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Month Index: May, 1997
From: steve swenson <scott@??????.????????.com> Date: Fri, 09 May 1997 15:13:03 -0500 Subject: Re: Beholder Space -- Final Version Eye Fighter
>
> Here is the the (hopefully) final and finished version of the Eyefighter.
> There has been considerable effort to reduce rampant munchkinism yet still
> allow the eye-fighter to be the primary reason the beholders came to rule
> their sphere.
>
> Further comment is invited, though I believe most questions and problems
> have been addressed.
>
> Therefore I am re posting the Eyefighter with current stats:
>
> (scott@??????.????????.com) --Steven Swenson
> ----------------------------------------------------------------------------
>
> [Illustration]
>
> Built By: Beholders, Humans
> Used Primarily By: Beholders, Humans
>
> Hull Points: 1 or (2)
> Crew: 1/2 , 0r (1 Beholder Mage, 0r 1 Beholder 4 orbi)
> Maneuver Class: A (B)
> Landing-Land: Yes
> Landing-Water: No
> Armor Rating: 5, 4 (0)
> Saves As: Thickwood, (Metal +5)
> Power Type: Tactical, Minor helm, (Series/Network Helm)
> Ship's Rating: As for helmsman (4)
> Standard Armament:
> Twin Belly Mounted Sunfire Cannon
>
> Cargo: 200lbs
> Keel Length: 10' (10')
> Beam Length: 10' (15')
>
> Parenthetical Stats are for Military version of the craft.
>
>
> Eye-Fighters come in three varieties; two are 1 ton ships and are MC:A
> Their main weapons are techno-magical lasers (Here-after referred to as
> Sun-fire Cannon)powered by gems of Brightness as the pumping mechanism.
> These weapons obviously are difficult to use in the flow. (That's OK the
> Beholders aren't interested in the Flow at this time because of difficulties
> in establishing a presence with their Mega-ships) Pirates, businesses and
> private individuals have been known to recover damaged eye-fighters and fit
> light Ballistae or Bombards to them after the remaining charges in the
> sun-fire cannon are gone.
>
Eyefighters Serve the Beholder Space Imperium as Local system and
planetary security/defense forces. The metallic military version is
reserved for use solely by the imperial navy which will forcefully
recover or destroy those that are stolen or salvaged.
The System Security forces operate modified Hammerships that act as
a carrier for a squadron (12) of the eye-fighters. These carriers
operate in patrol groups of 3 and 3-5 patrol groups will be on duty at
any time during normal situations though as many as 15 can be brought to
alert status within 1d3 days of notification of an emergency.
The Planetary defense forces operate from several bases on each
planet typically there are 20 bases on a given inhabited planet each
with a full wing (5 Squadrons) of fighters and a sizable garrison
(500-1000 troops + 15-30 beholders) for ground defense. The ships of
the Planetary defense force are primarily de-powered versions dependent
on engines though some may posses minor helms for spelljamming flight.
The Imperial Navy uses Patrol groups equipped with the military
version as shock troop vessels typically used to hit the strongest ship
in an opposing formation if that can be determined. They are also used
for fortification assault and beachHead establishment for the Imperial
Army though actions like that haven't been done in 30 years except in
drills. After the Eyefighters have dealt with the stiffest resistance
the Large Dreadnoughts close to finish the opposition.
> Eye-fighters are a durable ship due to several unique building techniques
> which prevent total breakup of the ship. Most crippled Eye-fighters can be
> recovered and then repaired within 8 to 16 hours. Most damage involves the
> destruction or hindrance of the specialized orb of control(similiar in
> ability to an orb of remote action) used by the pilot to make these ships
> function. This is especially true of depowered patrol issue fighters .
>
> An eye-fighter powered by a helm that takes a hit is crippled and may not
> participate in the duration of a combat. The fighter should be tracked as a
> piece of debris. A de-powered version must ignore hits that indicate a
> emergency repair is possible on the following chart.
