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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9280817" data-attributes="member: 6668634"><p>GDI Orca Mk Iv from 3rd Tiberium War/Kane's Wrath.</p><p>An upgraded version, Korhal version and one built by the Cylons.</p><p></p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Orca Mk IV</span></strong></span></p><p><span style="font-family: 'Calibri'">The Orca Mk IV is the latest in the Orca line used during the Third Tiberium War. Following a similar design to the Orca Fighter of the previous war, it has short stub wings behind the cockpit that holds the weapons, which are designed to carry multiple different types of weapons from twin 30mm cannons, Hellfire or Sidewinder missiles, or Hydra 70 unguided air-to-ground rockets.</span></p><p><span style="font-family: 'Calibri'">About midway point two wings extend out and up, containing two get engines for forward thrust, and the ends of the wings contain VTOL contra rotating closed fans that allow NOTAR design (NO Tail Rotor) tail design, reducing weight and vulnerability of the tail fan being damaged. The Mk IV also includes inflight refueling and reloading capabilities when such a support craft is available, which allows the Mk IV to remain in flight and reduce the time before it can return to combat.</span></p><p><span style="font-family: 'Calibri'">The Orca Fighter is 58.3 feet (12 squares) long, 48 feet (10 squares wide) at the edges of the turbofans, and the pilot has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft. The crew consists of the pilot and copilot/gunner. The Mk IV also has a pulse scanner to help detect stealth craft, and can be upgraded with sensor pods that can deploy remote sensors that can detect stealth units for a short time with their radius of operation.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Orca Mk IV (PL 5-6, VTOL Aircraft)</strong></span></p><p><span style="font-family: 'Calibri'">Crew: 2</span></p><p><span style="font-family: 'Calibri'">Passenger: 0</span></p><p><span style="font-family: 'Calibri'">Cargo: 50 lbs</span></p><p><span style="font-family: 'Calibri'">Init: -1</span></p><p><span style="font-family: 'Calibri'">Maneuver: +0</span></p><p><span style="font-family: 'Calibri'">Speed: 420 (42)</span></p><p><span style="font-family: 'Calibri'">Defense: 6</span></p><p><span style="font-family: 'Calibri'">Hardness: 10</span></p><p><span style="font-family: 'Calibri'">Hit Points: 48</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">PDC: 44</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Sensor Pulse, Sensor Pod, Inflight Refuel/Rearm, missile lock alarm, 1 weapon system from list below.</span></p><p><span style="font-family: 'Calibri'">Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Missile launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls.</span></p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Hellfire Launcher (2) Optional</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">15d6</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">500 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">3 missiles ea</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">30mm Cannon (2 fire-linked) Optional</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">6d12</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">100 rds ea</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Sidewinder Missiles (2) optional</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20d6</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">1 mile</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">3 missiles ea</span></span></td></tr></table><p></p><p> </p><p><span style="color: black"><span style="font-family: 'Arial'"><strong>Hellfire (Air-to-Surface Missile)</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'Arial'"><strong>Sidewinder (Air-to-Air Missile)</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement).</span></span></p><p><span style="color: black"><span style="font-family: 'Arial'">When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Sensor Pulse</strong></span></p><p><span style="font-family: 'Calibri'">The craft has a sensor system that emits a combination of several detecting methods, including Sonar, Radar, Lidar, and others. If the craft is moving at half speed gains a +5 to Computer Use/Search checks to detect any stealth objects. If the vehicle is stationary, gains a +10 bonus instead. Using the Sensor Pulse is a standard action and it reveals targets within a 5 mile radius for 1d4+1 rounds with a 2 round cooldown between uses, and the crew can rely the information to any allies it is in communication range with.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Sensor Pod</strong></span></p><p><span style="font-family: 'Calibri'">This device contains several small devices that function like the Orca's Sensor Pulse, allowing the craft to drop them and activate them immediately, or a short time later. The devices are 3 foot diameter spheres, with built in parachute to allow them to land safely. The devices have a +10 bonus to Computer Use/Search to detect any stealth items within a 500 foot radius for a maximum of 6 rounds, and can begin transmitting any detected stealth items immediately, or can be set to activate within 1 minute later in increments of 6 seconds up to 1 minute delay. Once activated and runs out of power, it releases an acid to self destruct, transmitting its data to the craft that released it, and up to 10 designated allies of the craft that released it, as long as all are within 30 miles of the sensor. Releasing a sensor is a standard action, which can be done while moving. The devices have 10 hit points, hardness 3, Defense 10, weighing 40 lbs. Sensor pod contains 10 of these sensor devices, replacements are PDC 20 Mil (+3) for 2.