CORELINE (D20 Modern/D20 BESM Setting).

Proton Glove
A hand held device that is a curbed bar with several emitters attached to a handle by two short bars that hold it about an inch from the user's hand. While the user holds the trigger, it discharges once it makes contact with a ghost or spirit. A very short ranged weapon, requiring the user to be in melee combat with a ghost, but also slightly more powerful than a standard proton pack. Unlike proton and boson packs, Proton Gloves only have an attack option, they also don't suffer many of the other issues of proton packs such as overheating, crossing streams. Requires a melee touch attack to strike ghosts, but normal melee attacks against regular creatures. Proton gloves are typically used with the ammunition system of an arm mounted proton pack, or the compact pack. When not activated, can be used to make strikes, acting similar to brass knuckles but dealing lethal damage.

Proton Glove (PL 5-6)
Damage: 5d6/1d4
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 5 lbs, 7 with compact pack power
Ammo: 20 discharges, 40 with compact pack power
Purchase DC: 29
Restriction: Lic +1 ghostbusters

Proton Mace
This mace is an advancement in proton weapon technology, able to use a standard power pack, but reduced damage to ghosts and spirits, and functions quite well as a regular mace.

Proton Mace (PL 6)
Damage: 3d6/1d8
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 6 lbs
Ammo: 15 discharges using standard power pack
Purchase DC: 29
Restriction: Res (+2) ghostbusters


Ecto-Vest
A protective vest, using light-duty vests as a base. These vests provide improved protection against normal attacks, such as items thrown by ghosts and spirits, and using the same materials used in the ecto-resistant vest, but with better quality, increases the protection slightly over that of the ecto-resistant vest.

Ecto-Vest (PL5-6)
Type: Medium, tactical
Equipment Bonus: +5, +6 vs incorporeal attacks
Nonprof. Bonus: +2, +5 vs Incorporeal attacks
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 25 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Res +2 (Ghostbusters)
Notes: Grants resistance 3 to bludgeoning, slam, unarmed attacks and falling damage.


Ghost Immobilizer
This device is a small disc about 3 inches in diameter with an activation button on top, with small opening on the bottom. This device uses technology based on the ghost traps, but as its's much smaller and weaker, it only holds a ghost in place for a short period of time. Once the button is press, the user must throw the device at a ghost within 30 ft as the bottom opens, and on a successful strike, the device sticks to a ghost. The ghost or spirit must make a Fort save DC 15 or be immobile for 1d4 rounds. After the duration, the ghost immobilizer shuts down and falls to the ground, drained of power and burned out. A used ghost immobilizer can be salvaged for parts to make a new one, reducing the time by half and reducing PDC by 2. Requires a ranged touch attack to strike a ghost or spirit, and have no effect on non ghosts, spirits or incorporeal creatures.
Weight: 9 oz
PDC: 18 for 4
Res: Res +2 Ghostbusters


Ecto Goggles Mk2 (PL6)
These are advanced night vision googles from PL6, smaller and lighter than previous generations, which function as both standard night vision googles, granting darkvision 60 ft. During normal light conditions, and in dark conditions, they can be set to see invisible beings, but suffer -4 to Spot checks, and suffer -4 to Gaze attacks and bright light attacks, like flash bangs.
Size: Small
Weight: 3 lbs
PDC: 22

Personal Ecto Shield (PL 6)
The Personal Ecto Shield creates a field around the wearer that ghosts and other incorporeal creatures can't pass through. Powerful incorporeal creatures that manage to pass through take damage and are hindered. The Personal Ecto Shield is a small backpack unit, allowing it to be transported fairly easily. It can be powered by a standard power pack for 10 minutes, but can be incorporated into the power system of powered armour. The personal ecto shield creates a near invisible energy barrier about an inch away from the wearer. Ghosts, undead and incorporeal creatures with less than 3 HD that come in contact with the shield is instantly paralyzed for 1d4 minutes and suffers 1d6 electrical/fire damage, and if it was invisible it becomes visible, unable to deal damage to the wearer. Those with 4 to 6 HD must make Fort save DC 15 to pass through the shield to strike the user, suffer 1d6 electrical/fire damage, and make another Fort save DC 13 or be stunned for 1d4 rounds, if it was invisible it becomes visible for 1 minute. Those with 7 or more HD will suffer 1d6 electrical/fire damage, but can pass through the shield and will become visible for 1d4 rounds if it was invisible as they strike the user.
Each time the shield is in contact with a 4 HD or stronger ghost, undead or incorporeal creature, it drains 30 seconds of operation time. If the shield is powered by a power source from powered armour, it can only be run for 1 hour before needing a 10 minute cool down.
Weight: 12 lbs
PDC: 27
Restriction: Lic +1
 

