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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
A couple more Terminators

T-400 Hunter Killer

The T-400 Endo, also known as Clanker or Faker, is a humanoid hunter killer during initial tests to mimic human autonomy. They are slow, but powerful and have more armour than the T-200s, although they are generally made with cheaper materials still so that they can be produced in large numbers in large attacks and as guards of prison camps. The armoured near skeleton-like frame is about the size of a large person, the armoured head as bright red glowing optics, with a secondary sensors on a gimble on the left shoulder that give it greater field of view to compensate for its slower speed, and can even see behind the terminator. These units were one of the first equipped with plasma weapons, but many were armed with heavy projectile weapons, or would pick up enemy weapons and use them if their plasma weapons were out of ammunition.

T-400 Endo
Medium Construct (PL 6)
Hit Dice: 2d10+10 (25 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft
Defense: 13 (+1 Dex, +2 armour)
Attacks: +2 ranged 7.62mm rifle (2d10, 90 ft), or +6 melee slam (2d4+5), Or +2 ranged M-40 plasma rifle (3d10-2 fire, 80 ft, s)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, DR 2, all-round vision.
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 20, Dex 12, Con ---, Int 10, Wis 10, Cha 8
Skills: Listen +2, Spot +4, Search +4
Challenge Rating: 2
PDC: 22

Combat
T-400 Endos function primarily as guardians, protecting T-70s, T-202s and other important units, moving slowly and fire until the target is eliminated or they are disabled.

Robotic Strength
Their powerful servos allow them to carry incredible weights. Not considered encumbered when carrying heavy loads and can carry double their normal weight for their strength.

All-Round Vision
The T-400 has a secondary sensor optics which gives it the ability to see all about it, thus the T-400 can't be surprised or flanked except by invisible targets, if they can also mask their thermal signatures.

M-20 Plasma Rifle
The M-20 is one of the earliest 'man' portable plasma weapons Skynet produces, with a large replaceable power cell. Heavy, but reliable.

Damage: 3d10-2
Critical: x3
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 20 lbs
Ammo: 100 Box
Purchase DC: 23 Mil (+3)
Notes:


OCP S-400
OCP got their hands on the plans for the T-400 and modified it but encasing the whole frame in a deep blue light armour, programmed it to use non-lethal methods. They weren't able to improve its over all speed, which in its role as a guard isn't generally needed, but gave it an overdrive for short bursts of speed. However this extra speed comes at the cost of its strength being lowered for a short period. The S-400 will grapple and restrain targets for law enforcement to arrive, or carry unruly prisoners back to their cells.

OCP S-400
Medium Construct (PL 6)
Hit Dice: 2d10+10 (25 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft
Defense: 14 (+1 Dex, +3 armour)
Attacks: +2 ranged stun pistol (2d4 nonlethal, 30 ft), or +6 melee slam (2d4+5 nontheal), or +6 melee stun baton (1d6+6 bludgeon + special)
Special Attack: Grapple, Restrain
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, all-round vision, overdrive
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 20, Dex 12, Con ---, Int 10, Wis 10, Cha 8
Skills: Listen +2, Spot +2, Search +2
Challenge Rating: 2
PDC: 22

Combat
The S-400 are used as guards for the rich and as prison guards, armed with pistols that fire rubber bullets for nonlethal ranged combat, plus a stun baton (Fort save DC 10 + damage dealt or be stunned for 1d4 rounds). They will move towards the target firing with the stun pistol, then use their stun baton to stun the target then restrain them.

Grapple
The powerful servos of the S-400 give it a great advantage against humans. It can initiate a grapple with a total +8 to the attack roll to initiate the grapple, and a total of +10 to the grapple check to hold the target.

Restrain
The S-400 can lock its arms around a grappled target as a free action, granting a +20 to grapple checks. After it has held a target for more than 2 rounds successfully, it deploys several strong plastic like straps, similar to zip-ties, from its arms to wrap the target and keep them immobile. The straps have 10 hit points, hardness 5, but a Break DC 30 for the restrained to try and break free. The S-400 can wrap up to 10 targets before requiring a refill (PDC 5).

Overdrive
As a free action, the S-400 can divert power to just its leg servos to grant it a boost in speed, able to reach a speed of 100 ft, but its Strength is reduced to 10. It can maintain this for up to 5 rounds at a time, and can't turn off the overdrive until the start of its next turn. It can do this up to 5 times every 12 hours.


T-500
The T-500 is a much upgraded version of the T-400, built for combat, with a more refined humanoid look, a metal skeleton with armour plating protecting the torso and vital areas, with armour plating and enhanced combat systems. All T-500s are equipped with the M-40 pulse plasma rifle. Much faster, stronger and more durable than the T-400, the T-500 is a significant threat. Used exclusively for combat, no T-500 is used for infiltration and are one of the last human sized Hunter Killer models.

T-500 Endo
Medium Construct (PL 6)
Hit Dice: 4d10+10 (45 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft
Defense: 16 (+2 Dex, +4 armour)
Attacks: +7 ranged M-40 pulse rifle (3d10, fire, 80 ft, s,a), or +9 melee slam (2d4+6)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, DR 8, Fire Resistance 10, Cold Resistance 10
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 22, Dex 14, Con ---, Int 12, Wis 10, Cha 8
Skills: Balance +4, Climb +8, Knowledge Tactics +5, Listen +8, Spot +8, Search +8
Challenge Rating: 2
PDC: 22

Combat
T-500 Endos function primarily as combat units, seeking out the enemy and eliminating the targets. They'll engage primarily with the

Robotic Strength
Their powerful servos allow them to carry incredible weights. Not considered encumbered when carrying heavy loads and can carry double their normal weight for their strength. The T-500's slam attack ignores 5 points of hardness/DR due to the strength able to punch through steel and concrete.

M-40 Pulse Rifle
The M-40 is an improved weapon over the M-20, with full automatic fire capability, lighter, integrated targeting and link to the Terminator or Hunter Killer that is holding it so it can link and monitor the weapon's status without having to look at it, and able to fire at a target without having to look directly at it.

Damage: 3d10
Critical: x3
Damage Type: Fire
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 15 lbs
Ammo: 100 Box
Purchase DC: 24 Mil (+3)
Notes: Integrated camera, weapon link, targeting system (+1 to attack rolls with weapon link)
 

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kronos182

Adventurer
And now the Colonial (BSG reboot) Raptor, with reimaged Cylon War version and two other variant designs for Star Wars and Star Trek.

Colonial "Raptor" Dropship (PL 6)
A Raptor is a shuttle type ship capable of extended operation away from its base or ship, as it is equipped with a jump drive, capable of several short range jumps. The Raptor has two short stubby wings along the bottom of the hull that also incorporate part of the landing gear, two engines mounted on the upper part of the rear, with two tails on either side of the engines. The main hatch is on the left side of the craft, allowing a single person to enter or exit easily, with enough room that a stretcher can fit through easily. The ships are equipped with potent sensors so they can conduct planetary surveys and act as scouts for fleets. Raptors are typically unarmed but can be fitted with several rocket pods under the wings and on the upper hull, or fewer larger missiles, such as a nuclear warhead can be carried. Raptors have an emergency system in their jump drives that allows them to jump to the last coordinates the ship jumped from within a very short time of the first jump to allow the crew to escape quickly from a hazardous situation. Raptor jump engines can also be spooled up well in advance of a jump so that the ship can jump quickly.

Type: Ultralight
Subtype: Drop ship
Size: Gargantuan (–4 size)
Length: 28 feet
Weight: 90,000 lb.
Crew: 2 (trained +4)
Passenger Capacity: 12
Cargo Capacity: 9,500 lb.
Tactical Speed: 3,000 ft. (5 sq.)
Defense: 11
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 10d20 (200 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Targeting System Bonus: +2
Grapple Modifier: +12
Base Purchase DC: 48
Restriction: Licensed (+1)

Attack: 1 CHE missile launcher with 8 missiles +2 ranged (6d12/19-20) (optional, can fire-link the 2 launchers);
Attack of Opportunity: None

Standard PL 6 Design Specs: docking collar, emergency jump, spool up, sensor jammer (-5 to enemy sensors, missiles have 20% miss chance)
Engines: fusion torch, Jump engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones), sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 CHE missile launcher with 8 missiles each (optional)
Grappling Systems: magnetic (touch)

Docking Collar
The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.

Emergency Jump
The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the Raptor is immobile for 2 rounds as the engines reset.

Spool Up
The jump engines of the raptor 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.


Combat Assault Raptor
The combat assault raptor is very similar to the normal raptor, although it has a little extra armour and is fitted with more weapons than the two missile launchers, which include the same two missile launchers under the hull, two projectile weapons on the ends of the wings, and two multi-rocket launchers mounted on the upper hull.
Make the following changes to make a Raptor a Combat Assault Raptor:
Increase Hit die to 11d20 (220 hp);
Increase hardness to 22;
Reduce passenger capacity to 8;
Add 2 fire-linked CHE missile launchers (8 missiles each);
Add 2 fire-linked railguns;
Add 2 fire-linked Cobra Mk2 missile launchers (16 missiles each);
Optional can add 2 nuclear missiles carried under the fuselage;
PDC: +2
Res: Mil (+3)

Cobra Mk2 Missile (PL 5-6)
An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.
Name: Cobra (air-to-air missile)
Weapon Damage: 5d12
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 22
Restriction: Mil (+3)


Cylon War Raptor
The Raptor of the Cylon War is slightly larger than the current Raptors, with major difference being the two engines mounted on the sides of the rear and were able to rotate, and had a rear wing mounted on top which had two tails on either side. It held fewer people, but had a rear turret with two fire-linked 30mm MAC guns, with main armament being modular and mission specific, ranging from multiple missile launchers to a combination of missiles and projectile weapons. A typical load out are two 30mm MAC guns and two CHE missile launchers.