>
> Roll % and add amount of damage scored by the hit
>
> 01-20 Craft and Crew Recoverable emergency repairs possible 1d10 rounds
> 21-36 Craft and crew recoverable
> 37-50 craft recoverable, crew dead
> 50-56 craft destroyed crew may survive
> 57+ Total loss
>
> If an Eye-fighter is crewed by a beholder it may be able to affect a combat
> through its own eye powers even when crippled.
>
>
> Eye-fighter Variations
>
> Planetary defense: Tactical Helms/Engines only AC:5 MC A HP:1 SR 2 or
> as Helm Crew 1/2 STD Armament : 2 sun-cannon Lvl 1
> Save as Thick Wood
>
> System Patrol (Anti Pirate): Minor Helm AC:4 MC A HP:1 SR as Helmsman
> Crew 1 STD Armament : 2 sun-cannon Lvl 1
> Save as Thick Wood
>
> Military : Minor Helm or Series Helm AC:0 MC B HP:2 SR:4 Crew
> 1(human/beholder mage) 5(1Beholder 4 orbi) STD Arm 2
> suncannon Lvl 1
> Save as Metal +5
>
> These Vessels are slightly larger than the other
> Eye-fighters because of the necessity of more crew for
> the series helm. Note that Beholders in Beholder-space
> overthrew the ultimates and have improved ships
> systems to operate without them.
> Military vessels also 30% may have incorporated 4 cubes of
> Force to act as shields for their fighters.
>
> Sun-Fire Cannon
>
> Two sunfire cannon are belly mounted and are fired simultaneous by the pilot
> i.e. 1 to-hit roll is made. Each has 50 charges when first assembled. The
> cannon have three settings and may be set independently of each other.
> A sunfire Cannon is made of several magical items. Each is carefully
> assembled from a set of finely made mirrors(at least 5,000gp ea) suitable
> for enchanting (as per the enchant an item spell ) a fully charged Gem of
> brightness and a lens of Eagle vision. The constructing wizard must then
> cast enchant-an-item upon the resulting construction and implant continual
> light and mirror image upon it. If the last step is not followed the
> resulting device makes a good pointer but not much of a weapon.
>
>
> setting #1 Headlights No Charges Expended.
> setting #2 Level I Sun-fire cannon 2-5 Hull Points/shot 1 charge ea
> setting #3 Level II Sun-Fire Cannon 1d10 Hull Points/shot 10 charges ea
>
> Setting 1 Thaco 18 F/R 1/1 Crit 20 Range 3 5 10 1d4+1 HP Crew 3d10
> Setting 2 Thaco 17 F/R 1/3 Crit 19 Range 4 6 10 1d10 HP Crew 3d12
> In the same Hex damage is x2
> long range is 1/2 damage min 1 point
>
> Medium range is -2 to hit Long range -5 to hit.
>
>
>
> Sun-Fire Cannon come in larger sizes but cannot be mounted on such small
> craft.
>
> Firing either Cannon at full intensity results in using the 1/3 firing
> rate. Leaving the craft defensless until it can fire again.
>
> Extended combat use of Cannon without Maintenance can be hazardous to a
> pilots health. The Cannon must periodically be cleared of Carbon and
> Oxidation build up. There is a Cumaltive 1% chance per shot of a mechanical
> failure if High intesity bursts are used they add a cumulative 5% chance of
> a mechanical failure.
>
> Whenever a shot misses by 10 and fails to hit AC 10 check for mechanical
> failure. If Failure is indicated the Eyefighter explodes Dealing 20Hull
> points of damage to everything in the same hex , and 2 Hull points to
> everything within 1 Hex of the Explosion. Characters in the hex of the
> explosion take damage from 20d6 fireball, save vs wand for 1/2 dmg, or a 2d6
> Fireball if within 1 hex.
>
> Nonmagical Engines
> These engines are based closely on elven technology stolen during the
> conquest and are similar in size and shape. They provide an SR of 2 and
> can work up to a week without re-fueling with vegetable oil.
