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<blockquote data-quote="kronos182" data-source="post: 8223413" data-attributes="member: 6668634"><p>Orca is a family of VTOL aircraft built by the GDI, starting with the Orca Assault Craft during the first Tiberium War. </p><p></p><p><strong><span style="font-size: 26px">Orca Assault Craft</span></strong></p><p>The ORCA Assault Craft is a multi-purpose support gunship used by the GDI that has served for many years, with various models over the years. The frame follows a design similar to helicopters, being narrow, two small wing structures at the front, near the rear of the cockpit, which mounts the missile launchers, two articulated jets flank the body midway, that rotate, allowing the craft to fly at high speeds, or hover, and gives it incredible maneuverability. Armed with a six-barreled gatling gun on a turret linked to the pilot's helmet, similar to attack helicopters, and a pair of Dragon TOW missile launchers with 9 rockets each, provides the ORCA with excellent strike capability, although its armour is light.</p><p>The Orca Assault Craft is 50 feet (10 squares) long, 20 feet (4 squares wide) at the edges of the turbofans, and the pilot has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft.</p><p></p><p><strong>Orca Assault Craft (PL 5, VTOL Aircraft)</strong></p><p>Crew: 1</p><p>Passenger: 0</p><p>Cargo: 30 lbs</p><p>Init: -1</p><p>Maneuver: +0</p><p>Speed: 300 (30)</p><p>Defense: 6</p><p>Hardness: 8</p><p>Hit Points: 39</p><p>Size: Gargantuan</p><p>PDC: 41</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision.</p><p>Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. TOW launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls with minigun as it is mounted on a turret on the chin.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Minigun</td><td>4d10</td><td>20</td><td>Ball</td><td>150 ft</td><td>A</td><td>Linked (1200 rds)</td></tr><tr><td>TOW Launchers</td><td>10d6</td><td>20</td><td>Ball</td><td>200 ft</td><td>Single </td><td>9 </td></tr></table><p></p><p><strong>TOW Launcher</strong></p><p>Next-generation of guided anti-armour missiles, used primarily for anti-armour and structure purposes, but can be used to fight against slow moving aircraft.</p><p></p><p>TOW Launcher (PL5 Exotic Weapon Proficiency)</p><p>Damage: 10d6, ignore 10 points of hardness</p><p>Blast Radius: 15 ft</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 200 ft</p><p>Rate of Fire: single</p><p>Purchase DC: 34 (Mil +3)</p><p>Notes: Ignores 10 points of hardness, warhead doesn't arm within 30 feet, dealing only 3d6 points of ballistic damage. Suffers -2 to attack rolls against aircraft</p><p></p><p><strong><span style="font-size: 26px">Orca Assault Craft Mk2</span></strong></p><p>The Orca Mk2 has some improvements, including an additional minigun, with both mounted on either side of the nose, but lose the turret mounting. The TOW launchers have a slightly larger magazine capacity. Slightly improved armour helps improve the Orca's survivability, while improved engines to offset the weight while maintaining the same speed and maneuverability. Upgrades to the targeting systems makes the Orca's strikes even more accurate.</p><p>Make the following changes to Orca Assault Craft to make a Mk2:</p><p>Increase HP to 42;</p><p>Add second minigun, fire-linked (increase damage to 6d10);</p><p>TOW Launchers now carry 11 missiles each;</p><p>Increase Hardness to 9;</p><p>Add Improved Targeting System;</p><p>PDC +1.</p><p></p><p><strong>Improved Targeting System</strong></p><p>Pilot gains +2 to attack roll against large vehicles and buildings. The pilot can at -2 to attack make a single attack instead of the normal full automatic attack with the fire-linked miniguns.</p><p></p><p><span style="font-size: 26px"><strong>Great Orca</strong></span></p><p>The Great Orca is an upgraded Orca Assault Craft using new technologies as they become available. Mounting twin railguns in a semi turret under the nose that is linked to the pilot's helmet movements for improved accuracy. The TOW launchers are replaced with more powerful missiles, but with similar payload as the Orca Mk2. The pivoting jets are redesigned for improved maneuverability, with greater range of rotation and can even angle in or outward slightly, and can rotate backwards slightly to allow the craft to break faster and travel backwards, although slowly. Mounted on either side of the tail before the twin vertical tails, are a pair of flare launchers and an added missile lock alert system to help improve the craft's survivability even more.