Type: Ultralight
Subtype: Drop ship
Size: Gargantuan (–4 size)
Length: 35 feet
Weight: 94,000 lb.
Crew: 2 (trained +4)
Passenger Capacity: 10
Cargo Capacity: 10,000 lb.
Tactical Speed: 3,000 ft. (5 sq.)
Defense: 11
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 10d20 (200 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Targeting System Bonus: +2
Grapple Modifier: +12
Base Purchase DC: 48
Restriction: Licensed (+1)

Attack: 2 fire-linked 30mm MAC +2 ranged (6d12/20) or
2 CHE missile launcher with 8 missiles +2 ranged (9d12/19-20);
Rear 2 fire-linked modified rail cannons +2 ranged (6d12/20), rear arc only
Attack of Opportunity: None

Standard PL 6 Design Specs: docking collar
Engines: fusion torch, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones)
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 CHE missile launcher with 8 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC rear turret
Grappling Systems: magnetic (touch)

Docking Collar
The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.


Incom Raptor
The Incom Raptor is produced by Incom after they acquired several examples of the Colonial Raptors, post Cyclon War versions and reversed engineered it. They opted to use the Assault Combat version to use as their base model. Incom replaced the railguns with a pair of heavy lasers, installed a six shot concussion missile launcher above the cockpit, and a pair of proton torpedo launchers, which are also designed to release proton bombs updated the systems. Improved automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses, and the craft could be operated by a single crew, but more efficient with two, and an astromech socket is built inside to help operate the craft and act as onboard repair or co-pilot and a navicomp. A hyperdrive and navicomp is install, which can hold up to 3 sets of coordinates, but with an astromech, that can be expanded with its own coordinate storage.
Make the following changes to Assault Combat Viper to make an Incom Raptor:
Add shields, 50 shield HP;
Replace railguns with 2 fire-linked heavy lasers (12d8, fire, s, 4000 ft);
Add Concussion Missile Launcher with 6 missiles;
Replace CHE missiles with 2 proton torpedo launchers (optional fire-link, can be loaded with proton bombs instead of torpedoes, 4 torpedoes each);
Add astromech socket inside;
Add Hyperdrive x2 with navicomp with 3 coordinate storage;
PDC: +2
Note: Can make vertical take off and landings.

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Proton Torpedo
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

Hawk Class Runabout
The Hawk Class is a Federation (Star Trek) built attack craft based on the BSG Raptor shuttle/attack craft. The Hawk class is slightly larger than the Raptor, a horizontal style warp core similar to these found on the Danube Class runabouts, along the dorsal surface. Warp nacelles are built along the sides of the hull, partly imbedded in the wings for additional protection. The HAWk has greatly improved sensors over the Raptor, equipped with sensors virtually identical to those found on the Danubes. After the Dominion War, the Federation built more combat ready craft, thus the Hawk, while able to carry out scientific missions, is more heavily armoured and armed than other runabouts. Armed with two forward phasers and two rear phaser emitters, plus two micro photon torpedo launchers. For protection the Hawk mounts shields designed for a larger ship, giving it excellent protection for its size. While smaller than the Danube runabouts, it has nearly the same range, but the insides are quite cramped as space is dedicated to both scientific and combat equipment.
What makes the Hawk class a runabout is that it is long ranged compared to other shuttles of its size, it has a replicator, two fold out bunks in the rear and small bathroom for the crew, and a two person transporter just behind the hatch on the left side.
Additionally, the Hawk can mount similar special mission pods on a rollbar on the top of the craft, which can include additional sensors, special equipment or additional micro photon torpedo launchers and phasers.

Type: Ultralight
Subtype: Drop ship
Size: Gargantuan (–4 size)
Length: 42 feet
Weight: 92,000 lb.
Crew: 2 (trained +4)
Passenger Capacity: 10
Cargo Capacity: 9,800 lb.
Tactical Speed: 3,500 ft. (5 sq.)
Defense: 11
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 10d20 (200 hp), shields 375 hp
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Targeting System Bonus: +2
Grapple Modifier: +12
Base Purchase DC: 48
Restriction: Res-Mil (+2 to +3)

Attack:
2 fire-linked Type 3 phasers +2 ranged (varies/20); or
Micro photon torpedo +2 ranged (varies)

Attack of Opportunity: None

Standard PL 6 Design Specs: docking collar, transporter, replicator, optional mission pod
Engines: ion engine, thrusters, Warp drive (warp 5.5, 100 light year range)
Armor: Polymeric
Defense Systems: Autopilot system, 1 decoy drone launcher (4 decoy drones or 4 probes), heavy shields
Sensors: Class IV sensor array, targeting system
Communications: radio transceiver, subspace radio
Weapons: 4 phaser type 3 (2 fire-linked forward, 2 fire-linked rear), 2 micro photon torpedo launchers (10 torpedoes each)
Grappling Systems: magnetic (touch)

Docking Collar
The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.

Mission Pod
A series of mission pods are available and can be mounted in a roll bar on top of the Hawk Class, similar to the Danube runabouts.
Additional Sensors - This pod is filled with sensors and antennae, effectively upgrading the Hawk's sensors to Class V and the range is 5 times greater. PDC: 26, Lic +1
Weapon Pod 1 - This weapon pod contains a forward and aft micro photon torpedo launchers, with a total payload of 46 torpedoes shared between the two. PDC: 34, Mil +3
Weapon Pod 2 - This weapon pod is similar to the first one, only it mounts two type 4 phaser emitters plus a single micro proton torpedo launcher with 20 torpedoes. PDC: 36, Mil +3
Combat Pod - This pod mounts a single Type 4 phaser strip to allow it to cover all arcs except below the craft, 1 micro photon torpedo launcher with 15 torpedoes, plus a shield generator that adds an additional 200 hp to the shields that is depleted first, and regenerates automatically at a rate of 10 hp per round. If completely depleted doesn't start regenerating for 5 rounds, then comes back with 50 hit points. PDC 36, Mil +3
EWAC Pod - This pod contains communications, jammers and other electronic warfare equipment. Range of sensors is tripled, adds Advanced Sensor Jammers, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5. PDC: 31, Mil +3

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28

Micro Photon Torpedo
Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.
At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)

ADVANCED SENSOR JAMMER (PL 7)
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. In addition the ship gains one-half concealment against missile attacks (20% miss chance).
Purchase DC: 6 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 

kronos182

Adventurer
First Veritech fighter I've done so far.

VF-1 Valkryie Veritech Fighter
The VF-1 Valkyrie Veritech fighter is a transformable fighter with three forms. In fighter form it looks loosely like the F-14 Tomcat, with four hardpoints, two per wing which usually hold missiles or bombs, and a hard point along the central line of the underside of the craft which usually mounts a gunpod. A laser, or several depending on model, also runs along under the fuselage, which is attached to the head when in batroid mode. The second mode is called GERWALK, which is the fighter with legs and arms, giving the craft the ability to manipulate objects. The Veritech fighter is slower in this mode, but still maneuverable. The third mode is a humanoid robot called Batroid mode, with the full range of movement and capabilities of a human. The laser is attached to the head which gives it greater range of movement and can be used as a point defense weapon while in batroid mode.
Wing ordnance must be ejected before switching to batroid mode. A series of FAST packs can be fitted, typically to the legs, arms and back in batroid and GERWALK modes, around the thrusters, sides, and back while in fighter mode. Pilots with higher ranks have increased number of lasers attached to the head for easier identification and added offensive/defensive capabilities. Most pilots only have 1 laser, lieutenants will have two while captains and above have four, with each addition being fire-linked.

VF-1 Valkyrie (PL 6)
Statistics:
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Fighter
Base Purchase DC: 48
Restriction: Military (+3)
Crew: 1
Passenger Capacity: 1
Hit Dice: 8d20 (160 hp)
Hardness: 20*
Defense: 6*
Flat-footed Defense: 6*
Autopilot Defense: 8*
Initiative Modifier:
Pilot’s Dex Modifier:
Pilot’s Class Bonus:
Tactical Speed: 3,500 ft. (7 sq.)

Transformation: The VF-1 Valkyrie has a variable geometry allowing to it take three forms, Fighter, GERWALK (Ground Effective Reinforcement of Winged Armament with Locomotive Knee-joint), and Batroid.
Transforming into any mode requires a move action. Fighter mode is the primary mode for aerial dog fighting and transportation to and from the battlefield. As fighter mode the aircraft may move its full tactical speed and may surge forward and withdraw as normal. Although not as fast as fighter mode, GERWALK mode reduces its tactical speed to 1500 ft. (3 sq.) yet gains +2 bonus to defense due to it being able to make use of its manipulators and make fine adjustments with its movement. Lastly the Batroid is a giant robot capable of doing almost anything the pilot could on foot. The Batroid uses surplus power from the engines to strengthen the fighter, lock all the components in place and make the VF-1 Valkyrie as tough as a tank; as a result, it gains +10 more hardness. Due to the dexterity of the Batroid the Valkyrie can make better use of its armor and thus gains a +5 to defense. The Batroid’s tactical speed is reduced to moving 500 ft. (1 sq.) and cannot surge forward. Both GERWALK and Batroid modes give a +24-equipment bonus to the pilot’s strength.
Chase Scale: The Batroid may move on foot at 5 squares per move action and GERWALK mode may move on foot at 3 per move action. Flying, the Batroid isn’t adapted for flight but may move up to 10 squares per move action. The GERWALK is more than capable of flight and operates as a VTOL able move at 30 squares per move action.

