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<blockquote data-quote="kronos182" data-source="post: 8126656" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">GR-75 Medium Transport</span></strong></p><p></p><p>The GR-75 medium transport, built by Gallofree Yards, well known as the Rebel Transport as it was used famously by the Rebel Alliance. The ship's outer hull is clamshell-like durasteel hull consisting of a central spar and keel. The bulk of the interior is exposed to space and filled with cargo pods contained within a magnetic shield to lock the pods and modules in place, and keeps out the vacuum of space. Cargo pods designed to carry livestock and/or passengers were ray shielded for added protection. The hull had a fish-like shape, with the bridge and shield generator mounted on a raised pod at the rear of the craft. It is capable of landing on a planet, with a large boarding ramp. The large boarding ramp/entrance also functions as a large docking port, with two docking ports on either side about mid-ship.</p><p>The 90 meter, or 295 foot long, GR-75 transport original versions were unarmed, but they were refitted with four turreted twin lasers cannons. Both version required a crew of 7 consisting of a pilot, co-pilot, an engineer, a cargo master and three more crew members and can carry 40 crew without any passenger pods.</p><p></p><p><strong>GR-75 Medium Transport (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 2 (10 base -8 size)</p><p>Flat-Footed Defense: 2 (10 base - 8 size)</p><p>Autopilot Defense:</p><p>Hardness: 20</p><p>Hit Dice: 19d20 (380 hp) shields 95 hp (refit 390 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: 295 ft</p><p>Weight: 3,000 tons</p><p>Targeting System Bonus:</p><p>Crew: 7</p><p>Passenger Capacity: 40*</p><p>Cargo Capacity: 19,000 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 50</p><p>Restriction: Lic (+1)</p><p></p><p>Attack:</p><p>2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) and 2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) (refit only controlled by extra crew)</p><p></p><p>Attack of Opportunity:</p><p></p><p></p><p>Standard PL(6) Design Spec: Cargo pods</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 4</p><p>Armour: alloy plating</p><p>Defense Systems: shields</p><p>Sensors: Class II</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 twin light laser turrets (refit only)</p><p>Grappling Systems: Magnetic Clamp</p><p></p><p><strong>Cargo Pods</strong></p><p>The GR-75 carries multiple cargo pods from standard to large, held in place by magnetic fields. In space with proper equipment, a pod can be removed or added as a full round action. Standard cargo pods can be replaced with specialty pods that can be linked together and function as barracks, medical facilities, etc.</p><p></p><p><span style="font-size: 26px"><strong>Variants</strong></span></p><p><strong><span style="font-size: 22px">Bright Hope</span></strong></p><p>This modified GR-75 refit was one of the transports assigned to the Rebel base on Hoth and successfully escaped. It is modified with heavier armour and about 50% of the cargo pods and interior space is designed for carrying people. The Bright Hope has a large medical bay and can carry 450 passengers, or up to 600 in cramped conditions plus 7000 tons of cargo.</p><p></p><p><strong>Bright Hope Modified GR-75 Medium Transport Refit (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 6 (10 base -8 size +1 equipment +3 crew)</p><p>Flat-Footed Defense: 3 (10 base - 8 size +1 equipment)</p><p>Autopilot Defense:</p><p>Hardness: 23</p><p>Hit Dice: 19d20 (390 hp) shields 95 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 295 ft</p><p>Weight: 3,560 tons</p><p>Targeting System Bonus:</p><p>Crew: 7</p><p>Passenger Capacity: 350</p><p>Cargo Capacity: 7,000 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 53</p><p>Restriction: Lic (+1)</p><p></p><p>Attack:</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Gunner 1</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Gunner 2</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 4</p><p>Armour: alloy plating</p><p>Defense Systems: shields</p><p>Sensors: Class II</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 twin light laser turrets (refit only)</p><p>Grappling Systems: Magnetic