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<blockquote data-quote="kronos182" data-source="post: 8429018" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Warp Delta</span></strong></p><p>The Warp Delta is an early Earth craft developed before the development of the NX class ships and the Warp 5 engine. It gets its name from its shape, the Greek Delta, a curved triangular shape, with two short warp nacelles on short up swept pylons, measuring 427 feet long with a crew of around 30, used to protect Earth and the colonies. The first Warp Deltas could only reach Warp 2, armed with a pair of plasma cannons, one for and one aft, with polarized hull plating for protection. The ship is capable of flying in an atmosphere and landing.</p><p></p><p><strong>Warp Delta (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 (1100 ((110)) atmosphere)</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: 35d20 (700 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: 426.5 ft</p><p>Weight: 79,000 tons</p><p>Targeting System Bonus: +0</p><p>Crew: 30 Trained (+4)</p><p>Passenger Capacity: 5</p><p>Cargo Capacity: 50 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 46</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>Light plasma cannon -6 ranged 10d8</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,</p><p>Engines: thrusters, ion engines, warp drive (max warp 2)</p><p>Armour: ditanium</p><p>Defense Systems: polarized hull plating, autopilot</p><p>Sensors: Class II</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: two plasma cannons</p><p>Grappling Systems:</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><span style="font-size: 22px">Warp Delta Refit</span></strong></p><p>The Warp Delta Refit are upgraded with improved engines, allowing them to reach Warp 3, and the weapons upgraded to phase cannons for improved damage with targeting computers, after the Xindi attack, Earth needed more combat ready ships. Several Warp Delta Refits fought during the Earth Romulan War.</p><p>Make the following changes to make a Warp Delta Refit:</p><p>Increase hit dice to 37d20 (740 hp);</p><p>Add targeting computer, increase attacks by +3;</p><p>Replace light plasma cannons with phase cannons, one for and one aft;</p><p>Increase Warp speed to Warp 3;</p><p>Decrease Cargo Capacity to 40 tons;</p><p>Increase PDC to 47</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><span style="font-size: 22px">Delta B-3000</span></strong></p><p>This variant of the Warp Delta refit is developed by the USAF and similar organizations that don't have warp technology. Two versions exist, one with the warp drive intact so that it can travel to nearby systems. The B-3000w. The other version, the B-3000a, removes the warp drive, and uses the additional space dedicated to weapons and other systems.</p><p></p><p><strong><span style="font-size: 18px">B-3000W</span></strong></p><p>This version of the Delta B-3000 retains the warp drive, has some additional armour plating. Several railguns are installed in turrets for additional offense and can be set to automatic fire to function as a point defense system. The cargo space is removed as a missile launch system is installed.</p><p></p><p><strong>Delta B-3000w (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 (1100 ((110)) atmosphere)</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot)</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 17 (22 polarized)</p><p>Hit Dice: 37d20 (740 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: 426.5 ft</p><p>Weight: 79,000 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 30 Trained (+4)</p><p>Passenger Capacity: 5</p><p>Cargo Capacity: 500 lbs</p><p>Grapple Modifier: +16</p><p>Base PDC: 47</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;</p><p>Or phased cannon -3 ranged 12d10 and rail cannon -3 ranged 6d12;</p><p>Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12</p><p>Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12</p><p></p><p>Attack of Opportunity:</p><p>-3 ranged 2d12x10 ballistic</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech,</p><p>Engines: thrusters, ion engines, warp drive (max warp 2)</p><p>Armour: ditanium</p><p>Defense Systems: polarized hull plating, autopilot, (point defense system conditional)</p><p>Sensors: Class II, targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: two phase cannons, 4 railgun turrets (can function as point defense), 2 fire-linked CHE missiles (24 missiles each)</p><p>Grappling Systems: None</p><p></p><p><strong>Rail Cannon System</strong></p><p>The rail cannons are positioned to provide full cover, the firing control system allows 2 gunners to control two guns each and the system switches between guns automatically as it tracks a target in their areas of control. Alternatively, the system can be set to automatic to function as a point defense system. The choice as either active weapon or defensive system must be made at the start of the round and can't be changed until the next round. Once set it stays in that mode until switched.</p><p></p><p><strong><span style="font-size: 18px">Delta B-3000A</span></strong></p><p>This variant strips out the warp drive and its systems, used as a system patrol and attack craft. To travel outside of the star system it must be ferried by another craft with faster than light system. The pylons are re-enforced with the nacelles replaced with additional engines giving it greater speed. The rail cannons are given over completely to the point defense system. The CHE missile magazine is expanded, a modular missile system that can carry hellfire or sidewinder missiles is added. Alternatively more CHE missiles can be carried instead. The underside has several miniguns on retractable mounts that are used in strafing runs on the ground, against stations or even larger ships.