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<blockquote data-quote="kronos182" data-source="post: 8029706" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>X-Wing</strong></span></p><p></p><p>The X-Wing is a prominent starfighter produced by Incom. The X-Wing has four wings, known as S-Foils, extend from the fuselage open into an X shape. The long narrow fuselage, with the cockpit, wings mounted near the rear are based on the Z-95 Headhunter design. Armed with four lasers, two proton torpedo launchers and shields, make the X-wing an excellent well-rounded craft able to fill multiple rolls. The single pilot is aided by an astromech which can perform in-flight repairs, perform and store navcomp co-ordinates. The S-foils, or the wings, must be closed before entering hyperspace, and need to be open to fire the weapons.</p><p></p><p><strong>X-Wing T-65 Starfighter (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (-4)</p><p>Tactical Speed: 4000 ft, 1147 (115) atmosphere</p><p>Defense: 6 (10 base -4 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: 9d20 (180 hp) + 90 hp shields</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: 41 ft</p><p>Weight: 10,700 lbs</p><p>Targeting System Bonus: +2</p><p>Crew: 1 +1 astromech</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 240 lbs</p><p>Grapple Modifier:</p><p>Base PDC: 37</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>4 Selective fire-linked laser -2 ranged 6d8, 20, fire, 3000 ft, s/a; or</p><p>2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers</p><p>Engines: Ion engine, Hyperdrive x1</p><p>Armour: Polymeric</p><p>Defense Systems: Advanced Shields</p><p>Sensors: Class III, Missile Lock Alert, Targeting System</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 Laser cannons, 2 proton torpedo launchers</p><p>Grappling Systems:</p><p></p><p><strong>Selective Fire-Linked Lasers</strong></p><p>The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 6d8, rate of fire S, A; 2 fire-linked deals 9d8, rate of fire S, A; 4 fire-linked deals 12d8, rate of fire semi, but gains +1 to attack rolls within 3000 ft.</p><p></p><p><strong>Ejector Seat</strong></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><p></p><p><strong>Advanced Shields</strong></p><p>Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.</p><p>For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.</p><p>Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.</p><p>PDC: Shield type has PDC increased by +5.</p><p>Res: Mil (+3)</p><p></p><p><strong>S-Foils</strong></p><p>These are the wings of the X-wing, which act as radiators and bleed off excess heat. The wings when open give the ship its X-shape, and clear the weapons for firing, and closed before activating the hyperdrive or landing. Can be opened or closed as a free action. The pilot, or astromech, can override the system to fire, but only with a single rate of fire with a Computer Use check DC 15</p><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p>Several variants or successor models of the X-wing have been produced.</p><p></p><p><strong><span style="font-size: 18px">T-65BR</span></strong></p><p>This version is a recon model of the X-wing, removing the proton torpedo launchers and fitting increased sensor and cameras. Improved maneuverability (+1 Dodge as long as moving), replace Class III sensors with IV, double range</p><p></p><p><strong><span style="font-size: 18px">T-65A3</span></strong></p><p>The T-65A3 is a later production model made about 25 years after the Battle of Yavin, upgrading the X-wing with slightly improved armour, upgraded shields, targeting system and heavier laser cannons.</p><p>Make the following changes to T-65 X-wing to make T-65A3:</p><p>Increased hit dice to 10d20 (200 hp), 100 hp shields;</p><p>Replace Targeting System with Improved Targeting system (+4 attack rolls);</p><p>Replace Lasers with Heavy Lasers (8d8, 4000 ft);</p><p>PDC +2</p><p></p><p><strong><span style="font-size: 18px">T-65XJ X-Wing</span></strong></p><p>This variant of the original X-Wing has increased shield capacity, improved engines and heavier lasers, a third proton torpedo launcher. It also contains improved targeting systems to handle the additional weapons.