Any info about ships of chaos? [Archive] - Wizards Community

Post/Author/DateTimePost
cjhobbitbane

07-03-07, 03:46 PM
does anyone have any specific info on the ships of chaos or know where to find some? such as stats and method of transport as well as typical crew
PigeonJones15

07-03-07, 04:26 PM
sounds like someone has either read or is reading the War of the Spider Queen series. To answer your question, no I've never heard of any stats for it in any books. If you need stats, just use the stats for a ship that size and then add all the things that make it a ship of chaos. i.e. read/re-read the War of the Spider Queen series to understand what it does.
cjhobbitbane

07-03-07, 04:46 PM
actually read war of the spider queen a long time ago, just got FC1 and was kinda hoping that the stats would be in there when i paged through it and saw the name, no such luck unfortunately
Shemeska the Marauder

07-03-07, 05:19 PM
As I recall, the most detail on them appears in the 2e module 'In the Abyss'.
ripvanwormer

07-03-07, 05:26 PM
Try the Doomguard netbook (http://www.google.com/url?sa=t&ct=res&cd=1&url=http%3A%2F%2Fwww.deathstar.org%2F~kr lipka%2Fps%2Fpeople%2Fnpc%2Forganization %2FDoomguard_Netbook.pdf&ei=G76KRrWTK4GajgGJkf3UBg&usg=AFQjCNHB56yEYfjckEC7rLxSDSW6VkxXRw&sig2=kc0v6LNfDEWexEZ1J5extg) (PDF link).

And yeah, Ships of Chaos are much much older than War of the Spider Queen.
Weenie

07-04-07, 08:41 AM
The 3E version of the Ship should be in the next planewalker.com release ("Denizens of the Lower Planes"). Here's a preview:

SHIP OF CHAOS

Colossal Vehicle
Airworthiness +6; Shiphandling-4; Spd fly 90 ft. (good); Overall AC -3; Section hp 120 (hardness 15); Section AC 3; Ram 10d10; Mounts 30 light, 20 heavy; Space 300 ft. x 60 ft.; Height 60 ft.; SA breath weapons, entropy field; SQ immunity to electricity, larvae hull, planar native, resistances (acid 15, cold 15, fire 15), spell resistance 34, space warp, translocation drift, vehicle traits; Watch 10; Complement cca 400; Cargo 400 tons (Spd 75 ft. if carrying 200 tons or more); Cost n/a

The ship has two "heads" - one facing forward, the other to the rear. Each head is a colossal face with glassy eyes, protruding noses, and gaping mouths full of teeth. The forward head sports a pair of curving ram's horns that sweep behind and join together. The back of the rear head forms yet a third skeletal face which looks over the deck. Most of the ship seems to be made of a twisted mass of thick, rope-like pale white fibers.

The ship of chaos is a 300 ft. long flying construct made of bone, crushed spirits and thousands of larvae. It is an entropy weapon created for the Blood War. The ship's power source is its larvae. When the ship is at rest, a withered larva falls off every hour or so, but it expends larvae more quickly when in motion.
A ship of chaos is usually a non-sentient vehicle, and thus can be found wherever its captain directs it. However, some ships are imbued with demonic intelligences, usually due to fusions of the ships with tanar'ri. One of the ships created in the abyssal layer of Twelvetrees was rumored to be fused with the spirit of a vrock. This ship reportedly fled from the Doomguard’s Citadel Exhalus, presumably back to the Abyss. Its current location is unknown. Some say that the Dark Eight have commissioned a pit fiend to look into the matter.
A ship of chaos was thought to be wrecked in the Underdark of Abeir-Toril. Recent sightings of it in the Plane of Shadow and the Plane of Infinite Portals concur that several drow and a draegloth run the ship. Rumors link the event to a cryptic “Silence of Lolth”.

COMBAT
A ship of chaos usually attempts to confuse foes with its entropy field and then move it to ram or blast them with its breath weapons.
All projectiles fired from the ship's mounted weapons have been alchemically treated so that they bypass damage reduction as chaos-aligned silver weapons.
See the "Controlling" and "Damaging" sections below for a summary of relevant vehicle combat rules. See the Arms and Equipment Guide or Stormwrack for more detailed rules.

Breath Weapons (Su): 200 ft. cone of force, 20d8 points of damage, DC 29 Reflex save for half damage. Profession (pilot) check DC 20, standard action. The ship can use its breath weapon simultaneously from its front and back ends as a standard action once every 1d4 rounds.

Entropy Field (Su): The ship continually generates an entropy field affecting all within 480 yards (1,440 ft.) except those on board. All creatures that do not have the chaotic subtype must make a DC 29 Will save or be confused for as long as they are in the affected area and 3d4 rounds after. A successful save renders the creature immune to this effect for one hour.

