Difference between revisions of "Template:Complex Ship Features"

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<onlyinclude>'''{{Anchor|Complex Ship Features}} {{Ex}}:''' All ships with multiple rooms possess the following features:
 
<onlyinclude>'''{{Anchor|Complex Ship Features}} {{Ex}}:''' All ships with multiple rooms possess the following features:
*''XK20 Defense System:'' All {{{1|<SHIP NAME>}}} ships have a [[XK20 Defense System (3.5e Equipment)|XK20 Defense System]] (see page). This is placed on the rear of the ship.
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*''XK20 Defense System:'' All {{{1|<SHIP NAME>}}} ships have a [[FT20 Defense System (3.5e Equipment)|FT20 Defense System]] (see page). This is placed on the rear of the ship.
 
**''Shields:'' All {{{1|<SHIP NAME>}}} ships have [[Shield (3.5e Creature Ability)|shields]], granting them a +{{{2|<SHIELD>}}} deflection bonus, {{{2|<SHIELD>}}}0 temporary HP, the shield regenerates {{{2|<SHIELD>}}} HP per round. The shield does not regenerate normal HP, only shield HP (damage to ship is not healed by this).
 
**''Shields:'' All {{{1|<SHIP NAME>}}} ships have [[Shield (3.5e Creature Ability)|shields]], granting them a +{{{2|<SHIELD>}}} deflection bonus, {{{2|<SHIELD>}}}0 temporary HP, the shield regenerates {{{2|<SHIELD>}}} HP per round. The shield does not regenerate normal HP, only shield HP (damage to ship is not healed by this).
 
*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.
 
*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.
  
 
The {{{1|SHIP NAME}}} ship has the following rooms:
 
The {{{1|SHIP NAME}}} ship has the following rooms:
*''Bridge:'' Positioned in the front of the ship, with space for {{{3|<#Pilots>}}} humanoid pilots; the bridge has {{{5|<Bridge/Engine room HP>}}} HP.
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*''Bridge:'' Positioned in the front of the ship, with space for {{{3|<#Pilots>}}} humanoid pilots; the bridge has {{{4|<Bridge/Engine room HP>}}} HP.
 
*''Engine Rooms(2):'' Has primary and secondary engines at different sections of the ship in case one goes out. The primary and secondary 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. Each engine rooms has {{{4|<Bridge/Engine room HP>}}} HP. If either engine room is below 70% HP, reduce speed to 2/3s; if below 50% reduce to 1/2.
 
*''Engine Rooms(2):'' Has primary and secondary engines at different sections of the ship in case one goes out. The primary and secondary 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. Each engine rooms has {{{4|<Bridge/Engine room HP>}}} HP. If either engine room 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 1 engineer to operate; the hyperdrive is too internal to be directly targeted. The hyperdrive permits the ship to [[Hyperjump (3.5e Creature Ability)|hyperjump]]. The bridge must be operational to go into a hyper-jump. The hyperdrive battery is powered by two [[XK06 Cell (3.5e Equipment)|XK06 cells]].
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*''Hyper Drive:'' Positioned in the far rear of ship. Must have 1 engineer to operate; the hyperdrive is too internal to be directly targeted. The hyperdrive permits the ship to [[Hyperjump (3.5e Creature Ability)|hyperjump]]. The bridge must be operational to go into a hyper-jump. The hyperdrive battery is powered by two [[FT11 Cell (3.5e Equipment)|FT11 cells]].
 
*''Gun Rooms:'' The {{{1|SHIP NAME}}} has {{{5|<#GUN ROOMS>}}} 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 40 HP. The first gun room is by default on bottom of the ship, second is on the top, third and fourth on each side.
 
*''Gun Rooms:'' The {{{1|SHIP NAME}}} has {{{5|<#GUN ROOMS>}}} 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 40 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 {{{1|SHIP NAME}}} has {{{6|<#DOCKS>}}}, which are large air-lock doors with little space in-between, that connect to a cargo hold; a dock has 40 HP.
 
*''Docks:'' The {{{1|SHIP NAME}}} has {{{6|<#DOCKS>}}}, which are large air-lock doors with little space in-between, that connect to a cargo hold; a dock has 40 HP.
 
**''Cargo Rooms:'' The {{{1|SHIP NAME}}} has {{{7|<#CARGO>}}} cargo rooms with a volume of 10x5x{{{8|<Height>}}} (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 10x10x{{{8|<Height>}}}; cargo rooms are too internal to be directly targeted.
 
**''Cargo Rooms:'' The {{{1|SHIP NAME}}} has {{{7|<#CARGO>}}} cargo rooms with a volume of 10x5x{{{8|<Height>}}} (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 10x10x{{{8|<Height>}}}; cargo rooms are too internal to be directly targeted.
 
**''Loads:'' A light load is ≤{{{9|<W, medium X–Y and max is Z>}}} tons, total for the ship (not per room).</onlyinclude>
 
**''Loads:'' A light load is ≤{{{9|<W, medium X–Y and max is Z>}}} tons, total for the ship (not per room).</onlyinclude>
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Template:Complex Ship Features|<1SHIP NAME>|<2SHIELD>|<3#Pilots>|<4Bridge/Engine room HP>|<5#GUNS>|<6#DOCKS>|<7#CARGO>|<8Cargo Room Height>|<9W, medium X–Y and max is Z in tons>

Latest revision as of 15:21, 8 April 2019

Complex Ship Features (Ex): All ships with multiple rooms possess the following features:

  • XK20 Defense System: All <SHIP NAME> ships have a FT20 Defense System (see page). This is placed on the rear of the ship.
    • Shields: All <SHIP NAME> ships have 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).
  • 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.

The SHIP NAME ship has the following rooms:

  • Bridge: Positioned in the front of the ship, with space for <#Pilots> humanoid pilots; the bridge has <Bridge/Engine room HP> HP.
  • Engine Rooms(2): Has primary and secondary engines at different sections of the ship in case one goes out. The primary and secondary 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. Each engine rooms has <Bridge/Engine room HP> HP. If either engine room 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 1 engineer 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 two FT11 cells.
  • Gun Rooms: The SHIP NAME has <#GUN ROOMS> 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 40 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>, which are large air-lock doors with little space in-between, that connect to a cargo hold; a dock has 40 HP.
    • Cargo Rooms: The SHIP NAME has <#CARGO> cargo rooms with a volume of 10x5x<Height> (LxWxH). At least two rooms are generally next to each other, the divider between the two rooms can be removed, to make the dimensions 10x10x<Height>; 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:Complex Ship Features|<1SHIP NAME>|<2SHIELD>|<3#Pilots>|<4Bridge/Engine room HP>|<5#GUNS>|<6#DOCKS>|<7#CARGO>|<8Cargo Room Height>|<9W, medium X–Y and max is Z in tons>