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Inflight Refuel/Rearm</strong></span></p><p><span style="font-family: 'Calibri'">The craft is designed with an extending arm that allows it to be connected to an aircraft that has refueling capabilities. The pilot must make a Pilot check DC 13 (plus any penalties for weather and other conditions) to fly into position and maintain the position for 5 rounds to refuel. If the refueling craft also has the capability to rearm, it can also rearm the Orca Mk IV.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Missile Lock Alert (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Variants</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Orca Mk IV-B</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the Orca Mk IV has some improvements and is assigned to elite or veteran units. It has improved targeting systems, payload of any weapons carried are doubled, has flares added for additional defense. Also these craft can mount railguns as an additional optional weapon.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Orca Mk IV to make an Mk IV-B:</span></p><p><span style="font-family: 'Calibri'">Increase hit points to 51;</span></p><p><span style="font-family: 'Calibri'">+2 to attack rolls with projectile weapons (30mm cannon, railguns), +3 with missiles against ground vehicles and structures, only +1 with missiles against aircraft;</span></p><p><span style="font-family: 'Calibri'">Increase hardness to 12;</span></p><p><span style="font-family: 'Calibri'">Can use Railguns as an optional weapon;</span></p><p><span style="font-family: 'Calibri'">Ammunition for any equipped weapon is doubled (except the railguns);</span></p><p><span style="font-family: 'Calibri'">If equipped with Sensor Pod can carry 20 sensor devices;</span></p><p><span style="font-family: 'Calibri'">Add Flares (10 uses);</span></p><p><span style="font-family: 'Calibri'">PDC +2 Mil (+3)</span></p><p> </p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Railguns (2 fire-linked)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">5d10</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Linked (1200 rds)</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Flares</strong></span></p><p><span style="font-family: 'Calibri'">Flares are designed to distract missiles that seek their targets based on heat signatures, rocketing off in random directions to confuse targeting systems and draw away the missiles When activated (free action), the pilot can make an opposed attack roll against any incoming missile attack; if successful, the missile targets the flare instead.</span></p><p> </p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Korhal Orca Mk IV</span></strong></span></p><p><span style="font-family: 'Calibri'">This Orca variant was created by techs and engineers using Dominion technology, using the Orca Mk IV as the base frame. The Korhal Orca Mk IV is fitted with improved environmental seals and life support, the weapons are replaced with those found on the Wraith, including the cloaking device, however it has a more limited operation time. The Korhal Orca can be modified with most of the same upgrades as the Wraith, except the reactors to increase the time of the cloak, but the bio-steel and other armour upgrades can be applied.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Korhal Orca Fighter (PL 5-6, VTOL Aircraft)</strong></span></p><p><span style="font-family: 'Calibri'">Crew: 2</span></p><p><span style="font-family: 'Calibri'">Passenger: 0</span></p><p><span style="font-family: 'Calibri'">Cargo: 30 lbs</span></p><p><span style="font-family: 'Calibri'">Init: -1</span></p><p><span style="font-family: 'Calibri'">Maneuver: +0</span></p><p><span style="font-family: 'Calibri'">Speed: 430 (40)</span></p><p><span style="font-family: 'Calibri'">Defense: 6</span></p><p><span style="font-family: 'Calibri'">Hardness: 15</span></p><p><span style="font-family: 'Calibri'">Hit Points: 49</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">PDC: 46</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Cloaking screen. Environmental seal with 12 hours air.</span></p><p><span style="font-family: 'Calibri'">Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +2 to attack rolls. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, burst laser additional +2 vs ground targets, but -4 vs air targets, Autofire Reflex DC 17.