</p><p>Make the following changes to T-65 X-wing to make T-65XJ:</p><p>Increase hit dice to 10d20 (200 hp);</p><p>Add advanced heavy shields, 150 hp shields;</p><p>Increase speed to 4500 ft;</p><p>Replace Targeting System with Improved Targeting System (+4 attack rolls);</p><p>Replace Lasers with Heavy Lasers (8d8, 4000 ft);</p><p>Add 1 additional proton torpedo launcher (3 additional torpedoes, can fire-link all three, bypassing normal fire-linked rules, dealing 18d12);</p><p>PDC +4</p><p></p><p><strong><span style="font-size: 18px">T-70 X-Wing</span></strong></p><p>The T-70 is the replacement to the aging T-65 built by Incom-FreiTek for the New Republic, it was more expensive and complex than the T-65 ass it featured improved speed, advanced weapons, and improved wing design that allowed greater range of fire giving slightly improved accuracy for the lasers. The proton torpedo launchers are built with quick-change magazines that allow them to permit the utilization of alternate armaments. The astromech socket is designed to load the droid from the bottom of the craft, and is designed to variably configured for different models of droids. The droid can even fly the fighter without a pilot, or even remotely.</p><p></p><p><strong>X-Wing T-70 Starfighter (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (-4)</p><p>Tactical Speed: 4500 ft, 1200 (120) atmosphere</p><p>Defense: 6 (10 base -4 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense:</p><p>Hardness: 22</p><p>Hit Dice: 11d20 (220 hp) + 110 hp shields</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: 42 ft</p><p>Weight: 11,400 lbs</p><p>Targeting System Bonus: +4</p><p>Crew: 1 +1 astromech</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 240 lbs</p><p>Grapple Modifier:</p><p>Base PDC: 40</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>4 Selective fire-linked laser -1 ranged 8d8, 20, fire, 4000 ft, s/a; or</p><p>2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres, additional +1 to attack rolls with lasers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers, sensor-scattering ferrosphere paint</p><p>Engines: Ion engine, Hyperdrive x1</p><p>Armour: Polymeric</p><p>Defense Systems: Advanced Shields</p><p>Sensors: Class III, Missile Lock Alert, Improved Targeting System</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 heavy Laser cannons, 2 proton torpedo launchers</p><p>Grappling Systems:</p><p></p><p><strong>Selective Fire-Linked Lasers</strong></p><p>The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 8d8, rate of fire S, A; 2 fire-linked deals 12d8, rate of fire S, A; 4 fire-linked deals 16d8, rate of fire semi, but gains +1 to attack rolls within 4000 ft.</p><p></p><p><strong>Ejector Seat</strong></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><p></p><p><strong>Advanced Shields</strong></p><p>Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.</p><p>For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.</p><p>Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.</p><p>PDC: Shield type has PDC increased by +5.</p><p>Res: Mil (+3)</p><p></p><p><strong>S-Foils</strong></p><p>These are the wings of the X-wing, which act as radiators and bleed off excess heat. The wings when open give the ship its X-shape, and clear the weapons for firing, and closed before activating the hyperdrive or landing. Can be opened or closed as a free action. The pilot, or astromech, can override the system to fire, but only with a single rate of fire with a Computer Use check DC 15</p><p></p><p><strong>Sensor-Scattering Ferrosphere Paint</strong></p><p>This is special paint added to the T-70 X-wing that aids in avoiding enemy detection. Sensor checks made against a ship with this paint takes -3 penalty. In addition, they ship gains one-quarter concealment (10% miss chance).</p><p>Any ship with Class IV or better is not subject to the effects, ignoring the penalties. If the ship suffers 50% or more damage, the paint loses all effectiveness, and needs to be replaced after repairs are made.