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<blockquote data-quote="kronos182" data-source="post: 8070152" data-attributes="member: 6668634"><p>A few more variants of the BSG Viper.</p><p></p><p><strong><span style="font-size: 26px">Starhound Class Viper (PL6)</span></strong></p><p>The Starhound class Viper is based on the Colonial Viper from the 1000 Yar War, based on the original series. The Starhound is a Fighter/Interceptor, favouring speed over armour, and armed with two light lasers. It can be modified to carry 4 missiles under its hull. Visually it looks very similar to the MkII, although the wings are slightly larger, the cockpit canopy is narrower and the air intakes are more square in shape.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter/Interceptor</p><p>Size: Gargantuan (–4 size)</p><p>Length: 25 feet</p><p>Weight: 37,000 lb.</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 1,700 lb.</p><p>Tactical Speed: 5,750 ft. (11 sq.) / 6,750 ft afterburner</p><p>Defense: 6</p><p>Flat-footed Defense: 6</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 7d20 (140 hp)</p><p>Initiative Modifier: +2</p><p>Pilot’s Class Bonus:</p><p>Pilot’s Dex Modifier:</p><p>Gunner’s Attack Bonus:</p><p>Targeting System Bonus: +2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 44</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked light lasers -2 ranged (6d8/20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust</p><p>Engines: Fusion torch engine, thrusters, hydrogen injectors</p><p>Armor: Polymeric</p><p>Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</p><p>Sensors: Class II sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 fire-linked light lasers (range incr. 3,500 ft.)</p><p>Grappling Systems: None</p><p></p><p><strong>Light Laser</strong></p><p>A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.</p><p></p><p>Light Laser (PL6)</p><p>Damage: 4d8</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 3500 ft</p><p>Rate of Fire: S, A</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 29</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 26px">Incom Viper</span></strong></p><p>The Incom Viper is produced by Incom after they acquired several examples of the Mk2 Vipers and reversed engineered it. They replaced the railguns with a pair of lasers and installed a four shot concussion missile launcher in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses. They couldn't install a hyperdrive, navcomp and astromech as it added too much weight that the craft would lose its maneuverability and speed, although they did install a repulsor lift system so that the craft can take off without requiring a runway or launch tube like other vipers.</p><p>Make the following changes to Viper Mk2 to make an Incom Viper:</p><p>Add shields, 35 shield HP;</p><p>Replace railguns with 2 fire-linked lasers (9d8, fire, 3000 ft);</p><p>Add Concussion Missile Launcher with 4 missiles;</p><p>PDC: +2</p><p>Note: Can make vertical take off and landings.</p><p></p><p><strong>Concussion Missiles</strong></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><p></p><p><span style="font-size: 26px"><strong>Incom Viper Mk2</strong></span></p><p>Incom's Viper Mk2 is their version of the Mk7 Colonial Viper, replacing the needlers with three lasers, plus with the larger frame allows the addition of a second concussion launcher, although each launcher holds only 3 missiles, a shield generator is fitted, plus a navicomp and a hyperdrive is added. The Incom Viper Mk2 also lacks an astromech socket, so the navicomp had to be installed, but it can only store 3 sets of coordinates.</p><p>Make the following changes to Viper Mk7 to make an Incom Viper Mk2:</p><p>Add shields, 45 shield HP;</p><p>Replace needlers with 3 fire-linked battery lasers (+1 attack roll, 9d8, fire, 3000 ft);</p><p>Add 2 Concussion Missile Launcher with 3 missiles each;</p><p>Add Navicomp and Hyperdrive Class x1, Navicomp can hold 3 sets of coordinates;</p><p>PDC: +2</p><p>Note: Can make vertical take off and landings.</p><p></p><p></p><p><strong><span style="font-size: 26px">Viper Class Attack Craft</span></strong></p><p>The Viper Class is a Federation (Star Trek) built attack craft based on the BSG Viper Mk VII fighter. The Viper class is slightly thicker than the Mk VII, as the space is needed for a small warp core and warp nacelles that line the sides of the body just above the lower wings. While still quite quick, it lacks the afterburners of its inspirational craft, but is armed with two forward phasers in the lower wings, while a lighter phaser emitter is fitted in the top wing to attack targets behind or to the sides of the craft. Additionally a single micro photo torpedo launcher is fitted in the frame to give it some heavy strike. For protection the Viper Class has shields installed as standard. While warp capable, they aren't very fast or long ranged, typically carried aboard carrier craft or launched from nearby systems, or the warp drive is used to escape a battle if their carrier craft is destroyed.