Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9145338" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Colonial “Battlestar”</span></strong></p><p>The Colonial Battlestar is the backbone of the fleet. It has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters. Battlestars are heavily armed with anti-ship missiles, multiple point defense systems, and their payload of fighters to defend them against attack.</p><p>In addition to its normal cargo capacity, a battlestar can hold multitude of viper, or similar sized fighters, and raptor drop ships as well as a number of shuttles for transporting crew and cargo, with the numbers varying depending on the class and role of battlestar.</p><p></p><p><strong><span style="font-size: 22px">Jupiter Class Battlestar</span></strong></p><p>The Jupiter-class was the first class of battlestar constructed by the United Colonies of Kobol that used the alligator style head and featured retractable flight pods, with originally 12 constructed, each named for the Twelve Colonies, with others constructed during the Cylon War. These ships had large alligator head forward sections, a narrower middle section with a pair of flight decks/hanger pods that could extend and retract, followed by a larger engineering section, with six main thrusters, with four of them mounted at the corners. Two synced FTL Jump drives. To protect against being hacked and controlled by the Cylons, these ships had no networked computer systems, preventing any single system hacked from spreading and taking over the entire ship. Jupiters are armed with multiple point defense turrets, 24 dual heavy kinetic turrets, linked in batteries for improved accuracy, for light to medium anti-capital ship use, as well as 12 missile tubes that carried conventional or nuclear warheads.</p><p>The flight pods had through deck hangers to allow easy launch and retrieval of raptors and shuttles. Vipers were launched from special launch tubes on the sides, 20 per flight pod, allowing nearly two full squadrons to be launched at once in an emergency from each pod, however typically 4 fighters (a flight or wing) would launch from each pod at a time for safety of the pilots. From the flight decks, a single shuttle or up to two raptors can launch at once from each pod. Each pod carried 3 viper squadrons, 6 raptors and up to 4 shuttles.</p><p>Jupiter class were 4720 feet long, 1761.3 feet long, 598 feet tall, with a crew of 3500 for the ship itself, plus 120 pilots for carried craft and another 200 for maintenance crew of the fighters, raptors and shuttles. Up to another 500 passengers, typically half to 400 being marines or other soldiers to protect against boarding or to board other ships via the raptors.</p><p></p><p>Type: Heavy</p><p>Subtype: Fleet carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 4,720 feet</p><p>Weight: 140,000 tons</p><p>Crew: 3200 (expert +8) +320 for carried craft</p><p>Passenger Capacity: 500 (half to 400 typically soldiers)</p><p>Cargo Capacity: 38,250 tons</p><p>Tactical Speed: 3,000 ft. (6 sq.)</p><p>Defense: 11</p><p>Flat-footed Defense: 7</p><p>Autopilot Defense: 7</p><p>Hardness: 30</p><p>Hit Dice: 500d20 (10,000 hp)</p><p>Initiative Modifier: +6</p><p>Pilot’s Class Bonus: +5</p><p>Pilot’s Dex Modifier: +4</p><p>Gunner’s Attack Bonus: +4</p><p>Targeting System Bonus:+3</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 72</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 4 dual medium capital cannons +3 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 4 dual medium capital cannons -2 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 5 dual fire-linked CHE missiles;</p><p>Or battery of 5 dual fire-linked CHE missiles +4 ranged (9d12, 19-20, ballistic, -) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -) and CHE missile -5 ranged (6d12/19-20)</p><p></p><p>Attack of Opportunity: Point-defense system +3 ranged (4d12×10 ballistic)</p><p></p><p>Standard PL 6 Design Specs: flight pods (2),</p><p>Engines: Fusion torch, jump engine</p><p>Armor: Vanadium</p><p>Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, light fortification (25% of critical hits turn to regular hits)</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 6 batteries of 4 dual medium capital cannons, 12 missile tubes (CHE 24 missiles each, plus 10 nuclear)</p><p>Grappling Systems: none</p><p></p><p><strong>Flight Pods (2)</strong></p><p>The flight pods are hangers, with viper launch tubes, 20 per pod. At any given time up to 4 vipers can be launched from each pod, with enough prep time before a battle, up to 20 can be launched in a single round, but typically 4 from each pod will launch each round, launching 20 ready fighters within 5 rounds, from each pod, as next set of fighters are being loaded (take 2 rounds to load a viper into a launch tube), or 2 raptors or a single shuttle from each pod. The launch pods must be extended to launch raptors or shuttles, or to retrieve any craft, but can launch vipers even when retracted. The pods are also retracted before the ship can jump. It takes 1 full round action to retract or extend the flight pods. Each pod carried 36 vipers, 6 raptors and 4 shuttles. While the flight pods are extended, there is no air on the flight deck, and it must be retracted to be pressurized. There are lifts and hangers below the deck that are pressurized, but the deck itself is open to the vacuum of space.