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<blockquote data-quote="kronos182" data-source="post: 8275739" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">M3-A Interceptor</span></strong></p><p>[ATTACH=full]137038[/ATTACH]</p><p>The M3-A Scyk is a light craft produced by Mandalorian manufacturer MandalMotors, first released shortly after the Clone Wars. A narrow hull, with the cockpit right at the front, with a single engine at the rear, with two wings that are short, but broad that narrow sharply to create two tails that extend past the engine. The M3-A is fairly cheap and simple, which kept it mostly from Imperial notice as it barely provided more amenities for the pilot than a TIE fighter. A major selling point of the M3-A is the weapon mount is modular, allowing it to be quickly and easily changed for ion cannons, concussion missiles or proton torpedo launcher.. It came with a light shield generator, a Class 2 hyperdrive and a navicomp that can store 3 sets of coordinates as well as calculate new ones. It was fairly tolerate to other modifications. The ship had a light life support system, so it was advised for pilots to wear a flight suit that could easily be sealed and provide additional air, as the ship only had enough space for 2 days of consumables.</p><p></p><p><strong>M3-A Interceptor (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (-4)</p><p>Tactical Speed: 4500 ft, 1040 (104) atmosphere</p><p>Defense: 11 (10 base -4 size +3 Class, +2 Dex)</p><p>Flat-Footed Defense: 9 (10 base - 4 size +3 Class)</p><p>Autopilot Defense:</p><p>Hardness: 15</p><p>Hit Dice: 4d20 (80 hp), 10 hp shields</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 50.1 ft</p><p>Weight: 8,500 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1 (trained +4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 150 lbs</p><p>Grapple Modifier:</p><p>Base PDC: 31</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>Twin laser (fire-linked) -1 ranged 9d8, 20, fire, 3000 ft, s</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p></p><p>Standard PL(6) Design Spec: Simple Controls, light armour, improved thrust, modular weapon</p><p>Engines: Ion engine, Class 2 hyperdrive</p><p>Armour: Polymeric</p><p>Defense Systems: Light shields</p><p>Sensors: Class II, Targeting System</p><p>Communications: Radio Transceiver</p><p>Weapons: Laser cannon</p><p>Grappling Systems:</p><p></p><p><strong>Simple Controls</strong></p><p>The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter.</p><p></p><p><strong>Light Shields</strong></p><p>These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).</p><p>PDC: Shield type -2.</p><p>Restriction: None</p><p>Note: Can be combined with Advanced Shield versions.</p><p></p><p><strong>Light Armour</strong></p><p>The ship has lighter armour than others, reduce hardness by -5.</p><p></p><p><strong>Modular Weapon</strong></p><p>The weapon mounting on the craft can easily and quickly be swapped out. Repair DC 15 and 20 minutes with the proper equipment a single person can change the equipped weapon with a readily available replacement.</p><p></p><p></p><p><strong><span style="font-size: 22px">Tansarri Point M3-A</span></strong></p><p>These M3-A interceptors used by game members at Tansarii Point Station were equipped with proton torpedo launchers, hull upgrades and afterburners. This allowed them to quickly get to a target before they can get within weapons range of the station, survive a few hits and take on heavy targets if necessary, such as heavily modified freighters, bombers and light capital ships.</p><p>Make the following changes to a M3-A to make a Tansarri Point M3-A:</p><p>Increase hit die to 5d20 (100 hp);</p><p>Replace twin lasers with Proton Torpedo launcher with 4 torpedoes;</p><p>Add Hydrogen Injectors (increases speed to 5500 ft using afterburn maneuver);</p><p>PDC 32</p><p></p><p><strong><span style="font-size: 18px">Proton Torpedo</span></strong></p><p>Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.</p><p></p><p><strong>Proton Torpedo (PL6)</strong></p><p>Damage: 10d12</p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +1 to target ships of Corvette types or larger.</p><p></p><p></p><p><strong><span style="font-size: 22px">F-M3001</span></strong></p><p>The F-M3001 is a US military/Stargate Program modified and built version of the M3-A, used as light long range fighter/interceptors, equipped with naquadria-based hyperdrive window generator, replacing the Class 2 hyperdrive, thanks to the larger hull allows the craft to actually fly interstellar distances, unlike the F302 which can only make short jumps, although it is still limited in its fuel supply. While the F-M3001 retains the modular weapon pod of the M3-A that inspired it, it also has a railgun and two missile bays in the wings for added offensive capability, as well as an afterburner system. However the shield system was removed, but armour is built up, but this is at the cost of speed.