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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8469890" data-attributes="member: 6668634"><p>Babylon 5 raider fighter.</p><p></p><p></p><p><strong><span style="font-size: 26px">Delta-V Light Fighter</span></strong></p><p>This triangular shaped fighter, also known as the Zephyr, is a light aerospace fighter, capable of both atmospheric and space flight, short ranged and armed with twin pulse cannons and can carry missiles, but are lightly armoured.</p><p>These ships are fairly cheap, easy to maintain, which makes them a favoured ship amongst mercenaries, pirates and raiders, although many can be found as defense fighters amongst smaller, but wealthy transportation companies.</p><p></p><p><strong>Delta-V Light Fighter (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: fighter</p><p>Size: gargantuan (-4)</p><p>Tactical Speed: 3500 ft space, 750 (75) squares atmosphere, can reach orbit without assistance.</p><p>Defense: 5 (-8 size +3 class)</p><p>Flat-Footed Defense: 9 (-4 size +3 class)</p><p>Autopilot Defense: 6 (-4 size)</p><p>Hardness: 18</p><p>Hit Dice: 7d20 140 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: 52 ft (width)</p><p>Weight: 123.5 tons</p><p>Targeting System Bonus: +2</p><p>Crew: 1 (trained +4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 10 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 48</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: 2 fire linked light pulse cannons +0 (10d8);</p><p>Or Missile +0 (4d12)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, cutting lasers</p><p>Engines: thrusters, fusion torch, afterburners</p><p>Armour: alloy plating</p><p>Defense Systems:</p><p>Sensors: Class II sensors, targeting system</p><p>Communications: radio transceiver</p><p>Weapons: 2 fire-linked pulse cannons, 4 missiles</p><p>Grappling Systems: 2 grappling claws</p><p></p><p><strong>No Gravity</strong></p><p>The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.</p><p></p><p><strong>Afterburners</strong></p><p>This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed, usable 5 times.</p><p></p><p><strong>Pulse Cannon, Very Light (PL 6-7)</strong></p><p>Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons. The Very light pulse cannon is found on light fighters or make up the point defense systems on commercial craft.</p><p>Damage: 7d8</p><p>Critical: 20x3</p><p>Damage Type: Fire</p><p>Range Increment: 1,000 ft.</p><p>Rate of Fire: Single, S, or A</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Restricted (+2)</p><p></p><p><strong>Light Missile (PL 5)</strong></p><p>A light missile similar to sidewinders and ARAAMs produced in late PL5 to early PL6, can be used in space.</p><p>Weapon Damage: 4d12 (26)</p><p>Critical: 19-20</p><p>Damage Type: Ballistic</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 21</p><p>Restriction: Mil (+3)</p><p></p><p></p><p><strong><span style="font-size: 22px">Delta V2</span></strong></p><p>This version of the Delta V is heavier armoured and armed with light pulse cannons instead, and can carry a few more missiles.</p><p>Make modifications to Delta-V:</p><p>Increase HD to 9d20 (180 hit points);</p><p>Increase hardness to 20;</p><p>Replace twin very light pulse cannons with light pulse cannons;</p><p>Increase number of missiles to 6;</p><p>Increase afterburner speed bonus to +1000 ft;</p><p>PDC +2</p><p></p><p><strong>Pulse Cannon, Light (PL 6-7)</strong></p><p>Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons.</p><p>Damage: 9d8</p><p>Critical: 20x3</p><p>Damage Type: Fire</p><p>Range Increment: 1,500 ft.</p><p>Rate of Fire: Single, S, or A</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Military (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8469890, member: 6668634"] Babylon 5 raider fighter. [B][SIZE=7]Delta-V Light Fighter[/SIZE][/B] This triangular shaped fighter, also known as the Zephyr, is a light aerospace fighter, capable of both atmospheric and space flight, short ranged and armed with twin pulse cannons and can carry missiles, but are lightly armoured. These ships are fairly cheap, easy to maintain, which makes them a favoured ship amongst mercenaries, pirates and raiders, although many can be found as defense fighters amongst smaller, but wealthy transportation companies. [B]Delta-V Light Fighter (PL6)[/B] Type: Ultralight Subtype: fighter Size: gargantuan (-4) Tactical Speed: 3500 ft space, 750 (75) squares atmosphere, can reach orbit without assistance. Defense: 5 (-8 size +3 class) Flat-Footed Defense: 9 (-4 size +3 class) Autopilot Defense: 6 (-4 size) Hardness: 18 Hit Dice: 7d20 140 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 52 ft (width) Weight: 123.5 tons Targeting System Bonus: +2 Crew: 1 (trained +4) Passenger Capacity: 0 Cargo Capacity: 10 lbs Grapple Modifier: +8 Base PDC: 48 Restriction: Licenced (+1) Attack: 2 fire linked light pulse cannons +0 (10d8); Or Missile +0 (4d12) Attack of Opportunity: Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, cutting lasers Engines: thrusters, fusion torch, afterburners Armour: alloy plating Defense Systems: Sensors: Class II sensors, targeting system Communications: radio transceiver Weapons: 2 fire-linked pulse cannons, 4 missiles Grappling Systems: 2 grappling claws [B]No Gravity[/B] The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship. [B]Afterburners[/B] This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed, usable 5 times. [B]Pulse Cannon, Very Light (PL 6-7)[/B] Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons. The Very light pulse cannon is found on light fighters or make up the point defense systems on commercial craft. Damage: 7d8 Critical: 20x3 Damage Type: Fire Range Increment: 1,000 ft. Rate of Fire: Single, S, or A Minimum Ship Size: Huge Purchase DC: 31 Restriction: Restricted (+2) [B]Light Missile (PL 5)[/B] A light missile similar to sidewinders and ARAAMs produced in late PL5 to early PL6, can be used in space. Weapon Damage: 4d12 (26) Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 21 Restriction: Mil (+3) [B][SIZE=6]Delta V2[/SIZE][/B] This version of the Delta V is heavier armoured and armed with light pulse cannons instead, and can carry a few more missiles. Make modifications to Delta-V: Increase HD to 9d20 (180 hit points); Increase hardness to 20; Replace twin very light pulse cannons with light pulse cannons; Increase number of missiles to 6; Increase afterburner speed bonus to +1000 ft; PDC +2 [B]Pulse Cannon, Light (PL 6-7)[/B] Pulse cannons are a form of plasma weapon, slightly weaker generally, but can deal devastating critical damage. They also had slightly shorter range than standard plasma weapons. Damage: 9d8 Critical: 20x3 Damage Type: Fire Range Increment: 1,500 ft. Rate of Fire: Single, S, or A Minimum Ship Size: Huge Purchase DC: 33 Restriction: Military (+3) [/QUOTE]
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