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<blockquote data-quote="kronos182" data-source="post: 9157419" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Artemis Class Battlestar</span></strong></p><p>The Artemis class was the original class of battlestar, a large ship capable of carrying multiple strike craft, including the Viper class fighters and Raptor drop ships, as well as carry weapons to defend itself and attack other capital ships. The class was built before the First Cylon War, had a bulbous forward section, with a narrower midsection with two 'rib structures' that extend out to the flight pods on each side of the ship, with a large rear section with six engines, with four at each corner and two center. The Artemis was armed with only 8 dual medium capital cannon turrets and four heavy capital cannons in the nose for heavy strike, plus 8 missile tubes that could fire conventional or nuclear missiles.</p><p>The Artemis flight pods only had 16 viper launch tubes each, with through deck flight deck. Each pod only capable of supporting 2 squadrons plus an extra flight (28 fighters) of vipers, 4 raptors and 2 shuttles each. The tubes were only capable of launching Viper mk1 and mk2s.</p><p>Artemis were the center pieces of fleets at the start of the First Cylon War, but were replaced by the larger and more powerful Jupiter class Battlestars, then were moved to support the Jupiters or lead much smaller strike groups when there were not enough of the larger ships available.</p><p>Artemis Battlestars, smaller than their larger Jupiter class, were only 3543 feet long, 1312 feet wide, and 341 feet tall, and lacked the ability to retract the flight pods, so the flight decks were always exposed to vacuum, but the lifts and hangers below were all sealed.</p><p></p><p>Type: Heavy</p><p>Subtype: Fleet carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 3,543 feet</p><p>Weight: 100,000 tons</p><p>Crew: 2800 (expert +8) +150 for carried craft</p><p>Passenger Capacity: 200 (half to 150 typically soldiers)</p><p>Cargo Capacity: 25,000 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: 450d20 (9,000 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: 70</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 4 heavy capital cannons +2 ranged (12d12, 20, ballistic, 5000 ft, Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -);</p><p>Or battery of 2 dual medium capital cannons +1 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 2 dual medium capital cannons -4 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal)</p><p>Or battery of 4 dual fire-linked CHE missiles +3 ranged (9d12, 19-20, ballistic, -) and battery of 4 dual fire-linked CHE missiles -2 ranged (9d12, 19-20, ballistic, -)</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), autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 1 battery of 4 heavy capital cannons, 4 batteries of 2 dual medium capital cannons, 8 missile tubes (CHE 30 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, 16 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 16 can be launched in a single round, but typically 4 from each pod will launch each round, launching 16 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 1 raptor or a single shuttle from each pod. Each pod carried 28 vipers, 4 raptors and 2 shuttles. 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 4 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>Medium Capital Cannon</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>Name: Medium Capital Cannon (PL 6)</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>Heavy Capital Cannon</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>Name: Heavy Capital Cannon (PL 6)</p><p>Weapon Damage: 12d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 5000 ft</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><p></p><p></p><p><strong><span style="font-size: 26px">Sienar Artemis Battle Carrier</span></strong></p><p>Sienar acquired examples of the Artemis Battlestar after coming across a battlefield where Colonial and Cylon forces clashed, with the Cylon being the victors. Intrigued by the flight pods, the viper launch systems, the armour and hull structure. Although they found the weapons and computer systems primitive, the design had promise with the proper updates. Replacing the internal systems with 'modern' technology, including the use of droids and astromechs, reduces the crew compliment. The weapons are replaced with turbolasers, with a few extra turrets, and the ballistic point defense system replaces with laser turrets. The missile tubes are replaced with photon torpedo launchers, with ample supply. To aid in the heavy armour of the ship, shield generators are added for increased protection that the original versions didn't have. The original jump drives are replaced with x2 hyperdrives as Sienar found the design of the jump drives difficult to replicate, plus the fact the space around the ship also moves with it, this type of FTL drive was a danger to allied ships moving in formation and create potential debris fields in systems flight lanes.</p><p>The flight pods are fitted with environmental shields so they are pressurized, which allowed expanded hanger capacity. The viper launch tubes were replaced with launch tubes designed to fit most TIE craft available, from fighters, bombers, interceptors to Defenders. Each tube is linked to a TIE rack to allow a fighter to be quickly moved into position then launched at speed, able to launch up to a full squadron at once from each pod at once, with another able to launch rapidly afterwards.</p><p>Sienar intended to sell these ships to the Empire, or other similar groups, where it can function in a role similar to a Star Destroyer in small fleets, or escorts for the larger ships, able to soak up more damage than other ships its size thanks to its heavy armour.