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<blockquote data-quote="kronos182" data-source="post: 8211235" data-attributes="member: 6668634"><p>And now the Colonial (BSG reboot) Raptor, with reimaged Cylon War version and two other variant designs for Star Wars and Star Trek.</p><p></p><p><strong><span style="font-size: 26px">Colonial "Raptor" Dropship (PL 6)</span></strong></p><p>A Raptor is a shuttle type ship capable of extended operation away from its base or ship, as it is equipped with a jump drive, capable of several short range jumps. The Raptor has two short stubby wings along the bottom of the hull that also incorporate part of the landing gear, two engines mounted on the upper part of the rear, with two tails on either side of the engines. The main hatch is on the left side of the craft, allowing a single person to enter or exit easily, with enough room that a stretcher can fit through easily. The ships are equipped with potent sensors so they can conduct planetary surveys and act as scouts for fleets. Raptors are typically unarmed but can be fitted with several rocket pods under the wings and on the upper hull, or fewer larger missiles, such as a nuclear warhead can be carried. Raptors have an emergency system in their jump drives that allows them to jump to the last coordinates the ship jumped from within a very short time of the first jump to allow the crew to escape quickly from a hazardous situation. Raptor jump engines can also be spooled up well in advance of a jump so that the ship can jump quickly.</p><p></p><p>Type: Ultralight</p><p>Subtype: Drop ship</p><p>Size: Gargantuan (–4 size)</p><p>Length: 28 feet</p><p>Weight: 90,000 lb.</p><p>Crew: 2 (trained +4)</p><p>Passenger Capacity: 12</p><p>Cargo Capacity: 9,500 lb.</p><p>Tactical Speed: 3,000 ft. (5 sq.)</p><p>Defense: 11</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 10d20 (200 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>Targeting System Bonus: +2</p><p>Grapple Modifier: +12</p><p>Base Purchase DC: 48</p><p>Restriction: Licensed (+1)</p><p></p><p>Attack: 1 CHE missile launcher with 8 missiles +2 ranged (6d12/19-20) (optional, can fire-link the 2 launchers);</p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: docking collar, emergency jump, spool up, sensor jammer (-5 to enemy sensors, missiles have 20% miss chance)</p><p>Engines: fusion torch, Jump engine, thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones), sensor jammer</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 CHE missile launcher with 8 missiles each (optional)</p><p>Grappling Systems: magnetic (touch)</p><p></p><p><strong>Docking Collar</strong></p><p>The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.</p><p></p><p><strong>Emergency Jump</strong></p><p>The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the Raptor is immobile for 2 rounds as the engines reset.</p><p></p><p><strong>Spool Up</strong></p><p>The jump engines of the raptor can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.</p><p></p><p></p><p><strong><span style="font-size: 22px">Combat Assault Raptor</span></strong></p><p>The combat assault raptor is very similar to the normal raptor, although it has a little extra armour and is fitted with more weapons than the two missile launchers, which include the same two missile launchers under the hull, two projectile weapons on the ends of the wings, and two multi-rocket launchers mounted on the upper hull.</p><p>Make the following changes to make a Raptor a Combat Assault Raptor:</p><p>Increase Hit die to 11d20 (220 hp);</p><p>Increase hardness to 22;</p><p>Reduce passenger capacity to 8;</p><p>Add 2 fire-linked CHE missile launchers (8 missiles each);</p><p>Add 2 fire-linked railguns;</p><p>Add 2 fire-linked Cobra Mk2 missile launchers (16 missiles each);</p><p>Optional can add 2 nuclear missiles carried under the fuselage;</p><p>PDC: +2</p><p>Res: Mil (+3)</p><p></p><p><strong>Cobra Mk2 Missile (PL 5-6)</strong></p><p>An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.