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CORELINE (D20 Modern/D20 BESM Setting).


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They worship the God-Emperor of Man as a... well, God, but the God-Emperor is deliberately atheistic and autocratic. One canon 40K short story (dunno where it's collected, sorry) is about the Emperor personally arriving to shut down the last Catholic church on Earth.
 

kronos182

Adventurer
They worship the God-Emperor of Man as a... well, God, but the God-Emperor is deliberately atheistic and autocratic. One canon 40K short story (dunno where it's collected, sorry) is about the Emperor personally arriving to shut down the last Catholic church on Earth.
I think I might have read that one..
But a lot of the churches and religious icons in the Imperium do have a Catholic look to them.
 

kronos182

Adventurer
Disruptor
The Disruptor is a GDI vehicle that mounts a powerful harmonic resonance cannon, sonic waves. While the use of the Disruptor was short and discontinued after the Firestorm Conflict, it is the basis for all future sonic based weapons developed by the GDI.
It uses a heavily armoured tracked base, which provides it good protection, but it is slow. The harmonic resonance canon is short ranged, but it is capable of damaging everything in its path, and sometimes causes targets struck to explode due to the weapon reaching the target's harmonic resonance frequency.

Disruptor (PL6)
Crew: 3
Passengers: 0
Cargo: 150 lbs
Init: -4
Maneuver: -4
Top Speed: 65 (6)
Defense: 6
Hardness: 20
Hit Points: 70
Size: Gargantuan
Purchase DC: 54
Restriction: Mil (+3)
Accessories: Search light, military radio, harmonic resonance cannon, darkvision 200 ft, thermo vision 200 ft, hazardous chemical and radiation sensors and GPS.

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Harmonic Resonance Cannon9d6-sonic100 ft long, 15 ft wide lineSingle25 shot

Harmonic Resonance Cannon
This weapon is a powerful, but slow firing, sonic weapon. It damages everything within its 100 foot long, 15 foot wide field of fire, Reflex DC 19 for half damage, ignoring half the target's hardness/DR. Targets destroyed by this weapon have a 25% chance to explode, dealing half damage to a 20 ft radius in half slashing, half fire damage. Targets that survive the attack have a 25% chance of having their hardness/DR permanently lowered by 1 each time struck, until repaired. If attacking a large structure, larger than 30 ft in two directions, deals double damage.
If used within 50 ft of Vinifera Tiberium, or Blue Tiberium field, it causes the vein, or field to start to detonate, dealing 50% more damage than normal.

Disruptor A1D2
This upgrade to the Disruptor brings its other system up to date, such as communications and protection with an APS, ALA and TOS systems added. Two mini turrets are fitted to the front corners which contain machineguns to provide some additional protection and offensive capability, at least against lighter targets.
Make the following changes to make a Disruptor A1D2
Add 2 remote railgun turrets;
Add APS;
Add ALA;
Add 5 HP (total of 75);
Add 4 smoke grenade launchers (2 grenades each, 8 smoke grenades total)
PDC: +1

7.62mm Machinegun (2)2d1020Ball100 ftS, ALinked (1000 rds)Gunner or Commander

The machineguns can be manned by the commander or gunner, or can be set to automated operations, with a +3 to attack rolls. Takes a move equivalent action to switch between automated and manned which can only be done once per round.

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 tank.

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.

Disruptor mk2
This upgraded version of the Disruptor is an upgraded version of the A1D2 upgrade, has more armour around the sonic emitter, protecting it from damage, the two machineguns are replaced with raliguns, with upgraded automated targeting system. The Harmonic Resonance Cannon emitter is redesigned so that the shape of the beam can be changed from the standard beam to a focused beam that has higher penetration and damage, or a wider area for controlling the battlefield.
Make the following changes to a A1D2:
Increase Hardness to 22;
Replace Harmonic Resonance Cannon with Harmonic Resonance Cannon Mk2;
Replace 2 machineguns with railguns;
PDC: +1

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Harmonic Resonance Cannon Mk29d6*-sonic100 ft long, 15 ft wide line*Single30 shot
Rapid-Fire Railgun3d1020Ball100 ftS, ALinked (200

The railguns can be manned by the commander or gunner, or can be set to automated operations, with a +5 to attack rolls. Takes a move equivalent action to switch between automated and manned which can only be done once per round.