</p><p></p><p><strong>F-M3001 Fighter/Interceptor (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (-4)</p><p>Tactical Speed: 4000 ft, 1040 (104) atmosphere / 5000 ft afterburner, 2040 ft (204) atmosphere</p><p>Defense: 11 (10 base -4 size +3 Class, +2 Dex)</p><p>Flat-Footed Defense: 9 (10 base - 4 size +3 Class)</p><p>Autopilot Defense:</p><p>Hardness: 20</p><p>Hit Dice: 6d20 (120 hp)</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 50.1 ft</p><p>Weight: 9,700 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1 (trained +4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 150 lbs</p><p>Grapple Modifier:</p><p>Base PDC: 32</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>Twin laser (fire-linked) -1 ranged 9d8, 20, fire, 3000 ft, s;</p><p>Or Rail cannon -1 ranged 6d12, 20, ballistic, 3000 ft, S, A;</p><p>Or AIM missiles +2 ranged 19d6, 20, 5 miles, single (can be fire-linked for 28d6 damage)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p></p><p>Standard PL(6) Design Spec: Simple Controls, modular weapon, ejector seat</p><p>Engines: Ion engine, hydrogen injectors, naquadria hyperdrive window generator (max range 20 light years)</p><p>Armour: Polymeric</p><p>Defense Systems: Chaff (6 bundles)</p><p>Sensors: Class II, Targeting System</p><p>Communications: Radio Transceiver</p><p>Weapons: Twin Laser cannons, Railgun, AIM-120A AMRAAM missiles (6 missiles, 3 each bay)</p><p>Grappling Systems:</p><p></p><p><strong>Simple Controls</strong></p><p>The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter.</p><p></p><p><strong>Modular Weapon</strong></p><p>The weapon mounting on the craft can easily and quickly be swapped out. Repair DC 15 and 20 minutes with the proper equipment a single person can change the equipped weapon with a readily available replacement. If a railgun is fitted in the modular weapon mount, it can be fire-linked with the fixed mounted one.</p><p></p><p><strong>Ejector Seat</strong></p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p></p><p><strong><span style="font-size: 18px">AIM-120 AMRAAM Missile</span></strong></p><p>These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system.</p><p>The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness.</p><p>The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck.</p><p></p><p><strong>AIM-120 AMRAAM Missile (PL5)</strong></p><p>Damage: 19d6</p><p>Critical: 20x2</p><p>Damage Type: Fire/Ballistic</p><p>Range Increment: 5 miles (atmosphere)/ 15,000 ft space</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +2 when initially fired, ignores jamming system gaining +1 to attack rolls, +3 to attack roll if misses target due to internal targeting system.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8275739, member: 6668634"] [B][SIZE=7]M3-A Interceptor[/SIZE][/B] [ATTACH type="full" width="620px"]137038[/ATTACH] The M3-A Scyk is a light craft produced by Mandalorian manufacturer MandalMotors, first released shortly after the Clone Wars. A narrow hull, with the cockpit right at the front, with a single engine at the rear, with two wings that are short, but broad that narrow sharply to create two tails that extend past the engine. The M3-A is fairly cheap and simple, which kept it mostly from Imperial notice as it barely provided more amenities for the pilot than a TIE fighter. A major selling point of the M3-A is the weapon mount is modular, allowing it to be quickly and easily changed for ion cannons, concussion missiles or proton torpedo launcher.. It came with a light shield generator, a Class 2 hyperdrive and a navicomp that can store 3 sets of coordinates as well as calculate new ones. It was fairly tolerate to other modifications. The ship had a light life support system, so it was advised for pilots to wear a flight suit that could easily be sealed and provide additional air, as the ship only had enough space for 2 days of consumables. [B]M3-A Interceptor (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4500 ft, 1040 (104) atmosphere Defense: 11 (10 base -4 size +3 Class, +2 Dex) Flat-Footed Defense: 9 (10 base - 4 size +3 Class) Autopilot Defense: Hardness: 15 Hit Dice: 4d20 (80 hp), 10 hp shields Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 50.1 ft Weight: 8,500 lbs Targeting System Bonus: +1 Crew: 1 (trained +4) Passenger Capacity: 0 Cargo Capacity: 150 lbs Grapple Modifier: Base PDC: 31 Restriction: Res (+2) Attack: Twin laser (fire-linked) -1 ranged 9d8, 20, fire, 3000 ft, s Attack of Opportunity: Bonuses: Standard PL(6) Design Spec: Simple Controls, light armour, improved thrust, modular weapon Engines: Ion engine, Class 2 