</p><p>Name: Cobra (air-to-air missile)</p><p>Weapon Damage: 5d12</p><p>Critical: 19-20</p><p>Damage Type: Ballistic</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p></p><p></p><p><strong><span style="font-size: 26px">Cylon War Raptor</span></strong></p><p>The Raptor of the Cylon War is slightly larger than the current Raptors, with major difference being the two engines mounted on the sides of the rear and were able to rotate, and had a rear wing mounted on top which had two tails on either side. It held fewer people, but had a rear turret with two fire-linked 30mm MAC guns, with main armament being modular and mission specific, ranging from multiple missile launchers to a combination of missiles and projectile weapons. A typical load out are two 30mm MAC guns and two CHE missile launchers.</p><p></p><p>Type: Ultralight</p><p>Subtype: Drop ship</p><p>Size: Gargantuan (–4 size)</p><p>Length: 35 feet</p><p>Weight: 94,000 lb.</p><p>Crew: 2 (trained +4)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 10,000 lb.</p><p>Tactical Speed: 3,000 ft. (5 sq.)</p><p>Defense: 11</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 10d20 (200 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>Targeting System Bonus: +2</p><p>Grapple Modifier: +12</p><p>Base Purchase DC: 48</p><p>Restriction: Licensed (+1)</p><p></p><p>Attack: 2 fire-linked 30mm MAC +2 ranged (6d12/20) or</p><p>2 CHE missile launcher with 8 missiles +2 ranged (9d12/19-20);</p><p>Rear 2 fire-linked modified rail cannons +2 ranged (6d12/20), rear arc only</p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: docking collar</p><p>Engines: fusion torch, thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones)</p><p>Sensors: Class II sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 CHE missile launcher with 8 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC rear turret</p><p>Grappling Systems: magnetic (touch)</p><p></p><p><strong>Docking Collar</strong></p><p>The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.</p><p></p><p></p><p><strong><span style="font-size: 26px">Incom Raptor</span></strong></p><p>The Incom Raptor is produced by Incom after they acquired several examples of the Colonial Raptors, post Cyclon War versions and reversed engineered it. They opted to use the Assault Combat version to use as their base model. Incom replaced the railguns with a pair of heavy lasers, installed a six shot concussion missile launcher above the cockpit, and a pair of proton torpedo launchers, which are also designed to release proton bombs updated the systems. Improved automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses, and the craft could be operated by a single crew, but more efficient with two, and an astromech socket is built inside to help operate the craft and act as onboard repair or co-pilot and a navicomp. A hyperdrive and navicomp is install, which can hold up to 3 sets of coordinates, but with an astromech, that can be expanded with its own coordinate storage.</p><p>Make the following changes to Assault Combat Viper to make an Incom Raptor:</p><p>Add shields, 50 shield HP;</p><p>Replace railguns with 2 fire-linked heavy lasers (12d8, fire, s, 4000 ft);</p><p>Add Concussion Missile Launcher with 6 missiles;</p><p>Replace CHE missiles with 2 proton torpedo launchers (optional fire-link, can be loaded with proton bombs instead of torpedoes, 4 torpedoes each);</p><p>Add astromech socket inside;</p><p>Add Hyperdrive x2 with navicomp with 3 coordinate storage;</p><p>PDC: +2</p><p>Note: Can make vertical take off and landings.</p><p></p><p><strong><span style="font-size: 18px">Concussion Missiles</span></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><strong>Concussion Missile (PL6)</strong></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><span style="font-size: 18px">Proton Torpedo</span></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><strong>Proton Torpedo (PL6)</strong></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><span style="font-size: 26px">Hawk Class Runabout</span></strong></p><p>The Hawk Class is a Federation (Star Trek) built attack craft based on the BSG Raptor shuttle/attack craft. The Hawk class is slightly larger than the Raptor, a horizontal style warp core similar to these found on the Danube Class runabouts, along the dorsal surface. Warp nacelles are built along the sides of the hull, partly imbedded