Star Ship, Gun Ship (3.5e Monster)

Check out Star Ship's in a Box for weight, price, and other star ships.

=Gun Ship=

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



Body
Shields (Ex): The body is protected by energy shields, granting it a +6 deflection bonus. The shield possesses 60 hp and regenerates 12 hp every minute.

Hyperjump (Ex): Gun Ships 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 1000gp per battery. Battery's weigh 500 lbs.

Powerful Build: A Gun Ship is in many ways as if they were one size category larger. Whenever a gun ship 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 gun ship is treated as one size larger if doing so is advantageous to him. A gun 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 him. A gun ship 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 gun ships' sensors give its pilot's 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 gun 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 battle ships' body, one must succeed a DC 30 pilot 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 6 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 20 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 115 HP.
 * Engine Rooms (3): Gun ships have 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. 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 primary posses 35 HP each, the secondary possesses 25 HP.
 * Speed reduction based on damage:
 * If one of the primary should be damaged, but the secondary is operational then max speed is reduced to 60%.
 * If one of the primary should be damaged, and the secondary is not operational then max speed is reduced to 40%.
 * If both primary should be damaged, but the secondary is operational then max speed is reduced to 20%.
 * If none of the engines are operational cannot move or go into hyperspeed.
 * Hyper Drive: Positioned in the far rear of ship. Must have two engineers to operate. Possesses 40 HP.
 * Cargo Rooms (8): Gun ships have eight cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 20 HP.

Multitarget: Each room must be attacked separately.

Main Guns


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 1d3 rounds to reload after firing when manned by a normal crew(3). A full crew(6) can reduce the reloading time by 1 round (to a minimum of 1). Possesses two different siege weapons as follows:
 * Primary: A huge room on the rear underbelly of ship. Can be individually quarantined from the rest of the ship from the bridge, control room, or just outside the air-lock door. Posses 500 HP.
 * Secondary: A huge room in the anterior dorsal (front and top) section of ship. Can be individually quarantined from the rest of the ship from the bridge, control room, or just outside the air-lock door. Posses 200 HP.

Multitarget: Each room must be attacked separately.

Exterior Hull
Shields (Ex): The perimeter defense is protected by energy shields, granting it a +10 deflection bonus. The shield possesses 100 hp and regenerates 20 hp every minute.

Exoskeleton: The perimeter defense goes around the ships body. Adding 40' to the gun 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 Defence 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 4 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 5. Possesses 154 HP.
 * Gun Rooms (8): Positioned as follows: two on each side; and one on top, bottom, front, and rear. A large room that protrudes 5 feet from ship. Each have a mini-gun, 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 100 HP.
 * Cargo Docks (4): Two large 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 90 HP.
 * Main Dock (2): 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 150 HP.

Multitarget: Each room must be attacked separately.

=Synergy=

A gun ship can be attached to Abathor and DeCimae, for an even grander space station. (See other pages for benefits.)