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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8233136" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Orca Fighter</span></strong></p><p>The basic aircraft of the GDI during the Second Tiberium War, the direct successor to the Orca assault craft, that was much faster than the original Orca. The short stub wings are moved to behind the cockpit and are more flush with the hull, almost as tall as the frame and hold the craft's main armaments of Hellfire missiles. The chin mounted weapon was removed, removing the craft's ability to strike at infantry, instead becoming a tank hunter. Instead of two large articulated jets, the Orca fighter has two turboprop lift fans that give it lift, hover capabilities and give it maneuverability. Over the stub wings are a pair of jets that provide forward thrust to give it greater speed over the original Orca. While not as fast as dedicated fighters, it is far more maneuverable, allowing it to fly in areas normal fighters can't, and being faster than helicopters allows for faster strikes and retreats.</p><p>The Orca Fighter is 55 feet (11 squares) long, 25 feet (5 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 Fighter (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: +0</p><p>Speed: 400 (40)</p><p>Defense: 6</p><p>Hardness: 8</p><p>Hit Points: 45</p><p>Size: Gargantuan</p><p>PDC: 43</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator.</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.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Increment</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Hellfire Launcher (2)</td><td>15d6</td><td>20</td><td>Ballistic</td><td>500 ft</td><td>Single</td><td>12 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><p></p><p><strong><span style="font-size: 22px">Dolphin Fighter</span></strong></p><p>The Dolphin is a recon variant of the Orca Fighter, with lighter weapons but with a mix of anti-air and anti-ground for defense, added sensor equipment, and upgraded engines. The armour is lighter and swapped with radar deflecting/absorbing material to help it evade attacks. It has a slow stealth mode with similar to the Phantom Orca, so it can spend more time getting information. It has an afterburner system for quick escapes.</p><p></p><p><strong>Dolphin Fighter (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: +0</p><p>Speed: 460 (46) / 120 (12) stealth mode</p><p>Defense: 6</p><p>Hardness: 6</p><p>Hit Points: 45</p><p>Size: Gargantuan</p><p>PDC: 44</p><p>Restriction: Mil (+3)</p><p>Accessories:</p><p>Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device, sensors equivalent to Mecha Class III with triple the range, +5 to Computer Use checks. Afterburners</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 Dolphin Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Dolphin 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 Increment</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Hellfire Launcher (2)</td><td>15d6</td><td>20</td><td>Ballistic</td><td>500 ft</td><td>Single</td><td>2 Missiles ea</td></tr><tr><td>Sidewinder Launcher (2)</td><td>20d6</td><td>20</td><td>Ballistic</td><td>1 mile</td><td>Single</td><td>2 Missiles ea</td></tr></table><p></p><p><strong>Afterburners</strong></p><p>As part of a move action, the pilot can make a Pilot check DC 10, increasing speed to 650 (65) instantly, the afterburners will remain active for 3 rounds, including the round they are activated, and the pilot suffers -4 to Pilot checks. The afterburners can be used a total of 10 times before requiring refueling.</p><p></p><p><strong>Sidewinder (Air-to-Air Missile)</strong></p><p>The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft.</p><p>Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.</p><p>To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement).</p><p>When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).</p><p></p><p><strong><span style="font-size: 22px">Korhal Orca</span></strong></p><p>This Orca variant was created by techs and engineers using Dominion technology. The Korhal Orca is fitted with improved environmental seals and life support, the weapons are replaced with those found on the Wraith, including the cloaking device, however it has a more limited operation time. The Korhal Orca can be modified with most of the same upgrades as the Wraith, except the reactors to increase the time of the cloak, but the bio-steel and other armour upgrades can be applied.