>
> ------------------------------------------------------------------------------
>
> NPC Kit -- Eye Fighter Pilot
>
> Standard Equipment for Eye-fighter Pilots:
>
> Field Plate Armor (Space Black) of Adaption and helmet. The armor
> only functions while the helmet is worn.
>
> Utility belt: 7 packets of water, mini-grapple and line made of
> spider-silk 50', 3 vials metal eating acid, 1 gem of brightness.
> set of hand tools, 7 packets of dry rations.
>
> Weapons: Missile weapon(Character's Choice), dagger.
> Elite Pilots : 60+ sorties will be issued a wand of Magic Missiles.
>
>
>
> Human Eye-fighter pilots are fighters that have been extensively trained
> and are capable of spell-casting but rarely if ever actually know spells
> because they would be useless since they use helms. Pilots count as mages 3
> levels less than their actual level. Pilots of less then 4th level DO NOT
> have spelljamming abilities. They are often issued fighters with
> non-magical engines.
>
> Min requirements S:13 I:15 C:10 D:15
>
> Classes: Fighters, Thieves
>
> Races: Humans, Halflings, Dwarves, Beholders.
>
> Required Skills: Reading/writing, Artistic ability, Astrogation.
>
> Suggested Skills: Wildspace Survival, rope use, Free Fall.
>
> Special Benefits: Free level training, salary, and a vehicle, possible
> spell use, may use many Magic-user specific magic items.
>
> Special Restrictions:
> Must Be lawful, May not resign until a minimum of 100
> sorties has been flown. Access to spells is controlled by superior.
> Must sacrifice half of all Weapon proficiencies, this simulates the
> additional training in magic. For purposes of learning spells count
> intelligence as 3 points lower than the rolled score.
>
> A character with this kit may not cast spells of 4th level or higher. A
> character with this kit MAY NOT cast spells and wear armor. No spell
> research or magical item can be produced by this kit. The schools of
> Enchantment/Charm and Illusion/Phantasm are forbidden to this kit.
>
> A pilot must be on station 6 months out of the year failure to abide by
> this can result in a de facto "Desertion" and hunters being assigned as
> described below.
>
> Abandoning the Kit: There are two ways to do this. The first is to
> survive all the sorties required. After this he may leave the service at
> any time.
>
> A character who abandons the kit continues to retain his spelljamming
> level but may not learn new spells. As he/she progresses in level his
> spellcasting level DOES NOT CHANGE !!!!
>
> The second method of abandoning this kit is to simply desert. This will put
> a price on the character's head. A non-specific NPC character or group is
> assigned the task of exterminating the deserter.
>
> Special Notes:
> Beholder Eye-fighter Pilots typically employ a circlet of adaption, a
> troll-mount for the manipulation and rarely carry additional weaponry,
> other items as per standard equipment.
>
>
>
>
http://www.texmicro.com/~scott/adnd/eyefighters.txt
--
------------------------------------------------------------------------
God is real; All Others are integers.
Add God to Other; the result is real but not necessarily rational.
--A proof that GOD + RELIGION is possibly crazy
Here is the the (hopefully) final and finished version of the Eyefighter.
There has been considerable effort to reduce rampant munchkinism yet still
allow the eye-fighter to be the primary reason the beholders took the
sphere.
Further comment is invited, though I believe most questions and problems
have been addressed.
Therefore I am re posting the Eyefighter with current stats:
(scott@??????.????????.com) --Steven Swenson
----------------------------------------------------------------------------
[Illustration]
Built By: Beholders, Humans
Used Primarily By: Beholders, Humans
Tonnage: 1 or (2 tons)
Hull Points: 1 or (2)
Crew: 1/2 , 0r (1 Beholder Mage, 0r 1 Beholder 4 orbi)
Maneuver Class: A (B)
Landing-Land: Yes
Landing-Water: No
Armor Rating: 5, 4 (0)
Saves As: Thickwood, (Metal +5)
Power Type: Tactical, Minor helm, (Series/Network Helm)
Ship's Rating: As for helmsman (4)
Standard Armament:
Twin Belly Mounted Sunfire Cannon
Cargo: 200lbs
Keel Length: 10' (10')
Beam Length: 10' (15')
Parenthetical Stats are for Military version of the craft.
