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 coming! 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: 9145344" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>Cylon Basestar</strong></span></p><p>The original Basestars, used by the Cylons in the First Cylon War, are heavily armoured and gunned ships that were masters of their domain. They had a center-joined two flattened cones hull that gave it a distinctive two saucer-like appearance. These ships were large, larger than most battlestars, functioning almost like mobile bases. They carried hundreds of Cylon Raiders and thousands of Cylon Centurions. Hangers for the raiders were located in the central hull at the end of one of the 10 trenches. Armament, they had point defense systems and multiple missile launchers, capable of firing both conventional and nuclear missiles, with multiple batteries capable of firing on each quadrant. These ships were somewhat expensive, thus the Cylons would have them operate in groups of 2 to 3 to prevent the lose of one, and provide overwhelming fire against any battlestars they encountered.</p><p></p><p>Type: Superheavy</p><p>Subtype: Star Carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 6,750 feet (diameter)</p><p>Weight: 1,250,000 tons</p><p>Crew: 3200 (expert +8) 500 pilots</p><p>Passenger Capacity: 2000 warrior centurions</p><p>Cargo Capacity: 200,000 tons</p><p>Tactical Speed: 2,500 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: 1000d20 (20,000 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: 81</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -), and battery of 5 four fire-linked CHE missiles -7 ranged (12d12, 19-20, ballistic, -)</p><p></p><p>Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)</p><p></p><p>Standard PL 6 Design Specs: hangers (250 cylon raiders, launch up to 12 per round, emergency launch 50 per round)</p><p>Engines: Fusion torch, jump engine</p><p>Armor: Vanadium</p><p>Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits)</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear)</p><p>Grappling Systems: none</p><p></p><p><strong>Missile Tubes</strong></p><p>The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.</p><p></p><p><strong>Paired Attacks</strong></p><p>When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong><span style="font-size: 26px">Hades Class Basestar Mark 1a</span></strong></p><p>The Hades Class basestar was built as large transport and evacuation ship, aided by the 8 large hangers, four on top and four underneath, situated one in each quadrant. The ship is also capable of entering low orbit and the upper atmosphere, allowing high altitude, non space worthy aircraft to dock with it to aid in evacuations or relief missions, but could not land. However during the Cylon war it was repurposed. While it still carries a large number of ships, mostly raiders but also larger landing craft and shuttles, the Hades was repurposes for planetary conquest as half its carried craft capacity is dedicated to drop ships and shuttles. While its primary armaments are still missiles like the standard basestar, it also carries several medium capital cannons for attacking stations and even ground targets when it enters the atmosphere.</p><p></p><p>Type: Superheavy</p><p>Subtype: Star Carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 6,000 feet (diameter)</p><p>Weight: 1,250,000 tons</p><p>Crew: 3200 (expert +8) 500 pilots</p><p>Passenger Capacity: 5000 warrior centurions</p><p>Cargo Capacity: 200,000 tons</p><p>Tactical Speed: 2,500 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: 950d20 (19,000 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: 80</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -);</p><p>Or 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></p><p>Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)</p><p></p><p>Standard PL 6 Design Specs: 8 large hangers (100 cylon raiders, launch up to 2 per round per hanger, emergency launch 4 per round. 100 dropships and shuttles, 1 per round per hanger), paired attacks</p><p>Engines: Fusion torch, jump engine</p><p>Armor: Vanadium</p><p>Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear), 4 batteries of 4 dual medium capital cannons</p><p>Grappling Systems: none</p><p></p><p><strong>Missile Tubes</strong></p><p>The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.</p><p></p><p><strong>Paired Attacks</strong></p><p>When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong><span style="font-size: 22px">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></p><p><strong><span style="font-size: 26px">Basestar Type 2</span></strong></p><p>The Type 2 basestar were developed in the last few years of the First Cylon War, and was the first to feature the iconic "Y" design seen in modern basestars. While technically longer, it was smaller due to the "Y" shape, making it somewhat easier to produce, but carried fewer raiders than the original basestars.