</span></p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gemini Missile Launchers (2 fire-linked)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">18d8</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">19-20x2</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">500 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">16 missiles ea</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Burst Laser (2 Fire-linked)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">9d8</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">200 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S, A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">-</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Cloaking Screen</strong></span></p><p><span style="font-family: 'Calibri'">This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.</span></p><p><span style="font-family: 'Calibri'">The Korhal Orca Mk IV can only remain cloaked for 8 rounds under combat conditions, or 8 minutes while moving at cruising speeds, after which requires a 10 minute cool down.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Gemini Missiles</strong></span></p><p><span style="font-family: 'Calibri'">Gemini missiles are designed for use against other aircraft and starships. Against such targets they grant +2 to attack rolls, but suffer -2 and critical is only on a natural roll of 20, to attack targets on the ground.</span></p><table style='width: 100%'><tr><td><br /> <span style="font-family: 'Calibri'">Name</span></td><td><br /> <span style="font-family: 'Calibri'">Damage</span></td><td><br /> <span style="font-family: 'Calibri'">Critical</span></td><td><br /> <span style="font-family: 'Calibri'">Damage Type</span></td><td><br /> <span style="font-family: 'Calibri'">Range Incr</span></td><td><br /> <span style="font-family: 'Calibri'">Rate of Fire</span></td><td><br /> <span style="font-family: 'Calibri'">Min Ship Size</span></td><td><br /> <span style="font-family: 'Calibri'">PDC</span></td><td><br /> <span style="font-family: 'Calibri'">Res</span></td></tr><tr><td><br /> <span style="font-family: 'Calibri'">Gemini Missiles</span></td><td><br /> <span style="font-family: 'Calibri'">12d8</span></td><td><br /> <span style="font-family: 'Calibri'">19-20</span></td><td><br /> <span style="font-family: 'Calibri'">Ballistic/Fire</span></td><td><br /> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"></li> </ul> </td><td><span style="font-family: 'Calibri'">Semi</span></td><td><br /> <span style="font-family: 'Calibri'">Huge</span></td><td><br /> <span style="font-family: 'Calibri'">29</span></td><td><br /> <span style="font-family: 'Calibri'">Mil (+3)</span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Burst Laser</strong></span></p><p><span style="font-family: 'Calibri'">The burst laser on the Wraith is a standard laser with semi and automatic fire capability, gains +2 to attack rolls against ground targets, plus the Reflex DC for the Autofire attack is 17 instead of the normal 15. If the autofire is used against a target of Huge size or more, and it fails the save, the target suffers double damage. Against airborne or space craft suffers -4 to attack rolls.</span></p><p><span style="font-family: 'Calibri'">PDC: 30</span></p><p><span style="font-family: 'Calibri'">Res: Mil +3</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Cylon Orca</span></strong></span></p><p><span style="font-family: 'Calibri'">The Cylons managed to acquire the plans for the Orca Mk IV, making modifications to suit their needs, including replacing the cockpit with a techno-organic pilot brain similar to their Raiders. While many would think having an atmospheric only craft is counter productive, the Cylons have used them to blend in with forces that use similar craft to infiltrate and ambush. As atmospheric craft, they handle adverse atmospheric conditions better than the modern raiders in an atmosphere. Armed with weapons similar to the modern raiders, makes these craft a significant threat to even starships that have entered the atmosphere.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Cylon Orca (PL 6)</strong></span></p><p><span style="font-family: 'Calibri'">Crew: 1*</span></p><p><span style="font-family: 'Calibri'">Passenger: 0</span></p><p><span style="font-family: 'Calibri'">Cargo: - lbs</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Maneuver: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 430 (42)</span></p><p><span style="font-family: 'Calibri'">Defense: 19 (-4 size +7 class +6 Dex) +1 Dodge</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Hit Points: 100</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">PDC: 49</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Sensor Pulse, Sensor Pod, Inflight Refuel/Rearm, missile lock alarm, weapons, VTOL capabilities, afterburners.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 to attack rolls when targeting ground targets. Dodge bonus +1 to Defense if moved at least 100 ft in round (stacks with +1 Dodge against selected target). Penalties from bad weather, strong wings, unusual atmospheric conditions are reduced by three-quarters (round down).