Harmonic Resonance Cannon Mk2
This upgraded version has upgrades mostly in capacitor storage and the emitter modified for variable shapes of the beam. In normal mode, it damages everything within its 100 foot long, 15 foot wide field of fire, Reflex DC 19 for half damage, ignoring half the target's hardness/DR. Wide Beam affects a 50 foot wide, 25 foot long cone, ignoring half target's hardness/DR, Reflex save DC 17 for half damage. Focused Beam requires an attack roll, dealing 12d6, ignoring 75% target's hardness/DR (round down), critical 20x3, range of 120 ft out to 5 increments. Targets destroyed by this weapon have a 25% chance to explode, dealing half damage to a 20 ft radius in half slashing, half fire damage. Targets that survive the attack have a 25% chance of having their hardness/DR permanently lowered by 1 each time struck, until repaired. If attacking a large structure, larger than 30 ft in two directions, deals double damage.
If used within 50 ft of Vinifera Tiberium, or Blue Tiberium field, it causes the vein, or field to start to detonate, dealing 50% more damage than normal.
 


Lord Zack

Explorer
Funnily enough the Lectatio Divinatus, the holy book of the Imperial Cult, was written by the Traitor Primarch Lorgar, who would end of rebelling due to his Father's stance on religion.

I find it weird that the Divine Protection and Right Hand of God work only for Catholics and not for say, Orthodox or Protestants.
 

kronos182

Adventurer
Funnily enough the Lectatio Divinatus, the holy book of the Imperial Cult, was written by the Traitor Primarch Lorgar, who would end of rebelling due to his Father's stance on religion.

I find it weird that the Divine Protection and Right Hand of God work only for Catholics and not for say, Orthodox or Protestants.
I used catholic as a stand in.. plus they have the money to throw into such items.
I might make a note/edit to make it a stand and you can swap whatever religion you want it to work.
I could just say Christian in general, as most Christian groups are derived from the Roman catholic system in some form or another
 


kronos182

Adventurer
Pumpkin King
The Pumpkin King is a large plant creature, with a central body made of a pumpkin with a malevolent face carved into it. Sometimes the body will be made up of several pumpkins, all with various evil looking faces carved into them. It only comes out around Halloween, seeking evil doers and those that aren't in the Halloween Spirit. It disappears at sunlight on Nov 1.

Pumpkin King
Type: Plant
Size: Huge (-4)
CR: 13
Hit Points: 225 (18d12+108)
Mas: 22
Init: +0
Speed: 30 ft
Defense: 17, touch 12, flat footed 17
Grapple +19
FS/Reach: 10 ft
Attacks: 2 slams +11 melee (2d10+6, 10 ft reach each), or squash +11 melee (2d8+6, 10 ft reach), or gourd +11 ranged (4d10+6 bludgeoning, 60 ft)
Special Attacks: Seed Spit, Vine Lash, Trick or Treat
Special Qualities: resistances, slashing vulnerability, darkvision 120 ft
Saves: Fort +9, Reflex +5, Will +7
Reputation: +5
Abilities: Str 23, Dex 10, Con 22, Int 9, Wis 14, Cha 11
Skills: Balance +6, Climb +10, Hide +7*, Listen +6, Move Silently +6, Search +8, Spot +9

Hide*
When in areas with lots of vegetation or at night, gains +5 to Hide checks

Seed Spit (once every 1d6+2 rounds)
The Pumpkin King spits pumpkin seeds in a 60 ft cone. Each creature in that area takes 10d8 piercing damage, Reflex save DC 19 for half damage.