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LAAT
The Low Altitude Assault Transport (LAAT) was a gunship and transport series of repulsor craft developed by Rothana Heavy Engineering and used during the clone wars as air-to-air and air-to-ground attack craft as well as transports. These craft were atmospheric only originally, with modified and later models designed to also operate in the vacuum of space. Most models have a minimum of two crew, the pilot and co-pilot in separate bubble cockpits, with the co-pilot being higher and behind the pilot. The wings and underside were fitted with repulsorlift turbines that allowed for excellent stability and maneuverability, despite its size. In an emergency, the cockpit section could separate from the main craft and act as an escape pod. Depending on the model, most are armed with two massdriver missile launchers mounted on the rear top, three anti-personnel blaster (two forward and one rear). Some come with two or four composite-beam laser turrets, with two being fitted in the wings and remote controlled by the co-pilot and two fitted in manned ball turrets mounted just forward of the troop bay, and optional 8 underwing missiles.
LAATs are 17.4 m long, 17m wingspan and are 6.1 m tall, with an atmospheric speed of 620 km/h.

LAAT/i
The LAAT Infantry Transport is the most common version of the LAAT gunship, capable of transporting up to 30 troops in its troop bay that had sliding side doors, four military speeders can be carried on an aft-deployable rack. Early models were armed with the standard dual massdriver launchers and three anti-personnel blasters, two wing mounted bubble composite-beam turrets and two manned composite-beam manned turrets on extending articulated arms that extended from the troop bay, reducing troop capacity, but where atmospheric only. Later versions would be space capable, but usually lacked the two manned turrets. A medical droid was usually carried in an emergency locker near the front of the troop bay. Four repelling lines are fitted to each side of the roof of the troop bay that allowed troops to reach the ground while the LAAT/i hovers.
Both the Pilot and Co-pilot have their own crew stations, each with ejector seats and separate canopies, two large doors, one on each side of the passenger section, slide back to allow quick access for troops to get in or out. Up to 5 troops can enter or exit the passenger section per round on each side. The LAAT is 57 feet (12 squares) long, 56 feet wide (11 squares wide) wing span, with the main body being 15 feet (3 squares) wide. Typically has enough fuel for 8 hours of continuous flight.

LAAT/i (PL6)
Crew: 2-4
Passengers: 30
Cargo: 5000 lbs
Init: +0
Maneuver: +1
Top Speed: 675 (67)
Defense: 8 (+ pilot Dex modifier and Class bonuses)
Hardness: 15
Hit Points: 80
Size: Gargantuan (-4)
Purchase DC: 39
Restriction: Mil (+3)
Accessories: Military Radio, weapons, lights, radar, vtol capabilities, ejector seats for pilot and co-pilot, repelling lines (8), medical droid
Notes: 5 troops can enter or exit per round, can hover, able to reach orbit, but doesn't unless has the Space Operation option.

Weapons
WeaponDamageCriticalDamage TypeRange IncrROFMagazineController
Massdriver Launcher (2)varies-varies250 ftSingle60 (30 ea)Pilot
Anti-Personnel Blasters (3)4d820x2fire100 ftS, AUnlimitedCo-pilot
Wing Composite-Beam Laser Turret (2)5d819-20x3Fire100 ftSingleUnlimitedCo-Pilot
Optional Manned Composite-Beam Turret (2)*5d819-20x3Fire100 ftSingleUnlimitedGunner ea
Optional Underwing Missiles (8)*6d1020x3Ballistic/Fire500 ftS8 (4/wing)Pilot

Massdriver Launcher
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. Can carry up to 3 different types of munitions, 10 rounds each.
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.