Speeds:
Flying, Fighter Configuration: the VF-1 Valkyrie is capable of achieving a speed of Mach 2.15 (1,440.5mph/ 2318.26kph) and has a maximum ceiling height of 55,000ft (16764m).
The VF-1 Valkyrie is capable of achieving a speed of Mach 2.35 (1,574.5mph/ 2533.91kph) and has a maximum ceiling height of 55,000 ft (16764m). The VF-1 Valkyrie is capable of achieving a speed of Mach 2.5 (1,675mph/ 2695.65kph) with afterburner at altitude and has a maximum ceiling height of 55,000ft (16764m). With the LEO pack system with VF-1 Valkyrie is capable of achieving orbit.
Flying, Gerwalk Configuration: 310.7mph/500kph flying
Flying, Soldier Configuration: 120m/193.1ph
Running, Gerwalk Configuration: 55mph/90kph walking
Running, Soldier Configuration: mode max speed roughly 87mph/140kph running
Jumping, Soldier Configuration: 50 ft (15.2m) up or across with no assist. 150 ft (45.7m) up or across with
thruster assist.
Maximum Combat Range: 475miles (764.4km), 1783.7miles (2870.59km) with LEO fuel leg packs equipped. unlimited with aerial refueling.
Power Plant: micro-reactor hydrogen fuel cell producing 450kw electrical power.
Max. Engine Thrust: 2 General Electric f110-ge-400 ex afterburning turbofans rated at 17,800 lbf (79 kn, dry thrust) each, 29,160 lbf (129.7 kn)
each with afterburner.

Statistical Data:
Height: Fighter Mode – 17ft (5.18m) parked with gear down., Wings in Swept position – 15ft (4.5m) tails folded for storage, Gerwalk Mode – 32.8ft (9.9m), Soldier Mode – 44.5ft (13.5m)
Width: Fighter Mode – 42.3ft (12.89m), Wings unswept, 16.1ft (4.9m), Wings in Swept position, Gerwalk Mode – 21ft (6.4m), with a wing span of 42.3ft (12.89m), Soldier Mode – 21ft (6.4m)
Length: Fighter Mode – 46ft (14m), 50ft (15.24m) with dual seat nose pod, Gerwalk Mode – 37.6ft (11.46m), Soldier Mode – 14.7ft (4.48m)
Weight: 25,531lbs (Empty), 64,900lbs (Max Take-off Weight)
Cargo: 500lb.

Attacks:
1 GPU-9 35mm Gunpod -2 ranged (4d12/20)
1 Head-turret-mounted 20mm laser gun -2 ranged (4d8/20)
12 variable fire-linked AIM-200A AMRAAM 2 I/ALH-guided air-to-air missiles -2 ranged (10d6/20)

Attack of Opportunity: Mauler laser gun (4d8)

Targeting System Bonus: +2
Gunner’s Attack Bonus:
Grapple Modifier: +8
Standard PL 6 Design Specs:
Engines: 2 General Electric f110-ge-400, 2d thrust vectoring
Armor: Polymeric, Over-technology energy converting armor
Defense Systems: Autopilot system, chaff launcher (10), damage control system (1d10), ejection seat, flare launcher (10), sensor jammer, active stealth
Sensors: Class II sensor, GPS, targeting system, laser painter
Communications: Laser transceiver, radio transceiver
Grappling Systems: Manipulators (GERWALK & Batroid modes)
Weapons: General Electric GU-14B 30mm Electric Gatling-type Rotary Cannon (optional): MK-1A15 50kw 20mm Point Defense Laser Weapons (Head mounted), (1, 2, or 4)
Wing Mounted External Payload, (12, 6 per wing 3 per payload station)

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineMin Ship SizeGuidance
GU-114d1220Ballistic400 ftALinked (550)Huge-
20mm Laser4d820Fire200 ftS, A-Huge-
AIM-200A**10d620Ballistic/Fire-Single** HardpointLargeLaser

Augmentation Pack Systems
Augmentation Pack Systems or APS was created to give the VF-1 Valkyrie, and other veritech fighters, a significant improvement in flight and combat. Each pack includes additional armor, maneuvering thrusters, booster engines and either one or two weapon systems.

LEO-1 (Low Earth Orbit)
Description: Design for the VF-1 Valkyrie, this pack system is made up of leg armor pods, arm armor pods two back mounted thruster/missile pods. The pack system also includes more maneuvering thrusters and increased fuel storage. The first 40 points of damage is scored on the LEO-1 APS before any damage is taken by the VF-1’s armor. All of the VF-1’s weapon systems can be used while the LEO-1 ASP is connected. After the ASP’s hull is reduced to zero, the pack can be jettisoned.
Hit Dice: 2d20 (40 hp)
Hardness: 20
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Initiative Modifier:
Standard PL 6 Design Specs:
Engines: 2 Rocketdyne Liquid Fuel Engines, 3d thrust vectoring
Tactical Speed: 4,000 ft. (8 sq.)

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineMin Ship SizeGuidance
Dracovaine6d820Ballistic/Fire-Single15 per podHuge-

ETO-1 (Earth to Orbit)
Description: This APS was designed to give the VF-1 enough thrust to allow the fighter to achieve orbital velocity. It is composed of additional leg and arm armor pods, four large rocket thrusters and a large fuel pod that supplies fuel to the four rocket thrusters. The rocket thruster pods are equipped with a single missile launcher. This gives the VF-1 additional missile payload. The first 60 points of damage is scored on the ETO-1 APS before any damage is taken by the VF-1’s armor. All the weapons that is carried by the VF-1 can be used while the ETO-1 ASP is connected. Once the VF-1 has obtained orbit the pack can be jettisoned if it is damaged or out of fuel to power its rocket thruster.
Hit Dice: 3d20 (60 hp)
Hardness: 20
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Initiative Modifier:
Standard PL 6 Design Specs:
Power Plant: Secondary Micro-Reactor Hydrogen Fuel Cell
Engines: 4 Rocketdyne Liquid Fuel Engines, 8d thrust vectoring
Tactical Speed: 15,000ft. (30 sq.) 500 (1sp)

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineMin Ship SizeGuidance
Dracovaine6d820Ballistic/Fire-Single15 per podHuge-

HCA-1 (Reactive Armor)
Description: This augmentation pack was designed for the VF-1 Valkyrie veritech fighter in order to increase its fire power and battlefield survivability. It is equipped with a particle beam cannon in the right thruster pod, missile launchers in the shoulders and lower legs. The Batroid mode can fly short distances and make leaps while wearing the armor. The first 80 points of damage is scored on the HCA-1 APS before any damage is taken by the VF-1’s armor. Except for the GU-14B, all of the VF-1’s weapon systems are blocked by the HCA-1. When the HCA-1 is reduced to zero hit points, the armor can be jettisoned.
Hit Dice: 4d20 (80 hp)
Hardness: 20
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Initiative Modifier:
Standard PL 6 Design Specs:
Power Plant: Secondary Micro-Reactor Hydrogen Fuel Cell
Engines: 2 EGF-127 gas turbine engines, 2d thrust vectoring
Tactical Speed: 1,000 ft. (2 sq.)

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazineMin Ship SizeGuidance
Dracovaine6d820Ballistic/Fire-Single15 per podHuge-
Particle Cannon8d1220x3Energy400 ft/4000 ft in spaceSingle-Huge-
 




kronos182

Adventurer
A magic using NPC that makes use of mana and imbues his weapons with magical power.

Jonas The Red

Jonas Tyler, known as Jonas the Red, is a freelance magic user available for higher, selling his skills to the highest bidder, anyone with the cash or items for trade, except he won't work for anyone dealing in slaves. Jonas is a fairly average looking person, standing about 5 foot 8 inches, short, slightly unkempt brown hair, brown eyes and usually a bit of scruff on his chin, usually wearing clothing of the local area he's operating in, although favours a trench coat or duster, depending on local fashion.
Jonas isn't know as Jonas The Red for wearing red clothing, but because he uses Red Mana to augment and power many of his spells, particularly fire and electricity type spells. He uses his average looks to keep enemies from targeting him first, being armed with usual mercenary equipment, small blades, pistols, very light armour for mobility, but once combat has started he will unleash potent spells and imbue his equipment with magical energies to devastate those who opposes him.
Outside of combat, he's a minor adrenaline junkie, enjoying races, free base rock climbing, and some free style fighting. He can be found in small underground fight clubs or mixed martial arts type competitions at least 3 times a month to make some extra cash.
His clothing, while usually of local style is usually what he can find in any popular stores, but the rest of his equipment is of high quality and well taken care of. He uses equipment that would be appropriate for the task at hand, but has a favoured Glock 17 of exceptional quality, made of a material that absorbs and enhances magic. He also carries a combat knife that the blade appears to be burned, but remains sharp and strong.
Jonas, if given time to prepare, will craft his own ammunition for missions, and will use his mana abilities to imbue the ammunition or his weapons with specific abilities before combat.

Jonas Tyler, aka Jonas the Red (2 Fast Ord/ 2 Smart Ord/ 2 Mage)
Type: Human
Size: Medium
CR: 7
Hit Points: 31 hp (2d8 plus 2d6 plus 2d6)
Mas: 10
Init: +3
Speed: 30 ft
Defense: 19 (23 with mage armour), 19 touch , 16 flat-footed (+6 Class, +3 Dex)
Base Attack Bonus: +3
Grapple: +3
FS/Reach: 5 ft / 5 ft
Attacks: +3 melee Knife (1d4* slashing), or +8 ranged Jonas Glock 17 (2d6* ball, 30 ft)
Special Attacks: Mana Attack, Mana Arrow
Special Qualities: Arcane Skills, Arcane Spells, Summon Familiar, Scribe Scroll, Mana Pool, Red Mana Generator, Mana Shield, Mana Heal
Allegiances:
Saves: Fort +0, Reflex +5, Will +6
Reputation: +3
Abilities: Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 10
Occupation: Athlete (Balance, Climb, Drive)
Skills: Balance +1, Climb +2, Computer Use +1, Concentration +7, Craft Chemical +8, Craft Mechanical +5, Decipher Script +7, Drive +7, Gather Information +4, Knowledge Arcane Lore +9, Knowledge Technology +4, Listen +5, Move Silently +7, Profession +1, Repair +3, Research +7, Search +5, Spellcraft +5, Spot +5, Survival +5, Treat Injury +3
Feats: Simple Weapon Proficiency, Archaic Weapons Proficiency, Personal Firearms Proficiency, Mana Manipulation, Mana Battery, Imbue Mana, Mana Mimicry
Possessions: Jonas The Red's Glock 17, Jonas's Knife, 3 magazines of regular ammunition, 1 magazine of silvered ammunition, 1 magazine of exploding ammunition, other weapons as necessary, personal items.