</p><p></p><p>Type: Superheavy</p><p>Subtype: Star Carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 8202 feet</p><p>Weight: 1,050,000 tons</p><p>Crew: 3200 (expert +8) 200 pilots</p><p>Passenger Capacity: 1500 warrior centurions</p><p>Cargo Capacity: 200,000 tons</p><p>Tactical Speed: 3000 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: 950d20 (19,000 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:+5</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 82</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 4 four fire-linked CHE missiles +4 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -), and battery of 4 four fire-linked CHE missiles -6 ranged (12d12, 19-20, ballistic, -)</p><p></p><p>Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic)</p><p></p><p>Standard PL 6 Design Specs: hangers (175 cylon raiders, launch up to 12 per round, emergency launch 30 per round), paired attacks, spool up</p><p>Engines: Fusion torch, jump engine</p><p>Armor: Vanadium</p><p>Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer</p><p>Sensors: Class III sensor array, improved targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 4 batteries of 4 missile launchers (unknown number of CHE missiles, typically 50 nuclear)</p><p>Grappling Systems: none</p><p></p><p><strong>Missile Tubes</strong></p><p>The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action.</p><p></p><p><strong>Paired Attacks</strong></p><p>When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.</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><span style="font-size: 26px">Modern Basestar</span></strong></p><p>These basestars were developed at some point between the First Cylon War and the destruction of the Twelve Colonies, with the distinctive "Y" shape hull. They were controlled by a hybrid cylon, had individual launch bays for 434 modern raiders, plus docking bays that can hold up to two dozen shuttle sized craft. The ship had an organic appearance and blended inorganic with organic, which gave the ship a regeneration capability, to repair damage over time. However this was some what limited and time consuming. If large parts of the hull are removed, those sections would have to be replaced, but standard battle damage can be repaired without having to return to a drydock. The main armament are 168 missile launchers which can switch between conventional CHE missiles and nuclear.</p><p></p><p>Type: Superheavy</p><p>Subtype: Star Carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 6,830.7 feet</p><p>Weight: 1,250,000 tons</p><p>Crew: 2200 (expert +8)</p><p>Passenger Capacity: 2000 warrior centurions</p><p>Cargo Capacity: 220,000 tons</p><p>Tactical Speed: 3000 ft. (6 sq.)</p><p>Defense: 11</p><p>Flat-footed Defense: 7</p><p>Autopilot Defense: 7</p><p>Hardness: 40</p><p>Hit Dice: 1050d20 (21,000 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:+5</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 83</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 5 eight fire-linked CHE missiles +5 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -), and battery of 5 eight fire-linked CHE missiles -5 ranged (15d12, 19-20, ballistic, -)</p><p></p><p>Attack of Opportunity: Point-defense system +5 ranged (5d12×10 ballistic)</p><p></p><p>Standard PL 6 Design Specs: hangers 434 cylon raiders, launch up to 16 per round, emergency launch 64 per round, 12 shuttles, 50 heavy raiders), +4 Navigate, jump calculations done in half (round up) time</p><p>Engines: ion engine, jump engine</p><p>Armor: neutronite</p><p>Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits), hull regeneration</p><p>Sensors: Class IV sensor array, improved targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 100 nuclear)</p><p>Grappling Systems: none</p><p></p><p><strong>Missile Tubes</strong></p><p>The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a move equivalent action.</p><p></p><p><strong>Paired Attacks</strong></p><p>When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2500 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Hull Regeneration</strong></p><p>Due to the semi organic nature of the ship, the ship can repair itself, beyond the basic damage control systems. Once per hour, the ship can regenerate 5d20 hit points.</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>Organic Pilot</strong></p><p>The modern Cylon basestar is a techno-organic craft, with a cylon hybrid controlling the ship. The ship is capable of learning and adapting, can take on levels like an NPC. Gains +2 to Navigate checks and time to calculate jumps take half the time (round up). 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></blockquote><p></p>