in the wings for additional protection. The HAWk has greatly improved sensors over the Raptor, equipped with sensors virtually identical to those found on the Danubes. After the Dominion War, the Federation built more combat ready craft, thus the Hawk, while able to carry out scientific missions, is more heavily armoured and armed than other runabouts. Armed with two forward phasers and two rear phaser emitters, plus two micro photon torpedo launchers. For protection the Hawk mounts shields designed for a larger ship, giving it excellent protection for its size. While smaller than the Danube runabouts, it has nearly the same range, but the insides are quite cramped as space is dedicated to both scientific and combat equipment.</p><p>What makes the Hawk class a runabout is that it is long ranged compared to other shuttles of its size, it has a replicator, two fold out bunks in the rear and small bathroom for the crew, and a two person transporter just behind the hatch on the left side.</p><p>Additionally, the Hawk can mount similar special mission pods on a rollbar on the top of the craft, which can include additional sensors, special equipment or additional micro photon torpedo launchers and phasers.</p><p></p><p>Type: Ultralight</p><p>Subtype: Drop ship</p><p>Size: Gargantuan (–4 size)</p><p>Length: 42 feet</p><p>Weight: 92,000 lb.</p><p>Crew: 2 (trained +4)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 9,800 lb.</p><p>Tactical Speed: 3,500 ft. (5 sq.)</p><p>Defense: 11</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 10d20 (200 hp), shields 375 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>Targeting System Bonus: +2</p><p>Grapple Modifier: +12</p><p>Base Purchase DC: 48</p><p>Restriction: Res-Mil (+2 to +3)</p><p></p><p>Attack:</p><p>2 fire-linked Type 3 phasers +2 ranged (varies/20); or</p><p>Micro photon torpedo +2 ranged (varies)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: docking collar, transporter, replicator, optional mission pod</p><p>Engines: ion engine, thrusters, Warp drive (warp 5.5, 100 light year range)</p><p>Armor: Polymeric</p><p>Defense Systems: Autopilot system, 1 decoy drone launcher (4 decoy drones or 4 probes), heavy shields</p><p>Sensors: Class IV sensor array, targeting system</p><p>Communications: radio transceiver, subspace radio</p><p>Weapons: 4 phaser type 3 (2 fire-linked forward, 2 fire-linked rear), 2 micro photon torpedo launchers (10 torpedoes each)</p><p>Grappling Systems: magnetic (touch)</p><p></p><p><strong>Docking Collar</strong></p><p>The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder.</p><p></p><p><strong><span style="font-size: 18px">Mission Pod</span></strong></p><p>A series of mission pods are available and can be mounted in a roll bar on top of the Hawk Class, similar to the Danube runabouts.</p><p>Additional Sensors - This pod is filled with sensors and antennae, effectively upgrading the Hawk's sensors to Class V and the range is 5 times greater. PDC: 26, Lic +1</p><p><strong>Weapon Pod 1</strong> - This weapon pod contains a forward and aft micro photon torpedo launchers, with a total payload of 46 torpedoes shared between the two. PDC: 34, Mil +3</p><p><strong>Weapon Pod 2</strong> - This weapon pod is similar to the first one, only it mounts two type 4 phaser emitters plus a single micro proton torpedo launcher with 20 torpedoes. PDC: 36, Mil +3</p><p><strong>Combat Pod</strong> - This pod mounts a single Type 4 phaser strip to allow it to cover all arcs except below the craft, 1 micro photon torpedo launcher with 15 torpedoes, plus a shield generator that adds an additional 200 hp to the shields that is depleted first, and regenerates automatically at a rate of 10 hp per round. If completely depleted doesn't start regenerating for 5 rounds, then comes back with 50 hit points. PDC 36, Mil +3</p><p><strong>EWAC Pod</strong> - This pod contains communications, jammers and other electronic warfare equipment. Range of sensors is tripled, adds Advanced Sensor Jammers, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5. PDC: 31, Mil +3</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><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><p></p><p><strong>Phaser Type 4</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 3d10 as a free action once per round.</p><p>Damage: 12d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 35</p><p>Restriction: Mil (+3)</p><p></p><p><strong>ADVANCED SENSOR JAMMER (PL 7)</strong></p><p>This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. In addition the ship gains one-half concealment against missile attacks (20% miss chance).</p><p>Purchase DC: 6 + one-half the base purchase DC of the starship.</p><p>Restriction: Military (+3).</p></blockquote><p></p>