</p><p></p><p><strong>Delta B-3000a (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4000 (1900 ((190)) atmosphere)</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot)</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 17 (22 polarized)</p><p>Hit Dice: 38d20 (760 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: 426.5 ft</p><p>Weight: 81,600 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 30 Trained (+4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 500 lbs</p><p>Grapple Modifier: +16</p><p>Base PDC: 47</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12;</p><p></p><p>Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12</p><p>Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12</p><p></p><p>Attack of Opportunity:</p><p>-3 ranged 2d12x10 ballistic</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech,</p><p>Engines: thrusters, ion engines, warp drive (max warp 2)</p><p>Armour: ditanium</p><p>Defense Systems: polarized hull plating, autopilot, point defense system conditional</p><p>Sensors: Class II, targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: two phased cannons, , 2 fire-linked CHE missiles (24 missiles each), 2 fire-linked modular launchers (16 hellfire or 14 sidewinders, or 12 CHE missiles), 6 miniguns</p><p>Grappling Systems: None</p><p></p><p><strong>Minigun (7.62 Machine Gun)</strong></p><p>Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The miniguns of the Delta B-3000a can as a normal autofire attack cover a 40 ft by 40 ft area, Reflex save DC 22 dealing 10d10 damage, using 100 rounds per minigun, or as a special full round attack, can cover a 30 foot wide by 120 foot long line, Reflex save DC 20, however cover bonuses are half unless the target has cover from above, dealing 8d10 ballistic damage, uses 200 rounds per minigun. Can use the special attack as part of a strafing run maneuver, or any maneuver that the ship skips along the surface of a larger ship or station, however the target doesn't get a Reflex save if the B-3000a successfully made its strafing or skimming maneuver. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.</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 sued 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 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +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 of most modern helicopters and planes. The missile 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-found action. After the target is acquired, the firing missile is an attack action. Once fired, the 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 missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).</p><p></p><p><strong>Hellfire 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. Have a range Increment of 500 ft.</p><p></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></blockquote><p></p>
[QUOTE="kronos182, post: 8429018, member: 6668634"] [B][SIZE=7]Warp Delta[/SIZE][/B] The Warp Delta is an early Earth craft developed before the development of the NX class ships and the Warp 5 engine. It gets its name from its shape, the Greek Delta, a curved triangular shape, with two short warp nacelles on short up swept pylons, measuring 427 feet long with a crew of around 30, used to protect Earth and the colonies. The first Warp Deltas could only reach Warp 2, armed with a pair of plasma cannons, one for and one aft, with polarized hull plating for protection. The ship is capable of flying in an atmosphere and landing. [B]Warp Delta (PL6)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 3000 (1100 ((110)) atmosphere) Defense: 7 (-8 size +2 Dex +3 Pilot) Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 15 (20 polarized) Hit Dice: 35d20 (700 hp) Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 426.5 ft Weight: 79,000 tons Targeting System Bonus: +0 Crew: 30 Trained (+4) Passenger Capacity: 5 Cargo Capacity: 50 tons Grapple Modifier: +16 Base PDC: 46 Restriction: Res (+2) Attack: Light plasma cannon -6 ranged 10d8 Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Engines: thrusters, ion engines, warp drive (max warp 2) Armour: ditanium Defense Systems: polarized hull plating, autopilot Sensors: Class II Communications: radio transceiver, drivesat comm array Weapons: two plasma cannons Grappling Systems: [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][SIZE=6]Warp Delta Refit[/SIZE][/B] The Warp Delta Refit are upgraded with improved engines, allowing them to reach Warp 3, and the weapons upgraded to phase cannons for improved damage with targeting computers, after the Xindi attack, Earth needed more combat ready ships. Several Warp Delta Refits fought during the Earth Romulan War. Make the following changes to make a Warp Delta Refit: Increase hit dice to 37d20 (740 hp); Add targeting computer, increase attacks by +3; Replace light plasma cannons with phase cannons, one for and one aft; Increase Warp speed to Warp 3; Decrease Cargo Capacity to 40 tons; Increase PDC to 47 [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][SIZE=6]Delta B-3000[/SIZE][/B] This variant of the Warp Delta refit is developed by the USAF and similar organizations that don't have warp technology. Two versions exist, one with the warp drive intact so that it can travel to nearby systems. The B-3000w. The other version, the B-3000a, removes the warp drive, and uses the additional space dedicated to weapons and other