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<blockquote data-quote="kronos182" data-source="post: 8522479" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Hyena Class Droid Fighter/Bomber</span></strong></p><p>The Hyena class droid fighter/bomber are droid starfighter built by Baktoid Armour Workshop, based on the Vulture Droid starfighter. Larger than the Vulture, with a wider body, the 'head' is off-centered on the central body with a secondary pod next to it which contains missiles and torpedoes. The Hyena is able to transform similar to the Vulture, although it sits lower to the ground, which allows easier access to its ordnance pods to ground units to reload it faster. In addition to the ordinance pod, and any additional warheads carried under the body, it has four light lasers on the wings, which transform into legs. While in walker mode, the lasers are not usable, but it can still fire any warheads it has.</p><p></p><p><strong>Hyena Droid Fighter/Bomber (PL6-7)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter/bomber</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4500 ft space, 1100 atmosphere (110), 60 ft walking</p><p>Defense: 13 (10 base -2 size +3 class +1 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: 7d20 (140 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: 40.9 ft wide, 11.8 ft (22.5 ft tall) walker mode</p><p>Weight: 9,600 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: 36</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>4 select fire-linked blasters +1 ranged 8d8 (2 light lasers, or 10d8 for 4 lasers), 20, fire, 3500 ft, s/a; or</p><p>Warhead Launcher +1 ranged varies,</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p>Due to the small size and design, the 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, bomber targeting, selective warheads, under wing ordnance, network calculations.</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 light laser cannons, 2 warhead launchers</p><p>Grappling Systems: None</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 +1 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 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 droid can't use its laser cannons 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>Bomber Targeting</strong></p><p>When the Hyena is targeting a starship of Light or larger type, or colossal sized vehicles or buildings on the ground, it's warhead launchers attacks gain a +2 to attack rolls (total of +3). It gains +2 to Pilot and any other checks required while making a bombing run.</p><p></p><p><strong>Selective Warheads</strong></p><p>The warhead launchers on the Hyena bomber are designed to carry up to two different types of ordnance. Each launcher can carry a total of 3 concussion missiles (6 total), 3 proton torpedoes (6 total), or 8 concussion missiles (16 missiles total), or 7 proton torpedoes (14 each). It can swap proton bombs at the rate of 1 proton torpedo to 1 proton bomb. During combat, it can switch freely between concussion missiles and proton torpedoes freely if it makes more than 1 attack per round with the warhead launchers.</p><p></p><p><strong>Underwing Ordnance</strong></p><p>The Hyena can carry additional concussion missiles, proton torpedoes or proton bombs on racks under the body. It can carry a total of 8 additional warheads or bombs, but suffers -2 to Pilot checks and reduce speed by -500 ft in space, -100 (-10) in atmosphere.</p><p></p><p><strong>Network Calculations</strong></p><p>Hyena droids can work together to make the best of their attacks when attacking larger targets. When multiple individual Hyena droids, or multiple wings of Hyenas (which function as one), attack the same target, each Hyena or wing of Hyenas that attacks the same target of Light type, or colossal sized ground target, each Hyena/wing of Hyenas after the first that successfully deals damage to the target gains a +1 to attack roll and critical roll increases by 1 for that round. If one misses the target, the bonus resets.</p><p></p><p><strong><span style="font-size: 18px">Light Laser</span></strong></p><p>A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.</p><p></p><p><strong>Light Laser (PL6)</strong></p><p>Damage: 4d8</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 3500 ft</p><p>Rate of Fire: S, A</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 29</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 26px">Variants</span></strong></p><p><strong><span style="font-size: 22px">M-4500 Dragonfly</span></strong></p><p>The M-4500 Dragonfly is a Stargate Command/US Airforce built versions of the Hyena Droid starfighters. They are slightly heavier armoured than standard versions, with the warhead launchers removed, replaced with AIM-120 and Hellfire 2 missiles internal and external mountings for additional missiles on the wing struts, and mounts one railgun on the body, with slight bulges on the body around the railgun. Stargate Command and the US Airforce 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. Unfortunately the Dragonfly is to large to send through a Stargate, thus they are either launched from ground bases, space stations or ships in orbit.</p><p>Make the following changes to Hyena droid fighter/bomber:</p><p>Increase hit dice to 9d20 (180 hp);</p><p>Reduce speed to 4000 ft space, 900 (90) atmosphere;</p><p>Increase hardness to 20;</p><p>Remove warhead launchers (2);</p><p>Add 1 railgun to body;</p><p>Add AIM-120 internal missile launcher (8 missiles);</p><p>Add Hellfire 2 internal missile launcher (8 missiles);</p><p>Add external missile mountings (6 AIM-120 or 4 Hellfire 2 missiles)</p><p>Add Kill Switch;</p><p>PDC: +2 (Mil +3)</p><p></p><p><strong>Kill Switch</strong></p><p>The Dragonfly 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><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><strong>Hellfire 2 (Air-to-Surface Missile)</strong></p><p>The hellfire 2 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 18d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 21 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 20 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 2 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.