Squash
The Pumpkin King stomps it foot, target struck much succeed a Reflex save DC 19 or be knocked prone.

Vine Lash
As a full round action, the Pumpkin King lashes out with entangling vines. Each enemy creature within 20 feet must make a Reflex save DC 19 or become restrained. A creature restrained by the vines can use its action to make a Strength check DC 19, freeing itself on a success. The vines can be attacked and destroyed (Def 12, HP 20), vulnerability to slashing damage.

Trick or Treat
As a full round action, the Pumpkin King scatters up to three pumpkins, which fall in unoccupied spaces within 20 feet of it. Each pumpkin then polymorphs into any kind of creature whose challenge rating is 4 or less, and acts as an ally of the Pumpkin King. The creatures revert to ordinary pumpkins when destroyed. The Pumpkin King can't control more than 3 polymorphed pumpkins at a time.

Resistances
The Pumpkin King has Cold, Fire and Electricity resistance 10.

Slashing Vulnerability
The Pumpkin King takes 50% more damage from slashing damage.
 

kronos182

Adventurer
Evolved Pumpkin King
The Evolved Pumpkin King takes on a more humanoid form, with a pumpkin for a head, body, legs and arms made of thick branches and vines. While physically weaker than its original version, it has several more abilities. This version can be found during other times of the year, but mostly during the fall months, tending pumpkin patches that might be the prime locations where Pumpkin Kings would appear.
Evolved Pumpkin Kings are created by several different means, but typically magical energies or high energy bleed offs from sources that release gamma rays, x-rays, other radiation, near pumpkin patches. Some believe they may even be created by genetic modifications to pumpkins.

Evolved Pumpkin King
Type: Plant
Size: Large (-1)
CR: 14
Hit Points: 188 (15d12+90)
Mas: 22
Init: +0
Speed: 30 ft
Defense: 17, touch 12, flat footed 17
Grapple +18
FS/Reach: 10 ft
Attacks: 2 slams +10 melee (2d8+5, 5 ft reach each), or vine whip +10 melee (2d6+5, 20 ft reach), or gourd +10 ranged (2d10+5 bludgeoning, 60 ft)
Special Attacks: Seed Spit, Siphon, Explosive Gourds
Special Qualities: resistances, slashing vulnerability, darkvision 120 ft
Saves: Fort +9, Reflex +5, Will +7
Reputation: +5
Abilities: Str 20, Dex 12, Con 22, Int 9, Wis 14, Cha 11
Skills: Balance +8, Climb +10, Hide +7*, Listen +6, Move Silently +6, Search +8, Spot +9

Hide*
When in areas with lots of vegetation or at night, gains +5 to Hide checks

Seed Spit (once every 1d6+2 rounds)
The Pumpkin King spits pumpkin seeds in a 60 ft cone. Each creature in that area takes 10d8 piercing damage, Reflex save DC 19 for half damage.

Vine Whip
The Evolved Pumpkin King can extend vines to strike at targets. On a successful strike, the Evolved Pumpkin King can initiate a grapple without provoking an attack of opportunity.

Siphon
If the Evolved Pumpkin King successfully grapples a target with its vine whip attack, as a full round action, deals damage from a vine whip hit as the vines squeeze and small thorns dig into the victim, and the Evolved Pumpkin King heals the same amount of hit points that the attack deals.

Explosive Gourds
The Evolved Pumpkin King can sacrifice 5 hit points to create 2 explosive gourds that look like small jack o'lanterns with flames coming out of the mouth. These replace the normal gourds for the next two gourd attacks the Evolved Pumpkin King would make, dealing 6d6+6 fire damage to the target and in a 15 foot radius, Reflex DC 18 for half damage, target struck can't make a save.

Resistances
The Pumpkin King has Cold, Fire and Electricity resistance 10.

Slashing Vulnerability
The Evolved Pumpkin King takes 25% more damage from slashing damage as it's slightly more resilient, but still vulnerable to slashing weapons.