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 32.8 feet</p><p>Weight: 37,000 lb.</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 1,100 lb.</p><p>Tactical Speed: 5,250 ft. (11 sq.)</p><p>Defense: 6</p><p>Flat-footed Defense: 6</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 9d20 (180 hp), 225 hp shields</p><p>Initiative Modifier: +2</p><p>Pilot’s Class Bonus:</p><p>Pilot’s Dex Modifier:</p><p>Gunner’s Attack Bonus:</p><p>Targeting System Bonus: +2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 48</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked Type 4 phasers -2 ranged (varies/20); or Type 4 phaser turret -2 ranged (3d10-15d10/20), or Micro photon torpedo -2 ranged (2d10-10d10/20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engines, Emergency Transporter, RCS Mk2, +2 Pilot checks, +1 Dodge, Agile Ships, Easy to Repair, Shield Dependent, Swiss Army Tech</p><p>Engines: Fusion torch engine, thrusters, Warp Drive (max warp 5, 20 light year range)</p><p>Armor: Polymeric</p><p>Defense Systems: Sensor jammer</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: Two Fire-linked Type 3 phasers, 1 turret Type 3 phaser, 1 micro photon torpedo launcher (8 torpedoes)</p><p>Grappling Systems: None</p><p></p><p></p><p></p><p><strong>Agile Ships</strong></p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p><strong>Easy to Repair</strong></p><p>Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.</p><p></p><p><strong>Swiss-Army Tech</strong></p><p>Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.</p><p></p><p><strong>Shield Dependent</strong></p><p>Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.</p><p></p><p><strong>Phaser Type 3</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 3 phaser was available on civilian ships.</p><p>Damage: 10d10</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></p><p><strong>Emergency Transporter</strong></p><p>Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.</p><p>PDC: 28</p><p></p><p><strong>Micro Photon Torpedo</strong></p><p>Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.</p><p>At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.</p><p>Damage: varies</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8070152, member: 6668634"] A few more variants of the BSG Viper. [B][SIZE=7]Starhound Class Viper (PL6)[/SIZE][/B] The Starhound class Viper is based on the Colonial Viper from the 1000 Yar War, based on the original series. The Starhound is a Fighter/Interceptor, favouring speed over armour, and armed with two light lasers. It can be modified to carry 4 missiles under its hull. Visually it looks very similar to the MkII, although the wings are slightly larger, the cockpit canopy is narrower and the air intakes are more square in shape. Type: Ultralight Subtype: Fighter/Interceptor Size: Gargantuan (–4 size) Length: 25 feet Weight: 37,000 lb. Crew: 1 Passenger Capacity: 0 Cargo Capacity: 1,700 lb. Tactical Speed: 5,750 ft. (11 sq.) / 6,750 ft afterburner Defense: 6 Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 20 Hit Dice: 7d20 (140 hp) Initiative Modifier: +2 Pilot’s Class Bonus: Pilot’s Dex Modifier: Gunner’s Attack Bonus: Targeting System Bonus: +2 Grapple Modifier: +8 Base Purchase DC: 44 Restriction: Military (+3) Attack: 2 fire-linked light lasers -2 ranged (6d8/20) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust Engines: Fusion torch engine, thrusters, hydrogen injectors Armor: Polymeric Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class II sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 fire-linked light lasers (range incr. 3,500 ft.) Grappling Systems: None [B]Light Laser[/B] A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage. Light Laser (PL6) Damage: 4d8 Critical: 20 Damage Type: Fire Range Increment: 3500 ft Rate of Fire: S, A Minimum Ship Size: Huge Purchase DC: 29 Restriction: Mil (+3) [B][SIZE=7]Incom Viper[/SIZE][/B] The Incom Viper is produced by Incom after they acquired several examples of the Mk2 Vipers and reversed engineered it. They replaced the