DeCimae (3.5e Monster)

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=DeCimae=

All numbers derived from this, only difference is HP is multiplied by 7.



Interior Hull
Shields (Ex): The body is protected by energy shields, granting it a +22 deflection bonus. The shield possesses 220 hp and regenerates 44 hp every minute.

Hyperjump (Ex): DeCimae have the Hyperjump ability. This can only be done two times per battery. The bridge or control room must be operational to go into a hyper-jump. Cost 1500gp per battery. Battery's weigh 1000 lbs.

Powerful Build: A DeCimae is in many ways as if they were one size category larger. Whenever a DeCimae is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the battle ship is treated as one size larger if doing so is advantageous to him. A DeCimae 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 him. A DeCimae 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 DeCimaes' sensors give its pilot's a +8 competence bonus to Listen Search and Spot checks and allow it to make such checks in reaction to anything within range of the battle ships 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.

Vehicle
As a vehicle, the body has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a DeCimaes' body, you must succeed a DC 15 Knowledge Xenotechnology, check to start the system as a move action. Once active, it remains active until you depart. The body possesses 7 major rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 10 medium humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. For every 30 points of damage reduce the AC by 10 and the BAB by 5 throughout the whole ship (i.e. main guns and perimeter defense get decked as well). Possesses 160 HP. 700
 * Engine Rooms (3): Has primary and secondary engines at different sections of the ship in case one goes out. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Both primary posses 60 HP, the secondary possesses 50 HP.
 * The primary 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.
 * The secondary engine room is on the underside of the ship, slightly posterior to the middle. Needing an engineer to operate. The secondary engines do not add to the speed if the primary are working. They are only useful if one or both primary are out.
 * Speed reduction based on damage:
 * If one of the primary should be damaged, but the secondary is operational then max speed is reduced to 75%.
 * If one of the primary should be damaged, and the secondary is not operational then max speed is reduced to 50%.
 * If both primary should be damaged, but the secondary is operational then max speed is reduced to 25%.
 * If none of the engines are operational cannot move or go into hyperspeed.
 * Hyper Drive: Positioned in the far rear of ship. Must have four engineers to operate. Possesses 50 HP.
 * Cargo Rooms (3): DeCimae can hold: 133.25 tons of cargo, 267 medium passengers, or 400 medium soldiers. . Each cargo room has 75% cover from the rest of the ship. Each possess 60 HP.

Multitarget: Each room must be attacked separately.

Exterior Hull
Shields (Ex): The perimeter defense is protected by energy shields, granting it a +16 deflection bonus. The shield possesses 160 hp and regenerates 35 hp every minute.

Exoskeleton
The perimeter defense goes around the ships body. Adding 40' to the battle ship's overall space. The only weak spot is around the bridge. The perimeter defenses must be at <40% health, before the main body can be attacked; or <80% if attacking the bridge. The Perimeter Defense has no mental scores of its own, but takes the scores of its gunner's, as well as initiative, and skills. To operate a gun, you must succeed a DC 10 Knowledge Xenotechnology, check to start the system as a move action. Once active, it remains active until you depart. The Perimeter Defense has 4 types of rooms as follows:
 * Control Room: Can act as a secondary bridge if the primary one is destroyed. Positioned in the top middle of the ship, with space for 2 medium humanoid pilot's, and a bombardier. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. For every 40 points of damage reduce the AC by 5. Possesses 325 HP.
 * Gun Rooms(12): two on each side. A large room that protrudes 5 feet from ship. Each have 2 minigun's, an electron gun, and a sniper hole. Can be individually quarantined from the rest of the ship from the bridge, control room, or just outside the air-lock door. Each posses 125 HP.
 * Cargo Docks(3): Two huge air-lock doors with little space in-between, that connect to a cargo hold. Can be individually quarantined from the rest of the ship from the bridge or control room. Each posses 115 HP.
 * Main Dock A huge room with two huge air-lock doors that connect to the control room. Can be individually quarantined from the rest of the ship from the bridge, control room, or engine room. Possesses 195 HP.

Multitarget: Each room must be attacked separately.

Siege Weapon
The main guns are considered siege weapons. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). A siege weapon requires 1d4 rounds to reload after firing when manned by a normal crew(4). A full crew(7) can reduce the reloading time by 1 round (to a minimum of 2).

Siege Weapon
The guzurren is considered siege weapon. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). A guzurren requires 18 rounds to reload after firing when manned by a normal crew(10). A full crew(20) can reduce the reloading time by 10 rounds.

Deals 5d3+375 damage, in a laser beam that has a radius of 2.5' and a range of 1760'.

=Synergies=

A DeCimae can be attached to as many as two gun ships, for an even grander space station. (Double the below bonuses if two.)

When connected gain the following synergies.

Main Guns: The primary guns, of both ships, meld into one cosmic gun making it Colossal++. Requires 2d3 rounds to reload after firing when manned by a normal crew(5). A full crew(10) can reduce the reloading time by 1 round (to a minimum of 2). Gaining the following stats:
 * 16x26; HP 1024(shields 70 hp)
 * dex 16
 * attack -29 ranged (20d10/80d12/×2) - 240'

Speed and Maneuverability:

Defense:

Damage to bridges do not effect the ships AC or attack.