</span></p><p><span style="font-family: 'Calibri'">Attack: 2 fire-linked modified rail cannons +9 ranged (9d12/20) and 2 fire-linked modified rail cannons +4 ranged (9d12/20); or</span></p><p><span style="font-family: 'Calibri'">CHE missiles +9 ranged (7d12/20x3, optional fire-link 10d12/20x3)</span></p><p> </p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">2 Fire-Linked Railguns</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">9d12</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">3000 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">300 rds ea</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Improved CHE Missile (optional fire-linked)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">7d12 (10d12 firelinked)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20x3</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"></li> </ul> </td><td><span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">18 missiles total</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Sidewinder Missiles (2) optional</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20d6</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ballistic</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">1 mile</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">3 missiles ea</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Missile Lock Alert (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Paired Attacks</strong></span></p><p><span style="font-family: 'Calibri'">When two Cylon craft are attacking the same target from opposite sides in a crossfire, the Cylons can be up to 1500 ft from the target instead of the normal 1000 ft, both Cylons 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.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Robotic Tactics</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Organic Pilot</strong></span></p><p><span style="font-family: 'Calibri'">The Cylon craft 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.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Afterburners</strong></span></p><p><span style="font-family: 'Calibri'">As part of a move action, the pilot can make a Pilot check DC 10, increasing speed to 650 (65) instantly, the afterburners will remain active for 3 rounds, including the round they are activated, and the pilot suffers -4 to Pilot checks. The afterburners can be used a total of 10 times before requiring refueling.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9280817, member: 6668634"] GDI Orca Mk Iv from 3rd Tiberium War/Kane's Wrath. An upgraded version, Korhal version and one built by the Cylons. [FONT=Calibri][B][SIZE=7]Orca Mk IV[/SIZE][/B] The Orca Mk IV is the latest in the Orca line used during the Third Tiberium War. Following a similar design to the Orca Fighter of the previous war, it has short stub wings behind the cockpit that holds the weapons, which are designed to carry multiple different types of weapons from twin 30mm cannons, Hellfire or Sidewinder missiles, or Hydra 70 unguided air-to-ground rockets. About midway point two wings extend out and up, containing two get engines for forward thrust, and the ends of the wings contain VTOL contra rotating closed fans that allow NOTAR design (NO Tail Rotor) tail design, reducing weight and vulnerability of the tail fan being damaged. The Mk IV also includes inflight refueling and reloading capabilities when such a support craft is available, which allows the Mk IV to remain in flight and reduce the time before it can return to combat. The Orca Fighter is 58.3 feet (12 squares) long, 48 feet (10 squares wide) at the edges of the turbofans, and the pilot has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft. The crew consists of the pilot and copilot/gunner. The Mk IV also has a pulse scanner to help detect stealth craft, and can be upgraded with sensor pods that can deploy remote sensors that can detect stealth units for a short time with their radius of operation.[/FONT] [FONT=Calibri][B]Orca Mk IV (PL 5-6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 50 lbs Init: -1 Maneuver: +0 Speed: 420 (42) Defense: 6 Hardness: 10 Hit Points: 48 Size: Gargantuan PDC: 44 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Sensor Pulse, Sensor Pod, Inflight Refuel/Rearm, missile lock alarm, 1 weapon system from list below. Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Missile launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls.[/FONT] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Hellfire Launcher (2) Optional[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]15d6[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]500 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]3 missiles ea[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]30mm Cannon (2 fire-linked) Optional[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]6d12[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]100 rds ea[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Sidewinder Missiles (2) optional[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20d6[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]1 mile[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]3 missiles ea[/FONT][/COLOR][/TD] [/TR] [/TABLE] [COLOR=black][FONT=Arial][B]Hellfire (Air-to-Surface Missile)[/B] The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft. When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius. Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator. To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.[/FONT][/COLOR] [COLOR=black][FONT=Arial][B]Sidewinder (Air-to-Air Missile)[/B] The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus. To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).