Clamp</p><p></p><p><strong>Large Medical Bay</strong></p><p>This medical bay is larger than most on the type of ship it is installed in. Enough room and supplies to treat 30% of the crew at any given time without taxing the supplies, plus in emergencies, can treat up to 60% of the crew at once, although some crew, until having at least having their most serious injuries treated, may have to sit or stand if they are able before getting more longer term care. This type of medical bay will also have 2 isolation rooms with 2 beds each, with their own oxygen supplies, a moderate sized autopsy area and 1d4+2 cold storage bays for storing dead bodies and 1d3 suspended animation pods (if that technology exists in your game).</p><p>Requires 1 doctor per 10 crew, 1 nurse per 5 crew.</p><p></p><p><strong>Enhanced Armour</strong></p><p>The Bright Hope has heavier armour, granting a +1 equipment bonus to Defense, +3 Hardness.</p><p></p><p><strong><span style="font-size: 22px">Luminous</span></strong></p><p>The Luminous is modified for speed, reconnaissance and swift transport. It has lighter armour, but enhanced engines and carries a x2 hyperdrive. Hidden enhanced sensors and recording equipment allows it to record everything around it. It only mounts two twin laser turrets instead of four like most refitted models. It has two extra crew that man the sensors and recording systems.</p><p></p><p><strong>Luminous Modified GR-75 Medium Transport Refit (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500</p><p>Defense: 4 (10 base -8 size +3 crew, -1 Equipment)</p><p>Flat-Footed Defense: 1 (10 base - 8 size -1 Equipment)</p><p>Autopilot Defense:</p><p>Hardness: 18</p><p>Hit Dice: 19d20 (390 hp) shields 95 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 295 ft</p><p>Weight: 3,560 tons</p><p>Targeting System Bonus:</p><p>Crew: 9</p><p>Passenger Capacity: 40</p><p>Cargo Capacity: 11,000 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 53</p><p>Restriction: Lic (+1)</p><p></p><p>Attack:</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Gunner 1</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Cargo pods, reduced armour, improved thrust, +15 to Computer checks for sensors (trained crew).</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 2</p><p>Armour: alloy plating</p><p>Defense Systems: shields</p><p>Sensors: Class IV</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 twin light laser turrets (refit only)</p><p>Grappling Systems: Magnetic Clamp</p><p></p><p><strong>Reduced Armour</strong></p><p>The Luminous has reduced armour, suffering -1 to Defense, -2 to Hardness, and gain +500 ft to speed.</p><p></p><p><strong><span style="font-size: 22px">Bearing Lifter</span></strong></p><p>This modified GR-75 is studded with antennas and mechanism clusters for its enhanced sensors, navigation and communications systems. It has heavier armour that is modified to deflect and scatter sensors. The internal systems are also modified to prevent scans. It was one of the few ships to escape the Imperial attack on the Rebel base on Hoth.</p><p></p><p>Bearing LIfter Modified GR-75 Medium Transport Refit (PL6)</p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 6 (10 base -8 size +1 equipment +3 crew)</p><p>Flat-Footed Defense: 3 (10 base - 8 size +1 equipment)</p><p>Autopilot Defense:</p><p>Hardness: 23</p><p>Hit Dice: 19d20 (390 hp) shields 95 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 295 ft</p><p>Weight: 3,560 tons</p><p>Targeting System Bonus:</p><p>Crew: 10</p><p>Passenger Capacity: 40</p><p>Cargo Capacity: 8,000 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 55</p><p>Restriction: Illegal (+4)</p><p></p><p>Attack:</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Gunner 1</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Gunner 2</p><p>2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Cargo pods, enhanced armour, Sensor Deflecting Design, -8 Sensor checks (-13 and one-half concealment, 20% miss vs missiles), +6 Navigate, +5 Hide at long range</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 4</p><p>Armour: alloy plating</p><p>Defense Systems: shields, Sensor Jammer</p><p>Sensors: Class IV, Stellar Navigation System</p><p>Communications: Radio Transceiver, Drivesat Comm Array</p><p>Weapons: 4 twin light laser turrets (refit only)</p><p>Grappling Systems: Magnetic Clamp</p><p></p><p><strong>Sensor Deflecting Design</strong></p><p>The armour is coated and impregnated with sensor scattering material, as well as the interior modified to deflect scans. Sensor checks suffer -8, plus at ranges of over 100 miles, the ship gains an effective Hide check of +5.