[QUOTE="kronos182, post: 9145344, member: 6668634"] [SIZE=7][B]Cylon Basestar[/B][/SIZE] The original Basestars, used by the Cylons in the First Cylon War, are heavily armoured and gunned ships that were masters of their domain. They had a center-joined two flattened cones hull that gave it a distinctive two saucer-like appearance. These ships were large, larger than most battlestars, functioning almost like mobile bases. They carried hundreds of Cylon Raiders and thousands of Cylon Centurions. Hangers for the raiders were located in the central hull at the end of one of the 10 trenches. Armament, they had point defense systems and multiple missile launchers, capable of firing both conventional and nuclear missiles, with multiple batteries capable of firing on each quadrant. These ships were somewhat expensive, thus the Cylons would have them operate in groups of 2 to 3 to prevent the lose of one, and provide overwhelming fire against any battlestars they encountered. Type: Superheavy Subtype: Star Carrier Size: Colossal (–8 size) Length: 6,750 feet (diameter) Weight: 1,250,000 tons Crew: 3200 (expert +8) 500 pilots Passenger Capacity: 2000 warrior centurions Cargo Capacity: 200,000 tons Tactical Speed: 2,500 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 1000d20 (20,000 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: 81 Restriction: Military (+3) Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -), and battery of 5 four fire-linked CHE missiles -7 ranged (12d12, 19-20, ballistic, -) Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic) Standard PL 6 Design Specs: hangers (250 cylon raiders, launch up to 12 per round, emergency launch 50 per round) Engines: Fusion torch, jump engine Armor: Vanadium Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits) Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear) Grappling Systems: none [B]Missile Tubes[/B] The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action. [B]Paired Attacks[/B] When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target. [B][SIZE=7]Hades Class Basestar Mark 1a[/SIZE][/B] The Hades Class basestar was built as large transport and evacuation ship, aided by the 8 large hangers, four on top and four underneath, situated one in each quadrant. The ship is also capable of entering low orbit and the upper atmosphere, allowing high altitude, non space worthy aircraft to dock with it to aid in evacuations or relief missions, but could not land. However during the Cylon war it was repurposed. While it still carries a large number of ships, mostly raiders but also larger landing craft and shuttles, the Hades was repurposes for planetary conquest as half its carried craft capacity is dedicated to drop ships and shuttles. While its primary armaments are still missiles like the standard basestar, it also carries several medium capital cannons for attacking stations and even ground targets when it enters the atmosphere. Type: Superheavy Subtype: Star Carrier Size: Colossal (–8 size) Length: 6,000 feet (diameter) Weight: 1,250,000 tons Crew: 3200 (expert +8) 500 pilots Passenger Capacity: 5000 warrior centurions Cargo Capacity: 200,000 tons Tactical Speed: 2,500 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 950d20 (19,000 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: 80 Restriction: Military (+3) Attack: battery of 5 four fire-linked CHE missiles +3 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -) and battery of 5 four fire-linked CHE missiles -2 ranged (12d12, 19-20, ballistic, -); Or 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 Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic) Standard PL 6 Design Specs: 8 large hangers (100 cylon raiders, launch up to 2 per round per hanger, emergency launch 4 per round. 100 dropships and shuttles, 1 per round per hanger), paired attacks Engines: Fusion torch, jump engine Armor: Vanadium Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 50 nuclear), 4 batteries of 4 dual medium capital cannons Grappling Systems: none [B]Missile Tubes[/B] The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action. [B]Paired Attacks[/B] When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target. [B][SIZE=6]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=7]Basestar Type 2[/SIZE][/B] The Type 2 basestar were developed in the last few years of the First Cylon War, and was the first to feature the iconic "Y" design seen in modern basestars. While technically longer, it was smaller due to the "Y" shape, making it somewhat easier to produce, but carried fewer raiders than the original basestars. Type: Superheavy Subtype: Star Carrier Size: Colossal (–8 size) Length: 8202 feet Weight: 1,050,000 tons Crew: 3200 (expert +8) 200 pilots Passenger Capacity: 1500 warrior centurions Cargo