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<blockquote data-quote="kronos182" data-source="post: 8238963" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Orca Bomber</span></strong></p><p>A heavy Orca based aircraft used by GDI specializing in anti-surface operations, used during the Second Tiberium War. This version of the Orca has a larger cockpit for a second crew member, large wings that contain the weapons, with a twin boom-tail configuration for better stability. Behind the two large wings that contain the payload are two large ducted fans that provide lift, with a small jet at the rear of the fuselage between the tails provides forward thrust. While not as fast as the Orca fighter, or the original Orca Assault craft, it is still quite maneuverable, able to hover easily, and has significantly more armour than either. Orca bombers are usually loaded with free-fall bombs, and used to make carpet bombing attacks, although it can be loaded with air to surface missiles.</p><p>The Orca Bomber is 60 feet (12 squares) long, 60 feet (12 squares wide), the crew 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 Bomber (PL 5-6, VTOL Aircraft)</strong></p><p>Crew: 2</p><p>Passenger: 0</p><p>Cargo: 60 lbs</p><p>Init: -1</p><p>Maneuver: +0</p><p>Speed: 250 (25)</p><p>Defense: 6</p><p>Hardness: 15</p><p>Hit Points: 50</p><p>Size: Gargantuan</p><p>PDC: 45</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. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.</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>HE Bombs</td><td>12d6</td><td>-</td><td>Fire/Ballistic</td><td>-</td><td>-</td><td>30 bombs</td></tr><tr><td>Hellfire missiles (optional)</td><td>15d6</td><td>20</td><td>Ballistic</td><td>500 ft</td><td>Single</td><td>30 missiles</td></tr></table><p></p><p><strong>HE Bombs</strong></p><p>These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.</p><p></p><p>The Orca bomber can carry a mix of HE bombs and Hellfire missiles, replacing 1 bomb with 1 Hellfire missile. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.</p><p></p><p><strong>Carpet Bomb</strong></p><p>The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.</p><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: 26px">Orca Bomber Mk2</span></strong></p><p>The Orca Bomber Mk2 is a bit larger than the Orca Bomber, but carriers heavier armour, larger payload, mounts a forward 20mm cannon, plus two guns in remote turrets, one mounted above and below the fuselage, for added protection. It's slower than other Orca craft, but the heavier payload and the addition of the remote turrets that can be used to shoot down enemy missiles, help offset the cons and the higher price tag. While the overall length and width are not larger than the original Orca bomber, the fuselage is longer, the payload areas are bigger, which creates a shorter tail. The lift fans are also enlarged to offset the increased weight.</p><p></p><p><strong>Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)</strong></p><p>Crew: 2</p><p>Passenger: 0</p><p>Cargo: 60 lbs</p><p>Init: -1</p><p>Maneuver: -1</p><p>Speed: 220 (22)</p><p>Defense: 8</p><p>Hardness: 18</p><p>Hit Points: 58</p><p>Size: Gargantuan</p><p>PDC: 47</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets</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. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3.</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>HE Bombs</td><td>12d6</td><td>-</td><td>Fire/Ballistic</td><td>-</td><td>-</td><td>30 bombs</td></tr><tr><td>20mm Cannon (2 fire-linked)</td><td>6d10</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>S, A</td><td>150 rds</td></tr></table> <table style='width: 100%'><tr><td>Remote Turret (2)</td><td>4d12</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>S, A</td><td>Liked 750 rds ea</td></tr><tr><td>Or Sidewinder Missiles (optional)</td><td>20d6</td><td>20</td><td>Ballistic</td><td>1 Mile</td><td>Single</td><td>40 missiles</td></tr><tr><td>Hellfire missiles (optional)</td><td>15d6</td><td>20</td><td>Ballistic</td><td>500 ft</td><td>Single</td><td>40 missiles</td></tr></table><p></p><p><strong>HE Bombs</strong></p><p>These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2.</p><p></p><p>The Orca bomber can carry a mix of HE bombs and Hellfire missiles, or Sidewinder missiles, replacing 1 bomb with 1 Hellfire missile, or 1 Sidewinder1. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time.</p><p></p><p><strong>Carpet Bomb</strong></p><p>The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet.</p><p></p><p><strong>Remote Turrets</strong></p><p>The remote turrets are controlled by the second crew member, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.</p><p>Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.