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.

Composite-Beam Laser Turret
These weapons focus multiple laser beams, which meet at a central point, into a single, considerably more powerful beam. As these weapons fire a single beam that lasts several seconds, these weapons are excellent for striking a large area during strafing attacks. The user can make a strafe attack even without the required feats (affects a 5 ft by 20 ft area). If a target takes up more than 1 5 ft square area of the affected area from a strafe attack, suffers -1 to the Reflex save for each 5 ft area it occupies, and suffers +3d10 damage per 5 ft square it occupies that the strafe attack covered past the first square.

Options
Space Operations

This option, which became standard on later models, modifies the LAAT for space flight, improving atmospheric seals, adding atmospheric shielding, similar to those used in shuttle bays on starships, ion engines and improved life support. This option removes the optional Manned Composite-Beam Turrets. Has a speed of 2750 ft in space, has full life support for the crew and the passenger section has its own life support. Has enough fuel for 10 hours of flight instead of the standard 8. Pilot can add Class and Dex modifiers to Defense while in space.

Heavy Search Lights
Fits two large search lights on articulated arms similar to those that the optional manned composite-beam turrets use, able to be used on all versions of the LAAT, can not be combined with optional manned turrets.


LAAT/c
The Carrier variant of the LAAT is a vehicle carrier version, removing the troop transport bay, replaced with magnetic clamps able to carry 40 ton loads, such as AT-TE and similar sized vehicles. The Carrier variant also only has a single pilot, longer wings fitted with landing struts, with the freed up weight dedicated to stronger thrusters and repulsorlifts to allow the LAAT/c to carry its load with similar maneuverability and speed as the LAAT/i. For armament, the LAAT/c lacks the massdrivers and the wing composite-beam laser turrets, with only the two front and single rear blasters for defense.
Changes:
Only Pilot for crew, can not carry passengers except those in vehicles carried;
Remove all weapons by three anti-personnel blasters;
Add Magnetic Clamps
PDC: -3

Magnetic Clamps
These clamps allow the LAAT/c to carry a single AT-TE, 4 AT-XTs, 1 Republic Troop transport, Saber class tank, and similar sized vehicles. Takes 1 full round action to latch onto a vehicle, and a standard action to release, must be within 10 feet of the ground to release safely.

Gallofree Gunship
This vehicle is similar to the LAAT/i gunship, although it's slightly smaller, carries fewer troops and has fewer weapons. It lacks the dorsal rocket/massdriver system, the wing mounted composite lasers and the side mounted ball turrets. It is armed with two front mounted turrets and one rear mounted turret, and two side mounted blasters manned by passengers. The wings, instead of being fixed at a downward angle, bend horizontally partway down, and also have a hinge to allow the wings to swing up to reduce width when landed for reduced storage space. The Gallofree is slightly heavier armoured, but is faster and more maneuverable than the LAAT, used by elite squads due to the reduced transport capacity.
Both the Pilot and Co-pilot have their own crew stations, each with ejector seats and separate canopies, two large doors, one on each side of the passenger section, slide back to allow quick access for troops to get in or out, with a mount for a heavy blaster rifle for a passenger to attach and use when the doors are open. Up to 3 troops can enter or exit the passenger section per round on each side. The LAAT is 50 feet (10 squares) long, 45 feet wide (9 squares wide) wing span, with the main body being 13 feet (3 squares) wide. Typically has enough fuel for 24 hours of continuous flight.

Gallofree Gunship (PL6)
Crew: 2
Passengers: 12
Cargo: 2500 lbs
Init: +1
Maneuver: +2
Top Speed: 750 (75), 3500 ft space
Defense: 8 (+ pilot Dex modifier +pilot Class bonuses)
Hardness: 20
Hit Points: 100
Size: Gargantuan (-4)
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Military Radio, weapons, lights, radar, vtol capabilities, ejector seats for pilot and co-pilot, repelling lines (6), medical droid
Notes: 5 troops can enter or exit per round, can hover, able to reach orbit, but doesn't unless has the Space Operation option.