[/FONT][/COLOR] [FONT=Calibri] [B]Sensor Pulse[/B] The craft has a sensor system that emits a combination of several detecting methods, including Sonar, Radar, Lidar, and others. If the craft is moving at half speed gains a +5 to Computer Use/Search checks to detect any stealth objects. If the vehicle is stationary, gains a +10 bonus instead. Using the Sensor Pulse is a standard action and it reveals targets within a 5 mile radius for 1d4+1 rounds with a 2 round cooldown between uses, and the crew can rely the information to any allies it is in communication range with.[/FONT] [FONT=Calibri][B]Sensor Pod[/B] This device contains several small devices that function like the Orca's Sensor Pulse, allowing the craft to drop them and activate them immediately, or a short time later. The devices are 3 foot diameter spheres, with built in parachute to allow them to land safely. The devices have a +10 bonus to Computer Use/Search to detect any stealth items within a 500 foot radius for a maximum of 6 rounds, and can begin transmitting any detected stealth items immediately, or can be set to activate within 1 minute later in increments of 6 seconds up to 1 minute delay. Once activated and runs out of power, it releases an acid to self destruct, transmitting its data to the craft that released it, and up to 10 designated allies of the craft that released it, as long as all are within 30 miles of the sensor. Releasing a sensor is a standard action, which can be done while moving. The devices have 10 hit points, hardness 3, Defense 10, weighing 40 lbs. Sensor pod contains 10 of these sensor devices, replacements are PDC 20 Mil (+3) for 2.[/FONT] [FONT=Calibri][B]Inflight Refuel/Rearm[/B] The craft is designed with an extending arm that allows it to be connected to an aircraft that has refueling capabilities. The pilot must make a Pilot check DC 13 (plus any penalties for weather and other conditions) to fly into position and maintain the position for 5 rounds to refuel. If the refueling craft also has the capability to rearm, it can also rearm the Orca Mk IV.[/FONT] [FONT=Calibri][B]Missile Lock Alert (PL5)[/B] A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons[/FONT] [FONT=Calibri][B][SIZE=6]Variants[/SIZE] [SIZE=5]Orca Mk IV-B[/SIZE][/B] This variant of the Orca Mk IV has some improvements and is assigned to elite or veteran units. It has improved targeting systems, payload of any weapons carried are doubled, has flares added for additional defense. Also these craft can mount railguns as an additional optional weapon. Make following changes to Orca Mk IV to make an Mk IV-B: Increase hit points to 51; +2 to attack rolls with projectile weapons (30mm cannon, railguns), +3 with missiles against ground vehicles and structures, only +1 with missiles against aircraft; Increase hardness to 12; Can use Railguns as an optional weapon; Ammunition for any equipped weapon is doubled (except the railguns); If equipped with Sensor Pod can carry 20 sensor devices; Add Flares (10 uses); PDC +2 Mil (+3)[/FONT] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Railguns (2 fire-linked)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]5d10[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Linked (1200 rds)[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Flares[/B] Flares are designed to distract missiles that seek their targets based on heat signatures, rocketing off in random directions to confuse targeting systems and draw away the missiles When activated (free action), the pilot can make an opposed attack roll against any incoming missile attack; if successful, the missile targets the flare instead.[/FONT] [FONT=Calibri][B][SIZE=5]Korhal Orca Mk IV[/SIZE][/B] This Orca variant was created by techs and engineers using Dominion technology, using the Orca Mk IV as the base frame. The Korhal Orca Mk IV is fitted with improved environmental seals and life support, the weapons are replaced with those found on the Wraith, including the cloaking device, however it has a more limited operation time. The Korhal Orca can be modified with most of the same upgrades as the Wraith, except the reactors to increase the time of the cloak, but the bio-steel and other armour upgrades can be applied.[/FONT] [FONT=Calibri][B]Korhal Orca Fighter (PL 5-6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +0 Speed: 430 (40) Defense: 6 Hardness: 15 Hit Points: 49 Size: Gargantuan PDC: 46 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Cloaking screen. Environmental seal with 12 hours air. Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Has VTOL capabilities, able to hover. +2 to attack rolls. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, burst laser additional +2 vs ground targets, but -4 vs air targets, Autofire Reflex DC 17.[/FONT] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Gemini Missile Launchers (2 fire-linked)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]18d8[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]19-20x2[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]500 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]16 missiles ea[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Burst Laser (2 Fire-linked)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]9d8[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]200 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S, A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]-[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Cloaking Screen[/B] This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields. The Korhal Orca Mk IV can only remain cloaked for 8 rounds under combat conditions, or 8 minutes while moving at cruising speeds, after which requires a 10 minute cool down.