hyperdrive Armour: Polymeric Defense Systems: Light shields Sensors: Class II, Targeting System Communications: Radio Transceiver Weapons: Laser cannon Grappling Systems: [B]Simple Controls[/B] The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter. [B]Light Shields[/B] These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1). PDC: Shield type -2. Restriction: None Note: Can be combined with Advanced Shield versions. [B]Light Armour[/B] The ship has lighter armour than others, reduce hardness by -5. [B]Modular Weapon[/B] The weapon mounting on the craft can easily and quickly be swapped out. Repair DC 15 and 20 minutes with the proper equipment a single person can change the equipped weapon with a readily available replacement. [B][SIZE=6]Tansarri Point M3-A[/SIZE][/B] These M3-A interceptors used by game members at Tansarii Point Station were equipped with proton torpedo launchers, hull upgrades and afterburners. This allowed them to quickly get to a target before they can get within weapons range of the station, survive a few hits and take on heavy targets if necessary, such as heavily modified freighters, bombers and light capital ships. Make the following changes to a M3-A to make a Tansarri Point M3-A: Increase hit die to 5d20 (100 hp); Replace twin lasers with Proton Torpedo launcher with 4 torpedoes; Add Hydrogen Injectors (increases speed to 5500 ft using afterburn maneuver); PDC 32 [B][SIZE=5]Proton Torpedo[/SIZE][/B] Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use. [B]Proton Torpedo (PL6)[/B] Damage: 10d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 22 Restriction: Mil (+3) Notes: +1 to target ships of Corvette types or larger. [B][SIZE=6]F-M3001[/SIZE][/B] The F-M3001 is a US military/Stargate Program modified and built version of the M3-A, used as light long range fighter/interceptors, equipped with naquadria-based hyperdrive window generator, replacing the Class 2 hyperdrive, thanks to the larger hull allows the craft to actually fly interstellar distances, unlike the F302 which can only make short jumps, although it is still limited in its fuel supply. While the F-M3001 retains the modular weapon pod of the M3-A that inspired it, it also has a railgun and two missile bays in the wings for added offensive capability, as well as an afterburner system. However the shield system was removed, but armour is built up, but this is at the cost of speed. [B]F-M3001 Fighter/Interceptor (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4000 ft, 1040 (104) atmosphere / 5000 ft afterburner, 2040 ft (204) atmosphere Defense: 11 (10 base -4 size +3 Class, +2 Dex) Flat-Footed Defense: 9 (10 base - 4 size +3 Class) Autopilot Defense: Hardness: 20 Hit Dice: 6d20 (120 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 50.1 ft Weight: 9,700 lbs Targeting System Bonus: +1 Crew: 1 (trained +4) Passenger Capacity: 0 Cargo Capacity: 150 lbs Grapple Modifier: Base PDC: 32 Restriction: Mil (+3) Attack: Twin laser (fire-linked) -1 ranged 9d8, 20, fire, 3000 ft, s; Or Rail cannon -1 ranged 6d12, 20, ballistic, 3000 ft, S, A; Or AIM missiles +2 ranged 19d6, 20, 5 miles, single (can be fire-linked for 28d6 damage) Attack of Opportunity: Bonuses: Standard PL(6) Design Spec: Simple Controls, modular weapon, ejector seat Engines: Ion engine, hydrogen injectors, naquadria hyperdrive window generator (max range 20 light years) Armour: Polymeric Defense Systems: Chaff (6 bundles) Sensors: Class II, Targeting System Communications: Radio Transceiver Weapons: Twin Laser cannons, Railgun, AIM-120A AMRAAM missiles (6 missiles, 3 each bay) Grappling Systems: [B]Simple Controls[/B] The starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the starfighter. [B]Modular Weapon[/B] The weapon mounting on the craft can easily and quickly be swapped out. Repair DC 15 and 20 minutes with the proper equipment a single person can change the equipped weapon with a readily available replacement. If a railgun is fitted in the modular weapon mount, it can be fire-linked with the fixed mounted one. [B]Ejector Seat[/B] The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. [B][SIZE=5]AIM-120 AMRAAM Missile[/SIZE][/B] These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system. The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness. The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck. [B]AIM-120 AMRAAM Missile (PL5)[/B] Damage: 19d6 Critical: 20x2 Damage Type: Fire/Ballistic Range Increment: 5 miles (atmosphere)/ 15,000 ft space Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 22 Restriction: Mil (+3) Notes: +2 when initially fired, ignores jamming system gaining +1 to attack rolls, +3 to attack roll if misses target due to internal targeting system. [/QUOTE]
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