</p><p></p><p><strong>Sensor Jammers</strong></p><p>When active, Sensor checks made against the Bearing Lifter suffer a total of -13 (this is combined with the Sensor Deflecting Design), plus gains one-half concealment (20% miss chance) against missile attacks.</p><p></p><p></p><p><strong><span style="font-size: 22px">Courage of Sullust</span></strong></p><p>This GR-75 has been modified to function as a carrier. The internal space has been sealed with large hanger-like area and storage for fuel, munitions and other components for carrying fighters. The front is open to space with a ray shield to keep the atmosphere within contained. It can hold 10 fighters up to 50 feet long with fuel, parts and munitions.</p><p>Make the following changes to GR-75 refit to make Courage of Sullust:</p><p>Reduce cargo space to 5,000 tons;</p><p>Increase crew to 40 (7 for main crew, additional members to run the hanger and maintain the fighters);</p><p>Add Hanger;</p><p>PDC: +2, Mil (+3)</p><p></p><p><strong>Hanger</strong></p><p>The Courage of Sullust can hold up to 10 fighters up to 50 feet long, such as X-wings, or fewer ships, -1 ship per 10 additional feet of ship length. Carries enough munitions to reload carried craft 4 times, and spare parts to repair up to 25% HP of each fighter twice. Can only launch 1 fighter a turn, and fighters or similar sized craft must make a DC 17 Pilot check to land safely in the hanger.</p><p></p><p><strong><span style="font-size: 22px">GR-75 Q-Ship</span></strong></p><p>These GR-75s are modified into Q-Ships, transports modified with weapons, armour and stealth systems to hide these weapons. They are typically used to protect other transports, or act as traps against raiders by acting like a normal transport until the target is close, then revealing their hidden weapons and hopefully taking out the target quickly before they can retaliate. Armed with several concussion and two proton torpedo launchers, several laser turrets dedicated to defense, and a pair of twin light turbo laser turrets.</p><p></p><p><strong>Modified GR-75 Q-Ship (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter/Escort</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500</p><p>Defense: 7 (10 base -8 size +2 equipment +3 crew)</p><p>Flat-Footed Defense: 4 (10 base - 8 size +2 equipment)</p><p>Autopilot Defense:</p><p>Hardness: 25</p><p>Hit Dice: 21d20 (420 hp) shields 105 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 295 ft</p><p>Weight: 5,560 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 20</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 7,000 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 55</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 fire-linked light laser turret -3 ranged (9d8, 20, fire, 3000 ft, s/a), or 2 fire-linked proton torpedo launchers -3 ranged (15d12, 20x2, 5000 ft, single)</p><p></p><p>Gunner 1</p><p>2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s)</p><p></p><p>Gunner 2</p><p>2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s)</p><p></p><p>Attack of Opportunity:</p><p>Point Defense system (2d12x10, fire)</p><p></p><p>Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour, concealed weapons</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 4</p><p>Armour: alloy plating</p><p>Defense Systems: shields, point defense system</p><p>Sensors: Class II</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 twin fire-linked light turbo laser turrets, 2 fire-linked proton torpedoes (15 torpedoes each), 4 concussion missile launchers (20 missiles each), several twin light laser turrets (most used as point defense, 1 dedicated to co-pilot control)</p><p>Grappling Systems: Magnetic Clamp</p><p></p><p><strong>Concealed Weapons</strong></p><p>The additional weapons are hidden within specially shielded compartments. Sensor checks scanning the GR-75 Q-Ship are at -8 to detect the weapons.</p><p></p><p><strong>Enhanced Armour</strong></p><p>The Q-Ship has heavier armour, granting a +2 equipment bonus to Defense, +5 Hardness.