</p><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>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: 26px">Spined Orca</span></strong></p><p>The Spined Orca is a modification of the Orca Mk2, making use of the thicker body and enlarged weapon bays, with an expanded cockpit for a third crew member, only it eschews all missile weaponry and instead mounts all projectile weapons. Two fire-linked 90mm cannons line the belly, and the number of remote guns is doubled, with two on top and two on the underside flanking the hull, allowing for greater coverage for protection, or for clearing a landing zone for any Orca transports, carry-alls or dropships it might be escorting. In addition to the two 90mm cannons for forward offense, two 20mm cannons flank the fuselage for additional forward attacks, usually used on lighter targets than the 90mm cannons. The Spined Orca is also heavily armoured as it's expected to loiter in closer combat than Orca Bombers.</p><p>The Spined Orca is favoured by groups that love guns or groups that fight fictions, monsters or aliens that have specific material weaknesses.</p><p></p><p><strong>Spined Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)</strong></p><p>Crew: 3, pilot, 2 gunners</p><p>Passenger: 0</p><p>Cargo: 60 lbs</p><p>Init: -1</p><p>Maneuver: -2</p><p>Speed: 220 (22)</p><p>Defense: 9</p><p>Hardness: 20</p><p>Hit Points: 62</p><p>Size: Gargantuan</p><p>PDC: 49</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets (4)</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. Has VTOL capabilities, able to hover. +2 to attack rolls.</p><p></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>90mm Cannon (2 fire-linked)</td><td>12d12</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>S</td><td>50 rds ea</td></tr><tr><td>20mm Cannon (2 fire-linked)</td><td>6d10</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>S, A</td><td>1500 rds ea</td></tr><tr><td>Remote Turret (4)</td><td>4d12</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>S, A</td><td>3500 rds ea</td></tr></table><p></p><p><strong>Remote Turrets</strong></p><p>The remote turrets are controlled by the second crew member and third, split 2 between the two crew, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage.</p><p>Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage.</p><p></p><p><strong><span style="font-size: 26px">Korhal Orca Bomber</span></strong></p><p>The Korhal Orca Bomber is built using Terran Dominion technology, fitted with neosteel armour, armed with Gemini missiles for anti-air work and Backlash rockets for anti-ground work. It also comes with a cloaking device to allow it to make stealth strikes. The Korhal Orca bomber isn't sealed enough to be used in environments with zero oxygen, but does provide some protection against gases and biological attacks.</p><p></p><p><strong>Orca Bomber Mk2 (PL 6, VTOL Aircraft)</strong></p><p>Crew: 2</p><p>Passenger: 0</p><p>Cargo: 60 lbs</p><p>Init: -1</p><p>Maneuver: -1</p><p>Speed: 250 (25)</p><p>Defense: 8</p><p>Hardness: 20</p><p>Hit Points: 64</p><p>Size: Gargantuan</p><p>PDC: 47</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets</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. Has VTOL capabilities, able to hover. +1 to attack rolls.</p><p>Gemini missiles additional +2 vs aircraft, can't be used against ground targets, Backlash Rockets can only hit ground targets, fire-linked, Reflex DC 17 and blast radius 25 ft due to fire-linking. +4 Fort saves against gases and airborne contaminates.</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>Gemini Missile Launcher (2 fire-linked)</td><td>18d8</td><td>19-20</td><td>Ballistic/Fire</td><td>500 ft</td><td>Semi</td><td>30 missiles ea</td></tr><tr><td>Backlash Rocket Launchers (2 fire-linked)</td><td>21d8</td><td>20x3</td><td>Fire</td><td>300 ft</td><td>Semi</td><td>32 rockets ea</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 Bomber can only remain cloaked for 8 rounds under combat conditions, or 8 minutes while moving at cruising speeds, after which requires a 10 minute cool down.</p><p></p><p><strong>Backlash Rockets</strong></p><p>Backlash rockets are a type of stinger missile, used as a form of air-to-ground ordnance. The high explosive warhead is lined with plasteel, and is designed to burn through the heaviest neosteel plating. Deals 15d8 points of fire damage to target struck, ignoring 15 points of hardness, plus deals half damage to all within 15 foot radius area Reflex save DC 15 for half damage;. The following round targets suffer half damage as the molten plasteel continues to burn, ignoring 8 points of hardness only against the primary target struck.</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>Backlash Rocket</td><td>14d8</td><td>20x3</td><td>Fire</td><td>300 ft</td><td>Semi</td><td>Huge</td><td>30</td><td>Mil (+3)</td></tr></table><p>.