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Month Index: February, 2000
From: "Rian A. McMurtry" <Whalejudge@???.com> Date: Fri, 4 Feb 2000 00:11:29 EST Subject: Re: Ship's Wands
I've long wanted to have more, um, potent weapons available. So--ship's wands. Shipswand: 35,000 gp and up (when available!) Shipswands are bombard sized versions of mages' wands, designed for space combat. None require a wizard for operation; only an armband (linked to that specific weapon; the armband must be on an animate individual and within 5 feet of the weapon, one armband per person) on the person in command of the weapon. Each of these weapons takes up 2 tons of cargo space and is effective to seven hexes, while requiring a total of 3 people to man the weapon. Each shipswand originally has 40 charges. A specific gem is required for each wand, specially enchanted to hold the appropriate spell. In extremis, this gem can be replaced with another, same type, fully charged, but this runs a 30% (cumulative) chance of ruining the shipswand completely. Shipswands are expensive, especially compared to ballistae and catapults. They are usually found on warships. Shipswands are designed against ships. Shipswand, Fire: The most common of the shipswands, firewands are devices which are capable of launching one 6d6 hull point fireball per round. Ships with ceramic, crystal, or stone hulls take only half damage, and grant their crews up to 100% cover, depending on construction. All ships are entitled to save for half--ceramic and stone hulls take none on a successful save, while crystal hulls take 1/4 damage. All hulls then roll a second save at +4 on the die to see if the fireball ignited something (i.e., a ceramic hull needs a 6 or better to save). Living targets (like crews or ship-sized life forms) take 10d12 hit points, save for half. Firewands are capable of hitting more than one ship if the DM rules they are close enough together. Firewands have a THAC0 of 12. The appropriate gem for a firewand is a 1000 gp fire opal. Critical hits happen on a 16 or higher Shipswand, Force: The favored shipwand if it can be obtained, forcewands discharge a 5d4+12 hull point beam of pure force at a target. No hull is invulnerable to a forcewand; all must save vs crushing blow for half damage. Living creatures take 10d10+20 hit points of damage, save for half if they are unlucky enough to be in the direct line of the beam; ships' hulls can provide some cover. Forcewands have a THAC0 of 14. The appropriate gem for a forcewand is a 1000 gp white diamond. Critical hits happen on a 16 or higher. Shipswand, Frost: Most commonly encountered as an antipersonnel weapon, frostwands create a 6d6 hull point cone of bitter cold. Crystal, stone, metal, and thick wooden hulls take only 1/2 damage, save for none. Other hulls are rendered brittle by the cold, and take normal damage, save for half. Frostwands are capable of hitting more than one ship if the DM rules the ships are close enough together. Living creatures take 10d12 hit points of damage, save for half if unlucky enough to be caught in the cone; the hull can provide proetection. Frostwands have a THAC0 of 12. The appropriate gem for a frostwand is a 1000 gp opal. Critical hits happen on a 16 or higher. Shipswand, Lightning: Lightningwands do 6d6 hullpoints of damage, save for half. Ceramic hulls take half damage, save for none. Metal hulled ships are deathtraps when targetted by lightningwands--they have a +2 to their AR and unless insulated transmit the lightning, doing 10-60 hit points of damage to everyone inside. Living creatures hit directly by the bolt take 10d12 hit points, save for half. Lightningwands have a THACO of 14. Lightningwands bear 1000 gp jacinths. Critical hits happen on a 16 or higher. Shipswand, Missile: A stepped up wand of magic missiles, a missilewand fires one to four 2d8+6 hull point missiles which automatically hit their target, no saving throw; they may be targetted against different ships, but not against life forms. They are effective to ten hexes. Missilewands bear 1000 gp black sapphires. Comments?
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Month Index: February, 2000
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Peter Mikelsons | |||
| Re: Ship's Wands | Tilaurin | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Thatotherguy | |||
| Re: Ship's Wands | Wolfwraith | |||
| Re: Ship's Wands | Ben Wafer | |||
| Re: Ship's Wands | Sheldon Burnham | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Static | |||
| Re: Ship's Wands | Infinite Possibilities | |||
| Re: Ship's Wands | Gamlain | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Adam Miller | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Peter Mikelsons | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Ben Wafer | |||
| Re: Ship's Wands | Ben Wafer | |||
| Re: Ship's Wands | Adam Miller | |||
| Re: Ship's Wands | Static | |||
| Re: Ship's Wands | Infinite Possibilities | |||
| Re: Ship's Wands | Paul Westermeyer | |||
| Re: Ship's Wands | Patrick Stutzman | |||
| Re: Ship's Wands | Patrick Stutzman | |||
| Re: Ship's Wands | Rian A. McMurtry | |||
| Re: Ship's Wands | Ben Wafer | |||
| Re: Ship's Wands | George Lavalle | |||
| Re: Ship's Wands | Paul Westermeyer | |||
| Re: Ship's Wands | George Lavalle | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Downer, Chris | |||
| Re: Ship's Wands | Ben Wafer |