Radioactive Evolved Pumpkin King
This variant of the Evolved Pumpkin King is created by a pumpkin patch that the Pumpkin King would appear in is bathed in massive amounts of radiation, typically gamma, x-ray and others. It has a sickly green colour and in absolute darkness has a faint green glow.
Make the following changes to make a Radioactive Evolved Pumpkin King:
All attacks the character suffers exposure from moderately radioactive material for 1 round (single hit), see d20 Future page 81;
Any creature within 10 feet are exposed to highly radioactive materials per round they are within 10 feet, moderately within 15 feet;
Replace Seed Spit with Radiation Blast;
Absorb Radiation special ability;
Suffers -8 to Hide checks;
CR increase to 15.

Radiation Blast (once every 1d6+3 rounds)
The Radioactive Evolved Pumpkin King can expel a blast of energy that is highly radioactive from its mouth, once every 1d6+3 rounds. All targets within a 10 foot wide, 75 foot long line take 8d12 points of non-specific energy damage, Reflex save DC 19 for half damage. Targets struck, even if they make a save for no damage due to abilities such as evasion, suffer exposure from severely radioactive materials of 1 round of exposure.

Absorb Radiation
If the Radioactive Evolved Pumpkin King is exposed to moderately or higher radioactive sources it can heal itself. 1 round of exposure from moderately radioactive heals 1d4+1 hit points, highly heals 1d6+2 and severely radioactive heals 1d8+3 per round of exposure. Weapons that deal radioactive exposure/damage in addition to damage, especially via gamma rays, or similarly highly radioactive energy instead heal the Radioactive Evolved Pumpkin King the amount of damage it would have done. Can not go over its normal max hit points.
 

kronos182

Adventurer
Astral Gate
The Astral Gate is a series of gates that are linked together that allow ships that pass through to enter a form of hyperspace to allow quick transportation. Originally built by the Gate Corporation that links Venus, Earth, Mars and Jupiter. After the chaos of the 23 Hours settled and the governments within the Sol system stabilized, they and any major corporations and settlements, worked with the Gate Corporation to expand the Gate system and upgrade its security.
These members signed the Astral Charter, where they provide funds to help maintain and protect the Gate system, Gate Corporation runs and does the actual repairs, and the tolls collected are split between the Gate Corporation and the members of the Astral Charter. The expanded gate system reaches from Mercury to the outer edge of the Sol system, past the Oort Cloud, with gates at each planet, major moon and colony that are members of the Charter. Each gate has a station that functions as a customs port that scans ships and charges the ship its fee for using the system to its end destination. These stations also house trading ports and exchange banks to allow travelers to exchange one type of currency for another, fueling and minor repairs, and house defense units to protect ships entering or exiting and the gates themselves, catch any criminals smuggling contraband.
The Federation of United Planets has some of the largest stations associated with the Gates, to promote commerce within the system and increase protection and ease of traffic, with their largest and heaviest armed station at the outer system gate acting as the entrance to the Sol system.

Members of the Charter promote the use of the Gate system as it's a safer and faster means of travel within the solar system, where ships only need to link their navigation system, activate their autopilots and sit back and enjoy the ride to their destination, without the need to follow specific flight paths and navigate through the dangers of the system from asteroids, spatial anomalies, and pirates. Yearly subscriptions are available which provide a discount per use, as well as corporation discounts.
Travel time equivalent to PL 8 engine (d20 Future page 100), however ships use only one-half the fuel to travel this distance as the gate system helps propel the ship through the hyperspace tunnel between gates. Ships with PL9 engines using the system use one-quarter the fuel.
PDC 20 to the next closest gate +1 per each additional gate. Example traveling from Earth to Mars is PDC 20, while Earth to Jupiter is PDC 22 as there is a major gate at the asteroid field between Mars and Jupiter.
Yearly Subscription PDC 30, first 5 trips are free, while all following trips have the base PDC reduced to 15.
Requires only a Pilot check DC 8 to set autopilot and enter the gate.