Weapons
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Laser Turrets (3)5d1020x2Fire150 ftS, AUnlimited

Options
Side Guns

There are two ports on the sides ahead of the side doors that allow troops inside to mount a repeating blaster. Trooper using a weapon at the gun port suffers -2 to attack, but has nine-tenths cover.

Wing Missiles
Can carry similar missiles under the wings as the LAAT/i
 


How about a variation of the LAAT/i that is a big-as-heck railgun, kind of the Star Wars response to the "Warthog"? Or a Y-Wing, if that makes more sense.
A gunship variant, like the Hind for the LAAT/I ??
I could make some heavy gun versions of the Y-wing as well..
Should also make a 'retro' tech version of the y-wing like I did the X-wing.
And get working on the C-Wing and other rebel/clone wars fighters, and CIS stuff and droids.. and finish the Eldar stuff I have started.
 
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Tetsu Supitta (Iron Spitter)
The tetsu supitta, or Iron Spitter Fiend, is another basic soldier fiend, equipped with a primitive form of firearm, a teppo. These fiends are similar to the Iron Arrow fiends, but are slightly more muscular, as they have to carry the much heavier teppo. The teppo is a metal tube that has one opening which looks like a demonic face, with the opening making up the mouth. A heavy wooden handle comes out of the other end that acts as a stock as well as a handle when it is wielded as a heavy club. The teppo, while a powerful weapon, was not very accurate and short ranged, but could fire various types of ammunition.

Tetsu Supitta (Iron Spitter Fiend)
Size: Medium
Type: Outsider
CR: 4
Hit Dice: 5d8+8; 30 HP
Mas: 14
Init: +4
Speed: 30 ft
Defense: 23, touch 14, flat-footed 19 (+4 Dex, +6 Natural, +3 light samurai armour)
BAB: +5
Grapple: +5
Attack: +8 melee teppo club (1d8+3 bludgeon), or +8 ranged teppo (varies*)
Full Attack:
FS: 5 ft by 5 ft
Reach: 5 ft
Special Attack:
Special Qualities: Damage reduction 10/ballistic, darkvision 60 ft, fire resistance 20, immunities, magic ammunition;
Alignment: evil, law
Saves: For +6, Ref +8, Will +5
Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 10
Skills: Balance +8, Bluff +4, Escape Artist +8, Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral science) +6, Listen +5, Move Silently +8, Read/Write Abyssal, Japanese, English, Speak Abyssal, Japanese, English, Spot +5
Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency, Weapon Focus (tetsu Supitta teppo), Point Blank Range
Possessions: Light Samurai armour, casual outfit, Tetsu no ken bow.
Advancement: By character class.

Combat
Tetsu Supitta favour ranged combat, moving forward enough to get within range of their weapons, and selecting the correct ammunition type for the situation. Typically standard shot, but switching to burst against large groups of targets, or fast moving targets, then scatter for anti-infantry or low flying enemies, and wall buster against heavily armoured targets, or when breaching a structure. Once in melee, they use their teppos as large clubs.

