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<blockquote data-quote="kronos182" data-source="post: 8247367" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Daedalus Class</span></strong></p><p>The Daedalus class was an early class of starship built in the early days of the United Federation of Planets, one of the first classes with a noticeable primary and secondary hull that becomes that standard of Starfleet. The primary hull is a large sphere attached to the tubular secondary hull by a long tube, with two warp nacelles that are mounted on pylons that extend from the front of the secondary hull. The Daedalus were almost 350 feet long, with 7 decks, armed with phase cannons two fore and two aft, spatial torpedoes withtwo launchers fore and two aft, protected by polarized hull plating. The Daedalus were one of the first with a shuttle bay, able to carry 10 average sized shuttles (up to 30 feet long, or 5 ships of up to 50 feet), typically carrying 6 shuttlepods.</p><p>They served as exploratory craft, charting space and encountering new species.</p><p></p><p><strong>Daedalus-Class (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot)</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 15 (20 polarized)</p><p>Hit Dice: 70d20 (1400 hp)</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 344 ft</p><p>Weight: 199,000 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 229 Trained (+4)</p><p>Passenger Capacity: 100</p><p>Cargo Capacity: 5,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 57</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>Phased cannon -3 ranged 12d10 (18d10 fire-linked, front arc only), or Phased cannon -3 ranged 12d10 (18d10 fire-linked, rear arc only)</p><p>Phased cannon -3 ranged (12d10 (18d10 fire-linked) and -8 spatial torpedo 18d8 (27d8 fire-linked)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Medical bay, transporter, science labs, shuttle bay</p><p>Engines: thrusters, ion engines, warp drive (max warp 4.5)</p><p>Armour: ditanium</p><p>Defense Systems: polarized hull plating, autopilot</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: 4 phase cannons, 4 spatial torpedo launchers (typically 50 torpedoes per launcher)</p><p>Grappling Systems: grapplers x2</p><p></p><p><strong>Polarized Hull Plating Defensive System</strong></p><p>An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.</p><p>PDC: 5 + one half base PDC of starship.</p><p></p><p><strong>Phased Cannon</strong></p><p>Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them 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: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 40</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Spatial Torpedo</strong></p><p>Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area.</p><p>At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2</p><p>Damage: varies</p><p>Damage Type: Fire/Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 28</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 26px">Daedalus Class mk2</span></strong></p><p>The mk2 is an upgraded version of the original Daedalus, with increased size, making it taller with the addition of 3 additional decks, boasting improved hull plating and weapons, replacing the 4 main phase cannons with pulsed phase cannons, while adding four phased cannons in full turrets to improve fire power and cover all angle. The spatial torpedoes are replaced with photonic torpedoes.</p><p>This upgrade was made at the start of the Earth-Romulan War as additional ships were needed to protect Earth and the fledgling United Federation of Planets.</p><p>Make the following changes to the Daedalus-Class to turn it into a mk2:</p><p>Increase Hit Dice to 74d20 (1480 hp);</p><p>Replace main phased cannons with pulse phased cannons;</p><p>Add 4 phased cannons. Capable of targeting 2 different targets at once without serious power drains;</p><p>Replace spatial torpedoes with photonic torpedoes, typically carrying 50 per launcher (can still carry spatial torpedoes as back up or if photonic not available);</p><p>Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system);</p><p>Increase weight to 215,000 tons;</p><p>Increase cargo capacity to 6000 tons;</p><p>Increase passenger capacity to 150 (during times of war half passenger capacity is filled with dedicated security personnel);</p><p>Increase number of carried craft in shuttle by to 12 shuttles under 30 ft, 5 up to 50 feet long;</p><p>Increase PDC to 58</p><p></p><p><strong>Pulsed Phased Cannon</strong></p><p>These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.</p><p>Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them 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: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Photonic Torpedo</strong></p><p>Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.</p><p>At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. 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 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.