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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7227966" data-attributes="member: 6668634"><p>A couple of Babylon 5 Earth Alliance built shuttles.</p><p></p><p>EA Civilian Trader</p><p></p><p>One of many different classes of ships used by private individuals to provide relatively cheap cargo carrying services. Most are based on the basic frame of EA shuttles, with a rectangular body that tappers at the front, lacking gravity, and require Jump Gates to access hyperspace to get between systems. Fitted with extra sensors and fuel tanks to allow them to travel long distances between refueling. Some are modified for planetary surveys and Hyper space (B5 hyperspace) routes and mining surveying. These shuttles are capable of entering and leaving an atmosphere. These ships were equipped with afterburners to allow them to attempt to outrun, if only for a few moments, any raiders, and reach safety of a jump gate. For defense a top mounted particle gun (usually a laser) turret is fitted, allowing the pilot to fire it, or it can be fired by an automated system. These ships usually have enough fuel for 10 days travelling in normal space, and 50 light years by hyperspace, with space for 20 days of air and food. </p><p></p><p>EA Civilian Trader (PL6)</p><p>Type: Ultralight </p><p>Subtype: Shuttle</p><p>Size: gargantuan (-4)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 6 (-4 size)</p><p>Flat-Footed Defense: </p><p>Autopilot Defense: 8 (-4 size, +2 autopilot)</p><p>Hardness: 20</p><p>Hit Dice: 6d20 120 hp</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 58.6 ft</p><p>Weight: 210,000 lbs</p><p>Targeting System Bonus: </p><p>Crew: 1</p><p>Passenger Capacity: 3</p><p>Cargo Capacity: 6000 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 47</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: laser turret -4 ranged, 6d8, 20, fire, 3000 ft, s.</p><p></p><p>Attack of Opportunity: </p><p></p><p>Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, automated weapon</p><p>Engines: thrusters, fusion torch, afterburners</p><p>Armour: alloy plating</p><p>Defense Systems: autopilot, damage control system (1d10)</p><p>Sensors: Class II sensors</p><p>Communications: radio transceiver</p><p>Weapons: particle gun (laser) turret</p><p>Grappling Systems: </p><p></p><p>No Gravity</p><p>The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.</p><p></p><p>Afterburners</p><p>This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed.</p><p></p><p>Long Range Autopilot</p><p>This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot.</p><p></p><p>Automated Weapon</p><p>The weapon turret can be set to automated mode, allowing the pilot to focus on flying. The system has +1 to attack (total of -3, unless targeting systems are installed), attacking any target not designated as friendly out to 3 range increments (9000 ft), but prioritizing those within the first range increment (3000 ft). Turning on or off the automated weapon is a standard action by the pilot.</p><p></p><p>Additional Systems</p><p>The Civilian Trader can be fitted with additional systems and hardware, allowing it to fulfill a number of different roles.</p><p></p><p>Additional Fuel Tanks</p><p>These additional fuel tanks each give the ship another 5 days of real space travel and 10 light years in hyperspace. The ship can be fitted with 4 additional fuel tanks without compromising speed and flight capabilities. Each additional 2 fuel tanks after 4 imparts -1 to Pilot checks, -500 ft to tactical speed. PDC 22 each fuel tank.</p><p></p><p>Planetary Survey Package</p><p>This series of equipment turns a basic Civilian Trader into a planetary survey ship, allowing the pilot to survey planets for life, minerals and other information. Adds 2 fuel tanks, adds Class IV sensor system, but lacks the ability to identify a starship's weapons and systems, but grants +4 to Knowledge: Earth Sciences, can scan for chemical and mineral composition of a 500 ft area of a planet, up to 2000 ft deep (heavy lead and radioactive materials limits depth to only 500 ft). Includes 5 probes that can be launched can collect samples and enhance range the ship sensors depending on the type of probe used, includes the system to launch and recover 5 probes. Additional probes can be carried, but requires time to load them into the launchers. Reduces cargo capacity to 2000 lbs, increase life support/supplies to 30 days. The engines and autopilot are configured for longer distance travel, allowing for long coast times with the engines in a standby mode, only powering up to maintain speed. With a Navigate check DC 10 and Pilot check DC 15 the pilot can extend real space fuel range by 50%. An additional 25% range can be achieved if the pilot is able to make 1 to 3 planetary gravity sling shot maneuvers along the flight path. PDC +2 to configure the ship with Planetary Survey, and become permanent part of the ship.