Damage Reduction 10/Ballistic (Ex): A Tetsu Supitta ignores the first 10 points of damage by any non-ballistic weapon.
Fire Resistance 20 (Ex): A Tetsu Supitta ignores the first 20 points of damage from any attack that deals fire damage.
Immunities (Ex): A Tetsu Supitta is immune to slashing weapons.
Tetsu Supitta Teppo (Su): The teppo, or hand cannon, wielded by the Tetsu Supitta is an extension of the fiend itself, counts as a magical +1 weapon, aligned with evil, range varies by ammunition type, but maximum range is out to 5 range increments. If the fiend is disarmed, the weapon disappears immediately and returns to the fiend's hand the next round. The teppo is heavy and reinforced, making it an excellent club or mace, dealing 1d8+1 bludgeoning damage, giving the fiend a melee weapon. When the fiend fires the weapon by placing a finger over a hold on the top, it selects one of several choices of ammunition, which is created magically, or use its Magic Ammunition ability.
Ammunition: 1) Standard Shot - a ball of iron dealing 2d8+1 ballistic damage, 20x2, range incr 75 ft. 2) Scatter Shot - fires multiple small balls of iron filling a cone that is 60 feet long, 30 ft wide, 3d6+1 ballistic damage, Reflex DC 17 for half. 3) Burst Shot - a large ball that upon impact deals 2d6+1, half ballistic half fire to a 10 foot radius, Reflex save DC 16 for half except the target struck suffers full damage, range incr 50 ft. 4) Wall Breaker Shot - a heavy egg shaped ball of iron that is designed to break through armour and walls, dealing 2d10 ballistic damage, 20x2, range incr 45 ft, ignores 10 points of hardness/dr.
Magic Ammunition (Su): Once ever 1d4 rounds, the Tetsu Supitta can create 1d4 shots of ammunition of a single type that can deal an additional 1d6 points of energy damage, selected at the time the ability is used. These shots last for 1 minute or until used, held in the fiend's hand, ready to be fired. Each shot created at the use of this ability will all have the same energy type, chosen from fire, cold, electricity and acid.
 

Y-Wing Variants

BTL-C1 Strike Bomber
This craft is based on the BTL-S3 Y-Wing, developed by the Rebel Alliance in the later years of the rebellion. The body extends from behind the cockpit past the engine pylons to attach a rear facing crew station. The frame is much taller to accommodate an additional set of engines stacked on top. The rear station houses a gunner who controls four remote dual light turrets for improved defense against swarming TIE fighters, with one located just behind pilot, another just ahead of the rear cockpit, two each under the chin at the front and at the rear under the rear gunner. An astromech sits behind the cockpit that helps with hyperspace calculations, inflight repairs, can even take control of the remote guns in case the rear cockpit isn't manned or carrying a passenger. The warhead count is significantly increased due to the larger frame, as well as the armour. The BTL-C1 Strike bomber is used for attacks against heavily defended and well armoured targets, from ships, stations to ground installations. The BTL-C1 don't have the energy weapon power that the B-Wings do, but carry more warheads, and require less maintenance than B-Wings, and share many parts with most Y-Wings making logistics much easier if the bases or ships carry Y-wings.
Alliance strategists believe that if they had a few squadrons of these during the Battle of Endor, attacking the Imperial capital ships, they may not have lost as many of their own capital ships before the Deathstar superlaser became operational. The New Republic has a few squadrons for their elite y-wing bomber squadrons.

BTL-C1 Y-Wing Strike Bomber (PL6)
Type: Ultralight
Subtype: Heavy Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 180 (18) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 11 (10 base - 8 size +4 Dex +5 Class)
Autopilot Defense:
Hardness: 28
Hit Dice: 14d20 (280 hp) shields 105 hp
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 79.6 ft
Weight: 175,800 lbs
Targeting System Bonus: +3
Crew: 3 + 1 astromech (expert +8)
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 40
Restriction: Mil (+3)

Attack:
2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 3000 ft, single)

Gunner 2
Light Laser -4 ranged (4d8, 20, fire, 3500 ft, S/A)

Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (15 torpedoes or 30 bombs each), 4 light laser turrets
Grappling Systems: None

Heavy Y-Wing
An experimental Y-Wing developed by the Alliance to Restore the Republic, modified the S3 with four engines, thickened the body to hold expanded proton torpedo magazines. The lasers are replaced with heavy lasers, an ion cannon is added to the front below the lasers, while the turreted ion cannons are replaced by lasers, with an added ion cannon. This allowed the Heavy Y-wing to deal heavy damage, and also capture a variety of targets. Unfortunately, the engineers were not able to allow the each crew member to use both lasers and ions at the same time. This variant saw limited use amongst some Rebel groups and a few were sold to, or stolen by mercenaries and pirates.
Make the following changes to a BTL-S3 to make a Heavy Y-Wing:
Increase Hit Dice to 14d20 (270 hp), shields 105;
Increase Hardness to 32;
Replace Lasers with 2 heavy fire-linked lasers (12d8);
Add 1 forward ion cannon;
Replace turret ion cannons to 2 battery lasers;
Add one ion cannon to gunner turret;
Increase proton torpedo payload to 15 each (30 total, or 60 bombs);
PDC 39

Retro Y-wing
The Retro Y-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover, and also lack shielding. Also lacking are the lasers, ion cannons and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles. Oddly, the retro Y-wings are generally faster in atmosphere than their counterparts. The astromech is modified to either allow for any repair robot available, or removed and used for extra ammunition. Most of the retro y-wings are based on the BTL-S3 y-wing.

