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<blockquote data-quote="kronos182" data-source="post: 9145339" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Modern Heavy Raider</span></strong></p><p>Modern heavy raiders are a type of FTL-capable vessel used by the Cylons following their technological evolution after the First Cylon War. These blocky craft fill the same role as Colonial Raptors, able to transport Cylon troops and armed with twin rotating rail cannons and missiles in wing pods. These craft have a modern raider 'cockpit' head off centered on the right side, which allows the craft to learn, and be resurrected in a new body. The cannons are offset on the left side.</p><p></p><p>Type: Ultralight</p><p>Subtype: Drop ship</p><p>Size: Gargantuan (–4 size)</p><p>Length: 32.8 feet</p><p>Weight: 74,000 lb.</p><p>Crew: 1 (ace +12)</p><p>Passenger Capacity: 16</p><p>Cargo Capacity: 10,000 lb.</p><p>Tactical Speed: 3,500 ft. (5 sq.)</p><p>Defense: 19</p><p>Flat-footed Defense: 13</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 12d20 (240 hp)</p><p>Initiative Modifier: +10</p><p>Pilot’s Class Bonus: +7</p><p>Pilot’s Dex Modifier: +6</p><p>Gunner’s Attack Bonus: +8/+3</p><p>Targeting System Bonus: +3</p><p>Grapple Modifier: +12</p><p>Base Purchase DC: 49</p><p>Restriction: Licensed (+1)</p><p></p><p>Attack:</p><p>2 fire-linked modified rail cannons +7 ranged (9d12/20) and 2 fire-linked modified rail cannons +2 ranged (9d12/20); or</p><p>CHE missiles +7 ranged (7d12/20x3, optional fire-link 10d12/20x3) and CHE missiles +2 ranged (7d12/20x3, optional fire-link 10d12/20x3</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: docking collar, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot, robot tactics, paired attacks</p><p>Engines: fusion torch, thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones)</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 CHE missile launcher with 16 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC</p><p>Grappling Systems: magnetic (touch)</p><p></p><p><strong>Docking Collar</strong></p><p>The floor of the shiphas a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.</p><p></p><p><strong>Paired Attacks</strong></p><p>When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Robotic Tactics</strong></p><p>Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.</p><p></p><p><strong>Spool Up</strong></p><p>The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.</p><p></p><p><strong>Multiple Jumps</strong></p><p>The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle.</p><p></p><p><strong>Organic Pilot</strong></p><p>The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life. </p><p></p><p><strong><span style="font-size: 22px">Heavy Raider Fleet Recon</span></strong></p><p>This variant of the Heavy Raider removes the troop carrying capacity and fills the hull with EWAC equipment and improved sensors and tactical equipment.</p><p>Make following changes to Modern Heavy Raider to make Heavy Raider Fleet Recon:</p><p>Remove troop capacity;</p><p>Increase crew capacity to 3 (typically 1 human cylon and 2 centurions or other specialist cylon units);</p><p>Add Advanced Sensor Jammer;</p><p>Add EWAC Systems</p><p>PDC: +1</p><p></p><p><strong>EWAC Systems</strong></p><p>This adds communications and other electronic warfare equipment. Range of sensors is tripled, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5.</p><p></p><p><strong>Shared Sensors</strong></p><p>While in the same star system as other Cylon ships of any type, if any ship is aware of a target, all other ships are aware, making it incredibly difficult to surprise any Cylon craft. If a Cylon craft is being flanked/in crossfire, if one of the flanking or crossfire ships is attacked by another Cylon ship, it can't flank that round or the next round.</p><p></p><p><strong>ADVANCED SENSOR JAMMER (PL 7)</strong></p><p>This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV</p><p>systems suffer a –5 penalty.</p><p>Purchase DC: 6 + one-half the base purchase DC of the starship.</p><p>Restriction: Military (+3).</p><p></p><p><strong>Coordinate</strong></p><p>The Heavy Raider FR uses a slightly modified from the normal talent D20 Modern page 31. The craft has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/10 ultralight ships to coordinate, with range of 100 miles within the same star system with a clear communications line, able to coordinate up to 100 ships, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the Heavy Raider must make.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9145339, member: 6668634"] [B][SIZE=7]Modern Heavy Raider[/SIZE][/B] Modern heavy raiders are a type of FTL-capable vessel used by the Cylons following their technological evolution after the First Cylon War. These blocky craft fill the same role as Colonial Raptors, able to transport Cylon troops and armed with twin rotating rail cannons and missiles in wing pods. These craft have a modern raider 'cockpit' head off centered on the right side, which allows the craft to learn, and be resurrected in a new body. The cannons are offset on the left side. Type: Ultralight Subtype: Drop ship Size: Gargantuan (–4 size) Length: 32.8 feet Weight: 74,000 lb. Crew: 1 (ace +12) Passenger Capacity: 16 Cargo Capacity: 10,000 lb. Tactical Speed: 3,500 ft. (5 sq.) Defense: 19 Flat-footed Defense: 13 Autopilot Defense: 8 Hardness: 20 Hit Dice: 12d20 (240 hp) Initiative Modifier: +10 Pilot’s Class Bonus: +7 Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Targeting System Bonus: +3 Grapple Modifier: +12 Base Purchase DC: 49 Restriction: Licensed (+1) Attack: 2 fire-linked modified rail cannons +7 ranged (9d12/20) and 2 fire-linked modified rail cannons +2 ranged (9d12/20); or CHE missiles +7 ranged (7d12/20x3, optional fire-link 10d12/20x3) and CHE missiles +2 ranged (7d12/20x3, optional fire-link 10d12/20x3 Attack of Opportunity: None Standard PL 6 Design Specs: docking collar, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot, robot tactics, paired attacks Engines: fusion torch, thrusters Armor: Polymeric Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones) Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 CHE missile launcher with 16 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC Grappling Systems: magnetic (touch) [B]Docking Collar[/B] The floor of the shiphas a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder. [B]Paired Attacks[/B] When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target. [B]Robotic Tactics[/B] Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks. [B]Spool Up[/B] The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn. [B]Multiple Jumps[/B] The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle. [B]Organic Pilot[/B] The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life. [B][SIZE=6]Heavy Raider Fleet Recon[/SIZE][/B] This variant of the Heavy Raider removes the troop carrying capacity and fills the hull with EWAC equipment and improved sensors and tactical equipment. Make following changes to Modern Heavy Raider to make Heavy Raider Fleet Recon: Remove troop capacity; Increase crew capacity to 3 (typically 1 human cylon and 2 centurions or other specialist cylon units); Add Advanced Sensor Jammer; Add EWAC Systems PDC: +1 [B]EWAC Systems[/B] This adds communications and other electronic warfare equipment. Range of sensors is tripled, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5. [B]Shared Sensors[/B] While in the same star system as other Cylon ships of any type, if any ship is aware of a target, all other ships are aware, making it incredibly difficult to surprise any Cylon craft. If a Cylon craft is being flanked/in crossfire, if one of the flanking or crossfire ships is attacked by another Cylon ship, it can't flank that round or the next round. [B]ADVANCED SENSOR JAMMER (PL 7)[/B] This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. Purchase DC: 6 + one-half the base purchase DC of the starship. Restriction: Military (+3). [B]Coordinate[/B] The Heavy Raider FR uses a slightly modified from the normal talent D20 Modern page 31. The craft has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/10 ultralight ships to coordinate, with range of 100 miles within the same star system with a clear communications line, able to coordinate up to 100 ships, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the Heavy Raider must make. [/QUOTE]
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