Each gate has an opening diameter of 5.5 miles, has 10,000 hit points and 5,000 hit points in shields. The protecting station varies by which government/corporation has the largest shares or profits the most from that particular gate.
 

kronos182

Adventurer
venomized t-rex.jpg

Venomized T-Rex

This black t-rex with white streaks along its back, and several tendrils sprouting from its head and back, wriggle about trying to grasp anything it can eat. It's mouth is larger than normal with more and larger fangs, with a long prehensile tongue. It's leathery skin seems to virtually crawl and will sprout extra tendrils around the mouth to help drag prey in faster to feed its insatiable hunger.
The Venomized T-rex is a lone hunter and establishes a large hunting ground, typically 100 square miles.

Venomized Tyrannosaur Rex
CR 15
Huge Size (-2)
HD 20d8+80+20+60, HP 250
Mas 42;
Init +2
Spd 45 ft
Defense 20, touch 10, flat-footed 10 (-2 size, +2 Dex, +10 natural)
BAB +15
Grap +38
Attack +24 melee bite (5d8+30), or +16 ranged pseudopod 6d6+30 200 ft reach,
Full Attack +24 melee bite (5d8+30) and +11 ranged pseudopod 6d6+30, or +16 ranged pseudopod 6d6+30 200 ft reach and +11 ranged pseudopod 6d6+30 200 ft reach,
SQ Improved grap, scent, swallow whole, pseudopods, Extraordinary Strength, Enhanced Durability, Damage Reduction 10, Natural Defense, Fast Heal 3, symbiote traits
SV Fort +17, Ref +11, Will +8;
Rep +3
Str 32, Dex 14, Con 21, Int 2, Wis 15, Cha 10
Skills: Listen +11, Spot +11

Improved Grab (Ex)
To use this ability, the venomized t-rex must hit an opponent one or more size categories smaller than itself with its bite attack. If it gets a hole, it shakes the grabbed opponent back and forth, automatically dealing bite damage each round. Once opponent stops resisting, the creature attempts to swallow on its next turn.

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Swallow Whole (Ex)
If the venomized t-rex begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside its stomach, the opponent takes bludgeoning damage equal to the venomized t-rex's bite plus 1d6 acid damage per round. A successful grapple check allows a swallowed creature to climb out of the gizzard and return to the t-rex's maw, where another successful grapple check is needed to get free.
Alternatively, the swallowed creature can attack from the inside with claws or small or tiny slashing weapon. Dealing at least 25 points of damage (Defense 20) in this way creates an opening large enough to permit escape. The Venomized t-rex can hold 1 large, 2 medium, 8 small, 32 tiny, or 128 diminutive or smaller opponents.

Damage Reduction (Ex)
The dense material that makes up the symbiote grants the host Damage Reduction 5 +1 per 5 HD of the host.

Natural Defense (Ex)
The matter of the symbiote is able to absorb or deflect attacks, helping protect the host, granting a Natural Defense +1 +1 per 5 HD of the host.

Extraordinary Strength (Ex) +4 Str
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +10 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. The recipient's unarmed strikes are 1d4+Str lethal damage instead of the normal 1d3 for medium sized creatures. (If larger, increase to next size die). All of the recipient's melee attacks will deal + Strength Modifier x2, and when using the Power Attack feat, the bonus damage is doubled.

Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.

Pseudopods (Ex)
The Symbiote can extend parts of its matter to create tendril-like pseudopods to strike targets at a distance, or use them to grapple or help them climb. With a distance of 10 ft per HD of host, dealing 1d6 per 5 HD of host plus Strength bonus as a ranged touch attack. Grants +4 to grapple checks, +4 to Climb checks.

Fast Heal (Ex)
The symbiote grants the host Fast Heal 3, healing 3 hit points every round.

