Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6981686" data-attributes="member: 6668634"><p>In honour of Rogue One: A Star Wars Story...</p><p></p><p></p><p>TIE/sk x1 Striker</p><p>The sk x1 variant of the TIE is modified extensively for atmospheric use. Instead of the standard ball cockpit, it mounts a larger cylinder one similar to the TIE Bomber, and has a dagger-like solar panel wing, similar to the TIE Interceptor, mounted on the top. This wing is normally completely flat in cruise mode, but can angle down for combat. Boasting better atmospheric speed and maneuverablity over other TIES at the time, it was used to protect important Imperial ground facilities. The solar wing is specially designed to aid in the Striker's maneuverability and boosts its power, allowing it to mount a second set of lasers (in the wing itself).</p><p>The extended body can be configured in two ways: passenger or bomber. In passenger mode, the Striker can carry 6 troops standing that deploy via an underbelly ramp. The bomber mode has a bomb chute and room for a second crew member to act as bomber. This allowed the Striker to attack fortified ground facilities or ground vehicles.</p><p>In Coreline the T.I.E./sk Striker is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that want easily replaceable craft for protecting ground based facilities.</p><p></p><p>T.I.E./sk Striker (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4500 ft/ 2110 (211) atmosphere</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 7d20 (140 hp)</p><p>Initiative Modifier: (+2 Init and +5 Maneuver in atmosphere)</p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 20.1 ft</p><p>Weight: 7,700 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 100 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 37</p><p>Restriction: Res (+2)</p><p></p><p>Attack: </p><p>4 fire-linked laser -1 ranged 12d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/sk Striker enjoys a +2 bonus to Pilot checks for stunt maneuvers. In an atmosphere, gains +4 to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat, Modular Pod</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: </p><p>Sensors: Class II, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 Laser cannons</p><p>Grappling Systems: </p><p></p><p>Agile</p><p>As long as the TIE/sk starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.</p><p></p><p>Narrow Profile</p><p>Due to the small cockpit of the TIE/sk, but the large wing area on the top, any attack that would normally strike the TIE/sk starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wing.</p><p></p><p>Simple Controls</p><p>The TIE/sk starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.</p><p></p><p>Ejector Seat</p><p>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.</p><p>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.</p><p></p><p>Modular Pod</p><p>Part of the cockpit/body is modular, allowing one of two modules to be installed. Switching pods takes about 30 minutes of work with a Craft Mechanical check DC 20.</p><p>Passenger Module: This allows the TIE/sk Striker to carry 6 troopers standing that can exit as a move action from a belly ramp, up to 2 troops at a time. PDC 20</p><p>Bomber Module: This module has a bomb chute and a bomber position that requires a second crew member. This module includes the targeting systems and sensors to allow the TIE/sk to make bombing runs, able to drop a single or 2 fire-linked bombs at a time. Able to carry 10 bombs. PDC 22 Res Mil +3.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6981686, member: 6668634"] In honour of Rogue One: A Star Wars Story... TIE/sk x1 Striker The sk x1 variant of the TIE is modified extensively for atmospheric use. Instead of the standard ball cockpit, it mounts a larger cylinder one similar to the TIE Bomber, and has a dagger-like solar panel wing, similar to the TIE Interceptor, mounted on the top. This wing is normally completely flat in cruise mode, but can angle down for combat. Boasting better atmospheric speed and maneuverablity over other TIES at the time, it was used to protect important Imperial ground facilities. The solar wing is specially designed to aid in the Striker's maneuverability and boosts its power, allowing it to mount a second set of lasers (in the wing itself). The extended body can be configured in two ways: passenger or bomber. In passenger mode, the Striker can carry 6 troops standing that deploy via an underbelly ramp. The bomber mode has a bomb chute and room for a second crew member to act as bomber. This allowed the Striker to attack fortified ground facilities or ground vehicles. In Coreline the T.I.E./sk Striker is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that want easily replaceable craft for protecting ground based facilities. T.I.E./sk Striker (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 4500 ft/ 2110 (211) atmosphere Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 7d20 (140 hp) Initiative Modifier: (+2 Init and +5 Maneuver in atmosphere) Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 20.1 ft Weight: 7,700 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 0 Cargo Capacity: 100 lbs Grapple Modifier: Base PDC: 37 Restriction: Res (+2) Attack: 4 fire-linked laser -1 ranged 12d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/sk Striker enjoys a +2 bonus to Pilot checks for stunt maneuvers. In an atmosphere, gains +4 to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat, Modular Pod Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 4 Laser cannons Grappling Systems: Agile As long as the TIE/sk starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates. Narrow Profile Due to the small cockpit of the TIE/sk, but the large wing area on the top, any attack that would normally strike the TIE/sk starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wing. Simple Controls The TIE/sk starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties. 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. Modular Pod Part of the cockpit/body is modular, allowing one of two modules to be installed. Switching pods takes about 30 minutes of work with a Craft Mechanical check DC 20. Passenger Module: This allows the TIE/sk Striker to carry 6 troopers standing that can exit as a move action from a belly ramp, up to 2 troops at a time. PDC 20 Bomber Module: This module has a bomb chute and a bomber position that requires a second crew member. This module includes the targeting systems and sensors to allow the TIE/sk to make bombing runs, able to drop a single or 2 fire-linked bombs at a time. Able to carry 10 bombs. PDC 22 Res Mil +3. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top