Combat
If Jonas has time to prepare before combat, he will imbue mana into his knife if expecting melee combat or his Glock 17, costing 11 mana for the knife dealing an extra 1d4 points of half magical energy/half fire and it appears to be on fire lasting for 10 rounds, or the Glock 17 costing 8 mana to imbue, dealing an extra 1d6 points of half magical energy/half fire, lasting 15 rounds. The bullets will be surrounded by flames. He will also active a mana shield costing 10 mana, which will absorb 20 points of damage for 2 minutes, and cast mage armour. If stealth is required, he won't active the mana shield until he's in combat, casting mage armour for additional protection before hand. He may also imbue his Glock with Daze (17 mana spent, lasts 10 rounds).
Once in combat, he will use his spells as necessary, then use mana to use the spells more times, costing 1 mana point each for each spell he uses an additional time. For heavily armoured targets he'll use Mana Arrow for its armour piercing capabilities.

Spells
Spell DC 11+ spell level
Level 0 - 4 per day, Level 1 - 3 per day. Spells known (typically prepared) Level 0: Daze x2, Resistance x2, Level 1: Mage Armour, Magic Missile, Burning Hands

Mana Pool
43 mana points, recovers 2 points/hour of rest

Red Mana Generator
Jonas The Red's mana pool can count as Red Mana, any abilities or spells powered by his mana that deal damage, affect speed, emotions, strength or reflexes has increased fixed numbers by 25%, variable numbers increased by 1 die, duration increased by 50%, and mana cost for these abilities is reduced by 25%.
When Jonas the Red imbues an object with mana energy, the bonus magical damage is fire damage, his abilities will appear as flames and deal half energy and half fire damage. For example, Jonas' basic mana attack is now 2d4+1 points of half magic energy and half fire with a range of 40 feet as a ranged touch attack, costs 1 mana.
Jonas can collect mana from nearby sources of red mana, which include large fires (1 mana point per 10 ft square area of fire per round), or if he suffers damage from fire or electricity attacks, gaining 1 mana point per 5 points of damage he suffers.

Mana Attack
As a ranged touch attack +6, for 1 mana, Jonas can fire a ball of mana energy dealing 2d4+1 points of half magic energy and half fire with a range of 40 feet. This ball of energy looks like a fist sized fire ball.

Mana Arrow
Jonas can fire a flaming mana arrow costing 3 mana points to deal 2d6+1 points of half magical energy/half fire damage, with a range of 70 feet, as a ranged touch attack roll +6, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.
Special: An additional 2 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 2 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 2 mana points to increase damage to 3d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.

Mana Shield
Jonas can create a flaming bubble shield around him for 5 mana points that can function for 1 minute, able to absorb 10 points of damage as a standard action.
Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.

Mana Heal
Jonas can spend 2 mana points to heal 1 hit point as a standard action. Typically he will spend 10 mana to heal 5 hit points at a time once he's at half hit point every other round.


Jonas The Red's Modified Glock 17
This Glock 17 is constructed of a material that absorbs and amplifies magic. Jonas channels his magic through his weapon, imbuing the bullets and the weapon with mana magical energy and various spells to enhance the weapon, this material makes that process even easier and magical enhancements last longer and damage can be increased.

Jonas The Red's Glock 17 (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 17 box
Purchase DC: 24, Unique (+5)
Notes: Mastercraft +2, +2 to attack rolls. Spells, or magical abilities (including mana based abilities), cast on the weapon with a duration greater than instant are doubled. Abilities that are instant and deal damage have their damage increased by 1 die, or range increased by 25%. DCs from spells are increased by +2. Mana costs are reduced by 25% round down and can be done as a move equivalent action instead of a full round.
Magical ammunition that doesn't affect the weapon itself gain +10% range, DCs increased by +1.



Mana Manipulation (General, Mana)
Prerequisites: Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.
For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds

Red Mana
If a being uses Red mana to power an ability, spell, etc, if it affects emotions, speed and reflexes, strength or damage, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Red mana that fall into these categories have their mana cost reduced by 25% rounding down.

Mana Battery (General, Mana)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.

Imbue Mana (General, Mana)
You can temporarily imbue items with mana to make them more powerful.
Prerequisite: Manipulate Mana, Mana Battery
Benefits: You can transfer some of your mana into an item to make it more powerful. As a full round action, can spend 15 mana points to make an item be considered magical. Weapons deal an additional die of damage, armour increase their bonus to Defense by 50% (rounding down), items that grant other bonuses have their bonus increased by 50% (rounding down). Lasts for 3 + 1d4 rounds.

Mana Mimicry (General, Mana)
With some time, you can mimic a spell or supernatural ability you study in action using mana.
Prerequisite: Manipulate Mana, Improved Mana Shield, Intelligence 12.
Benefits: After seeing a spell, supernatural ability, Chi or Ki ability in use at least 10 times within a month, you can use your mana to create a version similar to it. Must make an Intelligence check DC 10+1 per level of spell, Chi or Ki abilities, or DC 15 for any supernatural ability as a full round action. For spells and similar abilities, use spell level x 1.5 in mana points to recreate the spell, but at 75% range and duration, if the spell deals variable damage, deals 1 die less than the maximum level observed. Supernatural abilities, uses 5 +1d6 mana. For example, if you saw a fireball used at level 6 three times, level 4 seven times, you can mimic a level 6 but at 1 die lower.

Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities.

Mana Arrow
Creates an arrow out of mana, with increased penetration and distance over the basic mana attack energy ball.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of magical energy that launches from your hand. Costing 3 mana points to deal 1d6 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 50 feet plus 20 feet / Int modifier point, as a ranged touch attack, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.
Special: An additional 3 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 4 mana points to increase damage to 2d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.
 


kronos182

Adventurer
Orca is a family of VTOL aircraft built by the GDI, starting with the Orca Assault Craft during the first Tiberium War.

Orca Assault Craft
The ORCA Assault Craft is a multi-purpose support gunship used by the GDI that has served for many years, with various models over the years. The frame follows a design similar to helicopters, being narrow, two small wing structures at the front, near the rear of the cockpit, which mounts the missile launchers, two articulated jets flank the body midway, that rotate, allowing the craft to fly at high speeds, or hover, and gives it incredible maneuverability. Armed with a six-barreled gatling gun on a turret linked to the pilot's helmet, similar to attack helicopters, and a pair of Dragon TOW missile launchers with 9 rockets each, provides the ORCA with excellent strike capability, although its armour is light.
The Orca Assault Craft is 50 feet (10 squares) long, 20 feet (4 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.

Orca Assault Craft (PL 5, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 300 (30)
Defense: 6
Hardness: 8
Hit Points: 39
Size: Gargantuan
PDC: 41
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision.
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. TOW launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls with minigun as it is mounted on a turret on the chin.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Minigun4d1020Ball150 ftALinked (1200 rds)
TOW Launchers10d620Ball200 ftSingle 9

TOW Launcher
Next-generation of guided anti-armour missiles, used primarily for anti-armour and structure purposes, but can be used to fight against slow moving aircraft.

TOW Launcher (PL5 Exotic Weapon Proficiency)
Damage: 10d6, ignore 10 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: single
Purchase DC: 34 (Mil +3)
Notes: Ignores 10 points of hardness, warhead doesn't arm within 30 feet, dealing only 3d6 points of ballistic damage. Suffers -2 to attack rolls against aircraft

Orca Assault Craft Mk2
The Orca Mk2 has some improvements, including an additional minigun, with both mounted on either side of the nose, but lose the turret mounting. The TOW launchers have a slightly larger magazine capacity. Slightly improved armour helps improve the Orca's survivability, while improved engines to offset the weight while maintaining the same speed and maneuverability. Upgrades to the targeting systems makes the Orca's strikes even more accurate.
Make the following changes to Orca Assault Craft to make a Mk2:
Increase HP to 42;
Add second minigun, fire-linked (increase damage to 6d10);
TOW Launchers now carry 11 missiles each;
Increase Hardness to 9;
Add Improved Targeting System;
PDC +1.

Improved Targeting System
Pilot gains +2 to attack roll against large vehicles and buildings. The pilot can at -2 to attack make a single attack instead of the normal full automatic attack with the fire-linked miniguns.

Great Orca
The Great Orca is an upgraded Orca Assault Craft using new technologies as they become available. Mounting twin railguns in a semi turret under the nose that is linked to the pilot's helmet movements for improved accuracy. The TOW launchers are replaced with more powerful missiles, but with similar payload as the Orca Mk2. The pivoting jets are redesigned for improved maneuverability, with greater range of rotation and can even angle in or outward slightly, and can rotate backwards slightly to allow the craft to break faster and travel backwards, although slowly. Mounted on either side of the tail before the twin vertical tails, are a pair of flare launchers and an added missile lock alert system to help improve the craft's survivability even more.

Great Orca Assault Craft (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +1
Speed: 320 (32)
Defense: 7
Hardness: 10
Hit Points: 43
Size: Gargantuan
PDC: 43
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, missile lock alert, flares (10).
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, can move backwards but at half speed. +2 to attack rolls with railguns, +3 with missiles against ground vehicles and structures, only +1 with missiles against aircraft.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Railguns (2 fire-linked5d1020Ball150 ftS, ALinked (1200 rds)
Missile Launchers (2)12d620Ball250 ftSingle10 missiles ea

Missile Launchers
The missiles loaded on the Great Orca are fourth generation missiles, able to ignore 15 points of hardness to the target struck, 10 foot blast radius dealing half damage of the target struck, Reflex save DC 17 for half again. The missile launchers can be fire-linked for 50% increase in damage (18d6) and Reflex save for the blast area is increased to 19. Missiles PDC 25 for 10.

Missile Lock Alert (PL5)
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

Flares
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.

