Template:City Ship Features

From Dungeons and Dragons Wiki
Jump to: navigation, search

City Ship Features

Description: <Summary>

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

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

Vehicle and Systems: The SHIP NAME has the following abilities and attacks:

  • Vehicle: As a vehicle, the <SHIP NAME> 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 <SHIP NAME> ship, one must enter and close the cockpit door as a full-round action, To operate the <SHIP NAME> ship, one must succeed a DC<SKILL DC> 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 <SHIP NAME> 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 <STAR SHIP NAME> 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 <SHIP NAME>, means it always fails Hide checks, and fails AC checks against Siege weapons (but only siege weapons can harm it). The <SHIP NAME> 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 <SHIP NAME> 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 <SHIP NAME> ship if they have a speed greater than 100’. The <SHIP NAME> 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 <SHIP NAME> cannot be bought or crafted.
  • XK20 Defensive System: A <SHIP NAME> ship has three FT20 Defense Systems (on rear, top and bottom).
    • Shields: A <SHIP NAME> ship has shields, granting them a +<SHIELD> deflection bonus, <SHIELD>0 temporary HP, the shield regenerates <SHIELD> HP per round. The shield does not regenerate normal HP, only shield HP (damage to ship is not healed by this).
  • Offensive System: A <SHIP NAME> ship has six FT25 Assault Systems (1/side), <Additional Guns>.

Rooms: The SHIP NAME ship has the following rooms:

  • Bridge: Positioned in the front of the ship, with space for <#Pilots> 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 SHIP NAME has <#GUNS> 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 SHIP NAME has <#DOCKS> 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 SHIP NAME 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 SHIP NAME has <#CARGO> 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 ≤<W, medium X–Y and max is Z> tons, total for the ship (not per room).

Template:City Ship Features|<1SHIP NAME>|<2Pilot DC>|<3SHIELD>|<4#Pilots>|<5#GUNS>|<6#DOCKS>|<7#CARGO>|<8W, medium X–Y and max is Z in tons>|<9HD/HP>|<10Additional Guns>|<11Summary>