</p><p></p><p><strong>Orca Fighter (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: +0</p><p>Speed: 400 (40)</p><p>Defense: 6</p><p>Hardness: 15</p><p>Hit Points: 49</p><p>Size: Gargantuan</p><p>PDC: 45</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Cloaking screen. Environmental seal with 12 hours air.</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. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, burst laser additional +2 vs ground targets, but -4 vs air targets, Autofire Reflex DC 17.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Increment</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Gemini Missile Launchers (2 fire-linked)</td><td>18d8</td><td>19-20x2</td><td>Ballistic/Fire</td><td>-</td><td>Semi</td><td>14 Missiles ea</td></tr><tr><td>Burst Laser</td><td>6d8</td><td>20</td><td>Fire</td><td>200 ft</td><td>S, A</td><td></td></tr></table><p></p><p><strong>Cloaking Screen</strong></p><p>This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields.</p><p>The Korhal Orca can only remain cloaked for 5 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down.</p><p></p><p><strong>Gemini Missiles</strong></p><p>Gemini missiles are designed for use against other aircraft and starships. Against such targets they grant +2 to attack rolls, but suffer -2 and critical is only on a natural roll of 20, to attack targets on the ground.</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>Min Ship Size</td><td>PDC</td><td>Res</td></tr><tr><td>Gemini Missiles</td><td>12d8</td><td>19-20</td><td>Ballistic/Fire</td><td>-</td><td>Semi</td><td>Huge</td><td>29</td><td>Mil (+3)</td></tr></table><p></p><p><strong>Burst Laser</strong></p><p>The burst laser on the Wraith is a standard laser with semi and automatic fire capability, gains +2 to attack rolls against ground targets, plus the Reflex DC for the Autofire attack is 17 instead of the normal 15. If the autofire is used against a target of Huge size or more, and it fails the save, the target suffers double damage. Against airborne or space craft suffers -4 to attack rolls.</p><p>PDC: 30</p><p>Res: Mil +3</p></blockquote><p></p>
[QUOTE="kronos182, post: 8233136, member: 6668634"] [B][SIZE=7]Orca Fighter[/SIZE][/B] The basic aircraft of the GDI during the Second Tiberium War, the direct successor to the Orca assault craft, that was much faster than the original Orca. The short stub wings are moved to behind the cockpit and are more flush with the hull, almost as tall as the frame and hold the craft's main armaments of Hellfire missiles. The chin mounted weapon was removed, removing the craft's ability to strike at infantry, instead becoming a tank hunter. Instead of two large articulated jets, the Orca fighter has two turboprop lift fans that give it lift, hover capabilities and give it maneuverability. Over the stub wings are a pair of jets that provide forward thrust to give it greater speed over the original Orca. While not as fast as dedicated fighters, it is far more maneuverable, allowing it to fly in areas normal fighters can't, and being faster than helicopters allows for faster strikes and retreats. The Orca Fighter is 55 feet (11 squares) long, 25 feet (5 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 Fighter (PL 5-6, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +0 Speed: 400 (40) Defense: 6 Hardness: 8 Hit Points: 45 Size: Gargantuan PDC: 43 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. 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. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Increment[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Hellfire Launcher (2)[/TD] [TD]15d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]500 ft[/TD] [TD]Single[/TD] [TD]12 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. [B][SIZE=6]Dolphin Fighter[/SIZE][/B] The Dolphin is a recon variant of the Orca Fighter, with lighter weapons but with a mix of anti-air and anti-ground for defense, added sensor equipment, and upgraded engines. The armour is lighter and swapped with radar deflecting/absorbing material to help it evade attacks. It has a slow stealth mode with similar to the Phantom Orca, so it can spend more time getting information. It has an afterburner system for quick escapes. [B]Dolphin Fighter (PL 