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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7985277" data-attributes="member: 6668634"><p>A vehicle based on a toy.</p><p>[ATTACH=full]121861[/ATTACH]</p><p>Republic Attack Dropship</p><p>The Attack Dropship was produced for use by elite units in the later stages of the Clone Wars. It is a single pilot craft that looks like a much scaled down LAAT, with jus the cockpit, two adjustable chin weapons, and smaller version of the engines, wings and massdriver launchers mounted directly behind the cockpit, with an additional pair of weapons mounted between the massdriver launchers. Below the wings and engine block is a rack that allows for two troopers to strap themselves to for transport. When carrying troops the cockpit is in a 70 degree down angle, but once carried troops are released, the cockpit rotates up to only a 15 degree down angle to increase aerodynamics, allowing the Attack Dropship to function as a fighter providing air support. The passenger rack can be modified to hold small cargo containers.</p><p></p><p>Attack Dropship (PL6)</p><p>Crew: 1</p><p>Passengers: 2</p><p>Cargo: 30 lbs / 300 lbs*</p><p>Init: +0/+1</p><p>Maneuver: 0/+1</p><p>Top Speed: 200 (20) troop carry mode / 700 (70) fighter mode</p><p>Defense: 8</p><p>Hardness: 10</p><p>Hit Points: 25</p><p>Size: Huge</p><p>Purchase DC: 36</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, weapons, crew rack</p><p>Notes: When in troop carrying mode speed, initiative, maneuver uses the numbers before the /, when not carrying crew use the numbers after the /. Chin blasters are semi-turrets, able to pivot up or down, and a bit to the sides granting +1 to attack rolls. Can hover. The pilot can release the carried troops as a free action when close to the ground. Switching between the two modes is a move equivalent action that can only be done at speeds lower than 100 (10). It takes troops 1 full round to get into the rack and strapped in safely.</p><p></p><table style='width: 100%'><tr><td>Weapon</td><td>Damage</td><td>Crit</td><td>Damage Type</td><td>Range Incr</td><td>ROF</td><td>Magazine</td></tr><tr><td>Massdriver Launchers (2)</td><td>Varies</td><td>-</td><td>Varies</td><td>200 ft*</td><td>Single</td><td>20 (10 ea)</td></tr><tr><td>Chin Fire-Linked Anti-Personnel Blasters (2)</td><td>6d8</td><td>20, x2</td><td>Fire</td><td>100 ft</td><td>S, A</td><td>Unlimited</td></tr><tr><td>Fire-Linked Lasers (2)</td><td>6d10</td><td>20, x2</td><td>Fire</td><td>120 ft</td><td>S</td><td>Unlimited</td></tr></table><p></p><p>Massdriver Launcher</p><p>This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.</p><p>Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.</p><p>KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.</p><p>Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.</p><p></p><p>Concussion Missiles</p><p>Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.</p><p></p><p>Concussion Missile (PL6)</p><p>Damage: 10d10</p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of shuttle types or smaller.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7985277, member: 6668634"] A vehicle based on a toy. [ATTACH type="full"]121861[/ATTACH] Republic Attack Dropship The Attack Dropship was produced for use by elite units in the later stages of the Clone Wars. It is a single pilot craft that looks like a much scaled down LAAT, with jus the cockpit, two adjustable chin weapons, and smaller version of the engines, wings and massdriver launchers mounted directly behind the cockpit, with an additional pair of weapons mounted between the massdriver launchers. Below the wings and engine block is a rack that allows for two troopers to strap themselves to for transport. When carrying troops the cockpit is in a 70 degree down angle, but once carried troops are released, the cockpit rotates up to only a 15 degree down angle to increase aerodynamics, allowing the Attack Dropship to function as a fighter providing air support. The passenger rack can be modified to hold small cargo containers. Attack Dropship (PL6) Crew: 1 Passengers: 2 Cargo: 30 lbs / 300 lbs* Init: +0/+1 Maneuver: 0/+1 Top Speed: 200 (20) troop carry mode / 700 (70) fighter mode Defense: 8 Hardness: 10 Hit Points: 25 Size: Huge Purchase DC: 36 Restriction: Mil (+3) Accessories: Military Radio, weapons, crew rack Notes: When in troop carrying mode speed, initiative, maneuver uses the numbers before the /, when not carrying crew use the numbers after the /. Chin blasters are semi-turrets, able to pivot up or down, and a bit to the sides granting +1 to attack rolls. Can hover. The pilot can release the carried troops as a free action when close to the ground. Switching between the two modes is a move equivalent action that can only be done at speeds lower than 100 (10). It takes troops 1 full round to get into the rack and strapped in safely. [TABLE] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]ROF[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Massdriver Launchers (2)[/TD] [TD]Varies[/TD] [TD]-[/TD] [TD]Varies[/TD] [TD]200 ft*[/TD] [TD]Single[/TD] [TD]20 (10 ea)[/TD] [/TR] [TR] [TD]Chin Fire-Linked Anti-Personnel Blasters (2)[/TD] [TD]6d8[/TD] [TD]20, x2[/TD] [TD]Fire[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]Unlimited[/TD] [/TR] [TR] [TD]Fire-Linked Lasers (2)[/TD] [TD]6d10[/TD] [TD]20, x2[/TD] [TD]Fire[/TD] [TD]120 ft[/TD] [TD]S[/TD] [TD]Unlimited[/TD] [/TR] [/TABLE] Massdriver Launcher This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one. Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles. KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles. Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5. Concussion Missiles Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [/QUOTE]
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