railguns with a pair of lasers and installed a four shot concussion missile launcher in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses. They couldn't install a hyperdrive, navcomp and astromech as it added too much weight that the craft would lose its maneuverability and speed, although they did install a repulsor lift system so that the craft can take off without requiring a runway or launch tube like other vipers. Make the following changes to Viper Mk2 to make an Incom Viper: Add shields, 35 shield HP; Replace railguns with 2 fire-linked lasers (9d8, fire, 3000 ft); Add Concussion Missile Launcher with 4 missiles; PDC: +2 Note: Can make vertical take off and landings. [B]Concussion Missiles[/B] 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. [SIZE=7][B]Incom Viper Mk2[/B][/SIZE] Incom's Viper Mk2 is their version of the Mk7 Colonial Viper, replacing the needlers with three lasers, plus with the larger frame allows the addition of a second concussion launcher, although each launcher holds only 3 missiles, a shield generator is fitted, plus a navicomp and a hyperdrive is added. The Incom Viper Mk2 also lacks an astromech socket, so the navicomp had to be installed, but it can only store 3 sets of coordinates. Make the following changes to Viper Mk7 to make an Incom Viper Mk2: Add shields, 45 shield HP; Replace needlers with 3 fire-linked battery lasers (+1 attack roll, 9d8, fire, 3000 ft); Add 2 Concussion Missile Launcher with 3 missiles each; Add Navicomp and Hyperdrive Class x1, Navicomp can hold 3 sets of coordinates; PDC: +2 Note: Can make vertical take off and landings. [B][SIZE=7]Viper Class Attack Craft[/SIZE][/B] The Viper Class is a Federation (Star Trek) built attack craft based on the BSG Viper Mk VII fighter. The Viper class is slightly thicker than the Mk VII, as the space is needed for a small warp core and warp nacelles that line the sides of the body just above the lower wings. While still quite quick, it lacks the afterburners of its inspirational craft, but is armed with two forward phasers in the lower wings, while a lighter phaser emitter is fitted in the top wing to attack targets behind or to the sides of the craft. Additionally a single micro photo torpedo launcher is fitted in the frame to give it some heavy strike. For protection the Viper Class has shields installed as standard. While warp capable, they aren't very fast or long ranged, typically carried aboard carrier craft or launched from nearby systems, or the warp drive is used to escape a battle if their carrier craft is destroyed. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 32.8 feet Weight: 37,000 lb. Crew: 1 Passenger Capacity: 0 Cargo Capacity: 1,100 lb. Tactical Speed: 5,250 ft. (11 sq.) Defense: 6 Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 20 Hit Dice: 9d20 (180 hp), 225 hp shields Initiative Modifier: +2 Pilot’s Class Bonus: Pilot’s Dex Modifier: Gunner’s Attack Bonus: Targeting System Bonus: +2 Grapple Modifier: +8 Base Purchase DC: 48 Restriction: Military (+3) Attack: 2 fire-linked Type 4 phasers -2 ranged (varies/20); or Type 4 phaser turret -2 ranged (3d10-15d10/20), or Micro photon torpedo -2 ranged (2d10-10d10/20) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engines, Emergency Transporter, RCS Mk2, +2 Pilot checks, +1 Dodge, Agile Ships, Easy to Repair, Shield Dependent, Swiss Army Tech Engines: Fusion torch engine, thrusters, Warp Drive (max warp 5, 20 light year range) Armor: Polymeric Defense Systems: Sensor jammer Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: Two Fire-linked Type 3 phasers, 1 turret Type 3 phaser, 1 micro photon torpedo launcher (8 torpedoes) Grappling Systems: None [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%. [B]Swiss-Army Tech[/B] Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration. [B]Shield Dependent[/B] Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class. [B]Phaser Type 3[/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 3 phaser was available on civilian ships. Damage: 10d10 Damage Type: Fire/Energy Range Increment: 5000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 33 Restriction: Res (+2) [B]Emergency Transporter[/B] Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported. PDC: 28 [B]Micro Photon Torpedo[/B] Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields. At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. Damage: varies Damage Type: Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 33 Restriction: Mil (+3) [/QUOTE]
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