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)
 

log in or register to remove this ad


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.
 

Remove ads

Top