[QUOTE="kronos182, post: 8211235, member: 6668634"] And now the Colonial (BSG reboot) Raptor, with reimaged Cylon War version and two other variant designs for Star Wars and Star Trek. [B][SIZE=7]Colonial "Raptor" Dropship (PL 6)[/SIZE][/B] A Raptor is a shuttle type ship capable of extended operation away from its base or ship, as it is equipped with a jump drive, capable of several short range jumps. The Raptor has two short stubby wings along the bottom of the hull that also incorporate part of the landing gear, two engines mounted on the upper part of the rear, with two tails on either side of the engines. The main hatch is on the left side of the craft, allowing a single person to enter or exit easily, with enough room that a stretcher can fit through easily. The ships are equipped with potent sensors so they can conduct planetary surveys and act as scouts for fleets. Raptors are typically unarmed but can be fitted with several rocket pods under the wings and on the upper hull, or fewer larger missiles, such as a nuclear warhead can be carried. Raptors have an emergency system in their jump drives that allows them to jump to the last coordinates the ship jumped from within a very short time of the first jump to allow the crew to escape quickly from a hazardous situation. Raptor jump engines can also be spooled up well in advance of a jump so that the ship can jump quickly. Type: Ultralight Subtype: Drop ship Size: Gargantuan (–4 size) Length: 28 feet Weight: 90,000 lb. Crew: 2 (trained +4) Passenger Capacity: 12 Cargo Capacity: 9,500 lb. Tactical Speed: 3,000 ft. (5 sq.) Defense: 11 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 10d20 (200 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: +2 Targeting System Bonus: +2 Grapple Modifier: +12 Base Purchase DC: 48 Restriction: Licensed (+1) Attack: 1 CHE missile launcher with 8 missiles +2 ranged (6d12/19-20) (optional, can fire-link the 2 launchers); Attack of Opportunity: None Standard PL 6 Design Specs: docking collar, emergency jump, spool up, sensor jammer (-5 to enemy sensors, missiles have 20% miss chance) Engines: fusion torch, Jump engine, thrusters Armor: Polymeric Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones), sensor jammer Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 CHE missile launcher with 8 missiles each (optional) Grappling Systems: magnetic (touch) [B]Docking Collar[/B] The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder. [B]Emergency Jump[/B] The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the Raptor is immobile for 2 rounds as the engines reset. [B]Spool Up[/B] The jump engines of the raptor can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn. [B][SIZE=6]Combat Assault Raptor[/SIZE][/B] The combat assault raptor is very similar to the normal raptor, although it has a little extra armour and is fitted with more weapons than the two missile launchers, which include the same two missile launchers under the hull, two projectile weapons on the ends of the wings, and two multi-rocket launchers mounted on the upper hull. Make the following changes to make a Raptor a Combat Assault Raptor: Increase Hit die to 11d20 (220 hp); Increase hardness to 22; Reduce passenger capacity to 8; Add 2 fire-linked CHE missile launchers (8 missiles each); Add 2 fire-linked railguns; Add 2 fire-linked Cobra Mk2 missile launchers (16 missiles each); Optional can add 2 nuclear missiles carried under the fuselage; PDC: +2 Res: Mil (+3) [B]Cobra Mk2 Missile (PL 5-6)[/B] An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft. Name: Cobra (air-to-air missile) Weapon Damage: 5d12 Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 22 