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<blockquote data-quote="kronos182" data-source="post: 8522478" data-attributes="member: 6668634"><p>Update to the Vulture droid starfighter plus a couple of NPC droids</p><p></p><p><strong><span style="font-size: 26px">Vulture Droid Starfighter</span></strong></p><p>The Variable Geometry Self-Propelled Battle Droid mk1, also known as Vulture droids, are a droid starfighter, capable of going from starfighter flight configuration to a walking configuration. Originally used by the Trade Federation and later by the Confederacy of Independent Systems. It had a slight insectoid appearance, thanks to Xi Charrian design aesthetics, with a compact body, highly maneuverable and fast as it didn't have to worry about a living pilot passing out. Armed with several blasters and energy torpedoes. Early models had four blasters, with two on each wing, which would be concealed in normal flight, but revealed with the wings split for combat mode. However when in walker mode, the blasters would be unavailable. Later models were modified with an additional two blasters on the body so the droid could still use blasters while in walker configuration, and the energy torpedoes are changed for other missile types, but with limited ammunition.</p><p>When not in flight, the ship could transform into a walking weapons platform, with the wings splitting and rotating to form four legs, which can also latch onto surfaces in zero gravity, allowing them to cling to outer hulls of ships to deploy even faster. Vulture droids, while programmed with a multitude of combat maneuvers, they had average intelligence for droids. Vulture droids used solid fuel which only allowed for 35 minutes of operation</p><p></p><p>In Coreline the Vulture droid starfighter is used mainly by anyone with the credits, but mainly sold to the Imperial groups, remenents of the Confederacy of Independent Systems, or others that prefer droid soldiers over the living.</p><p></p><p><strong>Vulture Droid Starfighter Mk1 (PL6-7)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 5000 ft space, 1300 atmosphere (130), 75 ft walking</p><p>Defense: 13 (10 base -2 size +3 class +2 dodge) +4 vs missiles</p><p>Flat-Footed Defense: 11 (10 base - 2 size +3 class)</p><p>Autopilot Defense:</p><p>Hardness: 15</p><p>Hit Dice: 5d20 (100 hp)</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier:</p><p>Gunner's Attack Bonus: +2</p><p>Length: 22.8 ft flight mode, 11.8 ft (22.5 ft tall) walker mode</p><p>Weight: 4,700 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1 droid brain (trained +4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 0 lbs</p><p>Grapple Modifier:</p><p>Base PDC: 34</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>4 select fire-linked blasters +1 ranged 8d8 (2 blasters, or 10d8 for 4 blasters), 20, fire, 3000 ft, s/a; or</p><p>Energy torpedo +1 ranged 5d10,</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p>Due to the small size and design, the vulture droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems:</p><p>Sensors: Class II, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 4 fire select-linked blaster cannons, 2 energy torpedoes</p><p>Grappling Systems:</p><p></p><p><strong>Agile</strong></p><p>As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates.</p><p></p><p><strong>Droid Pilot</strong></p><p>The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round.</p><p></p><p><strong>Transform</strong></p><p>The vulture droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The mark 1 vulture droids can't use its blaster cannons while in walker mode, while later versions with additional blasters on the body can fire the body mounted weapons while in walker mode.</p><p></p><p><strong>Swarm Tactics</strong></p><p>Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage.</p><p></p><p><strong><span style="font-size: 18px">Blaster Cannons (PL6)</span></strong></p><p>Lighter energy weapons to the common laser cannons, making them legal for use as defensive weapons on civilian ships.