Phantom Orca
The Phantom Orca is a stealth variant of the Orca, coloured black as it is armoured in radar absorbing/deflecting material that also has low light reflection allowing it to hide in low light conditions much easier. The jet engines are replaced with articulated turboprop lift rotors which have a stealth mode, which engages baffles and a low level anti-grav system so the blades can operate at a much lower speed, but the craft remains in the air but is much quieter, barely heard up at distances greater than 500 feet. The frame is slightly wider and more angular to improve radar deflection, and the weapons are all retractable to maintain the craft's stealth capabilities.

Phantom Orca (PL 5, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 20 lbs
Init: -1
Maneuver: +1
Speed: 250 (25) / 100 (10) stealth mode
Defense: 6
Hardness: 8
Hit Points: 39
Size: Gargantuan
PDC: 41
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device
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. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Opponents trying to detect the Phantom Orca suffer -5 penalty to Computer Use checks to detect if they are using Radar, Class I or II sensors. Class III are unaffected. In low light or dark conditions gains +5 to Hide checks. In stealth mode maximum speed is 100 (10), at distances greater than 500 ft gains +10 to Move Silently checks. Hellfire launcher is retractable but opens as a free action before firing. Anti-grav device allows the Phantom Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Phantom Orca gains +20 to Hide checks for sound only as the anti-grav system is completely silent and can remain hovering for 10 minutes before rotors have to be engaged.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Hellfire Launcher (2)15d620Fire150 ftSingle8 Missiles ea

Hellfire (Air-to-Surface Missile)
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.
 

kronos182

Adventurer
Orca Fighter
The basic aircraft of the GDI during the Second Tiberium War, the direct successor to the Orca assault craft, that was much faster than the original Orca. The short stub wings are moved to behind the cockpit and are more flush with the hull, almost as tall as the frame and hold the craft's main armaments of Hellfire missiles. The chin mounted weapon was removed, removing the craft's ability to strike at infantry, instead becoming a tank hunter. Instead of two large articulated jets, the Orca fighter has two turboprop lift fans that give it lift, hover capabilities and give it maneuverability. Over the stub wings are a pair of jets that provide forward thrust to give it greater speed over the original Orca. While not as fast as dedicated fighters, it is far more maneuverable, allowing it to fly in areas normal fighters can't, and being faster than helicopters allows for faster strikes and retreats.
The Orca Fighter is 55 feet (11 squares) long, 25 feet (5 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.

Orca Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 400 (40)
Defense: 6
Hardness: 8
Hit Points: 45
Size: Gargantuan
PDC: 43
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
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. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Hellfire Launcher (2)15d620Ballistic500 ftSingle12 missiles ea

Hellfire (Air-to-Surface Missile)
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.

Dolphin Fighter
The Dolphin is a recon variant of the Orca Fighter, with lighter weapons but with a mix of anti-air and anti-ground for defense, added sensor equipment, and upgraded engines. The armour is lighter and swapped with radar deflecting/absorbing material to help it evade attacks. It has a slow stealth mode with similar to the Phantom Orca, so it can spend more time getting information. It has an afterburner system for quick escapes.

Dolphin Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 460 (46) / 120 (12) stealth mode
Defense: 6
Hardness: 6
Hit Points: 45
Size: Gargantuan
PDC: 44
Restriction: Mil (+3)
Accessories:
Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device, sensors equivalent to Mecha Class III with triple the range, +5 to Computer Use checks. Afterburners
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. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Opponents trying to detect the Phantom Orca suffer -5 penalty to Computer Use checks to detect if they are using Radar, Class I or II sensors. Class III are unaffected. In low light or dark conditions gains +5 to Hide checks. In stealth mode maximum speed is 100 (10), at distances greater than 500 ft gains +10 to Move Silently checks. Hellfire launcher is retractable but opens as a free action before firing. Anti-grav device allows the Dolphin Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Dolphin Orca gains +20 to Hide checks for sound only as the anti-grav system is completely silent and can remain hovering for 10 minutes before rotors have to be engaged.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Hellfire Launcher (2)15d620Ballistic500 ftSingle2 Missiles ea
Sidewinder Launcher (2)20d620Ballistic1 mileSingle2 Missiles ea

Afterburners
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.

Sidewinder (Air-to-Air Missile)
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).

Korhal Orca
This Orca variant was created by techs and engineers using Dominion technology. The Korhal Orca 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.

Orca Fighter (PL 5-6, VTOL Aircraft)
Crew: 1
Passenger: 0
Cargo: 30 lbs
Init: -1
Maneuver: +0
Speed: 400 (40)
Defense: 6
Hardness: 15
Hit Points: 49
Size: Gargantuan
PDC: 45
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. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 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.
NameDamageCriticalDamage TypeRange IncrementRate of FireMagazine
Gemini Missile Launchers (2 fire-linked)18d819-20x2Ballistic/Fire-Semi14 Missiles ea
Burst Laser6d820Fire200 ftS, A

Cloaking Screen
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 can only remain cloaked for 5 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down.

Gemini Missiles
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.
NameDamageCriticalDamage TypeRange IncrRate of FireMin Ship SizePDCRes
Gemini Missiles12d819-20Ballistic/Fire-SemiHuge29Mil (+3)

Burst Laser
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
 

kronos182

Adventurer
Orca Bomber
A heavy Orca based aircraft used by GDI specializing in anti-surface operations, used during the Second Tiberium War. This version of the Orca has a larger cockpit for a second crew member, large wings that contain the weapons, with a twin boom-tail configuration for better stability. Behind the two large wings that contain the payload are two large ducted fans that provide lift, with a small jet at the rear of the fuselage between the tails provides forward thrust. While not as fast as the Orca fighter, or the original Orca Assault craft, it is still quite maneuverable, able to hover easily, and has significantly more armour than either. Orca bombers are usually loaded with free-fall bombs, and used to make carpet bombing attacks, although it can be loaded with air to surface missiles.
The Orca Bomber is 60 feet (12 squares) long, 60 feet (12 squares wide), the crew 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.

Orca Bomber (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: +0
Speed: 250 (25)
Defense: 6
Hardness: 15
Hit Points: 50
Size: Gargantuan
PDC: 45
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
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. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
HE Bombs12d6-Fire/Ballistic--30 bombs
Hellfire missiles (optional)15d620Ballistic500 ftSingle30 missiles

HE Bombs
These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.

The Orca bomber can carry a mix of HE bombs and Hellfire missiles, replacing 1 bomb with 1 Hellfire missile. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.

Carpet Bomb
The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.

Hellfire (Air-to-Surface Missile)
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.

Orca Bomber Mk2
The Orca Bomber Mk2 is a bit larger than the Orca Bomber, but carriers heavier armour, larger payload, mounts a forward 20mm cannon, plus two guns in remote turrets, one mounted above and below the fuselage, for added protection. It's slower than other Orca craft, but the heavier payload and the addition of the remote turrets that can be used to shoot down enemy missiles, help offset the cons and the higher price tag. While the overall length and width are not larger than the original Orca bomber, the fuselage is longer, the payload areas are bigger, which creates a shorter tail. The lift fans are also enlarged to offset the increased weight.

Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -1
Speed: 220 (22)
Defense: 8
Hardness: 18
Hit Points: 58
Size: Gargantuan
PDC: 47
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets
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. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
HE Bombs12d6-Fire/Ballistic--30 bombs
20mm Cannon (2 fire-linked)6d1020Ballistic150 ftS, A150 rds
Remote Turret (2)4d1220Ballistic150 ftS, ALiked 750 rds ea
Or Sidewinder Missiles (optional)20d620Ballistic1 MileSingle40 missiles
Hellfire missiles (optional)15d620Ballistic500 ftSingle40 missiles

HE Bombs
These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.

The Orca bomber can carry a mix of HE bombs and Hellfire missiles, or Sidewinder missiles, replacing 1 bomb with 1 Hellfire missile, or 1 Sidewinder1. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.

Carpet Bomb
The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.

Remote Turrets
The remote turrets are controlled by the second crew member, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.
Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.

Hellfire (Air-to-Surface Missile)
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.

Sidewinder (Air-to-Air Missile)
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).

Spined Orca
The Spined Orca is a modification of the Orca Mk2, making use of the thicker body and enlarged weapon bays, with an expanded cockpit for a third crew member, only it eschews all missile weaponry and instead mounts all projectile weapons. Two fire-linked 90mm cannons line the belly, and the number of remote guns is doubled, with two on top and two on the underside flanking the hull, allowing for greater coverage for protection, or for clearing a landing zone for any Orca transports, carry-alls or dropships it might be escorting. In addition to the two 90mm cannons for forward offense, two 20mm cannons flank the fuselage for additional forward attacks, usually used on lighter targets than the 90mm cannons. The Spined Orca is also heavily armoured as it's expected to loiter in closer combat than Orca Bombers.
The Spined Orca is favoured by groups that love guns or groups that fight fictions, monsters or aliens that have specific material weaknesses.

Spined Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)
Crew: 3, pilot, 2 gunners
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -2
Speed: 220 (22)
Defense: 9
Hardness: 20
Hit Points: 62
Size: Gargantuan
PDC: 49
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets (4)
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.

NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
90mm Cannon (2 fire-linked)12d1220Ballistic150 ftS50 rds ea
20mm Cannon (2 fire-linked)6d1020Ballistic150 ftS, A1500 rds ea
Remote Turret (4)4d1220Ballistic150 ftS, A3500 rds ea

Remote Turrets
The remote turrets are controlled by the second crew member and third, split 2 between the two crew, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.
Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.

Korhal Orca Bomber
The Korhal Orca Bomber is built using Terran Dominion technology, fitted with neosteel armour, armed with Gemini missiles for anti-air work and Backlash rockets for anti-ground work. It also comes with a cloaking device to allow it to make stealth strikes. The Korhal Orca bomber isn't sealed enough to be used in environments with zero oxygen, but does provide some protection against gases and biological attacks.