</p><p></p><p></p><p></p><p>EA Shuttle</p><p>The standard Earth Alliance shuttle, larger than the Civilian Trader, but lacks the ability to enter an atmosphere, but has a larger passenger capacity. Requires a Jump Gate to get between systems. With a rectangular body that tappers at the front, lacking gravity, and require Jump Gates to access hyperspace to get between systems. These ships were equipped with afterburners to allow them to attempt to outrun, if only for a few moments, any raiders, and reach safety of a jump gate. These ships usually have enough fuel for 10 days travelling in normal space, and 50 light years by hyperspace, with space for 20 days of air and food for up to 26 people. </p><p></p><p>Ea Shuttle (PL6)</p><p>Type: Ultralight</p><p>Subtype: shuttle</p><p>Size: gargantuan (-4)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 6 (-4 size)</p><p>Flat-Footed Defense: </p><p>Autopilot Defense: 8 (-4 size, +2 autopilot)</p><p>Hardness: 20</p><p>Hit Dice: 7d20 140 hp</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 60.7 ft</p><p>Weight: 220,000 lbs</p><p>Targeting System Bonus: </p><p>Crew: 1-2</p><p>Passenger Capacity: 24</p><p>Cargo Capacity: 5000 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 47</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: </p><p></p><p>Attack of Opportunity: </p><p></p><p>Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot</p><p>Engines: thrusters, fusion torch, afterburners</p><p>Armour: alloy plating</p><p>Defense Systems: autopilot, damage control system (1d10)</p><p>Sensors: Class II sensors</p><p>Communications: radio transceiver</p><p>Weapons:</p><p>Grappling Systems: </p><p></p><p>No Gravity</p><p>The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.</p><p></p><p>Afterburners</p><p>This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed.</p><p></p><p>Long Range Autopilot</p><p>This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7227966, member: 6668634"] A couple of Babylon 5 Earth Alliance built shuttles. EA Civilian Trader One of many different classes of ships used by private individuals to provide relatively cheap cargo carrying services. Most are based on the basic frame of EA shuttles, with a rectangular body that tappers at the front, lacking gravity, and require Jump Gates to access hyperspace to get between systems. Fitted with extra sensors and fuel tanks to allow them to travel long distances between refueling. Some are modified for planetary surveys and Hyper space (B5 hyperspace) routes and mining surveying. These shuttles are capable of entering and leaving an atmosphere. These ships were equipped with afterburners to allow them to attempt to outrun, if only for a few moments, any raiders, and reach safety of a jump gate. For defense a top mounted particle gun (usually a laser) turret is fitted, allowing the pilot to fire it, or it can be fired by an automated system. These ships usually have enough fuel for 10 days travelling in normal space, and 50 light years by hyperspace, with space for 20 days of air and food. EA Civilian Trader (PL6) Type: Ultralight Subtype: Shuttle Size: gargantuan (-4) Tactical Speed: 3000 ft Defense: 6 (-4 size) Flat-Footed Defense: Autopilot Defense: 8 (-4 size, +2 autopilot) Hardness: 20 Hit Dice: 6d20 120 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 58.6 ft Weight: 210,000 lbs Targeting System Bonus: Crew: 1 Passenger Capacity: 3 Cargo Capacity: 6000 lbs Grapple Modifier: Base PDC: 47 Restriction: Licenced (+1) Attack: laser turret -4 ranged, 6d8, 20, fire, 3000 ft, s. Attack of Opportunity: Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, automated weapon Engines: thrusters, fusion torch, afterburners Armour: alloy plating Defense Systems: autopilot, damage control system (1d10) Sensors: Class II sensors Communications: radio transceiver Weapons: particle gun (laser) turret Grappling Systems: No Gravity The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship. Afterburners This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed. Long Range Autopilot This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot. Automated Weapon The weapon turret can be set to automated mode, allowing the pilot to focus on flying. The system has +1 to attack (total of -3, unless targeting systems are installed), attacking any target not designated as friendly out to 3 range increments (9000 ft), but prioritizing those within the first range increment (3000 ft). Turning on or off the automated weapon is a standard action by the pilot. Additional Systems The Civilian Trader can be fitted with additional systems and hardware, allowing it to fulfill a number of different roles. Additional Fuel Tanks These additional fuel tanks each give the ship another 5 days of real space travel and 10 light years in hyperspace. The ship can be fitted with 4 additional fuel tanks without compromising speed and flight capabilities. Each additional 2 fuel tanks after 4 imparts -1 to Pilot checks, -500 ft to tactical speed. PDC 22 each fuel tank. Planetary Survey Package This series of equipment turns a basic Civilian Trader into a planetary survey ship, allowing the pilot to survey planets for life, minerals and other information. Adds 2 fuel tanks, adds Class IV sensor system, but lacks the ability to identify a starship's weapons and systems, but grants +4 to Knowledge: Earth Sciences, can scan for chemical and mineral composition of a 500 ft area of a planet, up to 2000 ft deep (heavy lead and radioactive materials limits depth to only 500 ft). Includes 5 probes that can be launched can collect samples and enhance range the ship sensors depending on the type of probe used, includes the system to launch and recover 5 probes. Additional probes can be carried, but requires time to load them into the launchers. Reduces cargo capacity to 2000 lbs, increase life support/supplies to 30 days. The engines and autopilot are configured for longer distance travel, allowing for long coast times with the engines in a standby mode, only powering up to maintain speed. With a Navigate check DC 10 and Pilot check DC 15 the pilot can extend real space fuel range by 50%. An additional 25% range can be achieved if the pilot is able to make 1 to 3 planetary gravity sling shot maneuvers along the flight path. PDC +2 to configure the ship with Planetary Survey, and become permanent part of the ship. EA Shuttle The standard Earth Alliance shuttle, larger than the Civilian Trader, but lacks the ability to enter an atmosphere, but has a larger passenger capacity. Requires a Jump Gate to get between systems. With a rectangular body that tappers at the front, lacking gravity, and require Jump Gates to access hyperspace to get between systems. These ships were equipped with afterburners to allow them to attempt to outrun, if only for a few moments, any raiders, and reach safety of a jump gate. These ships usually have enough fuel for 10 days travelling in normal space, and 50 light years by hyperspace, with space for 20 days of air and food for up to 26 people. Ea Shuttle (PL6) Type: Ultralight Subtype: shuttle Size: gargantuan (-4) Tactical Speed: 3000 ft Defense: 6 (-4 size) Flat-Footed Defense: Autopilot Defense: 8 (-4 size, +2 autopilot) Hardness: 20 Hit Dice: 7d20 140 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 60.7 ft Weight: 220,000 lbs Targeting System Bonus: Crew: 1-2 Passenger Capacity: 24 Cargo Capacity: 5000 lbs Grapple Modifier: Base PDC: 47 Restriction: Licenced (+1) Attack: Attack of Opportunity: Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot Engines: thrusters, fusion torch, afterburners Armour: alloy plating Defense Systems: autopilot, damage control system (1d10) Sensors: Class II sensors Communications: radio transceiver Weapons: Grappling Systems: No Gravity The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship. Afterburners This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed. Long Range Autopilot This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot. [/QUOTE]
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