Species Traits
Vulnerabilities:
Klyntar/Symbiotes are vulnerable to fire and sonic damage, suffering double damage from these sources, and damage from these sources take twice as long to heal.
Damage Reduction (Ex): Due to the amorphous nature of symbiotes, they are resistant to damage, with DR 5.
Improved Grab (Ex): To use this ability, the symbiote must hit a single target with its tentacle. If it gets a hold, it automatically deals damage, with the option at no penalty of doing subdual damage each round the hold is maintained. It can also attempt to Bond with the target.
Genetic Memory: The symbiotes pass on knowledge from parent to offspring. This even applies to abilities of hosts. If the host had super powers, the symbiote will mimic those powers to the best of its abilities, and will pass those on to its offspring. These can include super strength, speed, abilities like web shooting, etc.
Spawn Offspring (Ex): After reaching 4 hit dice, or being bonded to a host for more than 2 years, the symbiote will break off a piece of itself to create an offspring, which will immediately seek a host of its own.
Bond (Ex): Symbiotes bond with hosts as a source of food and protection, greatly enhancing the host. The symbiote must be in contact with a creature in order to bond, successfully grapple an unwilling target, or simple physical contact for willing hosts. An unwilling host must make a Fort save DC 20 each round of physical contact the symbiote makes to resist it trying to bond with them. On a failed save, the symbiote bonds and the host must make a Will save DC 15 + Symbiote's Con modifier +1 per failed Will save, every 12 hours or the symbiote takes control. A successful save means the host is in control, but prone to bouts of anger, and can attempt another Fort save to remove the symbiote, but at -4 penalty. When the symbiote is in charge, it will seek out food and hunt living creatures, with some symbiotes preferring the flesh of intelligent beings.
When bonded, the host, referred to as the base creature, gains the Symbiote template.
 
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kronos182

Adventurer
It seems like the Gate Corporation would want to expand to other star systems, focusing on ones with a lot of inhabited planets.
Oh they most likely want to, or have. I just did the one one in the Sol System, but other highly populated systems can have a similar set up, and depending on how many gates need to be built, can probably charge more, or less.
 



kronos182

Adventurer
Skylark Class Transport
E.E.D.S starship corp's Skylark class commercial transport is a popular civilian starship seen within Earth Alliance territories, known for its olive drab plasteel hull, resilient construction making it very low maintenance, able to tough out attacks from raiders. The 197 foot long hull is tubular in design, with short wings at the rear third which mount two of the three engines at their ends. The ship is capable of landing on planets, but lacks artificial gravity and can not open jump points into hyperspace, requiring a jump gate. Requiring a crew of 3, but could run with as few as 2, with room for 5 passengers in standard configurations. It also comes with two grappling claws and 2 cutting lasers. The ships are typically unarmed, but is designed to mount pulse cannons for a point defense system. The ship is designed to carry 60 days of food, water and fuel, allowing the ship to move between multiple system before requiring restocking, and models modified for other duties such as planetary surveys or stellar phenomena can remain on duty for extended periods without having to be modified for extended operations.

Skylark Class Transport (PL6)
Type: Ultralight
Subtype: transport
Size: colossal (-8)
Tactical Speed: 3000 ft space, 600 (60) squares atmosphere, can reach orbit without assistance.
Defense: 5 (-8 size +3 class)
Flat-Footed Defense: 5 (-8 size +3 class)
Autopilot Defense: 6 (-8 size, +2 autopilot)
Hardness: 20
Hit Dice: 17d20 340 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus:
Length: 197 ft
Weight: 1,152 tons
Targeting System Bonus:
Crew: 2-3 (trained +4)
Passenger Capacity: 5
Cargo Capacity: 320 tons
Grapple Modifier: +16
Base PDC: 50
Restriction: Licenced (+1)

Attack:

Attack of Opportunity:

Standard PL(6) Design Spec: No gravity, long range autopilot, cutting lasers
Engines: thrusters, fusion torch
Armour: alloy plating
Defense Systems: autopilot, damage control system (1d10)
Sensors: Class II sensors
Communications: radio transceiver
Weapons: none
Grappling Systems: 2 grappling claws

No Gravity
The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.

