Stratos-1 Autonomous Carrier Zeppelin (3.5e Monster)
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|Stratos-1 Autonomous Carrier Zeppelin|
|Size/Type:||Titanic Construct (Bot, Vehicle)|
|Hit Dice:||16d10+100 (188 hp)|
|Speed:||fly 60 ft (clumsy)|
|Armor Class:||16 (+22 natural, -16 size), touch -6, flat-footed 16|
|Attack:||Bomb +12 ranged touch (5d6 fire, 20/x2) or Turret Gun +12 ranged touch (3d6 force, 20/x2)|
|Full Attack:||Bomb +12/+7/+2 ranged touch (5d6 fire, 20/x2) Two Turret Guns +12/+7/+2 ranged touch (3d6 force, 20/x2)|
|Space/Reach:||60 ft/60 ft|
|Special Attacks:||Bomb Bay, Crane, Turret Guns|
|Special Qualities:||Blimp Body, Bot Traits, Construct Traits, Crew, Darkvision 60 ft, Fast Healing 5, Float, Programming, Low-Light Vision, Vulnerable to Wind|
|Saves:||Fort +5, Ref +5, Will +9|
|Abilities:||Str 29, Dex 10, Con -, Int -, Wis 19, Cha 1|
|Alignment:||Always True Neutral|
|Advancement:||17-32 HD (Gargantuan), 33-48 HD (Colossal)|
There is something very majestic and intimidating about a massive airship flying in the sky.
Dr. Tesla of the Luna-Tesla Corporation was always a fan of the retro, and it was his efforts that the anachronistic zeppelin got a new lease on life by being equipped with advanced robotics and AI. The mighty zeppelin is slow and vulnerable to many modern weapons, yet it performs well as a heavy lifter, a distant spy, and a base of operations for those in the sky. They sometimes act as sentries over war torn areas.
The Stratos-1 Autonomous Carrier Zeppelin is a huge craft. They can rise to great heights, up to 48,000 ft (about 8.2 miles), though at these heights the crew may suffer from temperature and lack of air. It has a lifting capacity of 11 tons as a light load, 22 tons as a medium load, and 33 tons as a heavy load. It's maximum height lowers to 32,000 ft at a medium load and 16,000 ft as a heavy load.
Most of these zeppelins never see combat, but they are combat capable. Their greatest strength is staying far from battle and peppering the ground with destruction.
Blimp Body (Ex): Most of the autonomous carrier zeppelin's body is the high pressure balloon which keeps it afloat, in comparison to its tiny gondola. The gondola has the hardness of steel (10, with typical steel resistances). Unless the gondola is targeted it otherwise hits the balloon instead. The balloon has hardness 1, and takes full damage from fire, piercing, and slashing, half damage from acid, cold, electricity, and force, and a quarter damage from sonic damage. It is immune to bludgeoning damage.
If the autonomous carrier zeppelin takes fire damage, it must make a DC 15 Reflex save or catch on fire. The blimp can attempt to put out the fire as a standard action to make another saving throw. If it does not, the DC rises by +2 each round, making it very difficult to put out the flame without outside assistance.
Bomb Bay (Ex): The autonomous carrier zeppelin has a bomb bay, which creatures can manually throw objects out of or drop bombs and other materials from the hard-points located within. Dropping an object from the bomb bay is an attack action, and cannot aim at creatures. Rather it aims at the ground (AC 5), which is more difficult than it seems. For every 100 ft, you take a -1 penalty on attack rolls with no maximum range. For every if you miss you end up 1d4 squares away in a random direction, +1 for every 5 degrees you miss the target. The bomb bay can hold up to about 4 tons, or about 10 cu. ft. area. The bomb bay cannot be used if equipped with a crane, which is held in the bomb bay. Bombs do not apply the autonomous carrier zeppelin's size modifier to attack rolls.
The default generic bombs equipped on the autonomous carrier zeppelin deal 5d6 fire damage in a 20 ft radius burst, with a DC 22 Reflex save for half. It counts as a siege weapon, and the save is Wisdom based.
Crane (Ex): The autonomous carrier zeppelin can be attached with a powerful crane, allowing it some capacity at manipulating objects. This large claw arm can descend down to 60 ft and grapple creatures creatures three sizes lower or smaller (Huge or smaller). It can retract or extend the crane 30 ft as a free action each round. It also gains the Snatch feat as a bonus feat when equipped with a crane. It cannot use it's bomb bay is equipped with a crane, which is held in the bomb bay.
Float (Ex): The autonomous carrier zeppelin floats. It can hover no matter it's maneuverability.
Programming: The autonomous carrier zeppelin possesses the following programs: Attack, Calculate, Identify Creature, Identify Object, Reposition, Self-Preservation, Search.
Turret Guns (Ex): The only weapon the autonomous carrier zeppelin possesses is a pair of turret guns. These guns deal 3d6 force damage as a ranged touch attack as an attack action. They have a range increment of 60 ft. They count as manufactured weapons, and the zeppelin can even two-weapon fight with it as if they were two light weapons (though it lacks the feat). If equipped with a crew, they can man the guns and use their BAB and Dexterity, if superior. It also allows the zeppelin to retain its own actions when the crew uses theirs to attack. Turret guns do not apply the autonomous carrier zeppelin's size modifier to attack rolls.
Vulnerable to Wind (Ex): The autonomous carrier zeppelin acts as a creature three sizes smaller (Huge) for the purpose of interacting with wind effects.
Stratos-1 Autonomous Carrier Zeppelins are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 4400 gp.
|Alignment||Always True Neutral +|
|Challenge Rating||11 +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Bot + and Vehicle +|
|Title||Stratos-1 Autonomous Carrier Zeppelin +|