Orca Bomber Mk2 (PL 6, VTOL Aircraft)
Crew: 2
Passenger: 0
Cargo: 60 lbs
Init: -1
Maneuver: -1
Speed: 250 (25)
Defense: 8
Hardness: 20
Hit Points: 64
Size: Gargantuan
PDC: 47
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets
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. +1 to attack rolls.
Gemini missiles additional +2 vs aircraft, can't be used against ground targets, Backlash Rockets can only hit ground targets, fire-linked, Reflex DC 17 and blast radius 25 ft due to fire-linking. +4 Fort saves against gases and airborne contaminates.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Gemini Missile Launcher (2 fire-linked)18d819-20Ballistic/Fire500 ftSemi30 missiles ea
Backlash Rocket Launchers (2 fire-linked)21d820x3Fire300 ftSemi32 rockets ea

Cloaking Screen
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 Bomber 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.

Backlash Rockets
Backlash rockets are a type of stinger missile, used as a form of air-to-ground ordnance. The high explosive warhead is lined with plasteel, and is designed to burn through the heaviest neosteel plating. Deals 15d8 points of fire damage to target struck, ignoring 15 points of hardness, plus deals half damage to all within 15 foot radius area Reflex save DC 15 for half damage;. The following round targets suffer half damage as the molten plasteel continues to burn, ignoring 8 points of hardness only against the primary target struck.
NameDamageCriticalDamage TypeRange IncrRate of FireMin Ship SizePDCRes
Backlash Rocket14d820x3Fire300 ftSemiHuge30Mil (+3)
.
 

kronos182

Adventurer
Orca Transport
The Orca Transport is a lightly armoured GDI trasport craft used during the Second Tiberium War. It has an angular body, with four turboshaft engines flanking its corners, with cockpit that sticks out the front made with bullet proof glass with excellent field of vision. The main fuselage is used to transport personnel and light ordnance and cargo across great distances, however it lacks armour and weapon.
GDI used the Orca transport mainly to evacuate infantry or combat rescue civilians, or transport light cargo and supplies across the battlefields. After the Second Tiberium War GDI sold many of the Orca Transports to civilian and rescue organizations as the Orca Transport was replaced with the V-35 Ox. With the four engines providing stability, the Orca transport is far safer to operate in bad weather than normal helicopters, and can operate with as few as two engines, although at greatly decreased performance.
The Orca Transport is 50 feet (12 squares) long, 30 feet (12 squares wide), the crew 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. There is a large split door at the rear, with the lower part forming a ramp, with a door on each side that allows for rapid deployment.
On Coreline the Orca Transport is quite popular amongst rescue organizations, able to hover and remain stable in conditions and locations where normal helicopters have difficulty operating in. It is particularly popular as a naval rescue craft

Orca Transport (PL 5-6, VTOL Aircraft)
Crew: 2
Passenger: 14
Cargo: 1.5 tons
Init: -2
Maneuver: +0
Speed: 300 (30)
Defense: 6
Hardness: 5
Hit Points: 40
Size: Gargantuan
PDC: 40
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.
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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Rescue Orca Transport
These transports are fitted with cranes and wenches on the side doors to airlift people. The crane can support up to 500 lbs, with up to 100 ft of duracable, able to lift cargo or person at a rate of 30 feet per round. These transports are also fitted with pontoons for water landings and the engines are raised slightly to allow clearance while it is landed on water. Several hatches on the sides allow access to stored medical and rescue equipment as well as two compartments under the craft that allow it to release inflatable rafts below it, storing 4 rafts which automatically inflate upon hitting water.
Make the following changes to an Orca Transport to make a Rescue Orca Transport:
Add 2 cranes & wenches with 100 ft of duracable with attachable harness or hooks to attach other cargo;
Able to land and float on water;
Exterior hatches that hold rescue equipment and/or medical supplies;
Two hatches under fuselage that can release an inflatable raft as a move action by co-pilot, carries 2 rafts per hatch;
Has emergency floatation system in event of water crash, which keeps craft afloat in case pontoons are damaged;
PDC: +1

Korhal Orca Transport
This Orca Transport variant is built using technology from the Korhal sector, replacing the unarmed frame with light neosteel, adding an extraction field to allow the extraction or dropping of infantry without the ship to land. It is also fitted with a medical bay & triage with a ranged auto-sutures and laser scalpels similar to the Terran medical transport, making the Korhal Orca transport more versatile, however its passenger capacity is reduced. The second crew member is replaced with a medic that operates the ranged auto-sutures and laser scalpels as well as the medical bay, while the ship can be flown by just the pilot. The craft has improved environmental seals but is not capable of operating in space.

Korhal Orca Transport (PL 6, VTOL Aircraft)
Crew: 2
Passenger: 12
Cargo: 800 lbs
Init: -2
Maneuver: +0
Speed: 300 (30)
Defense: 6
Hardness: 15
Hit Points: 45
Size: Gargantuan
PDC: 43
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, Extraction Field, Ranged Auto-Sutures and Laser Scalpels, Medical bay & triage.
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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).

Extraction Field
Extraction fields are devices that uses technology similar to gravity accelerators, that allow equipped ships to lift objects to the ship while it is still airborne. However this requires the ship to remain motionless, as well as those caught in the beam. This limits its use for quick dustoffs. The beam has a range of 60 feet, can lift an object of medium size (such as a marine in armour) at a rate of 30 feet as a move action, or 60 ft as a standard action. Large objects and vehicles take longer, moving 30 ft as a full round action. Can only lift or drop 1 person at a time.

Ranged Auto-Sutures and Laser Scalpels
This device allows a medic onboard the ship to remotely provide some healing for an ally if they are not able to get them on board the Medivac, or the medivac is full. A person operating this device needs to make a ranged touch attack, with a range increment of 20 feet out to 5 increments, which can heal any organic living target for 1d4 points of damage on a successful hit. If the user has 4 ranks or more in Treat Injury skill, gains +1 to the ranged attack roll and can heal a bonus +2 hit points per strike.

Medical Bay & Triage
The Medivac has a built in medical bay and triage to allow on board medics to treat the wounded quickly. Advanced First Aid and Surgical kits with at least enough supplies for to treat various conditions up to 20 times, plus have enough supplies to heal up to 100 hit points
 

kronos182

Adventurer
Tetsu No Honō No Seiken
The Tetsu no Hono No Seiken, or Iron Fiery Sword, is a Tetsu fiend upper level warrior, they protect important fiends and engage powerful foes and special missions. They look like larger versions of the Tetsu No Ken, or Iron Sword fiends, standing nearly 7 feet tall, weighing over 300 lbs of muscle and armour, with larger horns, heavier armour, a larger sword and also carry a bow for ranged attacks. Their swords are always bathed in flames and wounds bleed profusely.

Tetsu No Hono No Seiken
Size: Medium
Type: Outsider
CR: 8
Hit Dice: 9d8+18; 68 HP
Mas: 14
Init: +2
Speed: 30 ft
Defense: 23, touch 12, flat-footed 21 (+2 Dex, +6 Natural, +5 medium samurai armour)
BAB: +9/+4
Grapple: +13
Attack: +16 melee katana (2d8+6 +1d6 fire/19-20) or +13 ranged bow (2d6+2)
Full Attack: +16 melee katana (2d8+6 +1d6 fire/19-20) and +13 melee katana (2d8+6 +1d6 fire/19-20) or +13 ranged bow (2d6+2) and +8 ranged bow (2d6+2)
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack: Fiery Wave
Special Qualities: Damage reduction 15/ballistic, darkvision 60 ft, fire resistance 20, immunities, wounding weapon; magic arrows
Alignment: evil, law
Saves: For +8, Ref +8, Will +7
Abilities: Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Skills: Balance +6, Bluff +4, Escape Artist +6, Hide +6, Knowledge (arcane lore) +8, Knowledge (behavioral science) +8, Listen +8, Move Silently +6, Read/Write Abyssal, Japanese, English, Search +5, Speak Abyssal, Japanese, English, Spot +9
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (Tetsu no Hono No Seiken sword), Power Attack, Armour Proficiency Light, Medium
Possessions: Medium Samurai armour, casual outfit, Tetsu no Hono No Seiken sword, Tetsu no Hono No Seiken bow.
Advancement: By character class.

Combat
Tetsu no Hono No Seiken start combat at range if possible, using their Magic Arrow to increase their damage potential and add energy damage. Then they will switch to their large katanas and engage in melee combat. Against large groups of targets, they will use their Fiery Wave, especially if there are multiple Tetsu no Hono No Seiken working together, creating overlapping cones of hellish fire. If the opponent is lightly armoured but tough, the Tetsu no Hono No Seiken will use its Power Attack feat, taking a -5 to attack roll and adding +5 to melee damage.