Long Range Autopilot
This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot.

Cutting Lasers
These lasers are designed to cut through almost anything, given time, used for collecting samples from debris, rocks and even cutting through hulls. The lasers have a range of only 50 feet, but deal 4d6 points of fire damage, ignoring 10 points of hardness. Given enough time, can cut through denser materials. Requires a ranged touch attack to use, and should be grappled with target to make accurate cuts.


Modifications
Tail Roll Bar

This is more of an airfoil wing mounted at the rear of the craft on top to improved atmospheric flight. Provides a +2 equipment bonus to Pilot checks while in an atmosphere.
PDC: 21

Passenger Transport Modification
This modifies the cargo area to carry people safely. Reduces cargo capacity to only 100 tons, and adds 100 passengers. This includes enough air, storage for food and water for these extra passengers for 20 days. Increased duration requires taking up more cargo space with air, food and water.
PDC: 28
 

kronos182

Adventurer
Babylon 5 raider fighter.


Delta-V Light Fighter
This triangular shaped fighter, also known as the Zephyr, is a light aerospace fighter, capable of both atmospheric and space flight, short ranged and armed with twin pulse cannons and can carry missiles, but are lightly armoured.
These ships are fairly cheap, easy to maintain, which makes them a favoured ship amongst mercenaries, pirates and raiders, although many can be found as defense fighters amongst smaller, but wealthy transportation companies.

Delta-V Light Fighter (PL6)
Type: Ultralight
Subtype: fighter
Size: gargantuan (-4)
Tactical Speed: 3500 ft space, 750 (75) squares atmosphere, can reach orbit without assistance.
Defense: 5 (-8 size +3 class)
Flat-Footed Defense: 9 (-4 size +3 class)
Autopilot Defense: 6 (-4 size)
Hardness: 18
Hit Dice: 7d20 140 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 52 ft (width)
Weight: 123.5 tons
Targeting System Bonus: +2
Crew: 1 (trained +4)
Passenger Capacity: 0
Cargo Capacity: 10 lbs
Grapple Modifier: +8
Base PDC: 48
Restriction: Licenced (+1)

Attack: 2 fire linked light pulse cannons +0 (10d8);
Or Missile +0 (4d12)

Attack of Opportunity:

Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, cutting lasers
Engines: thrusters, fusion torch, afterburners
Armour: alloy plating
Defense Systems:
Sensors: Class II sensors, targeting system
Communications: radio transceiver
Weapons: 2 fire-linked pulse cannons, 4 missiles
Grappling Systems: 2 grappling claws

No Gravity
The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.

Afterburners
This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed, usable 5 times.

Pulse Cannon, Very Light (PL 6-7)
Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons. The Very light pulse cannon is found on light fighters or make up the point defense systems on commercial craft.
Damage: 7d8
Critical: 20x3
Damage Type: Fire
Range Increment: 1,000 ft.
Rate of Fire: Single, S, or A
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Restricted (+2)

Light Missile (PL 5)
A light missile similar to sidewinders and ARAAMs produced in late PL5 to early PL6, can be used in space.
Weapon Damage: 4d12 (26)
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 21
Restriction: Mil (+3)


Delta V2
This version of the Delta V is heavier armoured and armed with light pulse cannons instead, and can carry a few more missiles.
Make modifications to Delta-V:
Increase HD to 9d20 (180 hit points);
Increase hardness to 20;
Replace twin very light pulse cannons with light pulse cannons;
Increase number of missiles to 6;
Increase afterburner speed bonus to +1000 ft;
PDC +2

Pulse Cannon, Light (PL 6-7)
Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons.
Damage: 9d8
Critical: 20x3
Damage Type: Fire
Range Increment: 1,500 ft.
Rate of Fire: Single, S, or A
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Military (+3)
 

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