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<blockquote data-quote="kronos182" data-source="post: 9124550" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">New Battlestar Galactica craft</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Colonial Anaconda</span></strong></span></p><p><span style="font-family: 'Calibri'">The Anaconda is a heavy fighter, loosely based on the Viper class of fighter was introduced during the later part of the first Cylon War. It has a narrow, long nose, at the half way point are the engines mounted on the sides, with short wings that curve down extended from the sides of the engines. The cockpit is mounted at the midpoint, with part of the hull extended behind that, reducing the view behind the pilot to virtually zero, although they have more rear upward view than Viper pilots as there is no third engine and tail that extend up behind the cockpit. While slower than the Viper class, the Anaconda mounts four rail cannons, two in the wing roots, plus two halfway down the nose, on either side, plus carries several CHE or Cobra missiles, depending on mission profile.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'">Type: Ultralight</span></p><p><span style="font-family: 'Calibri'">Subtype: Fighter</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan (–4 size)</span></p><p><span style="font-family: 'Calibri'">Length: 30 feet</span></p><p><span style="font-family: 'Calibri'">Weight: 41,000 lb.</span></p><p><span style="font-family: 'Calibri'">Crew: 1</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 0</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 500 lb.</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 4,000 ft. (8 sq.) / 5,000 ft afterburner</span></p><p><span style="font-family: 'Calibri'">Defense: 6</span></p><p><span style="font-family: 'Calibri'">Flat-footed Defense: 6</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 6</span></p><p><span style="font-family: 'Calibri'">Hardness: 22</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 10d20 (1000 hp)</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +1</span></p><p><span style="font-family: 'Calibri'">Pilot’s Class Bonus:</span></p><p><span style="font-family: 'Calibri'">Pilot’s Dex Modifier:</span></p><p><span style="font-family: 'Calibri'">Gunner’s Attack Bonus:</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +8</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 47</span></p><p><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack: 4 fire-linked modified rail cannons -2 ranged (12d12/20); or</span></p><p><span style="font-family: 'Calibri'">CHE missile -2 ranged (6d12/19-20); or</span></p><p><span style="font-family: 'Calibri'">Cobra Mk2 missile -2 ranged (5d12/19-20) optional</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity: None</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL 6 Design Specs: Twin Engine, RCS Mk1</span></p><p><span style="font-family: 'Calibri'">Engines: Fusion torch engine, thrusters, hydrogen injectors</span></p><p><span style="font-family: 'Calibri'">Armor: Polymeric</span></p><p><span style="font-family: 'Calibri'">Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</span></p><p><span style="font-family: 'Calibri'">Sensors: Class II sensor array, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Laser transceiver, radio transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 CHE missile launcher (3 missiles ea) or 2 Cobra mk2 missile launcher (4 missiles ea)</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: None</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>TWIN ENGINE SYSTEM (PL 6)</strong></span></p><p><span style="color: black"><span style="font-family: 'Arial'">During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Minimum Ship Size: Gargantuan.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Tactical Speed Bonus: See text.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Purchase DC: 15.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Improved Thrust</strong></span></p><p><span style="font-family: 'Calibri'">Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.</span></p><p><span style="font-family: 'Calibri'">NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)</span></p><p><span style="font-family: 'Calibri'">Restrictions: Starship engines only.</span></p><p><span style="font-family: 'Calibri'">Purchase DC: +2.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ejector Seat</strong></span></p><p><span style="font-family: 'Calibri'">The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</span></p><p><span style="font-family: 'Calibri'">The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>RCS</strong></span></p><p><span style="font-family: 'Calibri'">The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Cobra Mk2 Missile (PL 5-6)</strong></span></span></p><p><span style="font-family: 'Calibri'">An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.</span></p><p><span style="font-family: 'Calibri'">Name: Cobra (air-to-air missile)</span></p><p><span style="font-family: 'Calibri'">Weapon Damage: 5d12</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: -</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Incom Anaconda</span></strong></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The Incom Anaconda is produced by Incom after they acquired several examples of the Colonial Anaconda and reversed engineered it. They replaced the railguns with a pair of lasers, and a pair of ion cannons, installed two four shot concussion missile launchers in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a shield generator to improve its defenses. An installed hyperdrive, navcomp and astromech are added to give it greater striking distance, with installed repulsor lift system so that the craft can take off without requiring a runway or launch tube like other Vipers and Anacondas.