</p><p></p><p><strong>Great Orca Assault Craft (PL 5-6, VTOL Aircraft)</strong></p><p>Crew: 1</p><p>Passenger: 0</p><p>Cargo: 30 lbs</p><p>Init: -1</p><p>Maneuver: +1</p><p>Speed: 320 (32)</p><p>Defense: 7</p><p>Hardness: 10</p><p>Hit Points: 43</p><p>Size: Gargantuan</p><p>PDC: 43</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, missile lock alert, flares (10).</p><p>Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Missile launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover, can move backwards but at half speed. +2 to attack rolls with railguns, +3 with missiles against ground vehicles and structures, only +1 with missiles against aircraft.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Railguns (2 fire-linked</td><td>5d10</td><td>20</td><td>Ball</td><td>150 ft</td><td>S, A</td><td>Linked (1200 rds)</td></tr><tr><td>Missile Launchers (2)</td><td>12d6</td><td>20</td><td>Ball</td><td>250 ft</td><td>Single</td><td>10 missiles ea</td></tr></table><p></p><p><strong>Missile Launchers</strong></p><p>The missiles loaded on the Great Orca are fourth generation missiles, able to ignore 15 points of hardness to the target struck, 10 foot blast radius dealing half damage of the target struck, Reflex save DC 17 for half again. The missile launchers can be fire-linked for 50% increase in damage (18d6) and Reflex save for the blast area is increased to 19. Missiles PDC 25 for 10.</p><p></p><p><strong>Missile Lock Alert (PL5)</strong></p><p>A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons</p><p></p><p><strong>Flares</strong></p><p>Flares are designed to distract missiles that seek their targets based on heat signatures, rocketing off in random directions to confuse targeting systems and draw away the missiles When activated (free action), the pilot can make an opposed attack roll against any incoming missile attack; if successful, the missile targets the flare instead.</p><p></p><p><strong><span style="font-size: 26px">Phantom Orca</span></strong></p><p>The Phantom Orca is a stealth variant of the Orca, coloured black as it is armoured in radar absorbing/deflecting material that also has low light reflection allowing it to hide in low light conditions much easier. The jet engines are replaced with articulated turboprop lift rotors which have a stealth mode, which engages baffles and a low level anti-grav system so the blades can operate at a much lower speed, but the craft remains in the air but is much quieter, barely heard up at distances greater than 500 feet. The frame is slightly wider and more angular to improve radar deflection, and the weapons are all retractable to maintain the craft's stealth capabilities.</p><p></p><p><strong>Phantom Orca (PL 5, VTOL Aircraft)</strong></p><p>Crew: 1</p><p>Passenger: 0</p><p>Cargo: 20 lbs</p><p>Init: -1</p><p>Maneuver: +1</p><p>Speed: 250 (25) / 100 (10) stealth mode</p><p>Defense: 6</p><p>Hardness: 8</p><p>Hit Points: 39</p><p>Size: Gargantuan</p><p>PDC: 41</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device</p><p>Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Opponents trying to detect the Phantom Orca suffer -5 penalty to Computer Use checks to detect if they are using Radar, Class I or II sensors. Class III are unaffected. In low light or dark conditions gains +5 to Hide checks. In stealth mode maximum speed is 100 (10), at distances greater than 500 ft gains +10 to Move Silently checks. Hellfire launcher is retractable but opens as a free action before firing. Anti-grav device allows the Phantom Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Phantom Orca gains +20 to Hide checks for sound only as the anti-grav system is completely silent and can remain hovering for 10 minutes before rotors have to be engaged.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Hellfire Launcher (2)</td><td>15d6</td><td>20</td><td>Fire</td><td>150 ft</td><td>Single</td><td>8 Missiles ea</td></tr></table><p></p><p><strong>Hellfire (Air-to-Surface Missile)</strong></p><p>The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.