</p><p></p><p>Weapon Damage: 4d8</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 20</p><p>Restriction: Lic (+1)</p><p></p><p><strong><span style="font-size: 18px">Energy Torpedo</span></strong></p><p>These torpedoes are a plasma-based weapon and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half. Unlike other torpedoes, energy torpedoes draw power from the ship's power planet, giving it an unlimited ammunition supply, but they require a recharge between shots and have no guidance system.</p><p></p><p><strong>Energy Torpedo (PL6-7)</strong></p><p>Damage: 5d20</p><p>Critical: 20x4</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: 24</p><p>Restriction: Mil (+3)</p><p>Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. Unlimited ammunition as long as ship has power. -2 to attack rolls against ships moving at 4000 ft or faster.</p><p></p><p><span style="font-size: 26px"><strong>Variants</strong></span></p><p></p><p><strong><span style="font-size: 22px">Vulture Droid Starfighter mk2</span></strong></p><p>This is an upgrade made to the Vulture droids during the Clone Wars. Two additional blasters were added to the body to allow it to use them while in walker mode.</p><p>Make the following changes:</p><p>Add 2 fire-linked Blaster (can fire independent of the other 4, or add +1 to attack rolls when linked to the other four while in flight mode);</p><p>Replace Energy Torpedoes with Concussion missiles (6 missiles) or other missiles of similar size;</p><p>Increase hit dice to 6d20 (120 hp);</p><p>PDC: +1</p><p></p><p><strong><span style="font-size: 22px">EWACs Vulture Droid starfighter</span></strong></p><p>This version of the Vulture has a large flat dome mounted on top which is filled with jamming and communication systems. These ships are used to disrupt enemy targeting and communications systems, but are lightly armed, with only two blaster cannons and an ion torpedo launcher.</p><p>Make following changes to Vulture mk1:</p><p>Remove 2 blaster cannons;</p><p>Switch energy torpedoes with single ion torpedo launcher (3 torpedoes);</p><p>Add advanced sensor jammer (10 mile range);</p><p>Add Communication Jammer;</p><p>PDC: +2 (Mil +3)</p><p></p><p></p><p><strong><span style="font-size: 18px">ADVANCED SENSOR JAMMER (PL 7)</span></strong></p><p>This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV</p><p>systems suffer a –5 penalty.</p><p>Purchase DC: 6 + one-half the base purchase DC of the starship.</p><p>Restriction: Military (+3).</p><p></p><p><strong><span style="font-size: 18px">Communication Jammer</span></strong></p><p>This device jams communications except for specific frequencies programmed for allied units, within a 50 mile radius. Computer Use check DC 30 requires to make communications possible for enemies but has static. If the enemy has their own EWACs systems, reduce DC by 5.</p><p></p><p><strong><span style="font-size: 18px">Ion Torpedo</span></strong></p><p>Ion Torpedoes are similar to ion cannons in that they are used to disable targets. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance.</p><p></p><p><strong>Ion Torpedo (PL6)</strong></p><p>Damage: 12d6</p><p>Critical: 20x3</p><p>Damage Type: Energy (Electricity)</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 35</p><p>Restriction: Military (+3)</p><p></p><p></p><p><strong><span style="font-size: 22px">M-4000 Tick</span></strong></p><p>The M-4000 Tick is a Stargate built versions of the Vulture Droid starfighters. They are slightly heavier armoured than standard vultures, with the energy torpedo launchers removed, replaced with AIM-120 missiles internal and mountings for additional missiles on the wing struts, and mounts two railguns on the body, with slight bulges on the body around the railguns. Stargate Command uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue.</p><p>Make the following changes to vulture droid starfighter mk2:</p><p>Increase hit dice to 7d20 (140 hp);</p><p>Reduce speed to 4000 ft space, 1000 (100) atmosphere;</p><p>Increase hardness to 20;</p><p>Remove energy torpedo launchers;</p><p>Add 2 fire-linked railguns to body;</p><p>Add AIM-120 internal missile launcher (4 missiles) and mountings for an additional 4 missiles externally;</p><p>Add Kill Switch;</p><p>PDC: +2 (Mil +3)</p><p></p><p><strong>Kill Switch</strong></p><p>The Tick is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.