Larvae Hull (Su): The hull of the ship is shrouded in illusions. Anyone with an active true seeing effect can see the hull as it is - a horrific tapestry of wriggling larvae, raw chaos and tortured spirits. The creature must then make a DC 29 Will save or become stunned until the true seeing effect ends. Creatures with the evil subtype are immune to this effect.

Planar Native (Ex): A ship of chaos and its crew never have the extraplanar subtype regardless of where they are. Thus, they cannot be banished.

Ram (Ex): In any round in which no ship-mounted weapons are fired, a ship of chaos can ram (Profession (pilot) check DC 15, full-round action) a Huge or larger creature or object, dealing 10d10 points of damage. The ship must move at least 30 ft. to ram successfully.
The damage value above assumes that the ship is moving at full speed and the target is stationery; the effective speed for ramming purposes is increased or decreased proportionally depending on the target's movement. For example, a head-on collision with the other vehicle moving at equal speed would double the effective speed (and the damage).
Unlike most vehicles, a ship of chaos takes only half damage from ramming attacks it initiates.

Space Warp (Su): Once per hour, the ship can be caused (Profession (pilot) check DC 25, full-round action) to warp itself and everything on board by manipulating space in order to fit through a medium-size portal. Creatures with the chaotic subtype (and their equipments) are not affected by further detrimental effects. Other creatures must make DC 29 Will saves or be permanently feebleminded; a successful save reduces the effect to 2d4 rounds of confusion. Their equipments and other unattended items are subjected to a disjunctive effect (as the mage's disjunction spell, caster level 20th). Creatures with a chaotic alignment gain a +2 bonus on their saves.

Translocation Drift (Su): Anyone outside the ship attempting to use a teleportation effects to board the ship is automatically moved to the prison cells, which normally are shaped like ribcages. This does not affect teleporting off the ship. The prison generates an anti-magic area that suppresses only transmutation and teleportation effects.

Vehicle Traits: Takes ½ damage from ranged weapons smaller than siege weapon category; takes ½ damage from acid, electricity, and fire; takes ¼ damage from cold; immune to all effects that do not work on objects (poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain). Cannot be raised or resurrected, or heal damage, but can be repaired; suffers damage by sections.

CONTROLLING A SHIP OF CHAOS

A typical crew includes a babau (captain), a chasme, 8 armanites, 40 dretches/manes and various “livestock” (large fiendish monstrous vermin). The Profession (pilot) skill check modifier of this trained crew is +9. Checks are made to perform the following actions:
- Make a double move (DC 20, part of the move action; apply the -4 shiphandling modifier)
- Move at base speed through a storm (DC 20-30, part of the move action; apply the -4 shiphandling modifier)
- Fire the breath weapons (DC 20, standard action; apply -4 shiphandling modifier)
- Activate Space Warp ability (DC 25, full-round action; apply +6 airworthiness modifier)
- Avoid hazards and collisions (varies; apply either the shiphandling or airworthiness modifier)


DAMAGING A SHIP OF CHAOS

Attacks directed against the ship target its 10 x 10 ft. sections. A ship of chaos is 300 ft. long and 90 ft. wide, so it has 270 such sections. Each section has 40 hp and hardness 20.
When a section loses 50% of its hit points, cracks appear and the ship's speed is reduced by 5 ft. (cumulative). When a section loses all of its hit points, it collapses and the ship's speed is cut in half (also cumulative); the adjacent sections take 20 points of collateral damage, potentially spreading the destruction across the ship from round to round (if the other sections were sufficiently damaged).
Damaged or destroyed sections can be repaired in time through mundane or magical means, but if all sections are destroyed, the ship itself is destroyed and cannot be repaired.

TANAR'RI-FUSED SHIP OF CHAOS

Sometimes, the demonic creators infuse a ship of chaos with the spirit of its pilot. It allows the pilot to control the ship automatically without making control checks. It may still carries a crew that performs minor tasks onboard and operates mounted weapons, but they are not required.
A tanar'ri-fused ship of chaos gains the Intelligence, Wisdom, and Charisma scores of the tanar'ri, as well as its subtypes, alignment, skills, and feats (although it can't use most of the skills and feats). It also gains the ability to communicate telepathically with all creatures within 100 ft.

OPTION: PLANAR SAILS

Some tanar'ri consider the need to find portals a great drawback. Chant has it they are seeking the planar sails that allow vehicles to plane shift to another plane. It takes 5 minutes and a DC 20 knowledge (the planes) check to set up a sail for a particular plane. See Arms & Equipment Guide, pg. 50 for details.