</p><p>The Artemis Battle Carrier can carry</p><p></p><p>Type: Heavy</p><p>Subtype: Fleet carrier</p><p>Size: Colossal (–8 size)</p><p>Length: 3,543 feet</p><p>Weight: 100,000 tons</p><p>Crew: 2350 (expert +8) +180 for carried craft</p><p>Passenger Capacity: 300 (at least half are soldiers)</p><p>Cargo Capacity: 25,000 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: 450d20 (9,000 hp) shields 2250 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: 70</p><p>Restriction: Military (+3)</p><p></p><p>Attack: battery of 4 dual turbolaser cannons +3 ranged (18d8, 20, fire, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual turbolaser cannons -2 ranged (18d8, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual proton torpedo launcher -1 ranged (15d12, 20x3, energy, +1 to target ships of Corvette types or larger);</p><p>Or battery of 2 dual light capital ion cannons +0 ranged (18d6, deals 25% more damage to shields) and battery of 2 dual light capital ion cannons -5 ranged (18d6, deals 25% more damage to shields)</p><p></p><p>Attack of Opportunity: Point-defense system +3 ranged (4d12×10 fire)</p><p></p><p>Standard PL 6 Design Specs: flight pods (2)</p><p>Engines: Fusion torch, hyperdrive x2</p><p>Armor: Vanadium</p><p>Defense Systems: shields, autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 4 batteries of 4 dual turbolasers cannons, 2 batteries of 2 dual light capital ion cannons, 8 proton torpedo launchers (80 torpedoes each)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Flight Pods (2)</strong></p><p>The flight pods are hangers, with TIE launch tubes, 12 per pod. At any given time up to 6 fighters can be launched from each pod, with enough prep time before a battle, up to 12 can be launched in a single round, but typically 4 from each pod will launch each round, launching 12 ready fighters within 3 rounds, from each pod, as next set of fighters are being loaded (take 1 rounds to load a TIE into a launch tube), or 1 shuttle or similar sized craft from each pod. Each pod carried 32 TIEs, 12 large fighters or shuttles, and 2 larger ships like YT series freighters. It takes 5 minutes to load a TIE from the through flight deck into one of the TIE racks.</p><p></p><p><strong>Proton Torpedo</strong></p><p>Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.</p><p></p><p>Proton Torpedo (PL6)</p><p>Damage: 10d12</p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +1 to target ships of Corvette types or larger.</p><p></p><p><strong>Turbolaser</strong></p><p>Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</p><p></p><p>Turbolaser (PL6)</p><p>Damage: 12d8, ignore 20 points of DR/hardness</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 9000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 40</p><p>Restriction: Military (+3)</p><p></p><p><strong>Light Capital Ion Cannon</strong></p><p>Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. 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 2 rounds. 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</p><p></p><p>Light Capital Ion Cannon (PL6)</p><p>Damage: 12d6, deals 25% more damage to shields</p><p>Critical: 20x2</p><p>Damage Type: Energy (Electricity)</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 39</p><p>Restriction: Military (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 9157419, member: 6668634"] [B][SIZE=7]Artemis Class Battlestar[/SIZE][/B] The Artemis class was the original class of battlestar, a large ship capable of carrying multiple strike craft, including the Viper class fighters and Raptor drop ships, as well as carry weapons to defend itself and attack other capital ships. The class was built before the First Cylon War, had a bulbous forward section, with a narrower midsection with two 'rib structures' that extend out to the flight pods on each side of the ship, with a large rear section with six engines, with four at each corner and two center. The Artemis was armed with only 8 dual medium capital cannon turrets and four heavy capital cannons in the nose for heavy strike, plus 8 missile tubes that could fire conventional or nuclear missiles. The Artemis flight pods only had 16 viper launch tubes each, with through deck flight deck. Each pod only capable of supporting 2 squadrons plus an extra flight (28 fighters) of vipers, 4 raptors and 2 shuttles each. The tubes were only capable of launching Viper mk1 and mk2s. Artemis were the center pieces of fleets at the start of the First Cylon War, but were replaced by the larger and more powerful Jupiter class Battlestars, then were moved to support the Jupiters or lead much smaller strike groups when there were not enough of the larger ships available. Artemis Battlestars, smaller than their larger Jupiter class, were only 3543 feet long, 1312 feet wide, and 341 feet tall, and lacked the ability to retract the flight pods, so the flight decks were always exposed to vacuum, but the lifts and hangers below were all sealed. Type: Heavy Subtype: Fleet carrier Size: Colossal (–8 size) Length: 3,543 feet Weight: 100,000 tons Crew: 2800 (expert +8) +150 for carried craft Passenger Capacity: 200 (half to 150 typically soldiers) Cargo Capacity: 25,000 tons Tactical Speed: 3,000 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 450d20 (9,000 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: 70 Restriction: Military (+3) Attack: battery of 4 heavy capital cannons +2 ranged (12d12, 20, ballistic, 5000 ft, Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -); Or battery of 2 dual medium capital cannons +1 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 2 dual medium capital cannons -4 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) Or battery of 4 dual fire-linked CHE missiles +3 ranged (9d12, 19-20, ballistic, -) and battery of 4 dual fire-linked CHE missiles -2 ranged (9d12, 19-20, ballistic, -) 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), autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 1 battery of 4 heavy capital cannons, 4 batteries of 2 dual medium capital cannons, 8 missile tubes (CHE 30 missiles each, plus 10 nuclear) Grappling Systems: none [B]Flight Pods (2)[/B] The flight pods are hangers, with viper launch tubes, 16 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 16 can be launched in a single round, but typically 4 from each pod will launch each round, launching 16 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 1 raptor or a single shuttle from each pod. Each pod carried 28 vipers, 4 raptors and 2 shuttles. 