Restriction: Mil (+3) [B][SIZE=7]Cylon War Raptor[/SIZE][/B] The Raptor of the Cylon War is slightly larger than the current Raptors, with major difference being the two engines mounted on the sides of the rear and were able to rotate, and had a rear wing mounted on top which had two tails on either side. It held fewer people, but had a rear turret with two fire-linked 30mm MAC guns, with main armament being modular and mission specific, ranging from multiple missile launchers to a combination of missiles and projectile weapons. A typical load out are two 30mm MAC guns and two CHE missile launchers. Type: Ultralight Subtype: Drop ship Size: Gargantuan (–4 size) Length: 35 feet Weight: 94,000 lb. Crew: 2 (trained +4) Passenger Capacity: 10 Cargo Capacity: 10,000 lb. Tactical Speed: 3,000 ft. (5 sq.) Defense: 11 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 10d20 (200 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: +2 Targeting System Bonus: +2 Grapple Modifier: +12 Base Purchase DC: 48 Restriction: Licensed (+1) Attack: 2 fire-linked 30mm MAC +2 ranged (6d12/20) or 2 CHE missile launcher with 8 missiles +2 ranged (9d12/19-20); Rear 2 fire-linked modified rail cannons +2 ranged (6d12/20), rear arc only Attack of Opportunity: None Standard PL 6 Design Specs: docking collar Engines: fusion torch, thrusters Armor: Polymeric Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones) Sensors: Class II sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 CHE missile launcher with 8 missiles each, 2 fire-liked 30mm MAC forward, 2 fire-linked 30mm MAC rear turret Grappling Systems: magnetic (touch) [B]Docking Collar[/B] The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder. [B][SIZE=7]Incom Raptor[/SIZE][/B] The Incom Raptor is produced by Incom after they acquired several examples of the Colonial Raptors, post Cyclon War versions and reversed engineered it. They opted to use the Assault Combat version to use as their base model. Incom replaced the railguns with a pair of heavy lasers, installed a six shot concussion missile launcher above the cockpit, and a pair of proton torpedo launchers, which are also designed to release proton bombs updated the systems. Improved automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses, and the craft could be operated by a single crew, but more efficient with two, and an astromech socket is built inside to help operate the craft and act as onboard repair or co-pilot and a navicomp. A hyperdrive and navicomp is install, which can hold up to 3 sets of coordinates, but with an astromech, that can be expanded with its own coordinate storage. Make the following changes to Assault Combat Viper to make an Incom Raptor: Add shields, 50 shield HP; Replace railguns with 2 fire-linked heavy lasers (12d8, fire, s, 4000 ft); Add Concussion Missile Launcher with 6 missiles; Replace CHE missiles with 2 proton torpedo launchers (optional fire-link, can be loaded with proton bombs instead of torpedoes, 4 torpedoes each); Add astromech socket inside; Add Hyperdrive x2 with navicomp with 3 coordinate storage; PDC: +2 Note: Can make vertical take off and landings. [B][SIZE=5]Concussion Missiles[/SIZE][/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. [B]Concussion Missile (PL6)[/B] 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][SIZE=5]Proton Torpedo[/SIZE][/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. [B]Proton Torpedo (PL6)[/B] 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][SIZE=7]Hawk Class Runabout[/SIZE][/B] The Hawk Class is a Federation (Star Trek) built attack craft based on the BSG Raptor shuttle/attack craft. The Hawk class is slightly larger than the Raptor, a horizontal style warp core similar to these found on the Danube Class runabouts, along the dorsal surface. Warp nacelles are built along the sides of the hull, partly imbedded in the wings for additional protection. The HAWk has greatly improved sensors over the Raptor, equipped with sensors virtually identical to those found on the Danubes. After the Dominion War, the Federation built more combat ready craft, thus the Hawk, while able to carry out scientific missions, is more heavily armoured and armed than other runabouts. Armed