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HDMS Tarrasque

#31 User is offline   Lyinginbedmon 

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Post icon  Posted 01 June 2005 - 05:16 PM

Judging by the size of this thing, I don't think there are planetoids big enough for the battleships to land.

Meanwhile, I've been hard at work crafting the things that would do well repairing this thing, I call 'em the Reparation Spooks (Don't ask why :P )

Reparation Spook
Small Construct
Initiative +5
HD 1/2d10+10 (17 HP)
Speed 20 ft., vacuum 5 ft.
AC 20 (10 +0 (Arm) +0 (Shi) +5 (Dex) +5 (Nat))
Base Attack +1
Attacks Claw (1d3)
Full Attack 2 Claws (1d3)
Space/Reach 5 ft./5 ft.
Special Attacks --
Special Qualities Construct traits, darkvision 60 ft., low-light vision
Saves Fort +0, Ref +5, Will +0
Abilities Str 11, Dex 20, Con --, Int 3, Wis 10, Cha 4
Skills Listen +1, Spot +2, Search +1
Feats Craft Construct
Treasure None
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#32 User is offline   Shadowkami 

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Posted 01 June 2005 - 05:44 PM

I recon that making it out of something cheap and them magically transforming it would work, and for sublight travel create water, then transforming water to some kind of fuel. For weapons, If you are expecting to fight similar craft, just fire dispel magic at the enemy and they all die horribly.
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hmm... can explosive runes be transmitted via the internet... apparently not...

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#33 User is offline   Lyinginbedmon 

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Posted 01 June 2005 - 05:48 PM

But most of those same spells are also easily dispellable, or aren't permanent. What you need for space travel is a stable, permanently corporeal, and easily defendable ship. Also, you can only polymorph something into whatever you know you need, you can't just polymorph it into something that will work for your purposes.
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#34 User is offline   Shadowkami 

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Posted 01 June 2005 - 05:57 PM

you could cast permenancy on the spells?
you can only polymorph things into something you know you need? like you NEED a strong hull?
Dead Nicks: F4-17

hmm... can explosive runes be transmitted via the internet... apparently not...

"It is not yet clear whether intelligence has any real survival value"

"the pawn is the most important piece on the chessboard - to a pawn"

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#35 User is offline   Lyinginbedmon 

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Posted 01 June 2005 - 06:13 PM

Permanency only works on a small number of the spells we need here.

But do you know exactly what material the hull needs to be? Or how much you need of it? Or how many sheets of it you need? You can only polymorph things into what you know of, period.
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#36 User is offline   Shadowkami 

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Posted 01 June 2005 - 06:24 PM

make a scale model!
Dead Nicks: F4-17

hmm... can explosive runes be transmitted via the internet... apparently not...

"It is not yet clear whether intelligence has any real survival value"

"the pawn is the most important piece on the chessboard - to a pawn"

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#37 User is offline   WoeTheSinner 

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Posted 01 June 2005 - 06:51 PM

I was actualy thinking about the vulnerability of these vessels to our friend, dispell or :shudders: Mord's Arcane Disjunction...then i rememberred, we are riding inside a giant golem...all the things that this ship does are the golems special abilities....dispell can not destroy a golem...can disjunction? Disjunction can destroy and artifact...why not a golem? I wonder how that would work...
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#38 User is offline   Lyinginbedmon 

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Posted 01 June 2005 - 06:53 PM

Of course, in space the ultimate bounty is the ship itself and its contents. Using Mordenkainen's Disjunction on it would make it completely useless, so no sane person would try using it.
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#39 User is offline   WoeTheSinner 

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Posted 01 June 2005 - 07:07 PM

hmmmm as always Mord's Disjunction is the nuclear weapon of DnD...

baring that though I think one of the better waepons tat could be used in space by these lovelies other than lots of dissintergration rays (space lasers :P ) would be shooting rust monsters at each other :)...or at least smaller aoutomotons with the rust ability....imagine that ...HUGE battle ships being devowered by hundreds of rust monsters...in space!

