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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Building some famous ships
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<blockquote data-quote="Morrus" data-source="post: 9397242" data-attributes="member: 1"><p><h2>Battlestar Galactica</h2><p><em>Grade 8 Carrier (13,769,200 cr)</em></p><p></p><p>Battles are often won by the valiant efforts of starfighter pilots, but even the greatest starfighter can’t make a difference if they can’t get to the warzone. Carriers function as mobile docks with hangars and communications systems designed to carry, launch, and coordinate swarms of short-range spaceships.</p><p>[HR][/HR]</p><p><strong>Crew </strong>256/10,000; <strong>Passengers </strong>2048; <strong>Prestige Bonus</strong> +5</p><p><strong>Size </strong>3,000–5,000 ft (up to a mile); <strong>Supply</strong> 3480 (128/day); <strong>Cargo </strong>11,200 tons</p><p><strong>Officers Available </strong>Engineer, Medic, Comms Officer, Navigator, Security Officer, Tactical Officer</p><p><strong>Gear Available </strong>Clothing, Containers, General Gear, Security Gear</p><p>[HR][/HR]</p><h3>Defenses</h3><p><strong>HP </strong>5,000</p><p><strong>AC </strong>18 (armored); <strong>Shields </strong>0% (0); <strong>Recharge</strong> none; <strong>Hacking DC </strong>28</p><p><strong>Saving Throws </strong>Strength, Constitution</p><p><strong>Damage Resistances </strong>all damage types</p><p><strong>Damage Immunities </strong>poison and psychic damage</p><p><strong>Condition Immunities </strong>blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, unconscious</p><p>[HR][/HR]</p><h3>Propulsion</h3><p><strong>Impulse Speed </strong>Slow (4)</p><p><strong>FTL Speed </strong>4</p><p>[HR][/HR]</p><p><strong>STR </strong>58 (+24)<strong> DEX </strong>4 (-3)<strong> CON </strong>58 (+24)<strong> WIS </strong>16 (+3)</p><p>[HR][/HR]</p><h3>Decks & Systems</h3><p><strong>Decks </strong>Bridge (1), Cargo Hold (14), Engineering (1), Hangar (16), Leisure Deck (4), Medical Bay (2), Operations Center (2), Weapon Deck (4), Passenger Deck (8)</p><p><strong>Systems </strong>Armored, Reinforced Networks</p><p><strong>Starfighters/Shuttles </strong>1280</p><p>[HR][/HR]</p><h3>Weapon Mounts</h3> <ul> <li data-xf-list-type="ul"><strong><em>24x medium projectile point defense.</em></strong><em> Ranged Weapon Attack:</em> short range, automated (starfighters). <em>Hit:</em> 21 (6d6) piercing damage.</li> <li data-xf-list-type="ul"><strong><em>1x heavy plasma superweapon.</em></strong><em> Ranged Weapon Attack:</em> long range, countdown (slow), imprecise. <em>Hit:</em> 315 (30d20) fire damage.</li> </ul><p>[HR][/HR]</p><h3>Special Properties</h3> <ul> <li data-xf-list-type="ul"><strong><em>Armored.</em></strong> This ship’s AC increases by +8 (included).</li> <li data-xf-list-type="ul"><strong><em>Reinforced Networks.</em></strong> The ship’s computer system and networks are protected against electronic attacks. This ship’s hacking DC increases by +2 (included).</li> <li data-xf-list-type="ul"><strong><em>Well-equipped.</em></strong> Once per region, Voidrunners are able to access any equipment of a certain type from the ship’s stores as though they were in a settlement. The ship can supply gear up to a total value of 8,000 cr from the Clothing, Containers, General Gear, Security Gear equipment categories. The equipment must still be paid for, unless the Narrator determines that gear is provided by the Fleet.</li> <li data-xf-list-type="ul"><strong><em>Immense Size.</em></strong> Ships of this type are so large, with so many redundant systems and pure volume, that their ability to ignore damage increases dramatically. This vessel has resistance to all damage types.</li> <li data-xf-list-type="ul"><strong><em>Carrier Decks.</em></strong> Each hangar deck can each store and dock a number of starfighters equal to the ship grade multiplied by 10 instead of by 2 as normal (included).</li> <li data-xf-list-type="ul"><strong><em>Scramble.</em></strong> As a hangar deck action, the ship can launch all starfighters from a single hangar deck for a cost of 3 power points. Only one Scramble action can be taken each round.</li> <li data-xf-list-type="ul"><strong><em>Repair Bays. </em></strong>Carriers are well equipped to perform quick repairs on starfighters. The power point cost to perform the quick patch system maneuver is reduced by 1.</li> <li data-xf-list-type="ul"><strong><em>Recall All Fighters.</em></strong> As a hangar deck action, the ship can recall all allied starfighters for a cost of 3 power points. All friendly starfighters in the carrier's combat zones are automatically docked.</li> <li data-xf-list-type="ul"><strong><em>Coordinated Strikes.</em></strong> Advanced carriers excel at coordinated strikes. Starfighters launched from this ship gain an expertise die on attack rolls while in the same sector as the carrier.</li> <li data-xf-list-type="ul"><em><strong>Battle Command. </strong></em>Carriers of this size coordinate entire navies. All allied ships within the same sector gain an expertise die on attack rolls, skill checks, and saving throws.</li> </ul></blockquote><p></p>
