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: 7930820" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Magellan Class</span></strong></p><p>The Magellan is the main battleship of the Earth Federation of the Gundam universe, heavily armed and armoured, with a hull loosely based on Earth naval ships. These ships were armed with seven dual barreled mega particle cannons as its main armaments, along with four missile launchers, and fourteen dual barreled machine guns for point defense. Magellans also carried a deployable shuttle to allow crew to travel to a planet's surface. They were not designed to carry mobile suits, or mechs, and any carried must be attached to the outside, with the pilots in their vehicles. While the Magellans are potent, they were no match for the Zeon ships with their compliment of mobile suits and mechs.</p><p>Once the Earth Federation stabilized after the 23 Hours, and formed alliances, it began replacing some of its fleet of Magellans with newer and better ships, with older models being sold to lower tech allies.</p><p></p><p><strong>Magellan (PL 5-6)</strong></p><p>Type: Subtype: Battleship</p><p>Size: Colossal (-8 size)</p><p>Tactical Speed: 3500</p><p>Defense: 2</p><p>Flat-Footed Defense: </p><p>Autopilot Defense: </p><p>Hardness: 30</p><p>Hit Dice: 350d20 (7000 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: 1073 ft</p><p>Weight: 63,400 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 120</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 2000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 62</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>Mega Particle Cannon -5 ranged 15d20 energy, x4, 7000 ft;</p><p>Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20.</p><p>Attack of Opportunity: Point defense system -5 ranged (3d12x10 ballistic)</p><p></p><p>Standard PL(5-6) Design Spec: ventral mounted re-entry shuttle (standard shuttle)</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: fire-linked mega particle cannons (7), 4 Multi-shot CHE missile</p><p>Grappling Systems: None</p><p>Notes: The layout of the mega particle cannons allows the Magellan to bring up to 2 cannons to bare on a single target if necessary, or allow it to fire almost every round in almost any directly with a single cannon as other recharge. Firing multiple cannons at a single target is similar to fire-linking, 2 turrets dealing 45d20. The multi-shot CHE missiles can be fire-linked in groups of 2 or 4.</p><p></p><p><strong>Mega Particle Cannon</strong></p><p>These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round.</p><p>Mega Particle Cannon (PL6)</p><p>Damage: 10d20</p><p>Critical: x4</p><p>Damage Type: Energy</p><p>Range Increment: 6000 ft</p><p>Rate of Fire: once every 2 rounds</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 42</p><p>Restriction: Mil +3</p><p></p><p><strong>Multi-Shot CHE Launchers</strong></p><p>These are CHE launchers that can fire up to 6 missiles at once. If fired at a single target, treated as a fire-linked and battery of 3 missiles, dealing 9d12 ballistic damage, +2 to attack roll. Or can target up to 6 individual targets using a single attack roll at -5 for all targets. If less than 6 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>Magellans carries 4 additional reloads, but takes 1d4x5 rounds for each reload.</p><p></p><p></p><p><strong><span style="font-size: 22px">Magellan mk2</span></strong></p><p>An upgraded version of the Magellan was developed after the One Year War, replacing the machine gun turrets with lasers for improved point defense systems, increased armour and improved engines to offset the added weight. The missile magazines were expanded and a pair of torpedo launchers are added for heavier strike capability. Six external ranks that hold two mechs or three RB-79 Ball units allow the Magellan mk2 to carry some mobile suits. The cargo bay is modified to retrieve and reload a single mobile suit or two RB-79s at once, but takes 2 rounds to enter or leave the bay. Although with these improvements, it still wasn't much of a match for Zeon ships.