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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7491565" data-attributes="member: 6668634"><p>A quick Gundam Cosmic Era Timeline small capital ship. Been busy with work and saw this little thing while looking at the other Project G Gundams..</p><p></p><p>Drake-Class Escort</p><p></p><p>The Drake Class is a small escort ship produced by the Earth Alliance in the Gundam Cosmic Era timeline. With a narrow profile measuring only 426.5 feet long, with four engines on outriggers giving it an X shape from the front, it was lightly armed with three 75mm vulcan cannons that was used mostly as a point defense system, six torpedoes launcher divided in half with three on either side of its narrow prow for anti-capital ship capacity, plus four 10-barrel missile launchers for general attack purposes. Although they ships proved vulnerable to mobile suit attacks, they worked well in their intended role against ships and fighters.</p><p>(Note: While the size makes it a light, it's light weapons, armour and role keep it only in Escort subtype. It size does give it extra hit points over other escorts)</p><p>In Coreline these ships are still found in the Earth Alliance as escorts or regulated to convoy duty as newer ships are purchased, and also sold allies. Some pirate or private groups have acquired some for protecting convoys.</p><p></p><p>Drake Class</p><p>Type: Light</p><p>Subtype: Escort</p><p>Size: Colossal (-8 size)</p><p>Tactical Speed: 3500</p><p>Defense: 2 (-8 size)</p><p>Flat-Footed Defense: </p><p>Autopilot Defense: 6 (-8 size +4 autopilot)</p><p>Hardness: 30</p><p>Hit Dice: 22d20 (440 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: 426.5 ft</p><p>Weight: 1200 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 16</p><p>Passenger Capacity: 5</p><p>Cargo Capacity: 50 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 53</p><p>Restriction: Mil +3</p><p></p><p>Attack: </p><p>Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20;</p><p>Or Torpedo -5 ranged, 2d100, fire, 20 x3.</p><p></p><p>Attack of Opportunity: </p><p>Point defense system -5 ranged (2d12x10 ballistic)</p><p></p><p>Standard PL(5-6) Design Spec: +2 initiative</p><p>Engines: fusion torch drive, thrusters</p><p>Armour: vanadium</p><p>Defense Systems: autopilot, radiation shielding, point defense system</p><p>Sensors: Class III, targeting system</p><p>Communications: Radio & Laser transceivers</p><p>Weapons: 4 Multi-shot CHE missile, 6 torpedoes</p><p>Grappling Systems: None</p><p>Notes: </p><p></p><p>Torpedo Mk1</p><p>The first series of torpedoes were large, slow, took a long time to acquire a target lock, but had decent armour penetration and high damage. These torpedoes took between 5 and 10 seconds to lock on target, and once launched, weren't very quick, allowing anti-missile systems a chance to destroy them, or for enemy fighters to intercept and destroy them. This required the launching ship to fire the torpedoes at point blank range, putting the ship in range of many ship anti-fighter weapons.</p><p></p><p>Torpedo Mk1 (PL6)</p><p>Damage: 2d100</p><p>Critical: 20 x3</p><p>Damage Type: fire</p><p>Range Increment: -</p><p>Rate of Fire: 2 rounds</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41 for 4 torpedoes.</p><p>Restriction: Mil (+4)</p><p>Note: Point defense systems gain a +20% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 20) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around.</p><p>Enemy fighters can attack launched torpedoes, Def 11, 20 HP, hardness 10. </p><p></p><p>Multi-Shot CHE Launchers</p><p>These are CHE launchers that can fire up to 10 missiles at once. If fired at a single target, treated as a fire-linked and battery of 4 missiles, dealing 12d12 ballistic damage, +3 to attack roll. Or can target up to 10 individual targets using a single attack roll at -5 for all targets. If less than 10 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 10 times before requiring reloading. </p><p>Drake carries 1 additional reload, but takes 1d4x2 rounds to reload.</p><p></p><p>Drake-Class Escort Refit</p><p>A refitted version of the Drake-Class escort exists, which has slightly improved armour, allowing it to take a little more punishment, but the significant change is the addition of two mobile suit catapults mounted on the engine outriggers, with external mountings for up to four mobile suits. Unfortunately this means the pilot must sit in their mobile suit the entire time it is carried or do a space walk to their mech. The catapults and mobile suit racks can be modified to carry a single fighter for each catapult.</p><p>Make the following changes to a Drake-Class to make it a Refit:</p><p>Add 2d20 die (+40 hit points);</p><p>Add 2 mobile suit catapults;</p><p>Add 4 mobile suit external racks;</p><p>Add 1 additional reload for the Multi-Shot CHE Launchers;</p><p>Reduce cargo capacity to 25 tons.</p><p></p><p>Mobile Suit Catapult</p><p>This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Those on the Drake can launch one mobile suit, but takes an additional round to load the next one into the catapult, meaning it can launch 2 mechs the first round (one from each launcher), then two rounds later can launch the other two. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems.</p><p></p><p>External Mobile Suit Rack</p><p>These racks are basically clamps with some power connectors and connectors for life support that hold a mech, up to 70 feet tall, to the outside of a ship, usually with a mechanism to move it a short distance to an external mobile suit catapult.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7491565, member: 6668634"] A quick Gundam Cosmic Era Timeline small capital ship. Been busy with work and saw this little thing while looking at the other Project G Gundams.. Drake-Class Escort The Drake Class is a small escort ship produced by the Earth Alliance in the Gundam Cosmic Era timeline. With a narrow profile measuring only 426.5 feet long, with four engines on outriggers giving it an X shape from the front, it was lightly armed with three 75mm vulcan cannons that was used mostly as a point defense system, six torpedoes launcher divided in half with three on either side of its narrow prow for anti-capital ship capacity, plus four 10-barrel missile launchers for general attack purposes. Although they ships proved vulnerable to mobile suit attacks, they worked well in their intended role against ships and fighters. (Note: While the size makes it a light, it's light weapons, armour and role keep it only in Escort subtype. It size does give it extra hit points over other escorts) In Coreline these ships are still found in the Earth Alliance as escorts or regulated to convoy duty as newer ships are purchased, and also sold allies. Some pirate or private groups have acquired some for protecting convoys. Drake Class Type: Light Subtype: Escort Size: Colossal (-8 size) Tactical Speed: 3500 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 (-8 size +4 autopilot) Hardness: 30 Hit Dice: 22d20 (440 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 426.5 ft Weight: 1200 tons Targeting System Bonus: +3 Crew: 16 Passenger Capacity: 5 Cargo Capacity: 50 tons Grapple Modifier: +16 Base PDC: 53 Restriction: Mil +3 Attack: Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20; Or Torpedo -5 ranged, 2d100, fire, 20 x3. Attack of Opportunity: Point defense system -5 ranged (2d12x10 ballistic) Standard PL(5-6) Design Spec: +2 initiative Engines: fusion torch drive, thrusters Armour: vanadium Defense Systems: autopilot, radiation shielding, point defense system Sensors: Class III, targeting system Communications: Radio & Laser transceivers Weapons: 4 Multi-shot CHE missile, 6 torpedoes Grappling Systems: None Notes: Torpedo Mk1 The first series of torpedoes were large, slow, took a long time to acquire a target lock, but had decent armour penetration and high damage. These torpedoes took between 5 and 10 seconds to lock on target, and once launched, weren't very quick, allowing anti-missile systems a chance to destroy them, or for enemy fighters to intercept and destroy them. This required the launching ship to fire the torpedoes at point blank range, putting the ship in range of many ship anti-fighter weapons. Torpedo Mk1 (PL6) Damage: 2d100 Critical: 20 x3 Damage Type: fire Range Increment: - Rate of Fire: 2 rounds Minimum Ship Size: Gargantuan Purchase DC: 41 for 4 torpedoes. Restriction: Mil (+4) Note: Point defense systems gain a +20% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 20) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around. Enemy fighters can attack launched torpedoes, Def 11, 20 HP, hardness 10. Multi-Shot CHE Launchers These are CHE launchers that can fire up to 10 missiles at once. If fired at a single target, treated as a fire-linked and battery of 4 missiles, dealing 12d12 ballistic damage, +3 to attack roll. Or can target up to 10 individual targets using a single attack roll at -5 for all targets. If less than 10 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 10 times before requiring reloading. Drake carries 1 additional reload, but takes 1d4x2 rounds to reload. Drake-Class Escort Refit A refitted version of the Drake-Class escort exists, which has slightly improved armour, allowing it to take a little more punishment, but the significant change is the addition of two mobile suit catapults mounted on the engine outriggers, with external mountings for up to four mobile suits. Unfortunately this means the pilot must sit in their mobile suit the entire time it is carried or do a space walk to their mech. The catapults and mobile suit racks can be modified to carry a single fighter for each catapult. Make the following changes to a Drake-Class to make it a Refit: Add 2d20 die (+40 hit points); Add 2 mobile suit catapults; Add 4 mobile suit external racks; Add 1 additional reload for the Multi-Shot CHE Launchers; Reduce cargo capacity to 25 tons. Mobile Suit Catapult This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Those on the Drake can launch one mobile suit, but takes an additional round to load the next one into the catapult, meaning it can launch 2 mechs the first round (one from each launcher), then two rounds later can launch the other two. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems. External Mobile Suit Rack These racks are basically clamps with some power connectors and connectors for life support that hold a mech, up to 70 feet tall, to the outside of a ship, usually with a mechanism to move it a short distance to an external mobile suit catapult. [/QUOTE]
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