</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: 30</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 26px">Corellian Engineering Corporation CR101 Daedalus</span></strong></p><p>The CR101 Daedalus class corvette/light carrier is modelled after the Federation Daedalus class starship, keeping the sphere forward section and tubular rear, with a thicker neck than the Federation Daedalus. The warp nacelles are replaced with outriggers, with thicker pylons, with the ends being additional engines while the forward parts mount point defense turrets and docking clamps for small craft. The rear of the tubular rear section flairs out a bit to house an engine block in a spherical pattern of 7 engines. The shuttle bay is moved to the front of the rear section below the 'neck', and can accommodate up to 6 ships up to 75 ft in length. And additional four craft, two each side, can be carried on the underside of the outriggers, or larger shuttles and transports can dock to the underside of the outriggers.</p><p>The main weaponry are mounted in the sphere forward section, consisting of two double turbolasers, one mounted at the top of the sphere, and the other on the bottom, with a ring of double lasers round the circumference. Two single barrel turbolasers are mounted on the rear body, one on top and one on the bottom to provide additional protection, especially for the rear quarter, while several point defense lasers are fitted on the outriggers.</p><p></p><p><strong>CEC CR101 Daedalus Corvette (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot)</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 20</p><p>Hit Dice: 70d20 (1400 hp) Shields 185 hp</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 344 ft</p><p>Weight: 367,000 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 200 Trained (+4)</p><p>Passenger Capacity: 100, up to 10 pilots</p><p>Cargo Capacity: 5,500 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 59</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>Double Turbolaser -3 ranged (18d8), and battery of 2 double laser -7 (9d8), and single turbolaser -8 (12d8)(rear arc only);</p><p>Or Double turbolaser -3 (18d8) and double turbolaser -8 (18d8), and bank of 2 double laser -7 (9d8)</p><p></p><p>Attack of Opportunity:</p><p>Point Defense System +3 ranged (2d12x10, fire)</p><p></p><p>Standard PL(6) Design Spec: Medical bay, hanger, 4 docking clamps</p><p>Engines: thrusters, ion engines, hyperdrive x2, backup x10</p><p>Armour: alloy</p><p>Defense Systems: autopilot, shields, point defense system</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: 2 double turbolasers, 2 single turbolaser, 4 banks of 2 double lasers (positioned around the sphere forward section)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Hanger & Docking Clamps</strong></p><p>Up to 6 ships up to 75 ft in length can easily fit in the hanger, and can launch 1 per round. The docking clamps can hold up to 2 ships of less than 50 feet, or one ship up to 150 ft, and can launch one ship from each clamp as part of a move action. If four ships are attached to the docking clamps, all four can launch at once, however the pilots need to make a Pilot check DC 15 to avoid crashing into each other.</p><p></p><p><strong>Turbolaser</strong></p><p>Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</p><p></p><p>Turbolaser (PL6)</p><p>Damage: 12d8, ignore 20 points of DR/hardness</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 9000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 40</p><p>Restriction: Military (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8247367, member: 6668634"] [B][SIZE=7]Daedalus Class[/SIZE][/B] The Daedalus class was an early class of starship built in the early days of the United Federation of Planets, one of the first classes with a noticeable primary and secondary hull that becomes that standard of Starfleet. The primary hull is a large sphere attached to the tubular secondary hull by a long tube, with two warp nacelles that are mounted on pylons that extend from the front of the secondary hull. The Daedalus were almost 350 feet long, with 7 decks, armed with phase cannons two fore and two aft, spatial torpedoes withtwo launchers fore and two aft, protected by polarized hull plating. The Daedalus were one of the first with a shuttle bay, able to carry 10 average sized shuttles (up to 30 feet long, or 5 ships of up to 50 feet), typically carrying 6 shuttlepods. They served as exploratory craft, charting space and encountering new species. [B]Daedalus-Class (PL6)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 3000 Defense: 7 (-8 size +2 Dex +3 Pilot) Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 15 (20 polarized) Hit Dice: 70d20 (1400 hp) Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 344 ft Weight: 199,000 tons Targeting System Bonus: +3 Crew: 229 Trained (+4) Passenger Capacity: 100 Cargo Capacity: 5,000 tons Grapple Modifier: +16 Base PDC: 57 Restriction: Mil +3 Attack: Phased cannon -3 ranged 12d10 (18d10 fire-linked, front arc only), or Phased cannon -3 ranged 12d10 (18d10 fire-linked, rear arc only) Phased cannon -3 ranged (12d10 (18d10 fire-linked) and -8 spatial torpedo 18d8 (27d8 fire-linked) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Medical bay, transporter, science labs, shuttle bay Engines: thrusters, ion engines, warp drive (max warp 4.5) Armour: ditanium Defense Systems: polarized hull plating, autopilot Sensors: Class III, targeting system Communications: radio transceiver, drivesat comm array Weapons: 4 phase cannons, 4 spatial torpedo launchers (typically 50 torpedoes per launcher) Grappling Systems: grapplers x2 [B]Polarized Hull Plating Defensive System[/B] An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive. PDC: 5 + one half base PDC of starship. [B]Phased Cannon[/B] Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them 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: 5000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 40 Restriction: Mil (+3) [B]Spatial Torpedo[/B] Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area. At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2 Damage: varies Damage Type: Fire/Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 28 Restriction: Mil (+3) [B][SIZE=7]Daedalus Class mk2[/SIZE][/B] The mk2 is an upgraded version of the original Daedalus, with increased size, making it taller with the addition of 3 additional decks, boasting improved hull plating and weapons, replacing the 4 main phase cannons with pulsed phase cannons, while adding four phased cannons in full turrets to improve fire power and cover all angle. The spatial torpedoes are replaced with photonic torpedoes. This upgrade was made at the start of the Earth-Romulan War as additional ships were needed to protect Earth and the fledgling United Federation of Planets. Make the following changes to the Daedalus-Class to turn it into a mk2: Increase Hit Dice to 74d20 (1480 hp); Replace main phased cannons with pulse phased cannons; Add 4 phased cannons. Capable of targeting 2 different targets at once without serious power drains; Replace spatial torpedoes with photonic torpedoes, typically carrying 50 per launcher (can still carry spatial torpedoes as back up or if photonic not available); Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system); Increase weight to 215,000 tons; Increase cargo capacity to 6000 tons; Increase passenger capacity to 150 (during times of war half passenger capacity is filled with dedicated security personnel); Increase number of carried craft in shuttle by to 12 shuttles under 30 ft, 5 up to 50 feet long; Increase PDC to 58 [B]Pulsed Phased Cannon[/B] These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings. Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them 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: Gargantuan Purchase DC: 41 Restriction: Mil (+3) [B]Photonic Torpedo[/B] Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight. At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. 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 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness. Damage: varies Damage Type: Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 30 Restriction: Mil (+3) [B][SIZE=7]Corellian Engineering Corporation CR101 Daedalus[/SIZE][/B] The CR101 Daedalus class corvette/light carrier is modelled after the Federation Daedalus class starship, keeping the sphere forward section and tubular rear, with a thicker neck than the Federation Daedalus. The warp nacelles are replaced with outriggers, with thicker pylons, with the ends being additional engines while the forward parts mount point defense turrets and docking clamps for small craft. The rear of the tubular rear section flairs out a bit to house an engine block in a spherical pattern of 7 engines. The shuttle bay is moved to the front of the rear section below the 'neck', and can accommodate up to 6 ships up to 75 ft in length. And additional four craft, two each side, can be carried on the underside of the outriggers, or larger shuttles and transports can dock to the underside of the outriggers. The main weaponry are mounted in the sphere forward section, consisting of two double turbolasers, one mounted at the top of the sphere, and the other on the bottom, with a ring of double lasers round the circumference. Two single barrel turbolasers are mounted on the rear body, one on top and one on the bottom to provide additional protection, especially for the rear quarter, while several point defense lasers are fitted on the outriggers. [B]CEC CR101 Daedalus Corvette (PL6)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 3500 Defense: 7 (-8 size +2 Dex +3 Pilot) Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 20 Hit Dice: 70d20 (1400 hp) Shields 185 hp Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 344 ft Weight: 367,000 tons Targeting System Bonus: +3 Crew: 200 Trained (+4) Passenger Capacity: 100, up to 10 pilots Cargo Capacity: 5,500 tons Grapple Modifier: +16 Base PDC: 59 Restriction: Mil +3 Attack: Double Turbolaser -3 ranged (18d8), and battery of 2 double laser -7 (9d8), and single turbolaser -8 (12d8)(rear arc only); Or Double turbolaser -3 (18d8) and double turbolaser -8 (18d8), and bank of 2 double laser -7 (9d8) Attack of Opportunity: Point Defense System +3 ranged (2d12x10, fire) Standard PL(6) Design Spec: Medical bay, hanger, 4 docking clamps Engines: thrusters, ion engines, hyperdrive x2, backup x10 Armour: alloy Defense Systems: autopilot, shields, point defense system Sensors: Class III, targeting system Communications: radio transceiver, drivesat comm array Weapons: 2 double turbolasers, 2 single turbolaser, 4 banks of 2 double lasers (positioned around the sphere forward section) Grappling Systems: tractor beam [B]Hanger & Docking Clamps[/B] Up to 6 ships up to 75 ft in length can easily fit in the hanger, and can launch 1 per round. The docking clamps can hold up to 2 ships of less than 50 feet, or one ship up to 150 ft, and can launch one ship from each clamp as part of a move action. If four ships are attached to the docking clamps, all four can launch at once, however the pilots need to make a Pilot check DC 15 to avoid crashing into each other. [B]Turbolaser[/B] Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller. Turbolaser (PL6) Damage: 12d8, ignore 20 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 40 Restriction: Military (+3) [/QUOTE]
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