Colony Ship (3.5e Location)

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Complete XenoAlien CodexStar Ships

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Author: Franken Kesey (talk)
Date Created: 04/08/19
Status: Complete
Editing: Clarity edits only please
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Colony Ship

A Colony Ship

Ship Traits:

Plane Links: Whenever a colony makes a hyper-jump, it briefly visits the Plane of Shadow. But does not link to any other planes, including the astral or ethereal.

Movement and Combat: As an Earth-like planet.

City Ship Features[edit]

Description: A colony ship.

Base City Ship Traits (Ex): All space cities possess the following traits:

  • Base Stats: A singe colony has the following stats: 40HD (1750 HP), and 300' fly speed (clumsy). It requires one minute and 5000’ to turn the ship 90 degrees.

Vehicle and Systems: The colony has the following abilities and attacks:

  • Vehicle: As a vehicle, the colony 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 colony ship, one must enter and close the cockpit door as a full-round action, To operate the colony ship, one must succeed a DC40 pilot check, to start the system as a move action. Once active, it remains active until you depart.
  • Sensors: A ships' sensors give its pilots 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 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.
  • 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.
  • Powerful Build: In many ways the colony 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 colony 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.
    • More than Massive: The sheer size of a colony, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The colony ship has not attack of its own (outside of ramming), instead it fights with gun rooms (see below).
    • Gravitational Pull: The sheer magnitude of a colony ship makes it have its own gravitational pull, acting in many ways like a tractor beam. This pulls in all objects smaller than it within five miles, at a rate of 100’/round. Ships caught this way are unable to hyper-jump, unless they beat a DC 30 escape artist check. Ships can still move away from the colony ship if they have a speed greater than 100’. The colony ship does not receive collision damage from objects or other ships hitting it in this way (though do from intentional ramming).
  • Crafting and Costs: A colony cannot be bought or crafted.
  • XK20 Defensive System: A colony ship has three FT20 Defense Systems (on rear, top and bottom).
    • Shields: A colony ship has shields, granting them a +18 deflection bonus, 180 temporary HP, the shield regenerates 18 HP per round. The shield does not regenerate normal HP, only shield HP (damage to ship is not healed by this).
  • Offensive System: A colony ship has six FT25 Assault Systems (1/side), and four FT29 Moon Killers (on bottom, top, and both sides).

Rooms: The colony ship has the following rooms:

  • Bridge: Positioned in the front of the ship, with space for 14 humanoid pilots (15x20x10); the bridge has 70 HP.
  • Engine Rooms: A ship city has three engines next to the hyper drive in the rear of the ship. Each room needs two engineers to operate. Each engine rooms has 60 HP. If the combined HP 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 four engineers 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 six FT11 cells.
  • Gun Rooms: The colony has 10 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 60 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 colony has 4 docks, which are massive rooms. A dock door is air-tight with the dimensions 10x70x40 (LxWxH), and has a hardness of 30 and 40 HP.
    • Exterior Elevator: Larger ships cannot fit within a colony dock. They must move cargo and passengers through an elevator. This elevator is controlled from the bridge (or engineer room). And hooks up to another ship’s docks directly. The external elevator has a mobile room with internal dimensions of 30x30x20. The distance between docks is 1000’, and it takes two minutes to shuttle materials between.
    • Cargo Rooms: The colony has 24 cargo rooms with a volume of 15x10x15 (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 15x20x15; cargo rooms are too internal to be directly targeted.
    • Loads: A light load is ≤50,000, medium 50,000–100,000, and max is 150,000 tons, total for the ship (not per room).

Ship Sections[edit]

Dock: A colony ship dock is a hexagonal room with dimensions (150x150x40). This room is filled with Replicators. Quite commonly a ship is pulled into a dock by the colony’s gravitational pull. This room has a dark green glow on all surfaces. This room has enough space for two deka-sized battle, transport or utility ships.

Corridors: To go from one of the four docks to the main bay requires passage through two different corridors:

  • First Corridor: Upon going through the second airtight door, one enters a hexagonal room (50x50x40), with two balconies encircling (at 20' and 30’). The lighting is similar to the dock. This room is also filled with replicators. The balconies are 10' wide, with a slight inward slant that curves at its extremities, and there is a stairway connecting both balconies to the ground floor. The balcony possesses a similarly shaped door on one of its sides (not at the end like the lower one). This door opens to a serious of hallways that lead to the second corridor. The corridor ends in a strange doorway. The doorway is latterly round, though in a convex shape; while it starts with 10' diameter, it ends with a 30' diameter. Closer examination of the door shows a small unique rune imprinted on it. After passing through this doorway, one enters into a second corridor.
  • Second Corridor: The second corridor is 30x30x30 and has only one balcony at 20’ which connects to the ship’s gun rooms. Unlike the first corridor there is a customs/security office at the end of the room. The corridor ends with a similar doorway, but different rune, which leads to the ship’s main bay. The inner bay side of the door is colored green.

Main Bay: All second corridors link up to one main bay. The main bay is a massive hexagonal corridor, with a ring-width of 30’ and height of 40’, and has two balconies (at 20’ and 30’) on the outer and inner bands (10’ wide each). The outer ring of the main bay connects to the command and engineering sectors, and docks. While the inner ring connects to the research labs, embassy and three barracks. All doors are convex in shape with a 30’ diameter.

Military Barracks and Embassy: Each military barracks can hold 1000 medium-sized soldiers, plus their weapons and enough food and supplies to last them four months. The military barracks also has warforged troopers. Imperial society has benefited from selective diplomacy, thus the embassy sector was created out of a military barrack (the so called fourth barrack). The embassy is the one sector of the ship with civilians and greater diversity of aliens. The embassy can hold 1500 medium-sized creatures (and a comparable amount of food as a normal barracks).

Command Sector: The command sector houses the bridge and command housing. The command housing can hold 60 leaders and guards.

Engineering Sector: The engineering sector houses three different engine rooms, a hyperdrive, engineer housing and a mechanics room. The engineer housing has enough space for 40 engineers.

Research Lab: The research lab is broken down into three different sections: military, technology and biology. The biology lab is the most feared of the three, for it is where living testing occurs. It also answers the question of why colony ships do not need prisons. The research lab has housing for 100 scientists, four small labs (30x30x30), two large labs (60x60x40), and storage for vehicles and testing subjects.

Society[edit]

A colony ship is not self-sustaining and must depend on taxes and war to maintain its stores. Exploitation is king in colony society, attracting all manner of evil and opportunistic alien. This comes with a lack of humanity or second chances. Colony society is strongly hierarchical, with a Might is Right ethos.

Inhabitants: A colony is mostly composed of Hekatonped, Kremen, Setenall, Skandar, Uberich, Zeitgeist and Zherihnghil. However, any alien can be found within the embassy.

40 40 Googol(26,400x15,840x200/1,500,000 tons) Cannot be bought


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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AuthorFranken Kesey +
Challenge Rating40 +
CostsCannot be bought +
Identifier3.5e Location +
Pilot40 +
RatingUndiscussed +
SizeGoogol(26,400x15,840x200/1,500,000 tons) +
SummaryA colony ship. +
TitleColony Ship +
TypeCity/Planet/Ship +