Capacity: 200,000 tons Tactical Speed: 3000 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 950d20 (19,000 hp) Initiative Modifier: +6 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+5 Grapple Modifier: +16 Base Purchase DC: 82 Restriction: Military (+3) Attack: battery of 4 four fire-linked CHE missiles +4 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -) and battery of 4 four fire-linked CHE missiles -1 ranged (12d12, 19-20, ballistic, -), and battery of 4 four fire-linked CHE missiles -6 ranged (12d12, 19-20, ballistic, -) Attack of Opportunity: Point-defense system +3 ranged (5d12×10 ballistic) Standard PL 6 Design Specs: hangers (175 cylon raiders, launch up to 12 per round, emergency launch 30 per round), paired attacks, spool up Engines: Fusion torch, jump engine Armor: Vanadium Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer Sensors: Class III sensor array, improved targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 batteries of 4 missile launchers (unknown number of CHE missiles, typically 50 nuclear) Grappling Systems: none [B]Missile Tubes[/B] The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a standard action. [B]Paired Attacks[/B] When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2000 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target. [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][SIZE=7]Modern Basestar[/SIZE][/B] These basestars were developed at some point between the First Cylon War and the destruction of the Twelve Colonies, with the distinctive "Y" shape hull. They were controlled by a hybrid cylon, had individual launch bays for 434 modern raiders, plus docking bays that can hold up to two dozen shuttle sized craft. The ship had an organic appearance and blended inorganic with organic, which gave the ship a regeneration capability, to repair damage over time. However this was some what limited and time consuming. If large parts of the hull are removed, those sections would have to be replaced, but standard battle damage can be repaired without having to return to a drydock. The main armament are 168 missile launchers which can switch between conventional CHE missiles and nuclear. Type: Superheavy Subtype: Star Carrier Size: Colossal (–8 size) Length: 6,830.7 feet Weight: 1,250,000 tons Crew: 2200 (expert +8) Passenger Capacity: 2000 warrior centurions Cargo Capacity: 220,000 tons Tactical Speed: 3000 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 40 Hit Dice: 1050d20 (21,000 hp) Initiative Modifier: +6 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+5 Grapple Modifier: +16 Base Purchase DC: 83 Restriction: Military (+3) Attack: battery of 5 eight fire-linked CHE missiles +5 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -) and battery of 5 eight fire-linked CHE missiles +0 ranged (15d12, 19-20, ballistic, -), and battery of 5 eight fire-linked CHE missiles -5 ranged (15d12, 19-20, ballistic, -) Attack of Opportunity: Point-defense system +5 ranged (5d12×10 ballistic) Standard PL 6 Design Specs: hangers 434 cylon raiders, launch up to 16 per round, emergency launch 64 per round, 12 shuttles, 50 heavy raiders), +4 Navigate, jump calculations done in half (round up) time Engines: ion engine, jump engine Armor: neutronite Defense Systems: 1 chaff launcher (12 chaff bundles), 1 decoy drone launcher (8 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, sensor jammer, light fortification (25% of critical hits turned into regular hits), hull regeneration Sensors: Class IV sensor array, improved targeting system Communications: Laser transceiver, radio transceiver Weapons: multiple batteries of missile launchers (unknown number of CHE missiles, typically 100 nuclear) Grappling Systems: none [B]Missile Tubes[/B] The missile tubes are typically loaded are CHE, however they can be switched to nuclear as a move equivalent action. [B]Paired Attacks[/B] When two basestars are attacking the same target from opposite sides in a crossfire, the ships can be up to 2500 ft of the target instead of the normal 1000 ft, both ships gain a +3 bonus instead of the normal +2. If the other flanking party is a wing of raiders, the raiders also each deals an extra die of damage against the crossfire target. [B]Hull Regeneration[/B] Due to the semi organic nature of the ship, the ship can repair itself, beyond the basic damage control systems. Once per hour, the ship can regenerate 5d20 hit points. [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]Organic Pilot[/B] The modern Cylon basestar is a techno-organic craft, with a cylon hybrid controlling the ship. The ship is capable of learning and adapting, can take on levels like an NPC. Gains +2 to Navigate checks and time to calculate jumps take half the time (round up). 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top