</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><strong>Proton Torpedo</strong></p><p>Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.</p><p></p><p>Proton Torpedo (PL6)</p><p>Damage: 10d12</p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +1 to target ships of Corvette types or larger.</p><p></p><p><strong>Light Turbolaser</strong></p><p>Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</p><p></p><p>Light Turbolaser (PL6)</p><p>Damage: 10d8, ignore 15 points of DR/hardness</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 9500 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 39</p><p>Restriction: Military (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8126656, member: 6668634"] [B][SIZE=7]GR-75 Medium Transport[/SIZE][/B] The GR-75 medium transport, built by Gallofree Yards, well known as the Rebel Transport as it was used famously by the Rebel Alliance. The ship's outer hull is clamshell-like durasteel hull consisting of a central spar and keel. The bulk of the interior is exposed to space and filled with cargo pods contained within a magnetic shield to lock the pods and modules in place, and keeps out the vacuum of space. Cargo pods designed to carry livestock and/or passengers were ray shielded for added protection. The hull had a fish-like shape, with the bridge and shield generator mounted on a raised pod at the rear of the craft. It is capable of landing on a planet, with a large boarding ramp. The large boarding ramp/entrance also functions as a large docking port, with two docking ports on either side about mid-ship. The 90 meter, or 295 foot long, GR-75 transport original versions were unarmed, but they were refitted with four turreted twin lasers cannons. Both version required a crew of 7 consisting of a pilot, co-pilot, an engineer, a cargo master and three more crew members and can carry 40 crew without any passenger pods. [B]GR-75 Medium Transport (PL6)[/B] Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3000 Defense: 2 (10 base -8 size) Flat-Footed Defense: 2 (10 base - 8 size) Autopilot Defense: Hardness: 20 Hit Dice: 19d20 (380 hp) shields 95 hp (refit 390 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 295 ft Weight: 3,000 tons Targeting System Bonus: Crew: 7 Passenger Capacity: 40* Cargo Capacity: 19,000 tons Grapple Modifier: +8 Base PDC: 50 Restriction: Lic (+1) Attack: 2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) and 2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) (refit only controlled by extra crew) Attack of Opportunity: Standard PL(6) Design Spec: Cargo pods Engines: thrusters, Ion engine, Hyperdrive Class 4 Armour: alloy plating Defense Systems: shields Sensors: Class II Communications: Radio Transceiver Weapons: 4 twin light laser turrets (refit only) Grappling Systems: Magnetic Clamp [B]Cargo Pods[/B] The GR-75 carries multiple cargo pods from standard to large, held in place by magnetic fields. In space with proper equipment, a pod can be removed or added as a full round action. Standard cargo pods can be replaced with specialty pods that can be linked together and function as barracks, medical facilities, etc. [SIZE=7][B]Variants[/B][/SIZE] [B][SIZE=6]Bright Hope[/SIZE][/B] This modified GR-75 refit was one of the transports assigned to the Rebel base on Hoth and successfully escaped. It is modified with heavier armour and about 50% of the cargo pods and interior space is designed for carrying people. The Bright Hope has a large medical bay and can carry 450 passengers, or up to 600 in cramped conditions plus 7000 tons of cargo. [B]Bright Hope Modified GR-75 Medium Transport Refit (PL6)[/B] Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3000 Defense: 6 (10 base -8 size +1 equipment +3 crew) Flat-Footed Defense: 3 (10 base - 8 size +1 equipment) Autopilot Defense: Hardness: 23 Hit Dice: 19d20 (390 hp) shields 95 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 295 ft Weight: 3,560 tons Targeting System Bonus: Crew: 7 Passenger Capacity: 350 Cargo Capacity: 7,000 tons Grapple Modifier: +8 Base PDC: 53 Restriction: Lic (+1) Attack: 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Gunner 1 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Gunner 2 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Attack of