Crew: 2 + 1 optional astromech/repair robot
Passengers: 0
Cargo: 100 lbs
Init: 0
Maneuver: +0
Top Speed: 300 (30)
Defense: 8
Hardness: 15 +1d10
Hit Points: 200 +3d20
Size: Gargantuan
Purchase DC: 32
Restriction: Mil (+3)
Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system.
Notes: +2 attack rolls,
Weapon PrimaryDamageCritDam TypeRange IncrRate of FireMagazine
20mm Cannon (2 fire-linked) or6d1020Ball120 ftS, A150 rds ea
30mm Cannon (2 fire-linked)6d1220Ball150 ftS, A100 rds ea
Weapon Secondary
Sidewinder Missiles or20d6--1 mile18 missiles
Hellfire Missiles or15d6--500 ft110 missiles
Miniguns (2 fire-linked)6d1020Ball150 ftALinked rds ea
Weapon Turret
Twin .50 cal Machineguns (2 fire-linked) or3d1220Ball110 ftS, A1000 rds
Twi 7.62mm machineguns (2 fire-linked) or3d1020Ball100 ftS, ALinked 1200 rds ea
20mm Cannon4d1020Ball120 ftS, A75 rds

If no astromech or repair robot installed, can increase ammunition for ballistic weapons by 50%, or increase missile payload by 2.

Y-Wing BTL-H1 Mudhorn
This variant of the y-wing was designed by engineers that studied various aircraft and other technologies found in Coreline Earth. Inspired by the US Airforce's A-10 Warthog, mounting a turbolaser along the underside of the craft, with the barrel sticking out ahead of the nose like a horn, hence the moniker Mudhorn, with additional power systems to feed the heavy weapon. In addition to the basic y-wing weapons, the nose lasers, turret ion cannons and proton torpedo launchers, two concussion missile pods are fitted under the struts to the engines for additional attack options and anti-fighter protection. The engines are fitted with an afterburner system to allow for rapid escapes.

BTL-H1 Y-Wing Mudhorn (PL6)
Type: Ultralight
Subtype: Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 210 (21) atmosphere, afterburner 4000 ft atmosphere 450 (45)
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 28
Hit Dice: 14d20 (280 hp) shields 105
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 155,400 lbs
Targeting System Bonus: +3
Crew: 2 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 100 lbs
Grapple Modifier: +8
Base PDC: 39
Restriction: Mil (+3)

Attack:
2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);
Or turbolaser -5 ranged (12d8, ignore 20 dr/hardness, 20x2, fire, 9000 ft, single)

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single);
Or Concussion Missile -4 ranged (10d10, 19-20x2, energy, 4000 ft, single)

Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2, hydrogen injectors
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each), turbolaser, 2 concussion missile pods (3 missiles each)
Grappling Systems: None




Heavy Shields
These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Ion Cannon (PL6)
Damage: 6d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)

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.

Advanced Shields
Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.
For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.
Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.
PDC: Shield type has PDC increased by +5.
Res: Mil (+3)

Light Laser
A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.

Light Laser (PL6)
Damage: 4d8
Critical: 20
Damage Type: Fire
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 29
Restriction: Mil (+3)

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)

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.
 

LAAT/ih
The LAAT/ih is modified LAAT/i after studies of Earth based attack craft, increasing its attack capabilities while sacrificing some of its troop capabilities, reducing it to only 10 troopers. The anti-personnel blaster turrets are retained, as well as the massdriver launchers on top of the hull with eLAAT/ih
The LAAT/ih is modified LAAT/i after studies of Earth based attack craft, increasing its attack capabilities while sacrificing some of its troop capabilities, reducing it to only 10 troopers. The anti-personnel blaster turrets are retained, as well as the massdriver launchers on top of the hull with expanded magazines, with the hull and wings reinforced. A pair of lasers are fitted in the nose above the forward anti-personnel blasters, with a set of lasers in semi turrets mounted on the sides that can rotate up and down but otherwise fixed forward. The wings have a set of concussion missile pods mounted underneath.