</p><p>Make the following changes to a Magellan to make it a mk2:</p><p>Add 10d20 die (+200 hit points);</p><p>Point Defense system deals fire damage (upgraded to lasers);</p><p>Add 2 additional reload for the Multi-Shot CHE Launchers;</p><p>Add two torpedo launchers with 6 mk1 torpedoes each, can fire fire-linked or individually;</p><p>Reduce cargo capacity to 1000 tons;</p><p>PDC +1</p><p></p><p><strong>Torpedo Mk1</strong></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>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)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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7930820, member: 6668634"] [B][SIZE=7]Magellan Class[/SIZE][/B] The Magellan is the main battleship of the Earth Federation of the Gundam universe, heavily armed and armoured, with a hull loosely based on Earth naval ships. These ships were armed with seven dual barreled mega particle cannons as its main armaments, along with four missile launchers, and fourteen dual barreled machine guns for point defense. Magellans also carried a deployable shuttle to allow crew to travel to a planet's surface. They were not designed to carry mobile suits, or mechs, and any carried must be attached to the outside, with the pilots in their vehicles. While the Magellans are potent, they were no match for the Zeon ships with their compliment of mobile suits and mechs. Once the Earth Federation stabilized after the 23 Hours, and formed alliances, it began replacing some of its fleet of Magellans with newer and better ships, with older models being sold to lower tech allies. [B]Magellan (PL 5-6)[/B] Type: Subtype: Battleship Size: Colossal (-8 size) Tactical Speed: 3500 Defense: 2 Flat-Footed Defense: Autopilot Defense: Hardness: 30 Hit Dice: 350d20 (7000 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 1073 ft Weight: 63,400 tons Targeting System Bonus: +3 Crew: 120 Passenger Capacity: 10 Cargo Capacity: 2000 tons Grapple Modifier: +16 Base PDC: 62 Restriction: Mil +3 Attack: Mega Particle Cannon -5 ranged 15d20 energy, x4, 7000 ft; Or Multi-Shot CHE missile launchers -5 ranged, 6d12. ball, 19-20. Attack of Opportunity: Point defense system -5 ranged (3d12x10 ballistic) Standard PL(5-6) Design Spec: ventral mounted re-entry shuttle (standard shuttle) 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: fire-linked mega particle cannons (7), 4 Multi-shot CHE missile Grappling Systems: None Notes: The layout of the mega particle cannons allows the Magellan to bring up to 2 cannons to bare on a single target if necessary, or allow it to fire almost every round in almost any directly with a single cannon as other recharge. Firing multiple cannons at a single target is similar to fire-linking, 2 turrets dealing 45d20. The multi-shot CHE missiles can be fire-linked in groups of 2 or 4. [B]Mega Particle Cannon[/B] These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round. Mega Particle Cannon (PL6) Damage: 10d20 Critical: x4 Damage Type: Energy Range Increment: 6000 ft Rate of Fire: once every 2 rounds Minimum Ship Size: Colossal Purchase DC: 42 Restriction: Mil +3 [B]Multi-Shot CHE Launchers[/B] These are CHE launchers that can fire up to 6 missiles at once. If fired at a single target, treated as a fire-linked and battery of 3 missiles, dealing 9d12 ballistic damage, +2 to attack roll. Or can target up to 6 individual targets using a single attack roll at -5 for all targets. If less than 6 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. Magellans carries 4 additional reloads, but takes 1d4x5 rounds for each reload. [B][SIZE=6]Magellan mk2[/SIZE][/B] An upgraded version of the Magellan was developed after the One Year War, replacing the machine gun turrets with lasers for improved point defense systems, increased armour and improved engines to offset the added weight. The missile magazines were expanded and a pair of torpedo launchers are added for heavier strike capability. Six external ranks that hold two mechs or three RB-79 Ball units allow the Magellan mk2 to carry some mobile suits. The cargo bay is modified to retrieve and reload a single mobile suit or two RB-79s at once, but takes 2 rounds to enter or leave the bay. Although with these improvements, it still wasn't much of a match for Zeon ships. Make the following changes to a Magellan to make it a mk2: Add 10d20 die (+200 hit points); Point Defense system deals fire damage (upgraded to lasers); Add 2 additional reload for the Multi-Shot CHE Launchers; Add two torpedo launchers with 6 mk1 torpedoes each, can fire fire-linked or individually; Reduce cargo capacity to 1000 tons; PDC +1 [B]Torpedo Mk1[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top