</p><p>Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.</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: +1 to target ships of Corvette types or larger.</p><p></p><p></p><p><strong><span style="font-size: 22px">DFS-327</span></strong></p><p>A Vulture Droid starfighter mk1 programmed for battleship defense. It won't pursue enemy starfighters once repelled, but can disable vital systems on attacking capital ships.</p><p>In combat, DFS-327 keeps close to its assigned capital ship, attacking targets that attack the ship, breaking off if the targets move more than 6000 ft away from the assigned ship. It, and the wing it commands, prioritizes enemy targets within 2000 ft or less of the capital ship, attacking until the target is disabled or moves out beyond 6000 ft. DFS-327 will sacrifice other fighters in its wing to protect its assigned capital ship, sending them to intercept enemy attacks.</p><p>Uses stats of Vulture droid starfighter mk1 with the following changes:</p><p>Initiative +3 while within 5000 ft of assigned capital ship;</p><p>+3 attack rolls against any targets attacking assigned capital ship;</p><p>Critical attacks against same target assigned capital ship is attacking score on 19-20, x2;</p><p>While commanding a wing of other Vulture Droid starfighters (up to total of 8 fighters) and within 1000 ft of assigned capital ship, as an attack of opportunity, can order one of the wingmen fighters to intercept an attack against the assigned capital ship, granting the ship a +2 Shield bonus to Defense. If this bonus protects the capital ship, the damage is dealt to one of the droid fighters as if it was the target of the attack.</p><p>PDC: 35 Unique (+5)</p><p></p><p></p><p><strong><span style="font-size: 22px">DFS-311</span></strong></p><p>This Vulture Droid starfighter had programming set more for defensive flying, protecting itself and increasing the defenses of other fighters in a wing it commands.</p><p>In combat, if there are more than 2 enemy targets, DFS-311 and its wing will fight Defensively while attacking any enemy fighters, then capital ships.</p><p>Uses the stats of a Vulture Droid starfigher mk2 with the following changes:</p><p>Class bonus to Defense increases to +4;</p><p>Defensive Fighting;</p><p>Defensive formation;</p><p>PDC: 35 Unique (+5)</p><p></p><p><strong>Defensive Fighting</strong></p><p>When DFS-311, and it's wing, Fight Defensively, only suffers a -3 to attack rolls and gains +3 dodge bonus to defense, instead of the normal -4 to attack rolls and +2 dodge bonus to Defense during the round it fights defensively. DFS-311 can fight defensively until it choses not to.</p><p></p><p><strong>Defensive Formation</strong></p><p>While leading a wing of Vulture droid starfighters, DFS-311 gains an additional +1 to Defense for every 3 wingmen in the wing.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8522478, member: 6668634"] Update to the Vulture droid starfighter plus a couple of NPC droids [B][SIZE=7]Vulture Droid Starfighter[/SIZE][/B] The Variable Geometry Self-Propelled Battle Droid mk1, also known as Vulture droids, are a droid starfighter, capable of going from starfighter flight configuration to a walking configuration. Originally used by the Trade Federation and later by the Confederacy of Independent Systems. It had a slight insectoid appearance, thanks to Xi Charrian design aesthetics, with a compact body, highly maneuverable and fast as it didn't have to worry about a living pilot passing out. Armed with several blasters and energy torpedoes. Early models had four blasters, with two on each wing, which would be concealed in normal flight, but revealed with the wings split for combat mode. However when in walker mode, the blasters would be unavailable. Later models were modified with an additional two blasters on the body so the droid could still use blasters while in walker configuration, and the energy torpedoes are changed for other missile types, but with limited ammunition. When not in flight, the ship could transform into a walking weapons platform, with the wings splitting and rotating to form four legs, which can also latch onto surfaces in zero gravity, allowing them to cling to outer hulls of ships to