Ok so lets recap, we can eat, drink, breathe, hyper jump, and sub-light fly. Also we have little droids yo do repairs on the ship :)

We should add Mend 5 times a day as a special ability of the droids :) and the whole line of heal construct spells from Tome and Blood...oh boy i cant wait unill we are further along and we figure out this things HD and AB and saves and price...oh my

What will the scry, sensor, range be? How accurate will our hyperspace jumps be?
How are we handling gravity? (I am not quite satisfied on this)
What weapons will we place on this thing?...i know everyone loves guns but lets think small here people...SCOUT ship not gunship...
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#40 User is offline   Lyinginbedmon 

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Posted 01 June 2005 - 07:12 PM

Woe: The Spooks have Craft Construct for a reason, they're too stupid to make any actual constructs, but the Craft Construct feat allows them to repair other constructs, such as the ship itself.

If you want weapons then just a couple of the Feerique Cannons should do fine, just alter the physical ammo as I said before
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#41 User is offline   Shadowkami 

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Posted 01 June 2005 - 07:16 PM

well disintergration is obvious, but i recon many small pumped up magic missiles and some large pumped up hellballs. Nothing special, but could be quite effective, to get through shields, shells with small antimagic fields.
Dead Nicks: F4-17

hmm... can explosive runes be transmitted via the internet... apparently not...

"It is not yet clear whether intelligence has any real survival value"

"the pawn is the most important piece on the chessboard - to a pawn"

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#42 User is offline   Lyinginbedmon 

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Post icon  Posted 01 June 2005 - 07:20 PM

Ok Shadow,
  • That's reckon, not recon and it's getting annoying mistaking them
  • Magic Missile doesn't pump up, you just get more at higher levels
  • We're looking for a way of doing this without going into Epic level spells, which is precisely what Hellball is.
So for now, disintegration and the Feerique Cannons appear to be the best options
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#43 User is offline   Dthclaw 

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Posted 01 June 2005 - 10:09 PM

Well, if we're going through with building a battlewagon space golem, don't forget to include PD weapons. Banks of recharging MM wands or (for the NWN folks that know what I'm talking about) Tenser's Missile Storm would be ideal. This sumbitch is going to have (or should have) a negative or near-zero AC for size alone, so a handful of items across the hull capable of throwing up walls of force would be good, too. And don't forget that this thing can have some sort of spinal-mount, AM field-focused disjunction weapon (which would, as mentioned, really wreck hell on a magic-based starship).

Also, let's lay down what a warfleet would realistically consist of if you're going to build a space-faring campaign. It may sound like a lot, but remember: safety in numbers.

Battlewagons (Battleships)
Carriers, about 25-50% of the number of battlewagons (more if they're not the largest ships in said fleet)
Cruisers, about 100-150% number of battlewagons
Destroyers, about 200-300% number of battlewagons
Survey (scout) vessels, 2-20/battlewagon, depending on size of given ship
Supply vessels, 1 per 3 capital ships (fewer supply ships if they're larger)

The following are optional, depending on just how far you're planning to go.

Medical ships
Dreadnaughts
Super-carriers
Specialized support vessels (super heavy weapons, arcane focus ships, etc.)
Factory ships

Those are just the ones I can think of offhand. Probably more possibilities. You could just go with the one ship, but bear in mind that only a truly massive vessel can do everything. And it won't do them as well as a diverse fleet of specialized vessels.
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#44 User is offline   Dthclaw 

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Posted 01 June 2005 - 10:29 PM

Also, what about space encounters? Freaky critters living in hard vacuum able to throw down tons of magic (and, conversely, seeking out sources of magic to feed on) would be scary as all hell to players and characters alike. It also opens up the possibility for an epic-level adventure: what the bloody hell ARE these things? Where are they coming from? HOW DO WE STOP THEM?!

Finally, don't forget that the presence of ships like this will result in an irreversible change in the ways wars are fought by haves and have-nots alike: Greater mobility will result in radical changes in not only the means of warfare, but the how as well. Magical starships will bring a whole new meaning to close combat air support, not to mention opening the possibility of organizations/nations/other solving their problems with other groups with a volley of orbital anti-surface fire. In the novel I'm trying to have published, a lot of species were shocked when humans specially designed a class of destroyers with the sole purpose of entering atmosphere and leveling encampments with its thousands of PD Gauss gatlings / microrailguns.
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#45 User is offline   Lyinginbedmon 

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Posted 01 June 2005 - 10:34 PM

That's the problem with designing weapons for space combat, to destroy an entire spacecraft, you generally need technology that would decimate most planet surfaces as well.

So, once they've got this major scout ship that's almost invulnerable from attack from the surface, who's to say that the PCs won't instead turn on their enemies on the surface? Or even threaten to destroy entire kingdoms? Or perhaps not even threaten, and simply do?
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