Eye-Fighters come in three varieties; two are 1 ton ships and are MC:A
Their main weapons are techno-magical lasers (Here-after referred to as
Sun-fire Cannon)powered by gems of Brightness as the pumping mechanism.
These weapons obviously are difficult to use in the flow. (That's OK the
Beholders aren't interested in the Flow at this time because of difficulties
in establishing a presence with their Mega-ships) Pirates, businesses and
private individuals have been known to recover damaged eye-fighters and fit
light Ballistae or Bombards to them after the remaining charges in the
sun-fire cannon are gone.
Eye-fighters are a durable ship due to several unique building techniques
which prevent total breakup of the ship. Most crippled Eye-fighters can be
recovered and then repaired within 8 to 16 hours. Most damage involves the
destruction or hindrance of the specialized orb of control(similiar in
ability to an orb of remote action) used by the pilot to make these ships
function. This is especially true of depowered patrol issue fighters .
An eye-fighter powered by a helm that takes a hit is crippled and may not
participate in the duration of a combat. The fighter should be tracked as a
piece of debris. A de-powered version must ignore hits that indicate a
emergency repair is possible on the following chart.
Roll % and add amount of damage scored by the hit
01-20 Craft and Crew Recoverable emergency repairs possible 1d10 rounds
21-36 Craft and crew recoverable
37-50 craft recoverable, crew dead
50-56 craft destroyed crew may survive
57+ Total loss
If an Eye-fighter is crewed by a beholder it may be able to affect a combat
through its own eye powers even when crippled.
Eye-fighter Variations
Planetary defense: Tactical Helms/Engines only AC:5 MC A HP:1 SR 2 or
as Helm Crew 1/2 STD Armament : 2 sun-cannon Lvl 1
Save as Thick Wood
System Patrol (Anti Pirate): Minor Helm AC:4 MC A HP:1 SR as Helmsman
Crew 1 STD Armament : 2 sun-cannon Lvl 1
Save as Thick Wood
Military : Minor Helm or Series Helm AC:0 MC B HP:2 SR:4 Crew
1(human/beholder mage) 5(1Beholder 4 orbi) STD Arm 2
suncannon Lvl 1
Save as Metal +5
These Vessels are slightly larger than the other
Eye-fighters because of the necessity of more crew for
the series helm. Note that Beholders in Beholder-space
overthrew the ultimates and have improved ships
systems to operate without them.
Military vessels also 30% may have incorporated 4 cubes of
Force to act as shields for their fighters.
Sun-Fire Cannon
Two sunfire cannon are belly mounted and are fired simultaneous by the pilot
i.e. 1 to-hit roll is made. Each has 50 charges when first assembled. The
cannon have three settings and may be set independently of each other.
A sunfire Cannon is made of several magical items. Each is carefully
assembled from a set of finely made mirrors(at least 5,000gp ea) suitable
for enchanting (as per the enchant an item spell ) a fully charged Gem of
brightness and a lens of Eagle vision. The constructing wizard must then
cast enchant-an-item upon the resulting construction and implant continual
light and mirror image upon it. If the last step is not followed the
resulting device makes a good pointer but not much of a weapon.
setting #1 Headlights No Charges Expended.
setting #2 Level I Sun-fire cannon 2-5 Hull Points/shot 1 charge ea
setting #3 Level II Sun-Fire Cannon 1d10 Hull Points/shot 10 charges ea
Setting 1 Thaco 18 F/R 1/1 Crit 20 Range 3 5 10 1d4+1 HP Crew 3d10
Setting 2 Thaco 17 F/R 1/3 Crit 19 Range 4 6 10 1d10 HP Crew 3d12
In the same Hex damage is x2
long range is 1/2 damage min 1 point
Medium range is -2 to hit Long range -5 to hit.