Opportunity: Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour Engines: thrusters, Ion engine, Hyperdrive Class 4 Armour: alloy plating Defense Systems: shields Sensors: Class II Communications: Radio Transceiver Weapons: 4 twin light laser turrets (refit only) Grappling Systems: Magnetic Clamp [B]Large Medical Bay[/B] This medical bay is larger than most on the type of ship it is installed in. Enough room and supplies to treat 30% of the crew at any given time without taxing the supplies, plus in emergencies, can treat up to 60% of the crew at once, although some crew, until having at least having their most serious injuries treated, may have to sit or stand if they are able before getting more longer term care. This type of medical bay will also have 2 isolation rooms with 2 beds each, with their own oxygen supplies, a moderate sized autopsy area and 1d4+2 cold storage bays for storing dead bodies and 1d3 suspended animation pods (if that technology exists in your game). Requires 1 doctor per 10 crew, 1 nurse per 5 crew. [B]Enhanced Armour[/B] The Bright Hope has heavier armour, granting a +1 equipment bonus to Defense, +3 Hardness. [B][SIZE=6]Luminous[/SIZE][/B] The Luminous is modified for speed, reconnaissance and swift transport. It has lighter armour, but enhanced engines and carries a x2 hyperdrive. Hidden enhanced sensors and recording equipment allows it to record everything around it. It only mounts two twin laser turrets instead of four like most refitted models. It has two extra crew that man the sensors and recording systems. [B]Luminous Modified GR-75 Medium Transport Refit (PL6)[/B] Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3500 Defense: 4 (10 base -8 size +3 crew, -1 Equipment) Flat-Footed Defense: 1 (10 base - 8 size -1 Equipment) Autopilot Defense: Hardness: 18 Hit Dice: 19d20 (390 hp) shields 95 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 295 ft Weight: 3,560 tons Targeting System Bonus: Crew: 9 Passenger Capacity: 40 Cargo Capacity: 11,000 tons Grapple Modifier: +8 Base PDC: 53 Restriction: Lic (+1) Attack: 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Gunner 1 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Attack of Opportunity: Standard PL(6) Design Spec: Cargo pods, reduced armour, improved thrust, +15 to Computer checks for sensors (trained crew). Engines: thrusters, Ion engine, Hyperdrive Class 2 Armour: alloy plating Defense Systems: shields Sensors: Class IV Communications: Radio Transceiver Weapons: 2 twin light laser turrets (refit only) Grappling Systems: Magnetic Clamp [B]Reduced Armour[/B] The Luminous has reduced armour, suffering -1 to Defense, -2 to Hardness, and gain +500 ft to speed. [B][SIZE=6]Bearing Lifter[/SIZE][/B] This modified GR-75 is studded with antennas and mechanism clusters for its enhanced sensors, navigation and communications systems. It has heavier armour that is modified to deflect and scatter sensors. The internal systems are also modified to prevent scans. It was one of the few ships to escape the Imperial attack on the Rebel base on Hoth. Bearing LIfter Modified GR-75 Medium Transport Refit (PL6) Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3000 Defense: 6 (10 base -8 size +1 equipment +3 crew) Flat-Footed Defense: 3 (10 base - 8 size +1 equipment) Autopilot Defense: Hardness: 23 Hit Dice: 19d20 (390 hp) shields 95 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 295 ft Weight: 3,560 tons Targeting System Bonus: Crew: 10 Passenger Capacity: 40 Cargo Capacity: 8,000 tons Grapple Modifier: +8 Base PDC: 55 Restriction: Illegal (+4) Attack: 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Gunner 1 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Gunner 2 2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a) Attack of Opportunity: Standard PL(6) Design Spec: Cargo pods, enhanced armour, Sensor Deflecting Design, -8 Sensor checks (-13 and one-half concealment, 20% miss vs missiles), +6 Navigate, +5 Hide at long range Engines: thrusters, Ion engine, Hyperdrive Class 4 Armour: alloy plating Defense Systems: shields, Sensor Jammer Sensors: Class IV, Stellar Navigation System Communications: Radio Transceiver, Drivesat Comm Array Weapons: 4 twin light laser turrets (refit only) Grappling Systems: Magnetic Clamp [B]Sensor Deflecting Design[/B] The armour is coated and impregnated with