</p><p>PDC: 23</p><p></p><p><strong>Quick Change Magazine</strong></p><p>The proton torpedo launchers are fitted with a quick change magazine, which allows a ground crew with the proper equipment to quickly pull out ones designed to hold proton torpedoes for a different type of warhead, such as concussion missiles, proton bombs, or mag pulse missiles. Takes a trained crew with the proper equipment 2 minutes and a Repair check DC 14 to swap and calibrate the system for the new warhead type. Without a trained crew of 3 and proper equipment (typically a grav lift and diagnostic equipment), takes 1d6+5 minutes and Repair check DC 17.</p><p></p><p><strong><span style="font-size: 18px">TrekkerX Variant</span></strong></p><p>This variant of the X-wing developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker X-Wing is fitted with older Federation technology, but it does make these X-Wings more formidable than standard ones. The TrekkerX has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. The hull is widened starting before the cockpit and thins again before the wings so it doesn't interfere with the engines and wing movement. Along the bottom of the hull is a Phaser Type 2. It is controlled by the pilot, or by the droid if given control. Typically the pilot will lock it forward for easier use, but others will set them to one of the sides to allow for broadside attacks as a fighter passes them, or on strafing runs against capital ships.</p><p>Make the following changes to a T-65 X-Wing to create a TrekkerX:</p><p>Increase hit dice to 10d20 (200 hit points), shields 100 hit points;</p><p>Decrease speed to 3500 ft;</p><p>Add Type 2 Phaser;</p><p>Add Polarized Hull Plating;</p><p>PDC 40.</p><p>Note: The Type 2 phaser only have a rate of fire of single, if used to fire any direction other than forward, suffers -2 to attack rolls. Can be fired by the droid.</p><p></p><p><strong>Polarized Hull Plating Defensive System</strong></p><p>An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.</p><p>PDC: 5 + one half base PDC of starship.</p><p></p><p><strong>Phaser Type 2</strong></p><p>Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 2 phaser was available on early Starfleet combat ships then regulated to civilian ships.</p><p>Damage: 9d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Res (+2)</p><p></p><p><strong><span style="font-size: 18px">SGC F-401 X-Wing aka Needler</span></strong></p><p>StarGate Command managed to acquire several T-65 X-Wings and have modified them, and built limited numbers of this variant to supplement their fighter corps. The engine and wing mounts are heavily modified so that they are permanently in an X-shape, but instead of the wings closing vertically to make horizontal wings jutting from the frame, they pivot forward towards the hull, with the lasers on the wingtips rotating to remain facing forward. The lasers are modified with shorter barrels so that they do not stick out too far in front of the hull while the wings are folded. The purpose for this, besides reducing space while stored on a carrier, allows the Needler to fit through a stargate. The proton torpedo launchers are removed and instead an internal missile launcher that can hold missiles. The proton torpedo launchers were removed due to the difficulty in acquiring more and manufacturing them, and increases logistics, making it harder to rearm the craft. However, due to the complicated nature of the wing system, these craft require more maintenance time. The SGC uses these for long range quick strikes, rapid strikes against planetary targets that have stargates they can launch the fighters through, which can then use their FTL systems to escape afterwards. With the wings extended has a wingspan of 40 ft, when folded only 16.5 ft wide. It can fly with the wings folded, but only at a rate of 100 ft per round, able to hover.</p><p></p><p>Make the following changes to T-65 X-wing to make F-401 X-Wing:</p><p>Increase Hit points by 10 (190 hp total);</p><p>Folding wings;</p><p>Remove proton torpedo launchers;</p><p>Add 4 missiles in internal launcher (sidewiders, javelin, dart df, etc);</p><p>Add DHD;</p><p>Replace lasers with Short-Barrel Lasers;</p><p>+2 to Pilot checks to perform maneuvers in atmosphere;</p><p>PDC: +6</p><p></p><p><strong>DHD</strong></p><p>This device allows the pilot to activate a stargate and dial an end location for transportation through the stargate network.