Damage Reduction 15/Ballistic (Ex): A Tetsu no Hono No Seiken ignores the first 15 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu no Hono No Seiken ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A Tetsu no Hono No Seiken is immune to slashing weapons.
Tetsu no Hono No Seiken Sword (Su): The sword wielded by the Tetsu no Hono No Seiken is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil. If the fiend is disarmed, the sword disappears immediately and returns to the fiend's hand the next round. The weapon is constantly bathed in flames, dealing an extra 1d6 points of fire damage. On a critical hit it deals 2d6 points of fire damage instead.
Wounding Weapon (Su): The sword held by the Tetsu no Hono No Seiken can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability out of the fiend's hands, although any wounds it has inflicted continue to bleed.
Tetsu no Ken Bow (Su): The bow wielded by the Tetsu no Hono No Seiken is an extension of the fiend itself, counts as a magical +2 weapon, aligned with evil. If the fiend is disarmed, the bow disappears immediately and returns to the fiend's hand the next round. When the fiend draws the string, a simple arrow appears, dealing 2d6+2 piercing damage, unless the fiend uses its Magic Arrows ability.
Magic Arrows (Su): Once every 1d4 rounds, the Tetsu no Hono No Seiken can create 2d6+2 arrows that can deal an additional 1d6 points of energy damage, elected at the time the ability is used. These arrows last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each arrow created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid.
Fiery Wave (Su): Once every 1d4+1 rounds, the Tetsu no Hono No Seiken swings its blade horizontally from one side to the other, releasing a wave of unholy fire, which expands out creating a 60 foot long, 30 foot wide cone, dealing 2d4 damage that is both fire and unholy/evil aligned, Reflex save DC 19 for half damage. Resistance or immunity to fire does not cancel or reduce the damage.
 

kronos182

Adventurer
Ferengi Na'Far Shuttle
The Na'Far shuttle has a conical shaped hull, with two short curved wings that look like mandibles, giving the shuttle an insect-like appearance, built by the Ferengi Alliance, with the same basic design for many years just with updates. The shuttle is warp capable with good range and decent speed for its size. They are equipped with deflector shields and a single phaser-like weapon for defense. They can be crewed by as little as a single person and can carry up to 8 people total. A small control area, the cockpit, is mounted in the front, with rudimentary sleeping quarters, and a cargo hold in the aft. Also installed is a waste extraction unit and a replicator. A built in transporter can transport up to 8 people. These are standard features on the shuttles, and many have been modified to their owner's specifications, from lavish interiors to improved engines, larger cargo bay, additional weapons.
Many business owners and other infulential members of Ferengi society own at least one of these shuttles, but the Ferengi Alliance is not against selling to outsiders for a profit, although buyer be aware of what they are buying.

Na'Far Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Gargantuan (-4)
Tactical Speed: 4000 ft
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 7d20 (140 HP), 175 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 60.8 ft
Weight: 38,300 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 7 (15 in emergency)
Cargo Capacity: 200 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 50, within Ferengi space or allies 40-45.
Restriction:

Attack:
Phaser -4 ranged (3d10-12d10)

Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, emergency transporter, small food replicator
Engines: thrusters, ion engine Warp Drive (max warp 5, 200 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 4)
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 4
Phasers are the main offensive weapons of the Federation and other races, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)

Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28

Na'Far MS Shuttle
This variant of the Na'Far shuttle was developed after 2400 after the technology behind the metaphasic shielding was a bit more available, for the right price. The Na'Far MS was made for VIPs and other rich Ferengi, although some have been found outside the Ferengi Alliance. The interiors are more luxurious, engines are improved for a bit more speed with the same range, however the weapons remain the same, but can be upgraded at additional cost. The main feature of the Na'Far MS is the addition of the Metaphasic Shield Array. While not as powerful as the Metaphasic shielding developed by Dr Reyga and used by the Enterprise D, it greatly improves the survivable of the equipped ship, however it draws a lot of power and the equipped ship can not fire weapons and is a bit slower.

Na'Far MS Shuttle (PL7)
Type: Ultralight
Subtype: Shuttle
Size: Gargantuan (-4)
Tactical Speed: 4000 ft
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 7d20 (140 HP), 200 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 60.8 ft
Weight: 38,900 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 5 (10 in emergency)
Cargo Capacity: 100 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 54, within Ferengi space or allies 45+.
Restriction:

Attack:
Phaser -4 ranged (3d10-12d10)

Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, emergency transporter, small food replicator, luxury rooms
Engines: thrusters, ion engine Warp Drive (max warp 6, 200 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot, metaphasic shields
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 4)
Grappling Systems: none

Metaphasic Shield Array S
This shield array is based on principles developed by Ferengi scientist Dr Reyga, although not as powerful as his design, built for shuttle and fighter craft. While active, the ship doubles its maximum shield HP, and shields gain Energy (all) Resistance 100 and Resistance to all other types of damage (such as ballistic) 50, and regenerate at a rate of 20 HP per round, however the ship can't fire any energy weapons, suffers -1000 ft to speed. Metaphasic shields can only be active for 10 rounds before requiring 5 minute cool down. This time can be reduced with a Computer Use check DC 20 and 5 rounds work to reduce by 1 minute, however each time this is done the bonus shield HP is reduced by 50 and all resistances are reduced by 10.
PDC: 47
Res: Mil +4
 
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kronos182

Adventurer
Daedalus Class
The Daedalus class was an early class of starship built in the early days of the United Federation of Planets, one of the first classes with a noticeable primary and secondary hull that becomes that standard of Starfleet. The primary hull is a large sphere attached to the tubular secondary hull by a long tube, with two warp nacelles that are mounted on pylons that extend from the front of the secondary hull. The Daedalus were almost 350 feet long, with 7 decks, armed with phase cannons two fore and two aft, spatial torpedoes withtwo launchers fore and two aft, protected by polarized hull plating. The Daedalus were one of the first with a shuttle bay, able to carry 10 average sized shuttles (up to 30 feet long, or 5 ships of up to 50 feet), typically carrying 6 shuttlepods.
They served as exploratory craft, charting space and encountering new species.

Daedalus-Class (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15 (20 polarized)
Hit Dice: 70d20 (1400 hp)
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 344 ft
Weight: 199,000 tons
Targeting System Bonus: +3
Crew: 229 Trained (+4)
Passenger Capacity: 100
Cargo Capacity: 5,000 tons
Grapple Modifier: +16
Base PDC: 57
Restriction: Mil +3

Attack:
Phased cannon -3 ranged 12d10 (18d10 fire-linked, front arc only), or Phased cannon -3 ranged 12d10 (18d10 fire-linked, rear arc only)
Phased cannon -3 ranged (12d10 (18d10 fire-linked) and -8 spatial torpedo 18d8 (27d8 fire-linked)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Medical bay, transporter, science labs, shuttle bay
Engines: thrusters, ion engines, warp drive (max warp 4.5)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 4 phase cannons, 4 spatial torpedo launchers (typically 50 torpedoes per launcher)
Grappling Systems: grapplers x2

Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)

Spatial Torpedo
Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area.
At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2
Damage: varies
Damage Type: Fire/Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 28
Restriction: Mil (+3)

Daedalus Class mk2
The mk2 is an upgraded version of the original Daedalus, with increased size, making it taller with the addition of 3 additional decks, boasting improved hull plating and weapons, replacing the 4 main phase cannons with pulsed phase cannons, while adding four phased cannons in full turrets to improve fire power and cover all angle. The spatial torpedoes are replaced with photonic torpedoes.
This upgrade was made at the start of the Earth-Romulan War as additional ships were needed to protect Earth and the fledgling United Federation of Planets.
Make the following changes to the Daedalus-Class to turn it into a mk2:
Increase Hit Dice to 74d20 (1480 hp);
Replace main phased cannons with pulse phased cannons;
Add 4 phased cannons. Capable of targeting 2 different targets at once without serious power drains;
Replace spatial torpedoes with photonic torpedoes, typically carrying 50 per launcher (can still carry spatial torpedoes as back up or if photonic not available);
Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system);
Increase weight to 215,000 tons;
Increase cargo capacity to 6000 tons;
Increase passenger capacity to 150 (during times of war half passenger capacity is filled with dedicated security personnel);
Increase number of carried craft in shuttle by to 12 shuttles under 30 ft, 5 up to 50 feet long;
Increase PDC to 58

Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)

Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)

Corellian Engineering Corporation CR101 Daedalus
The CR101 Daedalus class corvette/light carrier is modelled after the Federation Daedalus class starship, keeping the sphere forward section and tubular rear, with a thicker neck than the Federation Daedalus. The warp nacelles are replaced with outriggers, with thicker pylons, with the ends being additional engines while the forward parts mount point defense turrets and docking clamps for small craft. The rear of the tubular rear section flairs out a bit to house an engine block in a spherical pattern of 7 engines. The shuttle bay is moved to the front of the rear section below the 'neck', and can accommodate up to 6 ships up to 75 ft in length. And additional four craft, two each side, can be carried on the underside of the outriggers, or larger shuttles and transports can dock to the underside of the outriggers.
The main weaponry are mounted in the sphere forward section, consisting of two double turbolasers, one mounted at the top of the sphere, and the other on the bottom, with a ring of double lasers round the circumference. Two single barrel turbolasers are mounted on the rear body, one on top and one on the bottom to provide additional protection, especially for the rear quarter, while several point defense lasers are fitted on the outriggers.

CEC CR101 Daedalus Corvette (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 3500
Defense: 7 (-8 size +2 Dex +3 Pilot)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 70d20 (1400 hp) Shields 185 hp
Initiative Modifier: +4
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 344 ft
Weight: 367,000 tons
Targeting System Bonus: +3
Crew: 200 Trained (+4)
Passenger Capacity: 100, up to 10 pilots
Cargo Capacity: 5,500 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3

Attack:
Double Turbolaser -3 ranged (18d8), and battery of 2 double laser -7 (9d8), and single turbolaser -8 (12d8)(rear arc only);
Or Double turbolaser -3 (18d8) and double turbolaser -8 (18d8), and bank of 2 double laser -7 (9d8)

Attack of Opportunity:
Point Defense System +3 ranged (2d12x10, fire)

Standard PL(6) Design Spec: Medical bay, hanger, 4 docking clamps
Engines: thrusters, ion engines, hyperdrive x2, backup x10
Armour: alloy
Defense Systems: autopilot, shields, point defense system
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 2 double turbolasers, 2 single turbolaser, 4 banks of 2 double lasers (positioned around the sphere forward section)
Grappling Systems: tractor beam

Hanger & Docking Clamps
Up to 6 ships up to 75 ft in length can easily fit in the hanger, and can launch 1 per round. The docking clamps can hold up to 2 ships of less than 50 feet, or one ship up to 150 ft, and can launch one ship from each clamp as part of a move action. If four ships are attached to the docking clamps, all four can launch at once, however the pilots need to make a Pilot check DC 15 to avoid crashing into each other.