5-6, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +0 Speed: 460 (46) / 120 (12) stealth mode Defense: 6 Hardness: 6 Hit Points: 45 Size: Gargantuan PDC: 44 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, stealth armour, stealth mode, anti-grav device, sensors equivalent to Mecha Class III with triple the range, +5 to Computer Use checks. Afterburners 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 Dolphin Orca to hover silently, in stealth mode, if only hovering for at least 2 rounds, the Dolphin 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 Increment[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Hellfire Launcher (2)[/TD] [TD]15d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]500 ft[/TD] [TD]Single[/TD] [TD]2 Missiles ea[/TD] [/TR] [TR] [TD]Sidewinder Launcher (2)[/TD] [TD]20d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]1 mile[/TD] [TD]Single[/TD] [TD]2 Missiles ea[/TD] [/TR] [/TABLE] [B]Afterburners[/B] As part of a move action, the pilot can make a Pilot check DC 10, increasing speed to 650 (65) instantly, the afterburners will remain active for 3 rounds, including the round they are activated, and the pilot suffers -4 to Pilot checks. The afterburners can be used a total of 10 times before requiring refueling. [B]Sidewinder (Air-to-Air Missile)[/B] The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus. To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half). [B][SIZE=6]Korhal Orca[/SIZE][/B] This Orca variant was created by techs and engineers using Dominion technology. The Korhal Orca is fitted with improved environmental seals and life support, the weapons are replaced with those found on the Wraith, including the cloaking device, however it has a more limited operation time. The Korhal Orca can be modified with most of the same upgrades as the Wraith, except the reactors to increase the time of the cloak, but the bio-steel and other armour upgrades can be applied. [B]Orca Fighter (PL 5-6, VTOL Aircraft)[/B] Crew: 1 Passenger: 0 Cargo: 30 lbs Init: -1 Maneuver: +0 Speed: 400 (40) Defense: 6 Hardness: 15 Hit Points: 49 Size: Gargantuan PDC: 45 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Cloaking screen. Environmental seal with 12 hours air. 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. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, burst laser additional +2 vs ground targets, but -4 vs air targets, Autofire Reflex DC 17. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Increment[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Gemini Missile Launchers (2 fire-linked)[/TD] [TD]18d8[/TD] [TD]19-20x2[/TD] [TD]Ballistic/Fire[/TD] [TD]-[/TD] [TD]Semi[/TD] [TD]14 Missiles ea[/TD] [/TR] [TR] [TD]Burst Laser[/TD] [TD]6d8[/TD] [TD]20[/TD] [TD]Fire[/TD] [TD]200 ft[/TD] [TD]S, A[/TD] [TD][/TD] [/TR] [/TABLE] [B]Cloaking Screen[/B] This device wraps light and energy around the ship's hull, rendering the ship invisible to visual and electronic sensors. A cloaked ship has total concealment, to attack a cloaked ship attacker must guess in which square the ship currently is (through some means of sensors, or guessing), and even if accurate, there is a 50% chance the attack misses. Can't be used in conjunction with chaff, or any other fields. The Korhal Orca can only remain cloaked for 5 rounds under combat conditions, or 5 minutes while moving at cruising speeds, after which requires a 10 minute cool down. [B]Gemini Missiles[/B] Gemini missiles are designed for use against other aircraft and starships. Against such targets they grant +2 to attack rolls, but suffer -2 and critical is only on a natural roll of 20, to attack targets on the ground. [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]Min Ship Size[/TD] [TD]PDC[/TD] [TD]Res[/TD] [/TR] [TR] [TD]Gemini Missiles[/TD] [TD]12d8[/TD] [TD]19-20[/TD] [TD]Ballistic/Fire[/TD] [TD]-[/TD] [TD]Semi[/TD] [TD]Huge[/TD] [TD]29[/TD] [TD]Mil (+3)[/TD] [/TR] [/TABLE] [B]Burst Laser[/B] The burst laser on the Wraith is a standard laser with semi and automatic fire capability, gains +2 to attack rolls against ground targets, plus the Reflex DC for the Autofire attack is 17 instead of the normal 15. If the autofire is used against a target of Huge size or more, and it fails the save, the target suffers double damage. Against airborne or space craft suffers -4 to attack rolls. PDC: 30 Res: Mil +3 [/QUOTE]
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