Sun-Fire Cannon come in larger sizes but cannot be mounted on such small
craft.
Firing either Cannon at full intensity results in using the 1/3 firing
rate. Leaving the craft defensless until it can fire again.
Extended combat use of Cannon without Maintenance can be hazardous to a
pilots health. The Cannon must periodically be cleared of Carbon and
Oxidation build up. There is a Cumaltive 1% chance per shot of a mechanical
failure if High intesity bursts are used they add a cumulative 5% chance of
a mechanical failure.
Whenever a shot misses by 10 and fails to hit AC 10 check for mechanical
failure. If Failure is indicated the Eyefighter explodes Dealing 20Hull
points of damage to everything in the same hex , and 2 Hull points to
everything within 1 Hex of the Explosion. Characters in the hex of the
explosion take damage from 20d6 fireball, save vs wand for 1/2 dmg, or a 2d6
Fireball if within 1 hex.
Nonmagical Engines
These engines are based closely on elven technology stolen during the
conquest and are similar in size and shape. They provide an SR of 2 and
can work up to a week without re-fueling with vegetable oil.
------------------------------------------------------------------------------
NPC Kit -- Eye Fighter Pilot
Standard Equipment for Eye-fighter Pilots:
Field Plate Armor (Space Black) of Adaption and helmet. The armor
only functions while the helmet is worn.
Utility belt: 7 packets of water, mini-grapple and line made of
spider-silk 50', 3 vials metal eating acid, 1 gem of brightness.
set of hand tools, 7 packets of dry rations.
Weapons: Missile weapon(Character's Choice), dagger.
Elite Pilots : 60+ sorties will be issued a wand of Magic Missiles.
Human Eye-fighter pilots are fighters that have been extensively trained
and are capable of spell-casting but rarely if ever actually know spells
because they would be useless since they use helms. Pilots count as mages 3
levels less than their actual level. Pilots of less then 4th level DO NOT
have spelljamming abilities. They are often issued fighters with
non-magical engines.
Min requirements S:13 I:15 C:10 D:15
Classes: Fighters, Thieves
Races: Humans, Halflings, Dwarves, Beholders.
Required Skills: Reading/writing, Artistic ability, Astrogation.
Suggested Skills: Wildspace Survival, rope use, Free Fall.
Special Benefits: Free level training, salary, and a vehicle, possible
spell use, may use many Magic-user specific magic items.
Special Restrictions:
Must Be lawful, May not resign until a minimum of 100
sorties has been flown. Access to spells is controlled by superior.
Must sacrifice half of all Weapon proficiencies, this simulates the
additional training in magic. For purposes of learning spells count
intelligence as 3 points lower than the rolled score.
A character with this kit may not cast spells of 4th level or higher. A
character with this kit MAY NOT cast spells and wear armor. No spell
research or magical item can be produced by this kit. The schools of
Enchantment/Charm and Illusion/Phantasm are forbidden to this kit.
A pilot must be on station 6 months out of the year failure to abide by
this can result in a de facto "Desertion" and hunters being assigned as
described below.
Abandoning the Kit: There are two ways to do this. The first is to
survive all the sorties required. After this he may leave the service at
any time.
A character who abandons the kit continues to retain his spelljamming
level but may not learn new spells. As he/she progresses in level his
spellcasting level DOES NOT CHANGE !!!!
The second method of abandoning this kit is to simply desert. This will put
a price on the character's head. A non-specific NPC character or group is
assigned the task of exterminating the deserter.
Special Notes:
Beholder Eye-fighter Pilots typically employ a circlet of adaption, a
troll-mount for the manipulation and rarely carry additional weaponry,
other items as per standard equipment.
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Month Index: May, 1997