</p><p>When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.</p><p>Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.</p><p>To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8223413, member: 6668634"] Orca is a family of VTOL aircraft built by the GDI, starting with the Orca Assault Craft during the first Tiberium War. [B][SIZE=7]Orca Assault Craft[/SIZE][/B] The ORCA Assault Craft is a multi-purpose support gunship used by the GDI that has served for many years, with various models over the years. The frame follows a design similar to helicopters, being narrow, two small wing structures at the front, near the rear of the cockpit, which mounts the missile launchers, two articulated jets flank the body midway, that rotate, allowing the craft to fly at high speeds, or hover, and gives it incredible maneuverability. Armed with a six-barreled gatling gun on a turret linked to the pilot's helmet, similar to attack helicopters, and a pair of Dragon TOW missile launchers with 9 rockets each, provides the ORCA with excellent strike capability, although its armour is light. The Orca Assault Craft is 50 feet (10 squares) long, 20 feet (4 squares wide) at the edges of the turbofans, and the pilot has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another full round to start the craft. [B]Orca Assault Craft (PL 5, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +0 Speed: 300 (30) Defense: 6 Hardness: 8 Hit Points: 39 Size: Gargantuan PDC: 41 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision. Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. TOW launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls with minigun as it is mounted on a turret on the chin. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Minigun[/TD] [TD]4d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]A[/TD] [TD]Linked (1200 rds)[/TD] [/TR] [TR] [TD]TOW Launchers[/TD] [TD]10d6[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]200 ft[/TD] [TD]Single [/TD] [TD]9 [/TD] [/TR] [/TABLE] [B]TOW Launcher[/B] Next-generation of guided anti-armour missiles, used primarily for anti-armour and structure purposes, but can be used to fight against slow moving aircraft. TOW Launcher (PL5 Exotic Weapon Proficiency) Damage: 10d6, ignore 10 points of hardness Blast Radius: 15 ft Critical: 20 x2 Damage Type: fire Range Increment: 200 ft Rate of Fire: single Purchase DC: 34 (Mil +3) Notes: Ignores 10 points of hardness, warhead doesn't arm within 30 feet, dealing only 3d6 points of ballistic damage. Suffers -2 to attack rolls against aircraft [B][SIZE=7]Orca Assault Craft Mk2[/SIZE][/B] The Orca Mk2 has some improvements, including an additional minigun, with both mounted on either side of the nose, but lose the turret mounting. The TOW launchers have a slightly larger magazine capacity. Slightly improved armour helps improve the Orca's survivability, while improved engines to offset the weight while maintaining the same speed and maneuverability. Upgrades to the targeting systems makes the Orca's strikes even more accurate. Make the following changes to Orca Assault Craft to make a Mk2: Increase HP to 42; Add second minigun, fire-linked (increase damage to 6d10); TOW Launchers now carry 11 missiles each; Increase Hardness to 9; Add Improved Targeting System; PDC +1. [B]Improved Targeting System[/B] Pilot gains +2 to attack roll against large vehicles and buildings. The pilot can at -2 to attack make a single attack instead of the normal full automatic attack with the fire-linked miniguns. [SIZE=7][B]Great Orca[/B][/SIZE] The Great Orca is an upgraded Orca Assault Craft using new technologies as they become available. Mounting twin railguns in a semi turret under the nose that is linked to the pilot's helmet movements for improved accuracy. The TOW launchers are replaced with more powerful missiles, but with similar payload as the Orca Mk2. The pivoting jets are redesigned for improved maneuverability, with greater range of rotation and can even angle in or outward slightly, and can rotate backwards slightly to allow the craft to break faster and travel backwards, although slowly. Mounted on either side of the tail before the twin vertical tails, are a pair of flare launchers and an added missile lock alert system to help improve the craft's survivability even more. [B]Great Orca Assault Craft (PL 5-6, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +1 Speed: 320 (32) Defense: 7 Hardness: 10 Hit Points: 43 Size: Gargantuan PDC: 43 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, missile lock alert, flares (10). Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Missile launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover, can move backwards but at half speed. +2 to attack rolls with railguns, +3 with missiles against ground vehicles and structures, only +1 with missiles against aircraft. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Railguns (2 fire-linked[/TD] [TD]5d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]Linked (1200 rds)[/TD] [/TR] [TR] [TD]Missile Launchers (2)[/TD] [TD]12d6[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]250 ft[/TD] [TD]Single[/TD] [TD]10 missiles ea[/TD] [/TR] [/TABLE] [B]Missile Launchers[/B] The missiles loaded on the Great Orca are fourth generation missiles, able to ignore 15 points of hardness to the target struck, 10 foot blast radius dealing half damage of the target struck, Reflex save DC 17 for half again. The missile launchers can be fire-linked for 50% increase in damage (18d6) and Reflex save for the blast area is increased to 19. Missiles PDC 25 for 10. [B]Missile Lock Alert (PL5)[/B] A passive sensor that ties into the radar detecting missiles with basic trajectory and momentum data of incoming missile attacks. The craft gains +2 to Defense against all Missile weapons [B]Flares[/B] Flares are designed to distract missiles that seek their targets based on heat signatures, rocketing off in random directions to confuse targeting systems and draw away the missiles When activated (free action), the pilot can make an opposed attack roll against any incoming missile attack; if successful, the missile targets the flare instead. [B][SIZE=7]Phantom Orca[/SIZE][/B] The Phantom Orca is a stealth variant of the Orca, coloured black as it is armoured in radar absorbing/deflecting material that also has low light reflection allowing it to hide in low light conditions much easier. The jet engines are replaced with articulated turboprop lift rotors which have a stealth mode, which engages baffles and a low level anti-grav system so the blades can operate at a much lower speed, but the craft remains in the air but is much quieter, barely heard up at distances greater than 500 feet. The frame is slightly wider and more angular to improve radar deflection, and the weapons are all retractable to maintain the craft's stealth capabilities. [B]Phantom Orca (PL 5, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 20 lbs Init: -1 Maneuver: +1 Speed: 250 (25) / 100 (10) stealth mode Defense: 6 Hardness: 8 Hit Points: 39 Size: Gargantuan PDC: 41 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device Note: If pilot has at least 6 ranks in Pilot and Aircraft Operation (Helicopters), as long as the craft moves gains +1 Dodge bonus to Defense. Hellfire launchers can be fire-linked, increasing damage by 50%, Reflex save by +3. Has VTOL capabilities, able to hover. +1 to attack rolls. Opponents trying to detect the Phantom Orca suffer -5 penalty to Computer Use checks to detect if they are using Radar, Class I or II sensors. Class III are unaffected. In low light or dark conditions gains +5 to Hide checks. In stealth mode maximum speed is 100 (10), at distances greater than 500 ft gains +10 to Move Silently checks. Hellfire launcher is retractable but opens as a free action before firing. Anti-grav device allows the Phantom Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Phantom Orca gains +20 to Hide checks for sound only as the anti-grav system is completely silent and can remain hovering for 10 minutes before rotors have to be engaged. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Hellfire Launcher (2)[/TD] [TD]15d6[/TD] [TD]20[/TD] [TD]Fire[/TD] [TD]150 ft[/TD] [TD]Single[/TD] [TD]8 Missiles ea[/TD] [/TR] [/TABLE] [B]Hellfire (Air-to-Surface Missile)[/B] The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft. When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius. Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator. To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding. [/QUOTE]
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