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Make the following changes to Anaconda to make an Incom Anaconda:</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Add shields, 50 shield HP;</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Replace 2 wing railguns with 2 fire-linked lasers (9d8, fire, 3000 ft);</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Replace 2 nose railguns with 2-fire-linked ion cannons (9d6, electricity, 3000 ft)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Add 2 Concussion Missile Launchers with 4 missiles each;</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">PDC: +2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Note: Can make vertical take off and landings.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Concussion Missiles</strong></span></p><p><span style="font-family: 'Calibri'">Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Concussion Missile (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 10d10</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Large</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: +2 to target ships of shuttle types or smaller.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ion Cannon</strong></span></p><p><span style="font-family: 'Calibri'">Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Ion Cannon (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 6d6</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: 20x2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Energy (Electricity)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 3000 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: Single</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 37</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9124550, member: 6668634"] [FONT=Calibri]New Battlestar Galactica craft [B][SIZE=7]Colonial Anaconda[/SIZE][/B] The Anaconda is a heavy fighter, loosely based on the Viper class of fighter was introduced during the later part of the first Cylon War. It has a narrow, long nose, at the half way point are the engines mounted on the sides, with short wings that curve down extended from the sides of the engines. The cockpit is mounted at the midpoint, with part of the hull extended behind that, reducing the view behind the pilot to virtually zero, although they have more rear upward view than Viper pilots as there is no third engine and tail that extend up behind the cockpit. While slower than the Viper class, the Anaconda mounts four rail cannons, two in the wing roots, plus two halfway down the nose, on either side, plus carries several CHE or Cobra missiles, depending on mission profile. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 30 feet Weight: 41,000 lb. Crew: 1 Passenger Capacity: 0 Cargo Capacity: 500 lb. Tactical Speed: 4,000 ft. (8 sq.) / 5,000 ft afterburner Defense: 6 Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 22 Hit Dice: 10d20 (1000 hp) Initiative Modifier: +1 Pilot’s Class Bonus: Pilot’s Dex Modifier: Gunner’s Attack Bonus: Targeting System Bonus: +2 Grapple Modifier: +8 Base Purchase DC: 47 Restriction: Military (+3) Attack: 4 fire-linked modified rail cannons -2 ranged (12d12/20); or CHE missile -2 ranged (6d12/19-20); or Cobra Mk2 missile -2 ranged (5d12/19-20) optional Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engine, RCS Mk1 Engines: Fusion torch engine, thrusters, hydrogen injectors Armor: Polymeric Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class II sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 CHE missile launcher (3 missiles ea) or 2 Cobra mk2 missile launcher (4 missiles ea) Grappling Systems: None [B]TWIN ENGINE SYSTEM (PL 6)[/B][/FONT] [COLOR=black][FONT=Arial]During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15.[/FONT][/COLOR] [FONT=Calibri] [B]Improved Thrust[/B] Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed. NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.) Restrictions: Starship engines only. Purchase DC: +2. [B]Ejector Seat[/B] The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. [B]RCS[/B] The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16. [/FONT] [COLOR=black][FONT=Calibri][B]Cobra Mk2 Missile (PL 5-6)[/B][/FONT][/COLOR] [FONT=Calibri]An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft. Name: Cobra (air-to-air missile) Weapon Damage: 5d12 Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 22 Restriction: Mil (+3) [B][SIZE=6]Incom Anaconda[/SIZE][/B][/FONT] [COLOR=black][FONT=Calibri]The Incom Anaconda is produced by Incom after they acquired several examples of the Colonial Anaconda and reversed engineered it. They replaced the railguns with a pair of lasers, and a pair of ion cannons, installed two four shot concussion missile launchers in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a shield generator to improve its defenses. An installed hyperdrive, navcomp and astromech are added to give it greater striking distance, with installed repulsor lift system so that the craft can take off without requiring a runway or launch tube like other Vipers and Anacondas. Make the following changes to Anaconda to make an Incom Anaconda: Add shields, 50 shield HP; Replace 2 wing railguns with 2 fire-linked lasers (9d8, fire, 3000 ft); Replace 2 nose railguns with 2-fire-linked ion cannons (9d6, electricity, 3000 ft) Add 2 Concussion Missile Launchers with 4 missiles each; PDC: +2 Note: Can make vertical take off and landings. [/FONT][/COLOR] [FONT=Calibri][B]Concussion Missiles[/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [B]Ion Cannon[/B] Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance [/FONT] [COLOR=black][FONT=Calibri]Ion Cannon (PL6) Damage: 6d6 Critical: 20x2 Damage Type: Energy (Electricity) Range Increment: 3000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 37 Restriction: Military (+3)[/FONT][/COLOR] [/QUOTE]
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