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8238963, member: 6668634"] [B][SIZE=7]Orca Bomber[/SIZE][/B] A heavy Orca based aircraft used by GDI specializing in anti-surface operations, used during the Second Tiberium War. This version of the Orca has a larger cockpit for a second crew member, large wings that contain the weapons, with a twin boom-tail configuration for better stability. Behind the two large wings that contain the payload are two large ducted fans that provide lift, with a small jet at the rear of the fuselage between the tails provides forward thrust. While not as fast as the Orca fighter, or the original Orca Assault craft, it is still quite maneuverable, able to hover easily, and has significantly more armour than either. Orca bombers are usually loaded with free-fall bombs, and used to make carpet bombing attacks, although it can be loaded with air to surface missiles. The Orca Bomber is 60 feet (12 squares) long, 60 feet (12 squares wide), the crew 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 Bomber (PL 5-6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 60 lbs Init: -1 Maneuver: +0 Speed: 250 (25) Defense: 6 Hardness: 15 Hit Points: 50 Size: Gargantuan PDC: 45 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. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3. [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]HE Bombs[/TD] [TD]12d6[/TD] [TD]-[/TD] [TD]Fire/Ballistic[/TD] [TD]-[/TD] [TD]-[/TD] [TD]30 bombs[/TD] [/TR] [TR] [TD]Hellfire missiles (optional)[/TD] [TD]15d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]500 ft[/TD] [TD]Single[/TD] [TD]30 missiles[/TD] [/TR] [/TABLE] [B]HE Bombs[/B] These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2. The Orca bomber can carry a mix of HE bombs and Hellfire missiles, replacing 1 bomb with 1 Hellfire missile. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time. [B]Carpet Bomb[/B] The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet. [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=7]Orca Bomber Mk2[/SIZE][/B] The Orca Bomber Mk2 is a bit larger than the Orca Bomber, but carriers heavier armour, larger payload, mounts a forward 20mm cannon, plus two guns in remote turrets, one mounted above and below the fuselage, for added protection. It's slower than other Orca craft, but the heavier payload and the addition of the remote turrets that can be used to shoot down enemy missiles, help offset the cons and the higher price tag. While the overall length and width are not larger than the original Orca bomber, the fuselage is longer, the payload areas are bigger, which creates a shorter tail. The lift fans are also enlarged to offset the increased weight. [B]Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 60 lbs Init: -1 Maneuver: -1 Speed: 220 (22) Defense: 8 Hardness: 18 Hit Points: 58 Size: Gargantuan PDC: 47 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets 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. Has VTOL capabilities, able to hover. +1 to attack rolls. Carpet Bomb. If carrying Hellfire missiles, can be fire-linked, increasing damage by 50%, Reflex save by +3. [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]HE Bombs[/TD] [TD]12d6[/TD] [TD]-[/TD] [TD]Fire/Ballistic[/TD] [TD]-[/TD] [TD]-[/TD] [TD]30 bombs[/TD] [/TR] [TR] [TD]20mm Cannon (2 fire-linked)[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]150 rds[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]Remote Turret (2)[/TD] [TD]4d12[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]Liked 750 rds ea[/TD] [/TR] [TR] [TD]Or Sidewinder Missiles (optional)[/TD] [TD]20d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]1 Mile[/TD] [TD]Single[/TD] [TD]40 missiles[/TD] [/TR] [TR] [TD]Hellfire missiles (optional)[/TD] [TD]15d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]500 ft[/TD] [TD]Single[/TD] [TD]40 missiles[/TD] [/TR] [/TABLE] [B]HE Bombs[/B] These high explosive bombs deal 12d6 to a 25 ft radius area, Reflex DC 17. When dropped directly on a target, ignores 5 points of hardness. For each doubling of bombs dropped at once, up to 8, increase damage by 5d6, increase blast radius by 15 feet, increase Reflex save DC by +2. The Orca bomber can carry a mix of HE bombs and Hellfire missiles, or Sidewinder missiles, replacing 1 bomb with 1 Hellfire missile, or 1 Sidewinder1. Have to switch out 2 bombs at a time, with a minimum of 2 bombs switched each time. [B]Carpet Bomb[/B] The craft can release its bombs to cover a larger area, the gunner makes an attack roll to target a 50 foot wide 200 foot long area, with a Defense of 12 to accurately drop the bombs. Everything within the 50 foot wide by 200 foot long area takes 15d6 points of fire/ballistic damage, Reflex save 19 for half damage, but uses up 12 bombs. Every two bombs added increases the length of the Carpet Bomb by 25 feet, to a maximum of 350 feet. [B]Remote Turrets[/B] The remote turrets are controlled by the second crew member, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage. Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage. [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]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=7]Spined Orca[/SIZE][/B] The Spined Orca is a modification of the Orca Mk2, making use of the thicker body and enlarged weapon bays, with an expanded cockpit for a third crew member, only it eschews all missile weaponry and instead mounts all projectile weapons. Two fire-linked 90mm cannons line the belly, and the number of remote guns is doubled, with two on top and two on the underside flanking the hull, allowing for greater coverage for protection, or for clearing a landing zone for any Orca transports, carry-alls or dropships it might be escorting. In addition to the two 90mm cannons for forward offense, two 20mm cannons flank the fuselage for additional forward attacks, usually used on lighter targets than the 90mm cannons. The Spined Orca is also heavily armoured as it's expected to loiter in closer combat than Orca Bombers. The Spined Orca is favoured by groups that love guns or groups that fight fictions, monsters or aliens that have specific material weaknesses. [B]Spined Orca Bomber Mk2 (PL 5-6, VTOL Aircraft)[/B] Crew: 3, pilot, 2 gunners Passenger: 0 Cargo: 60 lbs Init: -1 Maneuver: -2 Speed: 220 (22) Defense: 9 Hardness: 20 Hit Points: 62 Size: Gargantuan PDC: 49 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets (4) 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. Has VTOL capabilities, able to hover. +2 to attack rolls. [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]90mm Cannon (2 fire-linked)[/TD] [TD]12d12[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]S[/TD] [TD]50 rds ea[/TD] [/TR] [TR] [TD]20mm Cannon (2 fire-linked)[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]1500 rds ea[/TD] [/TR] [TR] [TD]Remote Turret (4)[/TD] [TD]4d12[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]3500 rds ea[/TD] [/TR] [/TABLE] [B]Remote Turrets[/B] The remote turrets are controlled by the second crew member and third, split 2 between the two crew, or can be set to automatic to act as a point defense system. When functioning as a point defense system, against missiles has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage. Make attacks of opportunity: The equipped craft threats all spaces within 100 ft of it. When making an attack of opportunity, the point defense system rolls 1d20 +2. If the result exceeds the target's Defense, the point defense system deals 4d12 ballistic damage. [B][SIZE=7]Korhal Orca Bomber[/SIZE][/B] The Korhal Orca Bomber is built using Terran Dominion technology, fitted with neosteel armour, armed with Gemini missiles for anti-air work and Backlash rockets for anti-ground work. It also comes with a cloaking device to allow it to make stealth strikes. The Korhal Orca bomber isn't sealed enough to be used in environments with zero oxygen, but does provide some protection against gases and biological attacks. [B]Orca Bomber Mk2 (PL 6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 60 lbs Init: -1 Maneuver: -1 Speed: 250 (25) Defense: 8 Hardness: 20 Hit Points: 64 Size: Gargantuan PDC: 47 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator. Remote turrets 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. Has VTOL capabilities, able to hover. +1 to attack rolls. Gemini missiles additional +2 vs aircraft, can't be used against ground targets, Backlash Rockets can only hit ground targets, fire-linked, Reflex DC 17 and blast radius 25 ft due to fire-linking. +4 Fort saves against gases and airborne contaminates. [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]Gemini Missile Launcher (2 fire-linked)[/TD] [TD]18d8[/TD] [TD]19-20[/TD] [TD]Ballistic/Fire[/TD] [TD]500 ft[/TD] [TD]Semi[/TD] [TD]30 missiles ea[/TD] [/TR] [TR] [TD]Backlash Rocket Launchers (2 fire-linked)[/TD] [TD]21d8[/TD] [TD]20x3[/TD] [TD]Fire[/TD] [TD]300 ft[/TD] [TD]Semi[/TD] [TD]32 rockets ea[/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 Bomber can only remain cloaked for 8 rounds under combat conditions, or 8 minutes while moving at cruising speeds, after which requires a 10 minute cool down. [B]Backlash Rockets[/B] Backlash rockets are a type of stinger missile, used as a form of air-to-ground ordnance. The high explosive warhead is lined with plasteel, and is designed to burn through the heaviest neosteel plating. Deals 15d8 points of fire damage to target struck, ignoring 15 points of hardness, plus deals half damage to all within 15 foot radius area Reflex save DC 15 for half damage;. The following round targets suffer half damage as the molten plasteel continues to burn, ignoring 8 points of hardness only against the primary target struck. [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]Backlash Rocket[/TD] [TD]14d8[/TD] [TD]20x3[/TD] [TD]Fire[/TD] [TD]300 ft[/TD] [TD]Semi[/TD] [TD]Huge[/TD] [TD]30[/TD] [TD]Mil (+3)[/TD] [/TR] [/TABLE] . [/QUOTE]
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