deploy even faster. Vulture droids, while programmed with a multitude of combat maneuvers, they had average intelligence for droids. Vulture droids used solid fuel which only allowed for 35 minutes of operation In Coreline the Vulture droid starfighter is used mainly by anyone with the credits, but mainly sold to the Imperial groups, remenents of the Confederacy of Independent Systems, or others that prefer droid soldiers over the living. [B]Vulture Droid Starfighter Mk1 (PL6-7)[/B] Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 5000 ft space, 1300 atmosphere (130), 75 ft walking Defense: 13 (10 base -2 size +3 class +2 dodge) +4 vs missiles Flat-Footed Defense: 11 (10 base - 2 size +3 class) Autopilot Defense: Hardness: 15 Hit Dice: 5d20 (100 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: Gunner's Attack Bonus: +2 Length: 22.8 ft flight mode, 11.8 ft (22.5 ft tall) walker mode Weight: 4,700 lbs Targeting System Bonus: +1 Crew: 1 droid brain (trained +4) Passenger Capacity: 0 Cargo Capacity: 0 lbs Grapple Modifier: Base PDC: 34 Restriction: Mil (+3) Attack: 4 select fire-linked blasters +1 ranged 8d8 (2 blasters, or 10d8 for 4 blasters), 20, fire, 3000 ft, s/a; or Energy torpedo +1 ranged 5d10, Attack of Opportunity: Bonuses: Due to the small size and design, the vulture droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 4 fire select-linked blaster cannons, 2 energy torpedoes Grappling Systems: [B]Agile[/B] As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates. [B]Droid Pilot[/B] The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round. [B]Transform[/B] The vulture droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The mark 1 vulture droids can't use its blaster cannons while in walker mode, while later versions with additional blasters on the body can fire the body mounted weapons while in walker mode. [B]Swarm Tactics[/B] Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage. [B][SIZE=5]Blaster Cannons (PL6)[/SIZE][/B] Lighter energy weapons to the common laser cannons, making them legal for use as defensive weapons on civilian ships. Weapon Damage: 4d8 Critical: 20 Damage Type: fire Range Increment: 3000 ft Rate of Fire: Semi Minimum Ship Size: Large Purchase DC: 20 Restriction: Lic (+1) [B][SIZE=5]Energy Torpedo[/SIZE][/B] These torpedoes are a plasma-based weapon and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half. Unlike other torpedoes, energy torpedoes draw power from the ship's power planet, giving it an unlimited ammunition supply, but they require a recharge between shots and have no guidance system. [B]Energy Torpedo (PL6-7)[/B] Damage: 5d20 Critical: 20x4 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 24 Restriction: Mil (+3) Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. Unlimited ammunition as long as ship has power. -2 to attack rolls against ships moving at 4000 ft or faster. [SIZE=7][B]Variants[/B][/SIZE] [B][SIZE=6]Vulture Droid Starfighter mk2[/SIZE][/B] This is an upgrade made to the Vulture droids during the Clone Wars. Two additional blasters were added to the body to allow it to use them while in walker mode. Make the following changes: Add 2 fire-linked Blaster (can fire independent of the other 4, or add +1 to attack rolls when linked to the other four while in flight mode); Replace Energy Torpedoes with Concussion missiles (6 missiles) or other missiles of similar size; Increase hit dice to 6d20 (120 hp); PDC: +1 [B][SIZE=6]EWACs Vulture Droid starfighter[/SIZE][/B] This version of the Vulture has a large flat dome mounted on top which is filled with jamming and communication systems. These ships are used to disrupt enemy targeting and communications systems, but are lightly armed, with only two blaster cannons and an ion torpedo launcher. Make following changes to Vulture mk1: Remove 2 blaster cannons; Switch energy torpedoes with single ion torpedo launcher (3 torpedoes); Add advanced sensor jammer (10 mile range); Add Communication Jammer; PDC: +2 (Mil +3) [B][SIZE=5]ADVANCED SENSOR JAMMER (PL 7)[/SIZE][/B] This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. Purchase DC: 6 + one-half the base purchase DC of the starship. Restriction: Military (+3). [B][SIZE=5]Communication Jammer[/SIZE][/B] This device jams communications except for specific frequencies programmed for allied units, within a 50 mile radius. Computer Use check DC 30 requires to make communications possible for enemies but has static. If the enemy has their own EWACs systems, reduce DC by 5. [B][SIZE=5]Ion Torpedo[/SIZE][/B] Ion Torpedoes are similar to ion cannons in that they are used to disable targets. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance. [B]Ion Torpedo (PL6)[/B] Damage: 12d6 Critical: 20x3 Damage Type: Energy (Electricity) Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 35 Restriction: Military (+3) [B][SIZE=6]M-4000 Tick[/SIZE][/B] The M-4000 Tick is a Stargate built versions of the Vulture Droid starfighters. They are slightly heavier armoured than standard vultures, with the energy torpedo launchers removed, replaced with AIM-120 missiles internal and mountings for additional missiles on the wing struts, and mounts two railguns on the body, with slight bulges on the body around the railguns. Stargate Command uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue. Make the following changes to vulture droid starfighter mk2: Increase hit dice to 7d20 (140 hp); Reduce speed to 4000 ft space, 1000 (100) atmosphere; Increase hardness to 20; Remove energy torpedo launchers; Add 2 fire-linked railguns to body; Add AIM-120 internal missile launcher (4 missiles) and mountings for an additional 4 missiles externally; Add Kill Switch; PDC: +2 (Mil +3) [B]Kill Switch[/B] The Tick is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again. Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying. [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: +1 to target ships of Corvette types or larger. [B][SIZE=6]DFS-327[/SIZE][/B] A Vulture Droid starfighter mk1 programmed for battleship defense. It won't pursue enemy starfighters once repelled, but can disable vital systems on attacking capital ships. In combat, DFS-327 keeps close to its assigned capital ship, attacking targets that attack the ship, breaking off if the targets move more than 6000 ft away from the assigned ship. It, and the wing it commands, prioritizes enemy targets within 2000 ft or less of the capital ship, attacking until the target is disabled or moves out beyond 6000 ft. DFS-327 will sacrifice other fighters in its wing to protect its assigned capital ship, sending them to intercept enemy attacks. Uses stats of Vulture droid starfighter mk1 with the following changes: Initiative +3 while within 5000 ft of assigned capital ship; +3 attack rolls against any targets attacking assigned capital ship; Critical attacks against same target assigned capital ship is attacking score on 19-20, x2; While commanding a wing of other Vulture Droid starfighters (up to total of 8 fighters) and within 1000 ft of assigned capital ship, as an attack of opportunity, can order one of the wingmen fighters to intercept an attack against the assigned capital ship, granting the ship a +2 Shield bonus to Defense. If this bonus protects the capital ship, the damage is dealt to one of the droid fighters as if it was the target of the attack. PDC: 35 Unique (+5) [B][SIZE=6]DFS-311[/SIZE][/B] This Vulture Droid starfighter had programming set more for defensive flying, protecting itself and increasing the defenses of other fighters in a wing it commands. In combat, if there are more than 2 enemy targets, DFS-311 and its wing will fight Defensively while attacking any enemy fighters, then capital ships. Uses the stats of a Vulture Droid starfigher mk2 with the following changes: Class bonus to Defense increases to +4; Defensive Fighting; Defensive formation; PDC: 35 Unique (+5) [B]Defensive Fighting[/B] When DFS-311, and it's wing, Fight Defensively, only suffers a -3 to attack rolls and gains +3 dodge bonus to defense, instead of the normal -4 to attack rolls and +2 dodge bonus to Defense during the round it fights defensively. DFS-311 can fight defensively until it choses not to. [B]Defensive Formation[/B] While leading a wing of Vulture droid starfighters, DFS-311 gains an additional +1 to Defense for every 3 wingmen in the wing. [/QUOTE]
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