</p><p></p><p><strong>Missile Tubes</strong></p><p>The missile tubes can be fired individually, or in a battery of 5 dual fire-linked missile tubes. The missiles typically loaded are CHE, however they can be switched to nuclear as a full round action.</p><p></p><p><strong><span style="font-size: 18px">Medium Capital Cannon</span></strong></p><p>These projectile weapons are a set up from the heavy gauss guns, mounted on capital ships only and used against capital ship and stations. While they can be used against small, they are not as accurate as slower to move the large turrets.</p><p></p><p><strong>Name: Medium Capital Cannon (PL 6)</strong></p><p>Weapon Damage: 10d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 4500</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 36</p><p>Restriction: Mil (+3)</p><p>Notes: Ignores 15 points of hardness/DR, suffers -1 to attack rolls to any ship smaller than colossal.</p><p></p><p><strong><span style="font-size: 22px">Jupiter Class Battlestar Mk2</span></strong></p><p>The Mk2 was an upgrade block and later production runs of the original battlestars during the first Cylon War. The upgrades included mounting more weapons, increasing the number of weapons per battery, including a series of heavier cannons in the 'mouth' of the alligator head for heavier anti-capital ship strikes. Additional armour and reinforcement of the hull, and hanger space was enlarged to allow an additional squadron, split between the two flight decks plus additional raptors can be carried.</p><p>Make following changes to Jupiter class Battlestar to make Jupiter class Battlestar Mk2:</p><p>Increase hit die to 510d20 (10,200 hp);</p><p>Increase crew compliment to 4000, plus 400 for carried craft;</p><p>Increase passenger compliment to 550 (typically 450 are marines during war time);</p><p>Increase medium capital cannon batteries to 6 batteries of 5 dual medium capital cannons (additional +1 to attack rolls);</p><p>Add 1 battery of 4 dual heavy capital cannons (+3 ranged (18d12, 20, ballistic, 5000 ft, ignore 20 hardness/DR -1 vs ultralight or smaller, -2 vs smaller than colossal size) front arc only;</p><p>Flight Pod upgrade;</p><p>PDC: +2</p><p></p><p><strong>Flight Pod Upgrade</strong></p><p>The flight pods can now carry 42 vipers, or similar sized/shaped craft and launch from the tubes, 10 raptors and 4 shuttles each.</p><p></p><p><strong><span style="font-size: 18px">Heavy Capital Cannon</span></strong></p><p>These are heavier capital ship scale weapons, used only against large craft, able to punch through heavy armour, but can't be used against small craft.</p><p></p><p><strong>Name: Heavy Capital Cannon (PL 6)</strong></p><p>Weapon Damage: 12d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 5000</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 38</p><p>Restriction: Mil (+3)</p><p>Notes: Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9145338, member: 6668634"] [B][SIZE=7]Colonial “Battlestar”[/SIZE][/B] The Colonial Battlestar is the backbone of the fleet. It has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters. Battlestars are heavily armed with anti-ship missiles, multiple point defense systems, and their payload of fighters to defend them against attack. In addition to its normal cargo capacity, a battlestar can hold multitude of viper, or similar sized fighters, and raptor drop ships as well as a number of shuttles for transporting crew and cargo, with the numbers varying depending on the class and role of battlestar. [B][SIZE=6]Jupiter Class Battlestar[/SIZE][/B] The Jupiter-class was the first class of battlestar constructed by the United Colonies of Kobol that used the alligator style head and featured retractable flight pods, with originally 12 constructed, each named for the Twelve Colonies, with others constructed during the Cylon War. These ships had large alligator head forward sections, a narrower middle section with a pair of flight decks/hanger pods that could extend and retract, followed by a larger engineering section, with six main thrusters, with four of them mounted at the corners. Two synced FTL Jump drives. To protect against being hacked and controlled by the Cylons, these ships had no networked computer systems, preventing any single system hacked from spreading and taking over the entire ship. Jupiters are armed with multiple point defense turrets, 24 dual heavy kinetic turrets, linked in batteries for improved accuracy, for light to medium anti-capital ship use, as well as 12 missile tubes that carried conventional or nuclear warheads. The flight pods had through deck hangers to allow easy launch and retrieval of raptors and shuttles. Vipers were launched from special launch tubes on the sides, 20 per flight pod, allowing nearly two full squadrons to be launched at once in an emergency from each pod, however typically 4 fighters (a flight or wing) would launch from each pod at a time for safety of the pilots. From the flight decks, a single shuttle or up to two raptors can launch at once from each pod. Each pod carried 3 viper squadrons, 6 raptors and up to 4 shuttles. Jupiter class were 4720 feet long, 