[/FONT] [FONT=Calibri][B]Gemini Missiles[/B] Gemini missiles are designed for use against other aircraft and starships. Against such targets they grant +2 to attack rolls, but suffer -2 and critical is only on a natural roll of 20, to attack targets on the ground.[/FONT] [TABLE] [TR] [TD] [FONT=Calibri]Name[/FONT][/TD] [TD] [FONT=Calibri]Damage[/FONT][/TD] [TD] [FONT=Calibri]Critical[/FONT][/TD] [TD] [FONT=Calibri]Damage Type[/FONT][/TD] [TD] [FONT=Calibri]Range Incr[/FONT][/TD] [TD] [FONT=Calibri]Rate of Fire[/FONT][/TD] [TD] [FONT=Calibri]Min Ship Size[/FONT][/TD] [TD] [FONT=Calibri]PDC[/FONT][/TD] [TD] [FONT=Calibri]Res[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]Gemini Missiles[/FONT][/TD] [TD] [FONT=Calibri]12d8[/FONT][/TD] [TD] [FONT=Calibri]19-20[/FONT][/TD] [TD] [FONT=Calibri]Ballistic/Fire[/FONT][/TD] [TD] [INDENT][LIST] [*] [/LIST][/INDENT][/TD] [TD][FONT=Calibri]Semi[/FONT][/TD] [TD] [FONT=Calibri]Huge[/FONT][/TD] [TD] [FONT=Calibri]29[/FONT][/TD] [TD] [FONT=Calibri]Mil (+3)[/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Burst Laser[/B] The burst laser on the Wraith is a standard laser with semi and automatic fire capability, gains +2 to attack rolls against ground targets, plus the Reflex DC for the Autofire attack is 17 instead of the normal 15. If the autofire is used against a target of Huge size or more, and it fails the save, the target suffers double damage. Against airborne or space craft suffers -4 to attack rolls. PDC: 30 Res: Mil +3[/FONT] [FONT=Calibri][B][SIZE=5]Cylon Orca[/SIZE][/B] The Cylons managed to acquire the plans for the Orca Mk IV, making modifications to suit their needs, including replacing the cockpit with a techno-organic pilot brain similar to their Raiders. While many would think having an atmospheric only craft is counter productive, the Cylons have used them to blend in with forces that use similar craft to infiltrate and ambush. As atmospheric craft, they handle adverse atmospheric conditions better than the modern raiders in an atmosphere. Armed with weapons similar to the modern raiders, makes these craft a significant threat to even starships that have entered the atmosphere.[/FONT] [FONT=Calibri][B]Cylon Orca (PL 6)[/B] Crew: 1* Passenger: 0 Cargo: - lbs Init: +1 Maneuver: +1 Speed: 430 (42) Defense: 19 (-4 size +7 class +6 Dex) +1 Dodge Hardness: 20 Hit Points: 100 Size: Gargantuan PDC: 49 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Sensor Pulse, Sensor Pod, Inflight Refuel/Rearm, missile lock alarm, weapons, VTOL capabilities, afterburners. Notes: +2 to attack rolls when targeting ground targets. Dodge bonus +1 to Defense if moved at least 100 ft in round (stacks with +1 Dodge against selected target). Penalties from bad weather, strong wings, unusual atmospheric conditions are reduced by three-quarters (round down). Attack: 2 fire-linked modified rail cannons +9 ranged (9d12/20) and 2 fire-linked modified rail cannons +4 ranged (9d12/20); or CHE missiles +9 ranged (7d12/20x3, optional fire-link 10d12/20x3)[/FONT] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]2 Fire-Linked Railguns[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]9d12[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]3000 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]300 rds ea[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Improved CHE Missile (optional fire-linked)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]7d12 (10d12 firelinked)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20x3[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [INDENT][LIST] [*] [/LIST][/INDENT][/TD] [TD][COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]18 missiles total[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Sidewinder Missiles (2) optional[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20d6[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ballistic[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]1 mile[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]3 missiles ea[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] [B]Missile Lock Alert (PL5)[/B] A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons[/FONT] [FONT=Calibri][B]Paired Attacks[/B] When two Cylon craft are attacking the same target from opposite sides in a crossfire, the Cylons can be up to 1500 ft from the target instead of the normal 1000 ft, both Cylons 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.[/FONT] [FONT=Calibri][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.[/FONT] [FONT=Calibri][B]Organic Pilot[/B] The Cylon craft 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.[/FONT] [FONT=Calibri][B]Afterburners[/B] As part of a move action, the pilot can make a Pilot check DC 10, increasing speed to 650 (65) instantly, the afterburners will remain active for 3 rounds, including the round they are activated, and the pilot suffers -4 to Pilot checks. The afterburners can be used a total of 10 times before requiring refueling.[/FONT] [/QUOTE]
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