systems. [B][SIZE=5]B-3000W[/SIZE][/B] This version of the Delta B-3000 retains the warp drive, has some additional armour plating. Several railguns are installed in turrets for additional offense and can be set to automatic fire to function as a point defense system. The cargo space is removed as a missile launch system is installed. [B]Delta B-3000w (PL6)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 3000 (1100 ((110)) atmosphere) Defense: 7 (-8 size +2 Dex +3 Pilot) Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 17 (22 polarized) Hit Dice: 37d20 (740 hp) Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 426.5 ft Weight: 79,000 tons Targeting System Bonus: +3 Crew: 30 Trained (+4) Passenger Capacity: 5 Cargo Capacity: 500 lbs Grapple Modifier: +16 Base PDC: 47 Restriction: Mil (+3) Attack: Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12; Or phased cannon -3 ranged 12d10 and rail cannon -3 ranged 6d12; Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12 Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12 Attack of Opportunity: -3 ranged 2d12x10 ballistic Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Engines: thrusters, ion engines, warp drive (max warp 2) Armour: ditanium Defense Systems: polarized hull plating, autopilot, (point defense system conditional) Sensors: Class II, targeting system Communications: radio transceiver, drivesat comm array Weapons: two phase cannons, 4 railgun turrets (can function as point defense), 2 fire-linked CHE missiles (24 missiles each) Grappling Systems: None [B]Rail Cannon System[/B] The rail cannons are positioned to provide full cover, the firing control system allows 2 gunners to control two guns each and the system switches between guns automatically as it tracks a target in their areas of control. Alternatively, the system can be set to automatic to function as a point defense system. The choice as either active weapon or defensive system must be made at the start of the round and can't be changed until the next round. Once set it stays in that mode until switched. [B][SIZE=5]Delta B-3000A[/SIZE][/B] This variant strips out the warp drive and its systems, used as a system patrol and attack craft. To travel outside of the star system it must be ferried by another craft with faster than light system. The pylons are re-enforced with the nacelles replaced with additional engines giving it greater speed. The rail cannons are given over completely to the point defense system. The CHE missile magazine is expanded, a modular missile system that can carry hellfire or sidewinder missiles is added. Alternatively more CHE missiles can be carried instead. The underside has several miniguns on retractable mounts that are used in strafing runs on the ground, against stations or even larger ships. [B]Delta B-3000a (PL6)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 4000 (1900 ((190)) atmosphere) Defense: 7 (-8 size +2 Dex +3 Pilot) Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 17 (22 polarized) Hit Dice: 38d20 (760 hp) Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 426.5 ft Weight: 81,600 tons Targeting System Bonus: +3 Crew: 30 Trained (+4) Passenger Capacity: 0 Cargo Capacity: 500 lbs Grapple Modifier: +16 Base PDC: 47 Restriction: Mil (+3) Attack: Phased cannon -3 ranged 12d10 and 2 fire-linked CHE missiles -8 ranged 9d12; Or 2 fire-linked CHE missiles -3 ranged 9d12 and rail cannon -8 ranged 6d12 Or Rail cannon -3 ranged 6d12 and rail cannon -3 ranged 6d12 Attack of Opportunity: -3 ranged 2d12x10 ballistic Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Engines: thrusters, ion engines, warp drive (max warp 2) Armour: ditanium Defense Systems: polarized hull plating, autopilot, point defense system conditional Sensors: Class II, targeting system Communications: radio transceiver, drivesat comm array Weapons: two phased cannons, , 2 fire-linked CHE missiles (24 missiles each), 2 fire-linked modular launchers (16 hellfire or 14 sidewinders, or 12 CHE missiles), 6 miniguns Grappling Systems: None [B]Minigun (7.62 Machine Gun)[/B] Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The miniguns of the Delta B-3000a can as a normal autofire attack cover a 40 ft by 40 ft area, Reflex save DC 22 dealing 10d10 damage, using 100 rounds per minigun, or as a special full round attack, can cover a 30 foot wide by 120 foot long line, Reflex save DC 20, however cover bonuses are half unless the target has cover from above, dealing 8d10 ballistic damage, uses 200 rounds per minigun. Can use the special attack as part of a strafing run maneuver, or any maneuver that the ship skips along the surface of a larger ship or station, however the target doesn't get a Reflex save if the B-3000a successfully made its strafing or skimming maneuver. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat. [B]Sidewinder (Air-to-Air Missile)[/B] The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued 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 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +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 of most modern helicopters and planes. The missile 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-found action. After the target is acquired, the firing missile is an attack action. Once fired, the 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 missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half). [B]Hellfire 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. Have a range Increment of 500 ft. [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) [/QUOTE]
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