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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7117556" data-attributes="member: 6668634"><p>[ATTACH]84336[/ATTACH]</p><p></p><p>TIE Reaper</p><p>The TIE Reaper is troop transport based on the T.I.E./sk Striker. Instead of the standard ball cockpit, it mounts a larger cylinder one similar to the TIE Bomber only with a flat top, 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 transport ground troops, usually escorted by Strikers. The Reaper is only armed with two lasers mounted in the wings.</p><p>The extended body can carry 8 passengers sitting, or if the seats folded up, 14 troops standing can be carried. These troops are deployed via a belly ramp, allowing 2 troops to exit at a time. If not carrying troops, the Reaper can carry up to 1 ton of cargo.</p><p>In Coreline the T.I.E. Reaper 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 transporting ground troops.</p><p></p><p>T.I.E. Reaper (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4000 ft/ 2000 (200) 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: 8d20 (160 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: 38.1 ft</p><p>Weight: 18,900 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 8-14</p><p>Cargo Capacity: 100 -2000 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 38</p><p>Restriction: Res (+2)</p><p></p><p>Attack: </p><p>2 fire-linked laser -1 ranged 9d8, 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 Reaper 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</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: 2 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></blockquote><p></p>
[QUOTE="kronos182, post: 7117556, member: 6668634"] [ATTACH=CONFIG]84336._xfImport[/ATTACH] TIE Reaper The TIE Reaper is troop transport based on the T.I.E./sk Striker. Instead of the standard ball cockpit, it mounts a larger cylinder one similar to the TIE Bomber only with a flat top, 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 transport ground troops, usually escorted by Strikers. The Reaper is only armed with two lasers mounted in the wings. The extended body can carry 8 passengers sitting, or if the seats folded up, 14 troops standing can be carried. These troops are deployed via a belly ramp, allowing 2 troops to exit at a time. If not carrying troops, the Reaper can carry up to 1 ton of cargo. In Coreline the T.I.E. Reaper 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 transporting ground troops. T.I.E. Reaper (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 4000 ft/ 2000 (200) atmosphere Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 8d20 (160 hp) Initiative Modifier: (+2 Init and +5 Maneuver in atmosphere) Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 38.1 ft Weight: 18,900 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 8-14 Cargo Capacity: 100 -2000 lbs Grapple Modifier: Base PDC: 38 Restriction: Res (+2) Attack: 2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE Reaper 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 Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 2 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. [/QUOTE]
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