LAAT/ih (PL6)
Crew: 4, 2 pilots, 2 gunners
Passengers: 10
Cargo: 2000 lbs
Init: +0
Maneuver: +1
Top Speed: 675 (67)
Defense: 8 (+ pilot Dex modifier and Class bonuses)
Hardness: 15
Hit Points: 85
Size: Gargantuan (-4)
Purchase DC: 40
Restriction: Mil (+3)
Accessories: Military Radio, weapons, lights, radar, vtol capabilities, ejector seats for pilot and co-pilot, repelling lines (8), medical droid
Notes: 3 troops can enter or exit per round, can hover, able to reach orbit, but doesn't unless has the Space Operation option.


Weapons

Weapon

Damage

Crit

Damage Type

Range Incr

ROF

Magazine

Controller

Massdriver Launchers (2)

Varies

Varies
250 ft

Single

70 (35 ea)

Pilot

Anti-Personnel Blasters (3)

4d8

20, x2

Fire

100 ft

S, A

Unlimited

Co-pilot

Wing Composite-Beam Laser Turret (2)

5d8

19-20x3

Fire

100 ft

Single

Unlimited

Co-Pilot

Nose Twin Fire-Linked Lasers

9d8

20x2

Fire

200 ft

S

Unlimited

Gunner

Laser Turrets Fire-Linked

9d8

20x2

Fire

200 ft

S

Unlimited

Gunner

Underwing Concussion Missiles (8)

10d10

19-20x3

Energy

4000 ft

S

8 (4/wing)

Pilot

Massdriver Launcher
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. Can carry up to 3 different types of munitions, 10 rounds each.

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 Turrets
The laser turrets only pivot up and down, but allow a +1 to attack rolls while attack ground targets.
The lasers can be fixed forward and fire-linked with the nose lasers, dealing 12d8 but lose the +1 to attack ground targets.


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.


Composite-Beam Laser Turret
These weapons focus multiple laser beams, which meet at a central point, into a single, considerably more powerful beam. As these weapons fire a single beam that lasts several seconds, these weapons are excellent for striking a large area during strafing attacks. The user can make a strafe attack even without the required feats (affects a 5 ft by 20 ft area). If a target takes up more than 1 5 ft square area of the affected area from a strafe attack, suffers -1 to the Reflex save for each 5 ft area it occupies, and suffers +3d10 damage per 5 ft square it occupies that the strafe attack covered past the first square.


LAAT/g
The LAAT/g is modified LAAT/i after studies of Earth based attack craft, increasing its attack capabilities while completely sacrificing the troop capacity. The anti-personnel blaster turrets are removed, with the hull shape altered slightly to be slightly more rounded to improve armour. The massdriver launchers on top of the hull have expanded magazines are retained, as well as the wing composite beam lasers, with the hull and wings reinforced. A set of quad lasers are fitted to the nose, a set of pair laser turrets are fitted to the sides for added protection and attack. The standard lasers were chosen for faster rate of fire and easy of maintenance. A set of concussion missile launchers are set in the hull, along with the two wing pods, giving the LAAT/g incredible punch.


LAAT/g (PL6)
Crew: 5, 2 pilots, 3 gunners
Passengers: 0
Cargo: 1000 lbs
Init: +0
Maneuver: +1
Top Speed: 600 (60)
Defense: 8 (+ pilot Dex modifier and Class bonuses)
Hardness: 17
Hit Points: 90
Size: Gargantuan (-4)
Purchase DC: 41
Restriction: Mil (+3)
Accessories: Military Radio, weapons, lights, radar, vtol capabilities, ejector seats for pilot and co-pilot.


