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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8386856" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Orca Carryall</span></strong></p><p>The Orca Carryall is a heavy transport version that can move almost any vehicle about the battlefield, including the Mammoth tanks and walkers. It has four large and powerful articulated jets that provide lift and flight, with a large claw on a cable on the underside to lift the vehicle up to the carryall, and a series of adjustable clamps line the underside to secure the vehicle for transport.</p><p>The Orca Carryall is 120 feet (24 squares) long, 50 feet (10 squares wide), the crew has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another two full rounds to start the craft. Able to hover and land while carrying vehicles under 20 ft tall.</p><p></p><p><strong>Orca Carryall (PL 5-6, VTOL Aircraft)</strong></p><p>Crew: 3</p><p>Passenger: 0</p><p>Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger craft)</p><p>Init: -2</p><p>Maneuver: -1</p><p>Speed: 300 (30)</p><p>Defense: 4</p><p>Hardness: 5</p><p>Hit Points: 100</p><p>Size: Colossal</p><p>PDC: 42</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw.</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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).</p><p></p><p><strong>Clamps</strong></p><p>The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle.</p><p></p><p><strong>Claw</strong></p><p>The claw is both mechanical and has magnetic ends to help clamp onto a vehicle, has 100 ft reach to allow the craft to hover and pickup a vehicle, requiring a touch attack to latch onto the vehicle. Takes 1 round to raise a vehicle up 25 ft. Cable has hardness 10 and 40 hit points, Defense 16, but is still difficult to strike as it can be hard to see in the right conditions.</p><p></p><p></p><p><strong><span style="font-size: 26px">Korhal Orca Carryall</span></strong></p><p>This version of the Carryall is built within the Terran Dominion or using their technology, with light neosteel armour, the claw and cable is replaced with heavy and multiple extraction field generators to allow it to lift the vehicles.</p><p></p><p><strong>Korhal Orca Carryall (PL 6, VTOL Aircraft)</strong></p><p>Crew: 2</p><p>Passenger: 0</p><p>Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger vehicle)</p><p>Init: -2</p><p>Maneuver: -1</p><p>Speed: 350 (30)</p><p>Defense: 4</p><p>Hardness: 15</p><p>Hit Points: 110</p><p>Size: Colossal</p><p>PDC: 42</p><p>Restriction: Mil (+3)</p><p>Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw.</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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5).</p><p></p><p><strong>Clamps</strong></p><p>The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle.</p><p></p><p><strong>Extraction Field</strong></p><p>Extraction fields are devices that uses technology similar to gravity accelerators, that allow equipped ships to lift objects to the ship while it is still airborne. However this requires the ship to remain motionless, as well as those caught in the beam. This limits its use for quick dustoffs. The beam has a range of 90 feet, can lift an object of gargantuan size at a rate of 30 feet as a move action, or 60 ft as a standard action. Larger objects and vehicles take longer, moving 30 ft as a full round action.</p><p></p><p><strong><span style="font-size: 22px">Options</span></strong></p><p><strong>Regenerative Bio-Steel</strong></p><p>The ship's hull is replaced with a regenerative bio-steel that slowly repairs damage over time using internal nanobots. The ship can repair 1d6 hit points per round as long as the ship is above 50 hit points.</p><p>PDC: 65</p><p>Res: Mil +4</p><p></p><p><strong>Vanadium Plating</strong></p><p>Additional armour plating made of Vanadium. Adds +1 to ship's Defense from armour, plus grants bonus hit points equal to 10% of the ship, but slows the ship by 250 ft. Can be added a total of 4 time with all bonuses and penalties stacking.</p><p>PDC: 41</p><p>Res: Mil +4</p></blockquote><p></p>
[QUOTE="kronos182, post: 8386856, member: 6668634"] [B][SIZE=7]Orca Carryall[/SIZE][/B] The Orca Carryall is a heavy transport version that can move almost any vehicle about the battlefield, including the Mammoth tanks and walkers. It has four large and powerful articulated jets that provide lift and flight, with a large claw on a cable on the underside to lift the vehicle up to the carryall, and a series of adjustable clamps line the underside to secure the vehicle for transport. The Orca Carryall is 120 feet (24 squares) long, 50 feet (10 squares wide), the crew has nine-tenth cover (9/10th) protected by an armoured canopy. Takes a full round action to enter and another two full rounds to start the craft. Able to hover and land while carrying vehicles under 20 ft tall. [B]Orca Carryall (PL 5-6, VTOL Aircraft)[/B] Crew: 3 Passenger: 0 Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger craft) Init: -2 Maneuver: -1 Speed: 300 (30) Defense: 4 Hardness: 5 Hit Points: 100 Size: Colossal PDC: 42 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw. 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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5). [B]Clamps[/B] The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle. [B]Claw[/B] The claw is both mechanical and has magnetic ends to help clamp onto a vehicle, has 100 ft reach to allow the craft to hover and pickup a vehicle, requiring a touch attack to latch onto the vehicle. Takes 1 round to raise a vehicle up 25 ft. Cable has hardness 10 and 40 hit points, Defense 16, but is still difficult to strike as it can be hard to see in the right conditions. [B][SIZE=7]Korhal Orca Carryall[/SIZE][/B] This version of the Carryall is built within the Terran Dominion or using their technology, with light neosteel armour, the claw and cable is replaced with heavy and multiple extraction field generators to allow it to lift the vehicles. [B]Korhal Orca Carryall (PL 6, VTOL Aircraft)[/B] Crew: 2 Passenger: 0 Cargo: 1 vehicle (up to Mammoth Mk2 or slightly larger vehicle) Init: -2 Maneuver: -1 Speed: 350 (30) Defense: 4 Hardness: 15 Hit Points: 110 Size: Colossal PDC: 42 Restriction: Mil (+3) Accessories: Military Radio, Searchlight, GPS, thermo/nightvision, laser designator, clamps, claw. 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. Penalties to Pilot checks in bad weather are reduced by half. Able to operate with as few of 2 engines, as long as they are not on the same side, suffering -1 to Pilot checks and speed reduced by 50 (5). [B]Clamps[/B] The clamps secure the attached vehicle once it is against its underside. It takes 2 full rounds to adjust and lock the clamps on the vehicle. It takes a move equivalent action to release the carried vehicle. [B]Extraction Field[/B] Extraction fields are devices that uses technology similar to gravity accelerators, that allow equipped ships to lift objects to the ship while it is still airborne. However this requires the ship to remain motionless, as well as those caught in the beam. This limits its use for quick dustoffs. The beam has a range of 90 feet, can lift an object of gargantuan size at a rate of 30 feet as a move action, or 60 ft as a standard action. Larger objects and vehicles take longer, moving 30 ft as a full round action. [B][SIZE=6]Options[/SIZE] Regenerative Bio-Steel[/B] The ship's hull is replaced with a regenerative bio-steel that slowly repairs damage over time using internal nanobots. The ship can repair 1d6 hit points per round as long as the ship is above 50 hit points. PDC: 65 Res: Mil +4 [B]Vanadium Plating[/B] Additional armour plating made of Vanadium. Adds +1 to ship's Defense from armour, plus grants bonus hit points equal to 10% of the ship, but slows the ship by 250 ft. Can be added a total of 4 time with all bonuses and penalties stacking. PDC: 41 Res: Mil +4 [/QUOTE]
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