1761.3 feet long, 598 feet tall, with a crew of 3500 for the ship itself, plus 120 pilots for carried craft and another 200 for maintenance crew of the fighters, raptors and shuttles. Up to another 500 passengers, typically half to 400 being marines or other soldiers to protect against boarding or to board other ships via the raptors. Type: Heavy Subtype: Fleet carrier Size: Colossal (–8 size) Length: 4,720 feet Weight: 140,000 tons Crew: 3200 (expert +8) +320 for carried craft Passenger Capacity: 500 (half to 400 typically soldiers) Cargo Capacity: 38,250 tons Tactical Speed: 3,000 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 500d20 (10,000 hp) Initiative Modifier: +6 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+3 Grapple Modifier: +16 Base Purchase DC: 72 Restriction: Military (+3) Attack: battery of 4 dual medium capital cannons +3 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 4 dual medium capital cannons -2 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 5 dual fire-linked CHE missiles; Or battery of 5 dual fire-linked CHE missiles +4 ranged (9d12, 19-20, ballistic, -) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -) and CHE missile -5 ranged (6d12/19-20) Attack of Opportunity: Point-defense system +3 ranged (4d12×10 ballistic) Standard PL 6 Design Specs: flight pods (2), Engines: Fusion torch, jump engine Armor: Vanadium Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, light fortification (25% of critical hits turn to regular hits) Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 6 batteries of 4 dual medium capital cannons, 12 missile tubes (CHE 24 missiles each, plus 10 nuclear) Grappling Systems: none [B]Flight Pods (2)[/B] The flight pods are hangers, with viper launch tubes, 20 per pod. At any given time up to 4 vipers can be launched from each pod, with enough prep time before a battle, up to 20 can be launched in a single round, but typically 4 from each pod will launch each round, launching 20 ready fighters within 5 rounds, from each pod, as next set of fighters are being loaded (take 2 rounds to load a viper into a launch tube), or 2 raptors or a single shuttle from each pod. The launch pods must be extended to launch raptors or shuttles, or to retrieve any craft, but can launch vipers even when retracted. The pods are also retracted before the ship can jump. It takes 1 full round action to retract or extend the flight pods. Each pod carried 36 vipers, 6 raptors and 4 shuttles. While the flight pods are extended, there is no air on the flight deck, and it must be retracted to be pressurized. There are lifts and hangers below the deck that are pressurized, but the deck itself is open to the vacuum of space. [B]Missile Tubes[/B] The missile tubes can be fired individually, or in a battery of 5 dual fire-linked missile tubes. The missiles typically loaded are CHE, however they can be switched to nuclear as a full round action. [B][SIZE=5]Medium Capital Cannon[/SIZE][/B] These projectile weapons are a set up from the heavy gauss guns, mounted on capital ships only and used against capital ship and stations. While they can be used against small, they are not as accurate as slower to move the large turrets. [B]Name: Medium Capital Cannon (PL 6)[/B] Weapon Damage: 10d12 Critical: 20 Damage Type: Ballistic Range Increment: 4500 Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 36 Restriction: Mil (+3) Notes: Ignores 15 points of hardness/DR, suffers -1 to attack rolls to any ship smaller than colossal. [B][SIZE=6]Jupiter Class Battlestar Mk2[/SIZE][/B] The Mk2 was an upgrade block and later production runs of the original battlestars during the first Cylon War. The upgrades included mounting more weapons, increasing the number of weapons per battery, including a series of heavier cannons in the 'mouth' of the alligator head for heavier anti-capital ship strikes. Additional armour and reinforcement of the hull, and hanger space was enlarged to allow an additional squadron, split between the two flight decks plus additional raptors can be carried. Make following changes to Jupiter class Battlestar to make Jupiter class Battlestar Mk2: Increase hit die to 510d20 (10,200 hp); Increase crew compliment to 4000, plus 400 for carried craft; Increase passenger compliment to 550 (typically 450 are marines during war time); Increase medium capital cannon batteries to 6 batteries of 5 dual medium capital cannons (additional +1 to attack rolls); Add 1 battery of 4 dual heavy capital cannons (+3 ranged (18d12, 20, ballistic, 5000 ft, ignore 20 hardness/DR -1 vs ultralight or smaller, -2 vs smaller than colossal size) front arc only; Flight Pod upgrade; PDC: +2 [B]Flight Pod Upgrade[/B] The flight pods can now carry 42 vipers, or similar sized/shaped craft and launch from the tubes, 10 raptors and 4 shuttles each. [B][SIZE=5]Heavy Capital Cannon[/SIZE][/B] These are heavier capital ship scale weapons, used only against large craft, able to punch through heavy armour, but can't be used against small craft. [B]Name: Heavy Capital Cannon (PL 6)[/B] Weapon Damage: 12d12 Critical: 20 Damage Type: Ballistic Range Increment: 5000 Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 38 Restriction: Mil (+3) Notes: Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top