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 4 dual fire-linked missile tubes. The missiles typically loaded are CHE, however they can be switched to nuclear as a full round action. [B]Medium Capital Cannon[/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. Name: Medium Capital Cannon (PL 6) 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]Heavy Capital Cannon[/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. Name: Heavy Capital Cannon (PL 6) Weapon Damage: 12d12 Critical: 20 Damage Type: Ballistic Range Increment: 5000 ft 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. [B][SIZE=7]Sienar Artemis Battle Carrier[/SIZE][/B] Sienar acquired examples of the Artemis Battlestar after coming across a battlefield where Colonial and Cylon forces clashed, with the Cylon being the victors. Intrigued by the flight pods, the viper launch systems, the armour and hull structure. Although they found the weapons and computer systems primitive, the design had promise with the proper updates. Replacing the internal systems with 'modern' technology, including the use of droids and astromechs, reduces the crew compliment. The weapons are replaced with turbolasers, with a few extra turrets, and the ballistic point defense system replaces with laser turrets. The missile tubes are replaced with photon torpedo launchers, with ample supply. To aid in the heavy armour of the ship, shield generators are added for increased protection that the original versions didn't have. The original jump drives are replaced with x2 hyperdrives as Sienar found the design of the jump drives difficult to replicate, plus the fact the space around the ship also moves with it, this type of FTL drive was a danger to allied ships moving in formation and create potential debris fields in systems flight lanes. The flight pods are fitted with environmental shields so they are pressurized, which allowed expanded hanger capacity. The viper launch tubes were replaced with launch tubes designed to fit most TIE craft available, from fighters, bombers, interceptors to Defenders. Each tube is linked to a TIE rack to allow a fighter to be quickly moved into position then launched at speed, able to launch up to a full squadron at once from each pod at once, with another able to launch rapidly afterwards. Sienar intended to sell these ships to the Empire, or other similar groups, where it can function in a role similar to a Star Destroyer in small fleets, or escorts for the larger ships, able to soak up more damage than other ships its size thanks to its heavy armour. The Artemis Battle Carrier can carry Type: Heavy Subtype: Fleet carrier Size: Colossal (–8 size) Length: 3,543 feet Weight: 100,000 tons Crew: 2350 (expert +8) +180 for carried craft Passenger Capacity: 300 (at least half are soldiers) Cargo Capacity: 25,000 tons Tactical Speed: 3,000 ft. (6 sq.) Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 450d20 (9,000 hp) shields 2250 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: 70 Restriction: Military (+3) Attack: battery of 4 dual turbolaser cannons +3 ranged (18d8, 20, fire, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual turbolaser cannons -2 ranged (18d8, ignore 20 points of DR/hardness, -1 to strike any ships of Ultralight size or smaller), and battery of 4 dual proton torpedo launcher -1 ranged (15d12, 20x3, energy, +1 to target ships of Corvette types or larger); Or battery of 2 dual light capital ion cannons +0 ranged (18d6, deals 25% more damage to shields) and battery of 2 dual light capital ion cannons -5 ranged (18d6, deals 25% more damage to shields) Attack of Opportunity: Point-defense system +3 ranged (4d12×10 fire) Standard PL 6 Design Specs: flight pods (2) Engines: Fusion torch, hyperdrive x2 Armor: Vanadium Defense Systems: shields, autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 batteries of 4 dual turbolasers cannons, 2 batteries of 2 dual light capital ion cannons, 8 proton torpedo launchers (80 torpedoes each) Grappling Systems: tractor beam [B]Flight Pods (2)[/B] The flight pods are hangers, with TIE launch tubes, 12 per pod. At any given time up to 6 fighters can be launched from each pod, with enough prep time before a battle, up to 12 can be launched in a single round, but typically 4 from each pod will launch each round, launching 12 ready fighters within 3 rounds, from each pod, as next set of fighters are being loaded (take 1 rounds to load a TIE into a launch tube), or 1 shuttle or similar sized craft from each pod. Each pod carried 32 TIEs, 12 large fighters or shuttles, and 2 larger ships like YT series freighters. It takes 5 minutes to load a TIE from the through flight deck into one of the TIE racks. [B]Proton Torpedo[/B] Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use. Proton Torpedo (PL6) Damage: 10d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 22 Restriction: Mil (+3) Notes: +1 to target ships of Corvette types or larger. [B]Turbolaser[/B] Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller. Turbolaser (PL6) Damage: 12d8, ignore 20 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 40 Restriction: Military (+3) [B]Light Capital Ion Cannon[/B] Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. 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 2 rounds. 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 Light Capital Ion Cannon (PL6) Damage: 12d6, deals 25% more damage to shields Critical: 20x2 Damage Type: Energy (Electricity) Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 39 Restriction: Military (+3) [/QUOTE]
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