</p><p></p><p><strong>Folding Wings</strong></p><p>The wings can pivot forward, at the engines, towards the hull, reducing the width of the craft. Can be fold and unfold as a free action. When closed, the laser cannons on the wing tips rotate, and can not fire while the wings are closed. Unfortunately this system is a bit delicate. A critical strike against the craft has a 25% chance of disabling the servos, locking the wings in their current configuration and can't change until fixed.</p><p></p><p><strong>Short-Barrel Lasers</strong></p><p>These are similar to the standard lasers, however the barrels are shorter, which reduces the range to 2500 ft, no other changes.</p><p></p><p><strong><span style="font-size: 18px">Retro X-wing</span></strong></p><p>The Retro X-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover. Also lacking are the lasers and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles.</p><p></p><p>Crew: 1</p><p>Passengers: 0</p><p>Cargo: 50 lbs</p><p>Init: 0</p><p>Maneuver: +1</p><p>Top Speed: 1000 (100)</p><p>Defense: 8</p><p>Hardness: 10 +1d10</p><p>Hit Points: 100 +3d20</p><p>Size: Gargantuan</p><p>Purchase DC: 30</p><p>Restriction: Mil (+3)</p><p>Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system.</p><p>Notes: +2 attack rolls,</p><p></p><p><strong>Weapons</strong></p><p>The weapons vary, depending on what is available, but typically a cannon or heavy machine gun (or two) are fitted to the wingtips, usually all fire-linked, and where the proton torpedoes would be will either mount an internal missile bay or additional projectile weapons. Some may mount additional missiles under the lower wings (up to 2 per wing) but impose -1 to maneuver and reduce speed to 900 (90) until fired.</p><table style='width: 100%'><tr><td>Weapon Primary</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Twin .50cal Machine Guns (4x2 fire-linked) +1 attack</td><td>4d12</td><td>20</td><td>Ball</td><td>110 ft</td><td>S, A</td><td>Linked 500 rds ea</td></tr><tr><td>20mm Cannon (4 fire-Linked)</td><td>8d10</td><td>20</td><td>Ball</td><td>120 ft</td><td>S, A</td><td>100 rds ea</td></tr><tr><td>Weapon Secondary</td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>Sidewinder Missiles or</td><td>20d6</td><td>-</td><td>-</td><td>1 mile</td><td>1</td><td>4 missiles</td></tr><tr><td>Hellfire Missiles</td><td>15d6</td><td>-</td><td>-</td><td>500 ft</td><td>1</td><td>5 missiles</td></tr><tr><td>Miniguns (2 fire-linked)</td><td>6d10</td><td>20</td><td>Ball</td><td>150 ft</td><td>A</td><td>Linked 1000 rds ea</td></tr></table></blockquote><p></p>
[QUOTE="kronos182, post: 8029706, member: 6668634"] [SIZE=7][B]X-Wing[/B][/SIZE] The X-Wing is a prominent starfighter produced by Incom. The X-Wing has four wings, known as S-Foils, extend from the fuselage open into an X shape. The long narrow fuselage, with the cockpit, wings mounted near the rear are based on the Z-95 Headhunter design. Armed with four lasers, two proton torpedo launchers and shields, make the X-wing an excellent well-rounded craft able to fill multiple rolls. The single pilot is aided by an astromech which can perform in-flight repairs, perform and store navcomp co-ordinates. The S-foils, or the wings, must be closed before entering hyperspace, and need to be open to fire the weapons. [B]X-Wing T-65 Starfighter (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4000 ft, 1147 (115) atmosphere Defense: 6 (10 base -4 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 9d20 (180 hp) + 90 hp shields Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 41 ft Weight: 10,700 lbs Targeting System Bonus: +2 Crew: 1 +1 astromech Passenger Capacity: 0 Cargo Capacity: 240 lbs Grapple Modifier: Base PDC: 37 Restriction: Mil (+3) Attack: 4 Selective fire-linked laser -2 ranged 6d8, 20, fire, 3000 ft, s/a; or 2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12) Attack of Opportunity: Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres. Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers Engines: Ion engine, Hyperdrive x1 Armour: Polymeric Defense Systems: Advanced Shields Sensors: Class III, Missile Lock Alert, Targeting System Communications: Radio Transceiver Weapons: 4 Laser cannons, 2 proton torpedo launchers Grappling Systems: [B]Selective Fire-Linked Lasers[/B] The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 6d8, rate of fire S, A; 2 fire-linked deals 9d8, rate of fire S, A; 4 fire-linked deals 12d8, rate of fire semi, but gains +1 to attack rolls within 3000 ft. [B]Ejector Seat[/B] 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. [B]Advanced Shields[/B] Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship. For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD. Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD. PDC: Shield type has PDC increased by +5. Res: Mil (+3) [B]S-Foils[/B] These are the wings of the X-wing, which act as radiators and bleed off excess heat. The wings when open give the ship its X-shape, and clear the weapons for firing, and closed before activating the hyperdrive or landing. Can be opened or closed as a free action. The pilot, or astromech, can override the system to fire, but only with a single rate of fire with a Computer Use check DC 15 [B][SIZE=6]Variants[/SIZE][/B] Several variants or successor models of the X-wing have been produced. [B][SIZE=5]T-65BR[/SIZE][/B] This version is a recon model of the X-wing, removing the proton torpedo launchers and fitting increased sensor and cameras. Improved maneuverability (+1 Dodge as long as moving), replace Class III sensors with IV, double range [B][SIZE=5]T-65A3[/SIZE][/B] The T-65A3 is a later production model made about 25 years after the Battle of Yavin, upgrading the X-wing with slightly improved armour, upgraded shields, targeting system and heavier laser cannons. Make the following changes to T-65 X-wing to make T-65A3: Increased hit dice to 10d20 (200 hp), 100 hp shields; Replace Targeting System with Improved Targeting system (+4 attack rolls); Replace Lasers with Heavy Lasers (8d8, 4000 ft); PDC +2 [B][SIZE=5]T-65XJ X-Wing[/SIZE][/B] This variant of the original X-Wing has increased shield capacity, improved engines and heavier lasers, a third proton torpedo launcher. It also contains improved targeting systems to handle the additional weapons. Make the following changes to T-65 X-wing to make T-65XJ: Increase hit dice to 10d20 (200 hp); Add advanced heavy shields, 150 hp shields; Increase speed to 4500 ft; Replace Targeting System with Improved Targeting System (+4 attack rolls); Replace Lasers with Heavy Lasers (8d8, 4000 ft); Add 1 additional proton torpedo launcher (3 additional torpedoes, can fire-link all three, bypassing normal fire-linked rules, dealing 18d12); PDC +4 [B][SIZE=5]T-70 X-Wing[/SIZE][/B] The T-70 is the replacement to the aging T-65 built by Incom-FreiTek for the New Republic, it was more expensive and complex than the T-65 ass it featured improved speed, advanced weapons, and improved wing design that allowed greater range of fire giving slightly improved accuracy for the lasers. The proton torpedo launchers are built with quick-change magazines that allow them to permit the utilization of alternate armaments. The astromech socket is designed to load the droid from the bottom of the craft, and is designed to variably configured for different models of droids. The droid can even fly the fighter without a pilot, or even remotely. [B]X-Wing T-70 Starfighter (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4500 ft, 1200 (120) atmosphere Defense: 6 (10 base -4 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 22 Hit Dice: 11d20 (220 hp) + 110 hp shields Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 42 ft Weight: 11,400 lbs Targeting System Bonus: +4 Crew: 1 +1 astromech Passenger Capacity: 0 Cargo Capacity: 240 lbs Grapple Modifier: Base PDC: 40 Restriction: Mil (+3) Attack: 4 Selective fire-linked laser -1 ranged 8d8, 20, fire, 4000 ft, s/a; or 2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 3 torpedoes each (optional fire link deals 15d12) Attack of Opportunity: Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres, additional +1 to attack rolls with lasers. Standard PL(6) Design Spec: Twin Engine, Ejector Seat, Selective Fire-Linked Lasers, sensor-scattering ferrosphere paint Engines: Ion engine, Hyperdrive x1 Armour: Polymeric Defense Systems: Advanced Shields Sensors: Class III, Missile Lock Alert, Improved Targeting System Communications: Radio Transceiver Weapons: 4 heavy Laser cannons, 2 proton torpedo launchers Grappling Systems: [B]Selective Fire-Linked Lasers[/B] The weapons of the craft can be quickly (free action once per round) changed from single cannon firing to 2 fire-linked or 4 fire-linked, but doing so alters the rate of fire. A single cannon deals 8d8, rate of fire S, A; 2 fire-linked deals 12d8, rate of fire S, A; 4 fire-linked deals 16d8, rate of fire semi, but gains +1 to attack rolls within 4000 ft. [B]Ejector Seat[/B] 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. [B]Advanced Shields[/B] Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship. For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD. Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD. PDC: Shield type has PDC increased by +5. Res: Mil (+3) [B]S-Foils[/B] These are the wings of the X-wing, which act as radiators and bleed off excess heat. The wings when open give the ship its X-shape, and clear the weapons for firing, and closed before activating the hyperdrive or landing. Can be opened or closed as a free action. The pilot, or astromech, can override the system to fire, but only with a single rate of fire with a Computer Use check DC 15 [B]Sensor-Scattering Ferrosphere Paint[/B] This is special paint added to the T-70 X-wing that aids in avoiding enemy detection. Sensor checks made against a ship with this paint takes -3 penalty. In addition, they ship gains one-quarter concealment (10% miss chance). Any ship with Class IV or better is not subject to the effects, ignoring the penalties. If the ship suffers 50% or more damage, the paint loses all effectiveness, and needs to be replaced after repairs are made. PDC: 23 [B]Quick Change Magazine[/B] The proton torpedo launchers are fitted with a quick change magazine, which allows a ground crew with the proper equipment to quickly pull out ones designed to hold proton torpedoes for a different type of warhead, such as concussion missiles, proton bombs, or mag pulse missiles. Takes a trained crew with the proper equipment 2 minutes and a Repair check DC 14 to swap and calibrate the system for the new warhead type. Without a trained crew of 3 and proper equipment (typically a grav lift and diagnostic equipment), takes 1d6+5 minutes and Repair check DC 17. [B][SIZE=5]TrekkerX Variant[/SIZE][/B] This variant of the X-wing developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker X-Wing is fitted with older Federation technology, but it does make these X-Wings more formidable than standard ones. The TrekkerX has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. The hull is widened starting before the cockpit and thins again before the wings so it doesn't interfere with the engines and wing movement. Along the bottom of the hull is a Phaser Type 2. It is controlled by the pilot, or by the droid if given control. Typically the pilot will lock it forward for easier use, but others will set them to one of the sides to allow for broadside attacks as a fighter passes them, or on strafing runs against capital ships. Make the following changes to a T-65 X-Wing to create a TrekkerX: Increase hit dice to 10d20 (200 hit points), shields 100 hit points; Decrease speed to 3500 ft; Add Type 2 Phaser; Add Polarized Hull Plating; PDC 40. Note: The Type 2 phaser only have a rate of fire of single, if used to fire any direction other than forward, suffers -2 to attack rolls. Can be fired by the droid. [B]Polarized Hull Plating Defensive System[/B] An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive. PDC: 5 + one half base PDC of starship. [B]Phaser Type 2[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 2 phaser was available on early Starfleet combat ships then regulated to civilian ships. Damage: 9d10 Damage Type: Fire/Energy Range Increment: 5000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 33 Restriction: Res (+2) [B][SIZE=5]SGC F-401 X-Wing aka Needler[/SIZE][/B] StarGate Command managed to acquire several T-65 X-Wings and have modified them, and built limited numbers of this variant to supplement their fighter corps. The engine and wing