Turbolaser
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)
 
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kronos182

Adventurer
Titan Mk1
The Titan is a bipedal GDI combat walker used during the Second Tiberium War to replace the aging GDI medium tank. Using advances in technology pioneered with the X-O Powersuit and Wolverine walkers, created a powerful walker standing 25 feet tall, capable of traversing any terrain with ease, armed with a formidable laser-guided 120mm side-mounted cannon. Although the Titan is quite slow, it can move at full speed across difficult terrain that would give traditional track vehicles difficulty. While not equipped to engage infantry, which a Wolverine escort is used for, the large feet of the Titan can crush any infantry that gets too close.
The frame of the titan had proven so successful that it used and modified to create other walkers such as the juggernaut artillery walker.
Over time the Titan did prove to be expensive as the legs required extensive repairs and maintenance costs, and was eventually phased out shortly before the Third Tiberium War in favour of the MBT-6 Predator.
The Titan is 25 ft tall, taking up a 15 ft by 15 ft area on the ground.

Crew: 3
Passengers: 0
Cargo: 200 lbs
Init: -4
Maneuver: -4
Top Speed: 30 (3) / 40 ft character scale
Defense: 6
Hardness: 20
Hit Points: 100
Size: Gargantuan (-2)
Purchase DC: 54
Restriction: Mil (+3)
Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 40 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

Obstacle Breaker - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
120mm Cannon10d12*20Ballistic150 ftSingle1* (80 rds)Gunner
Smoke Grenade Launcher (2)none-none50 ftSemi12 GrenadesDriver or Controller
Stomp3d620BludgeonMelee--Driver

The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless.
The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Stomp
The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any medium sized or smaller targets that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone.

Upgrades

Titan A2

The Titan A2 is a minor upgrade to the Titan and can be applied to the Titan Mk2 make it more versatile and useful to other organizations when the GDI sold Titans to increase its resources to build newer vehicles. This upgrade includes TOS, ALA, an APS and an improved targeting systems.
Make the following changes to upgrade a Titan to a Titan A2:
Increase hit points by 10;
Increase cannon ammunition supply by 25%;
Increase number of smoke grenades by double (24 total)
Add TOS system;
Add ALA system;
Add APS system;
Add upgraded targeting system;
PDC: +1

TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.

APS (Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the vehicle is stationary.

Titan Mk2
The Titan Mk2 is an upgraded version developed by the Steel Talons group of GDI, upgrading armour, weapons and other systems to keep the Titan a viable fighting machine. The frame is more angular than the original, slightly shorter but wider for greater balance. The 120mm cannon is upgraded with greater range and slightly improved damage from increased speed of the projectile. The legs are improved for better speed and it can crush smaller vehicles with its reinforced feet.

Crew: 2
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 40 (3) / 50 ft character scale
Defense: 6
Hardness: 25
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).
Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

Obstacle Breaker - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.

NameDamageCriticalDamage TypeRange IncrRate of FireMagazineController
120mm Cannon10d12* +2d620Ballistic150 ftSingle1* (85 rds)Gunner/Commander
Smoke Grenade Launcher (2)none-none50 ftSemi12 GrenadesDriver or Commander
Stomp4d620BludgeonMelee--Driver

The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless. All rounds fired from the upgraded 120mm cannon gain a bonus +2d12 points of ballistic damage from the speed of the round as the cannons are enhanced with railgun based technology to create a hybrid weapon to provide improved range.
The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Stomp
The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.

Titan Mk2 Upgrades
Several upgrades were developed by the Steel Talons for their elite units as they were not cheap to upgrade all of their Titans.

Adaptive Armour
This Steel Talon exclusive upgrade adds some additional armour plating that when activated, greatly improves the vehicle's durability and survivability. When activated as a move action, the equipped vehicle gains +5 Hardness plus gains bonus hit points equal to 35% of the equipped vehicle's normal max hit points. For example on a Titan Mk2 the vehicle will have Hardness 30 and a bonus of 42 hit points which are reduced first. The vehicle is also immune to EMP attacks even without the Adaptive Armour active. While active, the rate of fire of weapons is reduced 1 step (automatic down to semi, semi down to single, and single down to once every other round), and speed is reduced by 25%. The Adaptive Armour can only remain active for 5+1d4 rounds.
PDC: 34

Railgun
A large railgun replaces the cannon on the Titan, giving greater damage and range. The railgun only fires solid projectiles, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazineControler
Titan Railgun14d1220Ballistic300 ftSemi90 rdsGunner / Commander


AT-Titan
Kuat/Rothana Heavy Engineering found the designs for the Titan and thought it was a worthy design and made their own version. Based on the Titan Mk2 with its angular frame and greater stability. Upgraded with better motive systems from Kuat & Rothana's experience with walker vehicles, the AT-Titan is much faster than the original Titans. The AT-Titan is also more heavily armed, with a few options available. The primary cannon is replaced with either a mass driver or a heavy laser, a pair light blasters are fitted in a turret on the left side of the walker for anti-personnel protection. Mounted on the top is a pop-up concussion missile launcher for use against aircraft and speeders.

Crew: 2
Passengers: 0
Cargo: 200 lbs
Init: -3
Maneuver: -4
Top Speed: 70 (7) / 70 ft character scale
Defense: 6
Hardness: 25
Hit Points: 120
Size: Gargantuan (-2)
Purchase DC: 56
Restriction: Mil (+3)
Accessories: Mass driver or laser cannon, fire-linked twin light blasters, concussion missile launcher, fire-control computer, thermal/nightvision for driver, gunner/commander, GPS, military radio, headlights.
Notes: No penalties for firing weapons, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Takes proper equipment and Repair check DC 15 and 15 minutes of work to switch between the mass driver and the laser cannon.
Rough Terrain Design - All penalties for rough terrain are reduced by half
Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.
Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.

Obstacle Breaker - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.

Stable Platform - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
Mass Drivervaries-Varies200 ft*Single75 rds
Laser Cannon (Optional)5d1020x2Fire175 ftSemiUnlimited
Twin Light Blasters4d1020x2Fire100 ftS, AUnlimited
Concussion Missile Launcher10d1019-20x2Energy4000 ftSemi6 Missiles
Stomp3d620x2BludgeoningMelee

Mass Driver
This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.
Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.
KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.
Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.

Laser Cannon
This is a heavy laser cannon designed for antivehicle work, dealing 5d10 points of damage, ignoring 8 points of hardness/DR.
 

kronos182

Adventurer
R2-A5

R2-A5, Artoo-Ayfive, is a white-and-green R2 series astromech droid, with masculine programming, that was programmed for combat communications, used to acquire targeting data for starfighters and gunnery systems. R2-A5 served the Empire, a tough guy, ready for action at the drop of a hat. He is equipped with a claw arm and retractable sensorscope.
R2-A5 is most effective aboard capital ships that launch starfighter squardrons, helping to co-ordinate their attacks and those of the capital ship he is on, allowing the most affective firing solutions to strike the enemy and prevent friendly fire.

CR: 1
Size: Small (3 ft, 2 inches)
Hit Points: 1d10+5 (15)
Init: +1
Speed: 15 ft, 30 wheels
Defense: 11 (+1 Dex, +1 Size)
Hardness:
BAB/Grp: +0
Attack: unarmed +1 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities: Superior Crossfire, Co-Ordinate Squadrons,
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 10, Cha 5
Skills: Computer Use +10, Craft Electrical +6, Craft Mechanical +6, Knowledge Technology +8, Listen +3, Navigate +6, Pilot (Ultralight) +5, Repair +8, Search +4, Spot +4
Feats: Starship Operations: Ultralight, Gearhead
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, fusion torch, arc welder, motion sensor, grappler tag with 50 ft of duracable, sensor periscope (2 foot reach), video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (6 uses) heuristic processors, magnetic feet, navi-comp

Superior Crossfire
When the ship R2-A5 is on and an allied starship are on opposite sides of an enemy and within 2000 ft (4 squares) of that opponent, they can catch the enemy ship in their crossfire, Because the enemy is forced to defend itself on two fronts, the allied ships gain a +2 bonus on attack rolls against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.

Co-Ordinate Squadrons
When allied starfighters make Co-ordinated Attacks, and within 10,000 ft of the ship R2-A5 is on, double the bonus of their Aid Other action, and each fighter adds three-quarters their weapon damage to wing commander's damage. Additionally as long as the ship R2-A5 is aware of a threat, or one of the allied fighters is aware, all allied fighters and R2-A5's ship are aware, can't be flanked or surprised.

Precision Barrage
If the ship R2-A5 is one uses an attack that affects an area and a friendly starfighter is in the affected area, the allied ship gains +3 to Dodge the affect for no damage, suffering only one-quarter damage on a failed save.
 

kronos182

Adventurer
Capt Mech
This mech, built by Stark Industries, is based on Captain America. It sacrifices some armour and strength for increased speed and mobility. It has a single repulsor, the hands are reinforced for improved melee combat, plus it is equipped with a large round shield for added defense, and can be used offensively. The mech is equipped mounting points and easy programming upgrading to allow other weapons to be fitted as the client desires, and can make use of any weapons designed for its size. Comes in blue with red accents, but other colours are common, such as several camouflage patterns from urban to forest and desert.

Capt Mech mk1
Size: Large (-1)
Bonus Hit Points: 80 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +9 (+4 armour, -1 size, +4 shield, +2 Dex)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +6
Dexterity Bonus: +2
Speed: 40 ft,
Purchase DC: 35

Slots
Back Chaff
Left Arm Shield
Right Arm Repulsor Cannon
Shoulders
Torso Cockpit
Torso Class II Sensor System
Boots
Comm System

Standard Package Features: Headless, integrated helmet, remote control
Bonuses: +2 Navigate & Spot
Weapons: Repulsor Cannons -1 ranged (4d8 fire or 4d10 fire),
Slam +3 melee (1d8+3 Str +4)
Shield Bash +3 melee (2d6 bludgeon x2, or 1d8 slashing, 19-20x2 using edge)

Integrated Helmet

Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.
The helmet itself has integrated military radio, GPS, night vision goggles.

Remote Control
While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.

Repulsor Cannon
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)
Slots: 1
Damage: 3d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.
PDC: 20
Restriction: Mil (+3)
 


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