sensor scattering material, as well as the interior modified to deflect scans. Sensor checks suffer -8, plus at ranges of over 100 miles, the ship gains an effective Hide check of +5. [B]Sensor Jammers[/B] When active, Sensor checks made against the Bearing Lifter suffer a total of -13 (this is combined with the Sensor Deflecting Design), plus gains one-half concealment (20% miss chance) against missile attacks. [B][SIZE=6]Courage of Sullust[/SIZE][/B] This GR-75 has been modified to function as a carrier. The internal space has been sealed with large hanger-like area and storage for fuel, munitions and other components for carrying fighters. The front is open to space with a ray shield to keep the atmosphere within contained. It can hold 10 fighters up to 50 feet long with fuel, parts and munitions. Make the following changes to GR-75 refit to make Courage of Sullust: Reduce cargo space to 5,000 tons; Increase crew to 40 (7 for main crew, additional members to run the hanger and maintain the fighters); Add Hanger; PDC: +2, Mil (+3) [B]Hanger[/B] The Courage of Sullust can hold up to 10 fighters up to 50 feet long, such as X-wings, or fewer ships, -1 ship per 10 additional feet of ship length. Carries enough munitions to reload carried craft 4 times, and spare parts to repair up to 25% HP of each fighter twice. Can only launch 1 fighter a turn, and fighters or similar sized craft must make a DC 17 Pilot check to land safely in the hanger. [B][SIZE=6]GR-75 Q-Ship[/SIZE][/B] These GR-75s are modified into Q-Ships, transports modified with weapons, armour and stealth systems to hide these weapons. They are typically used to protect other transports, or act as traps against raiders by acting like a normal transport until the target is close, then revealing their hidden weapons and hopefully taking out the target quickly before they can retaliate. Armed with several concussion and two proton torpedo launchers, several laser turrets dedicated to defense, and a pair of twin light turbo laser turrets. [B]Modified GR-75 Q-Ship (PL6)[/B] Type: Light Subtype: Freighter/Escort Size: Colossal (-8) Tactical Speed: 3500 Defense: 7 (10 base -8 size +2 equipment +3 crew) Flat-Footed Defense: 4 (10 base - 8 size +2 equipment) Autopilot Defense: Hardness: 25 Hit Dice: 21d20 (420 hp) shields 105 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 295 ft Weight: 5,560 tons Targeting System Bonus: +3 Crew: 20 Passenger Capacity: 10 Cargo Capacity: 7,000 tons Grapple Modifier: +8 Base PDC: 55 Restriction: Mil (+3) Attack: 2 fire-linked light laser turret -3 ranged (9d8, 20, fire, 3000 ft, s/a), or 2 fire-linked proton torpedo launchers -3 ranged (15d12, 20x2, 5000 ft, single) Gunner 1 2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s) Gunner 2 2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s) Attack of Opportunity: Point Defense system (2d12x10, fire) Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour, concealed weapons Engines: thrusters, Ion engine, Hyperdrive Class 4 Armour: alloy plating Defense Systems: shields, point defense system Sensors: Class II Communications: Radio Transceiver Weapons: 2 twin fire-linked light turbo laser turrets, 2 fire-linked proton torpedoes (15 torpedoes each), 4 concussion missile launchers (20 missiles each), several twin light laser turrets (most used as point defense, 1 dedicated to co-pilot control) Grappling Systems: Magnetic Clamp [B]Concealed Weapons[/B] The additional weapons are hidden within specially shielded compartments. Sensor checks scanning the GR-75 Q-Ship are at -8 to detect the weapons. [B]Enhanced Armour[/B] The Q-Ship has heavier armour, granting a +2 equipment bonus to Defense, +5 Hardness. [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. [B]Proton Torpedo[/B] Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use. Proton Torpedo (PL6) Damage: 10d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 22 Restriction: Mil (+3) Notes: +1 to target ships of Corvette types or larger. [B]Light Turbolaser[/B] Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller. Light Turbolaser (PL6) Damage: 10d8, ignore 15 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9500 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 39 Restriction: Military (+3) [/QUOTE]
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