mounts are heavily modified so that they are permanently in an X-shape, but instead of the wings closing vertically to make horizontal wings jutting from the frame, they pivot forward towards the hull, with the lasers on the wingtips rotating to remain facing forward. The lasers are modified with shorter barrels so that they do not stick out too far in front of the hull while the wings are folded. The purpose for this, besides reducing space while stored on a carrier, allows the Needler to fit through a stargate. The proton torpedo launchers are removed and instead an internal missile launcher that can hold missiles. The proton torpedo launchers were removed due to the difficulty in acquiring more and manufacturing them, and increases logistics, making it harder to rearm the craft. However, due to the complicated nature of the wing system, these craft require more maintenance time. The SGC uses these for long range quick strikes, rapid strikes against planetary targets that have stargates they can launch the fighters through, which can then use their FTL systems to escape afterwards. With the wings extended has a wingspan of 40 ft, when folded only 16.5 ft wide. It can fly with the wings folded, but only at a rate of 100 ft per round, able to hover. Make the following changes to T-65 X-wing to make F-401 X-Wing: Increase Hit points by 10 (190 hp total); Folding wings; Remove proton torpedo launchers; Add 4 missiles in internal launcher (sidewiders, javelin, dart df, etc); Add DHD; Replace lasers with Short-Barrel Lasers; +2 to Pilot checks to perform maneuvers in atmosphere; PDC: +6 [B]DHD[/B] This device allows the pilot to activate a stargate and dial an end location for transportation through the stargate network. [B]Folding Wings[/B] The wings can pivot forward, at the engines, towards the hull, reducing the width of the craft. Can be fold and unfold as a free action. When closed, the laser cannons on the wing tips rotate, and can not fire while the wings are closed. Unfortunately this system is a bit delicate. A critical strike against the craft has a 25% chance of disabling the servos, locking the wings in their current configuration and can't change until fixed. [B]Short-Barrel Lasers[/B] These are similar to the standard lasers, however the barrels are shorter, which reduces the range to 2500 ft, no other changes. [B][SIZE=5]Retro X-wing[/SIZE][/B] The Retro X-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover. Also lacking are the lasers and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles. Crew: 1 Passengers: 0 Cargo: 50 lbs Init: 0 Maneuver: +1 Top Speed: 1000 (100) Defense: 8 Hardness: 10 +1d10 Hit Points: 100 +3d20 Size: Gargantuan Purchase DC: 30 Restriction: Mil (+3) Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system. Notes: +2 attack rolls, [B]Weapons[/B] The weapons vary, depending on what is available, but typically a cannon or heavy machine gun (or two) are fitted to the wingtips, usually all fire-linked, and where the proton torpedoes would be will either mount an internal missile bay or additional projectile weapons. Some may mount additional missiles under the lower wings (up to 2 per wing) but impose -1 to maneuver and reduce speed to 900 (90) until fired. [TABLE] [TR] [TD]Weapon Primary[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Twin .50cal Machine Guns (4x2 fire-linked) +1 attack[/TD] [TD]4d12[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]110 ft[/TD] [TD]S, A[/TD] [TD]Linked 500 rds ea[/TD] [/TR] [TR] [TD]20mm Cannon (4 fire-Linked)[/TD] [TD]8d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]120 ft[/TD] [TD]S, A[/TD] [TD]100 rds ea[/TD] [/TR] [TR] [TD]Weapon Secondary[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Sidewinder Missiles or[/TD] [TD]20d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]1 mile[/TD] [TD]1[/TD] [TD]4 missiles[/TD] [/TR] [TR] [TD]Hellfire Missiles[/TD] [TD]15d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]500 ft[/TD] [TD]1[/TD] [TD]5 missiles[/TD] [/TR] [TR] [TD]Miniguns (2 fire-linked)[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]A[/TD] [TD]Linked 1000 rds ea[/TD] [/TR] [/TABLE] [/QUOTE]
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