Limited Wish
Communication: Magic Mouth
Core: Spell Turning, Wish
Sensors: Dragonsight
Hull: Greater Armor Enhancement, Hardening, Ironwood, Permanency
Living Quarters: Mage’s Magnificent Mansion
Movement: Levitate, Overland Flight, Reverse Gravity, Telekinesis, Teleportation Circle, Wind at Back
Weapons: Acid Sheath, Delayed Black Fireball, Fireball, Force Missiles, Scintillating Sphere, Solid Fog
Last edited by Zanaikin on Sat Nov 03, 2007 6:10 am, edited 9 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Postby Zanaikin » Fri Oct 19, 2007 7:11 pm

I modified the crew numbers a bit, not that it matters to you guys in the most part xD.

However, I DID put warforged on all the bridge-officer positions. Meaning the ship can maintain full combat readiness even without you guys on board. Although if you feel like replacing one of the officers for greater performance when needed... (shrug).

also added rough stats for the two transports in the hanger.

EDIT:
also added description for each of the four decks.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Postby Zanaikin » Sat Nov 03, 2007 6:10 am

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Re: Sky Galleon Retribution

Postby Zanaikin » Mon Aug 11, 2008 2:08 pm

updated Sky Galleon missile batteries
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Posts: 4433
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Re: Sky Galleon Retribution

Postby Zanaikin » Sun Sep 21, 2008 11:17 pm

updated sacred upgrade to cannon
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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