with two forward phasers and two rear phaser emitters, plus two micro photon torpedo launchers. For protection the Hawk mounts shields designed for a larger ship, giving it excellent protection for its size. While smaller than the Danube runabouts, it has nearly the same range, but the insides are quite cramped as space is dedicated to both scientific and combat equipment. What makes the Hawk class a runabout is that it is long ranged compared to other shuttles of its size, it has a replicator, two fold out bunks in the rear and small bathroom for the crew, and a two person transporter just behind the hatch on the left side. Additionally, the Hawk can mount similar special mission pods on a rollbar on the top of the craft, which can include additional sensors, special equipment or additional micro photon torpedo launchers and phasers. Type: Ultralight Subtype: Drop ship Size: Gargantuan (–4 size) Length: 42 feet Weight: 92,000 lb. Crew: 2 (trained +4) Passenger Capacity: 10 Cargo Capacity: 9,800 lb. Tactical Speed: 3,500 ft. (5 sq.) Defense: 11 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 10d20 (200 hp), shields 375 hp Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: +2 Targeting System Bonus: +2 Grapple Modifier: +12 Base Purchase DC: 48 Restriction: Res-Mil (+2 to +3) Attack: 2 fire-linked Type 3 phasers +2 ranged (varies/20); or Micro photon torpedo +2 ranged (varies) Attack of Opportunity: None Standard PL 6 Design Specs: docking collar, transporter, replicator, optional mission pod Engines: ion engine, thrusters, Warp drive (warp 5.5, 100 light year range) Armor: Polymeric Defense Systems: Autopilot system, 1 decoy drone launcher (4 decoy drones or 4 probes), heavy shields Sensors: Class IV sensor array, targeting system Communications: radio transceiver, subspace radio Weapons: 4 phaser type 3 (2 fire-linked forward, 2 fire-linked rear), 2 micro photon torpedo launchers (10 torpedoes each) Grappling Systems: magnetic (touch) [B]Docking Collar[/B] The floor of the Raptor has a hatch that can connect to an airlock that allows it to dock with ships without hangers. It is large enough for a full armoured person to drop through easily and has a deployable ladder. [B][SIZE=5]Mission Pod[/SIZE][/B] A series of mission pods are available and can be mounted in a roll bar on top of the Hawk Class, similar to the Danube runabouts. Additional Sensors - This pod is filled with sensors and antennae, effectively upgrading the Hawk's sensors to Class V and the range is 5 times greater. PDC: 26, Lic +1 [B]Weapon Pod 1[/B] - This weapon pod contains a forward and aft micro photon torpedo launchers, with a total payload of 46 torpedoes shared between the two. PDC: 34, Mil +3 [B]Weapon Pod 2[/B] - This weapon pod is similar to the first one, only it mounts two type 4 phaser emitters plus a single micro proton torpedo launcher with 20 torpedoes. PDC: 36, Mil +3 [B]Combat Pod[/B] - This pod mounts a single Type 4 phaser strip to allow it to cover all arcs except below the craft, 1 micro photon torpedo launcher with 15 torpedoes, plus a shield generator that adds an additional 200 hp to the shields that is depleted first, and regenerates automatically at a rate of 10 hp per round. If completely depleted doesn't start regenerating for 5 rounds, then comes back with 50 hit points. PDC 36, Mil +3 [B]EWAC Pod[/B] - This pod contains communications, jammers and other electronic warfare equipment. Range of sensors is tripled, adds Advanced Sensor Jammers, Computer Use checks to encrypt communications, decrypt and intercept enemy communications gain +5. PDC: 31, Mil +3 [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) [B]Phaser Type 4[/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 3d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 5500 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 35 Restriction: Mil (+3) [B]ADVANCED SENSOR JAMMER (PL 7)[/B] This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. In addition the ship gains one-half concealment against missile attacks (20% miss chance). Purchase DC: 6 + one-half the base purchase DC of the starship. Restriction: Military (+3). [/QUOTE]
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