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===Tyrant Ship=== ::Built By: [[Mercane]], [[Beholder]]s ::Used Primarily By: [[Beholder]]s ::Tonnage: 23 ::Hull Points: 69 ::Crew: 15/23 ::Maneuverability Class: C ::Landing - Land: No ::Landing - Water: No ::Armor Rating: 0 ::Saves As: Stone ::Power Type: Orbus ::Ship's Rating: 1-6 ::Standard Armaments: Beholder Circuit ::Cargo: 11 tons ::Keel Length: Varies ::Beam Length: Varies Much like how the beholders are literally a race of [[mutant]]s where virtually no two individuals are exactly alike, so too are their Tyrant Ships wildly divergent in form. Each "beholder nation" under the reigns of its Hive Mother creates its own personalized, custom-tailored Tyrant Ship, which the mercanes love because it gives them more excuses to ramp up the price (to a degree, they're not ''stupid''). Regardless of its custom jobs, however, Tyrant Ships all share the same basic structure - a concave "shell" indented with small pockets to serve as resting places for individual beholders with their tentacles down. Whilst they usually don't bother with the catapults and ballistae that other races arm themselves with, they more than make up for it with the fact that they carry the combined offensive power of up to two dozen beholders in one place. In fact, so long as the "queen" beholder is alive, the collected beholders can actually turn the entire ship into a focusing lens, allowing them to effectively blast out super-sized versions of their eyestalk spells across space. That's right, move over Great Bombard; the beholders are packing motherfucking laser cannons! All Tyrant ships carry 1 Hive Mother class beholder, 1d6 Orbii for propulsion, and a number of beholder crewmen. If a Tyrant ship is planning an invasion, it will also field various "Abomination" class beholders, though purely space-based missions will see Abominations either as a minority or entirely absent, due to their inability to contribute to the Beholder Circuit that provides both offensive and motive boosts to the ship. Two known variants of Tyrant ships exist; '''Rammers''' feature a built-in piercing ram and always carry Abominations, being primarily raiders and ship-to-ship combatants, whilst '''Alliance Ships''' extend the cargo hold (sometimes by literally welding a second spelljammer to the Tyrant ship) and house an increased crew of non-beholders, either Charmed slaves or a tentative alliance. Combatting a Tyrant is possible, and best done at long range; their magical attacks are powerful, but comparatively short ranged. Of course, even when you destroy the ship, you still have to worry about the pissed off survivors flying over to you under their own power. <gallery> Sais-tyrant-ship-splash.png Sais-map-2.14-tyrant.jpg </gallery>
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