|Date Created:||September 25, 2008|
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Strange mechanic whirring and the clatter of a thousand metal feet preceeds a wave of these mechanical insects. Almost demonic in the voracity with which they propagate and replicate, they do not distinguish good from evil and have no qualms about mining people as well as materials.
Dreadnaughts are the replicators' seeding vessels. They are comprised of 3 billion monads working together, compacted into the shape of an enormous airborne ship. Dreadnaughts are almost 200 feet long. They weigh approximately 55,000 tons (or about half that much when the base material is mithral). Dreadnaughts are both heavy artillery and seeding ships to help the replicators migrate.
Dreadnaughts use their plasma based weaponry to make short work of armies out to destroy them and the replicators they carry for the seeding process.
Plasma: Plasma is superheated energetic particles that an enormous clustering of monads is able to create by focusing all their energy. Plasma damage cannot be reduced by conventional resistance to energies such as fire or acid.
Plasma Beam (Ex): A dreadnaught's main weapon, the plasma beam is mounted on its front bow and takes a standard action to fire. The weapon issues forth a beam of plasma in a 400 ft. line that is 20 ft. across and deals 50d12 plasma damage to those within its effect. A DC 46 Reflex saving throw halves the damage taken.
Rail Batteries (Ex): A dreadnaught has mounted six rail batteries. They function by creating a small cluster of monads, energizing them and then firing them as a very powerful projectile. A rail battery has a base damage of 10d6 and a critical multiplier of ×2.
Fast Healing (Ex): When replicators get damaged, they attempt to absorb remnant monads from destroyed replicators into their subsystems, as well as shift the monads of their own body back into alignment, with limited effect. A dreadnaught regains 35 hit points at the start of every turn.
Magic Immunity (Ex): The strange magical energies that power individual monads have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.
Greater Shield (Su): Replicator dreadnaughts have defense shields that give it a +35 deflection bonus to AC and that have a total of 1,750 hit points when fully charged. The shield absorbs all damage from any attack. The shield cannot absorb more damage than it has hit points at any time, and against damage that penetrates the shields normal damage reduction still applies. A dreadnaught's shielding regains 80 hit points at the beginning of every turn.