Weapons

Weapon

Damage

Crit

Damage Type

Range Incr

ROF

Magazine

Controller

Massdriver Launchers (2)

Varies

Varies
250 ft

Single

90 (45 ea)

Pilot

Quad Nose Lasers (+1 attack)

9d8

20, x2

Fire

200 ft

S

Unlimited

Co-pilot

Wing Composite-Beam Laser Turret (2)

5d8

19-20x3

Fire

100 ft

Single

Unlimited

Co-Pilot/Gunner

Concussion Missile Launcher (2)

10d10

19-20x3

Energy

4000 ft

S

12 (6 per launcher)

Gunner

Laser Turrets Fire-Linked (2)

9d8

20x2

Fire

200 ft

S

Unlimited

Gunner

Underwing Concussion Missiles (8)

10d10

19-20x3

Energy

4000 ft

S

8 (4/wing)

Pilot

Massdriver Launcher
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. Can carry up to 3 different types of munitions.

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.


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.


Composite-Beam Laser Turret
These weapons focus multiple laser beams, which meet at a central point, into a single, considerably more powerful beam. As these weapons fire a single beam that lasts several seconds, these weapons are excellent for striking a large area during strafing attacks. The user can make a strafe attack even without the required feats (affects a 5 ft by 20 ft area). If a target takes up more than 1 5 ft square area of the affected area from a strafe attack, suffers -1 to the Reflex save for each 5 ft area it occupies, and suffers +3d10 damage per 5 ft square it occupies that the strafe attack covered past the first square.
 
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A couple Battlestar Galactica ships. One an interceptor inspired by a pic on pintrest, and the other seen in the Battlestar Galactica Reimaged series

Rattlesnake
The Rattlesnake is a new interceptor released after the development of the Mk VII Viper. It's slightly smaller, engines are in a reverse triangle, with two engines flanking the hull, and the third below. It has two needlers mounted on the top of the hull just ahead of the cockpit. It lacks any provisions to carry missiles, but has ample fuel for its afterburner system. It has two narrow, forward swept wings that angle down.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 28.3 feet
Weight: 35,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 700 lb.
Tactical Speed: 5,500 ft. (11 sq.) / 7,000 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)

Attack: 2 fire-linked needlers -2 ranged (12d12/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +3 Pilot checks
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked needlers (range incr. 4,000 ft.)
Grappling Systems: None


TWIN ENGINE SYSTEM (PL 6)
During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

RCS
The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.


Virgon Maintenance Ship
The Virgon maintenance ships are fleet and civilian service and repair craft. They have a large flattop deck at the front, with the built up section behind the deck that contains large cargo holds and hangers along with the bridge and crew crew quarters. Below the flattop hangs a secondary hull which has the main engineering and engines with the fuel reserves.

Virgon Maintenance Ship (PL 6)
Type: Light
Subtype: Hauler
Size: Colossal (–8 size)
Length: 550 feet
Weight: 72,000 tons
Crew: 8 (trained +4) plus 30-50 repair crew
Passenger Capacity: 8
Cargo Capacity: 10,300 tons
Tactical Speed: 2,500 ft. (5 sq.)
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 36d20 (720 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus:
Targeting System Bonus:
Grapple Modifier: +16
Base Purchase DC: 56
Restriction: Restricted (+2)

Attack: None

Attack of Opportunity: None

Standard PL 6 Design Specs: repair systems, hanger (1 craft up to 100 ft long or several smaller ones up to the maximum length)
Engines: Jump Engine, thrusters
Armor: Alloy plating
Defense Systems: Autopilot system, damage control system (2d10), radiation shielding
Sensors: Class II sensor array
Communications: Radio transceiver
Weapons: None
Grappling Systems: Grapplers

Repair Systems
The flattop and support a ship up to 300 feet long, although larger ships can dock with it, only the part over the dock itself can be repaired. Repair crew can repair damaged ships on the move, and even rearm refuel shuttles and fighters. Refueling and rearming typically fighters takes only 5 rounds, and can repair up to 4 craft at a time if they all fit on the deck.
Repair crew gain a +5 to Repair, Craft: Mechanical and Craft: Electrical checks related to starships and starship parts.
 

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