[QUOTE="Morrus, post: 9397242, member: 1"] [HEADING=1]Battlestar Galactica[/HEADING] [I]Grade 8 Carrier (13,769,200 cr)[/I] Battles are often won by the valiant efforts of starfighter pilots, but even the greatest starfighter can’t make a difference if they can’t get to the warzone. Carriers function as mobile docks with hangars and communications systems designed to carry, launch, and coordinate swarms of short-range spaceships. [HR][/HR] [B]Crew [/B]256/10,000; [B]Passengers [/B]2048; [B]Prestige Bonus[/B] +5 [B]Size [/B]3,000–5,000 ft (up to a mile); [B]Supply[/B] 3480 (128/day); [B]Cargo [/B]11,200 tons [B]Officers Available [/B]Engineer, Medic, Comms Officer, Navigator, Security Officer, Tactical Officer [B]Gear Available [/B]Clothing, Containers, General Gear, Security Gear [HR][/HR] [HEADING=2]Defenses[/HEADING] [B]HP [/B]5,000 [B]AC [/B]18 (armored); [B]Shields [/B]0% (0); [B]Recharge[/B] none; [B]Hacking DC [/B]28 [B]Saving Throws [/B]Strength, Constitution [B]Damage Resistances [/B]all damage types [B]Damage Immunities [/B]poison and psychic damage [B]Condition Immunities [/B]blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, unconscious [HR][/HR] [HEADING=2]Propulsion[/HEADING] [B]Impulse Speed [/B]Slow (4) [B]FTL Speed [/B]4 [HR][/HR] [B]STR [/B]58 (+24)[B] DEX [/B]4 (-3)[B] CON [/B]58 (+24)[B] WIS [/B]16 (+3) [HR][/HR] [HEADING=2]Decks & Systems[/HEADING] [B]Decks [/B]Bridge (1), Cargo Hold (14), Engineering (1), Hangar (16), Leisure Deck (4), Medical Bay (2), Operations Center (2), Weapon Deck (4), Passenger Deck (8) [B]Systems [/B]Armored, Reinforced Networks [B]Starfighters/Shuttles [/B]1280 [HR][/HR] [HEADING=2]Weapon Mounts[/HEADING] [LIST] [*][B][I]24x medium projectile point defense.[/I][/B][I] Ranged Weapon Attack:[/I] short range, automated (starfighters). [I]Hit:[/I] 21 (6d6) piercing damage. [*][B][I]1x heavy plasma superweapon.[/I][/B][I] Ranged Weapon Attack:[/I] long range, countdown (slow), imprecise. [I]Hit:[/I] 315 (30d20) fire damage. [/LIST] [HR][/HR] [HEADING=2]Special Properties[/HEADING] [LIST] [*][B][I]Armored.[/I][/B] This ship’s AC increases by +8 (included). [*][B][I]Reinforced Networks.[/I][/B] The ship’s computer system and networks are protected against electronic attacks. This ship’s hacking DC increases by +2 (included). [*][B][I]Well-equipped.[/I][/B] Once per region, Voidrunners are able to access any equipment of a certain type from the ship’s stores as though they were in a settlement. The ship can supply gear up to a total value of 8,000 cr from the Clothing, Containers, General Gear, Security Gear equipment categories. The equipment must still be paid for, unless the Narrator determines that gear is provided by the Fleet. [*][B][I]Immense Size.[/I][/B] Ships of this type are so large, with so many redundant systems and pure volume, that their ability to ignore damage increases dramatically. This vessel has resistance to all damage types. [*][B][I]Carrier Decks.[/I][/B] Each hangar deck can each store and dock a number of starfighters equal to the ship grade multiplied by 10 instead of by 2 as normal (included). [*][B][I]Scramble.[/I][/B] As a hangar deck action, the ship can launch all starfighters from a single hangar deck for a cost of 3 power points. Only one Scramble action can be taken each round. [*][B][I]Repair Bays. [/I][/B]Carriers are well equipped to perform quick repairs on starfighters. The power point cost to perform the quick patch system maneuver is reduced by 1. [*][B][I]Recall All Fighters.[/I][/B] As a hangar deck action, the ship can recall all allied starfighters for a cost of 3 power points. All friendly starfighters in the carrier's combat zones are automatically docked. [*][B][I]Coordinated Strikes.[/I][/B] Advanced carriers excel at coordinated strikes. Starfighters launched from this ship gain an expertise die on attack rolls while in the same sector as the carrier. [*][I][B]Battle Command. [/B][/I]Carriers of this size coordinate entire navies. All allied ships within the same sector gain an expertise die on attack rolls, skill checks, and saving throws. [/LIST] [/QUOTE]
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