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From: Harry Bandoian <h_bandoian@???????.com> Date: Wed, 3 Jan 2001 19:20:39 -0800 Subject: Re: Warjammer-attempt at powergaming?
For those of you who were on the list before the move, you might remember me
and my early attempts at powergaming spelljammer...with magical robotech
type fighters...hah. This is one of my latest creations, wrote it up for a
fan-fic Im writing dealing with spelljammer. Im tossing around another name,
but Warjammer will do for now. Tell me what you guys think, yes? Thanks
guys.
WarJammer
Built By: Spelljammer/Elven Imperial Navy
Used By: Any race or none
Cost: priceless
Tonnage: 20 tons
Hull Points: 20
Crew: 0/20
Maneuverability: B
LandingLand: Yes
LandingWater: Yes
Armor Rating: 6
Save As: Leather
Power Type: Unique
Ships Rating: 8
Standard Armament:
Lesser Tail Sting (Sphere of Annihilation)
Magic Missile Cannon (2x)
Cargo Capacity: 15 tons
Keel Length: 65'
Beam Width: 40'
Wingspan: 140'
History: After the second inhuman war, the Elven Imperial Navy decided they
needed a quicker way to rebuild their fleet, various projects were started.
Among them, the most infamous (and well-kept secret) was Project Battle
Rager. Project Battle Rager was possibly one of the darkest projects
started by the EIN, the ultimate goal of the project was to create a mutated
Smalljammer. The research division of the EIN somehow received a single
egg' of an un-matured Smalljammer. The egg was placed in stasis while the
highest level wizards in the EIN conducted research and collaborated their
plans on how to go about the creation of a Warjammer. After a number of
years, the wizards began their experiment. The original egg was cloned and
put into stasis, while the wizards experimented on a single egg.
Using various very-high level magic spells, the egg was mutated. The
wizards did something that was totally against the nature of the
Spelljammer. They managed to succeed in creating a aggressive Smalljammer
that would be used to further the goals of the EIN. The egg that spawned the
Warjammer was cloned before the Warjammer was allowed to mature and also
placed into stasis. After all was complete, the egg was taken out of stasis
and was allowed to mature. What grew out of that egg was totally different
then anything seen before. The Warjammer was as dark as night, with two
fiery eyes on the side of its head. Trails were conducted, and the
Warjammer (codename Battle Rager, after the projects namesake) preformed
beyond expectations.
However, toward the end of the trials, the wizards decided to see how the
Warjammer would react to being bonded with a captain. A high-ranking war
hero was chosen and bonded. The Warjammer did something totally unexpected.
The anger and pride of the captain warped the young ship and caused it to
go insane. The Warjammer was driven mad by the things it saw within the
captain and the captain was driven mad with power. The Warjammer quickly
rejected the captain killing him, but the harm had already been done. The
Warjammer turned on its creators destroying the research base and all within
it. The EIN had lost much that day, not only had it lost control of one of
the greatest weapons in all of the spheres, it also lost its greatest
wizards and admirals.
The EIN has been on the hunt of the Warjammer ever since it escaped.
Following the trail of wraith and destruction caused by the insane craft.
Any ship to sight the Warjammer is ordered to attempt to recapture it if at
all possible, and destroy it if necessary. As mentioned before, the
Warjammer is EIN's best kept secret. None of the other races know of its
existence, except the few that have encountered it and survived!
Description: The Warjammer had been bred to fulfill the needs of the EIN.
The Warjammer is totally self-aware, it has a mind of its own and had been
bred to be completely loyal to the EIN. As such, it will never attack an
EIN ship unless it is attacked or boarded. The Warjammer has several
abilities uncommon to any Smalljammer: it can create a lesser sphere of
annihilation, its two mandibles have the ability to fire magic missiles that
do one hull point of damage in rapid succession, finally the Warjammer can
mount any weapon it sees fit and it will not reject a mounted weapon unless
it wants to. The Warjammer does not require an ultimate helm to operate, it
can communicate with any on board using direct mental contact. However, it
can be bonded with a captain, and like a normal Smalljammer it can reject
that captain. Once bonded with the ship, the captains mind and the ship's
mind merge. Making the captains goals, the ship's goals. This is why the
Warjammer had been driven mad, because of the originals captains thirst for
power.
The Warjammer looks like most Smalljammers, except for its black coloring
and red eyes. The Warjammer is very tactically orientated, and will only run
if heavily out-numbered. It also tends to shy away form using its ability
to look like other ships unless it wants to infiltrate an area without being
detected. It will attack if it sees any ships or colonies and will not
cease until the target is destroyed.
There are several drawbacks to the Warjammer:
The Warjammer is now almost impossible to control due to its madness, if a
captain attempts to bond with the craft he must make a saving throw vs death
magic to see whether the ship rejects the new captain. If he manages to
succeed, he must make another check against spells to see whether he retains
consciousness while the bond takes place. After the bond is complete, the
captain will be overrun by intense emotions of fear and loneliness. The ship
will also show the captain everything it has seen. The effects after that
are unknown.
Another drawback is the ship's inability to fire the Tail Sting more then
once a month. Because the Tail Sting is so powerful, the young Warjammer
cannot manifest the energy's to create it more then that. The Sting is also
much weaker, it will only destroy a ship up to 10 tons and severely damages
anything bigger.
The Warjammer cannot, under any means become the Spelljammer.
If encountered by any normal Smalljammer or the Spelljammer itself, they
will attempt to destroy the Warjammer, because of its intentions.
Did I mention the ship went postal?
The Warjammer also has these special abilities:
Rapid Fire Magic Missile Cannon: The Cannon does four hull points of
damage and fires very fast. Each mandible fires up to eight missiles per
round. THAC0 as per 10th level wizard.
Lesser Tail Sting: Utterly destroys any ship 10 tons and smaller, inflicts
devastating amounts of damage on anything bigger. THAC0 as per 10th level
wizard.
The Warjammer has a constant telepathic bond with its captain no matter
where he is. The ship also has a telepathic bond with any on board as long
as they stay on board. The Warjammer, however, cannot use this bond to
control or manipulate the crew.
It is very difficult to see, all attacks against the ship gain a -2
penalty.
It still has the ability to mimic any ship it encounters.
___________________________________________________
"But he that hides a dark soul and foul thoughts
Benighted, walks under the mid-day sun Himself
his own dungeon."
John Milton
___________________________________________________
Harry Bandoian
_________________________________________________________________
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Previous Message: Re: Krynn steel exchange
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Month Index: January, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Warjammer-attempt at powergaming? | Harry Bandoian | |||
| Re: Warjammer-attempt at powergaming? | Adam Miller |