</p><p>PDC: 23 Mil (+3)</p><p></p><p></p><p><strong><span style="font-size: 22px">Techno Union Bomber</span></strong></p><p>These Hyena droid fighter/bombers are built by the Techno Union, a member of the Confederacy for Independent Systems, which boasts improved droid brains, sensors and other systems.</p><p>Make the following changes to Hyena droid fighter/bomber:</p><p>Increase Pilot bonus to Defense to +4;</p><p>Increase Pilot skill bonus to +5;</p><p>Increase Gunner attack to +3;</p><p>Change sensor system to Class III;</p><p>Reduce hardness to 13;</p><p>PDC: +1</p><p></p><p></p><p><strong><span style="font-size: 22px">DBS-404</span></strong></p><p>This Hyena droid bomber was programmed for ground attack, making it quite effective against any ground vehicle or structure, has yellow paint job and slight modifications for improved atmospheric performance.</p><p>Uses the stats of the Hyena droid fighter/bomber with the following changes:</p><p>Additional +1 to Pilot checks while in atmosphere;</p><p>Gains +2 to attack rolls against any ground target;</p><p>Gains additional +1 Dodge bonus to Defense against attacks from ground vehicles or structures;</p><p>Against ground structures critical damage increased by 1 (x2 becomes x3).</p><p>PDC: 37 Unique (+5)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8522479, member: 6668634"] [B][SIZE=7]Hyena Class Droid Fighter/Bomber[/SIZE][/B] The Hyena class droid fighter/bomber are droid starfighter built by Baktoid Armour Workshop, based on the Vulture Droid starfighter. Larger than the Vulture, with a wider body, the 'head' is off-centered on the central body with a secondary pod next to it which contains missiles and torpedoes. The Hyena is able to transform similar to the Vulture, although it sits lower to the ground, which allows easier access to its ordnance pods to ground units to reload it faster. In addition to the ordinance pod, and any additional warheads carried under the body, it has four light lasers on the wings, which transform into legs. While in walker mode, the lasers are not usable, but it can still fire any warheads it has. [B]Hyena Droid Fighter/Bomber (PL6-7)[/B] Type: Ultralight Subtype: Fighter/bomber Size: Huge (-2) Tactical Speed: 4500 ft space, 1100 atmosphere (110), 60 ft walking Defense: 13 (10 base -2 size +3 class +1 dodge) +4 vs missiles Flat-Footed Defense: 11 (10 base - 2 size +3 class) Autopilot Defense: Hardness: 15 Hit Dice: 7d20 (140 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: Gunner's Attack Bonus: +2 Length: 40.9 ft wide, 11.8 ft (22.5 ft tall) walker mode Weight: 9,600 lbs Targeting System Bonus: +1 Crew: 1 droid brain (trained +4) Passenger Capacity: 0 Cargo Capacity: 0 lbs Grapple Modifier: Base PDC: 36 Restriction: Mil (+3) Attack: 4 select fire-linked blasters +1 ranged 8d8 (2 light lasers, or 10d8 for 4 lasers), 20, fire, 3500 ft, s/a; or Warhead Launcher +1 ranged varies, Attack of Opportunity: Bonuses: Due to the small size and design, the 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, bomber targeting, selective warheads, under wing ordnance, network calculations. Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 4 fire select-linked light laser cannons, 2 warhead launchers Grappling Systems: None [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 +1 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 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 droid can't use its laser cannons 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]Bomber Targeting[/B] When the Hyena is targeting a starship of Light or larger type, or colossal sized vehicles or buildings on the ground, it's warhead launchers attacks gain a +2 to attack rolls (total of +3). It gains +2 to Pilot and any other checks required while making a bombing run. [B]Selective Warheads[/B] The warhead launchers on the Hyena bomber are designed to carry up to two different types of ordnance. Each launcher can carry a total of 3 concussion missiles (6 total), 3 proton torpedoes (6 total), or 8 concussion missiles (16 missiles total), or 7 proton torpedoes (14 each). It can swap proton bombs at the rate of 1 proton torpedo to 1 proton bomb. During combat, it can switch freely between concussion missiles and proton torpedoes freely if it makes more than 1 attack per round with the warhead launchers. [B]Underwing Ordnance[/B] The Hyena can carry additional concussion missiles, proton torpedoes or proton bombs on racks under the body. It can carry a total of 8 additional warheads or bombs, but suffers -2 to Pilot checks and reduce speed by -500 ft in space, -100 (-10) in atmosphere. [B]Network Calculations[/B] Hyena droids can work together to make the best of their attacks when attacking larger targets. When multiple individual Hyena droids, or multiple wings of Hyenas (which function as one), attack the same target, each Hyena or wing of Hyenas that attacks the same target of Light type, or colossal sized ground target, each Hyena/wing of Hyenas after the first that successfully deals damage to the target gains a +1 to attack roll and critical roll increases by 1 for that round. If one misses the target, the bonus resets. [B][SIZE=5]Light Laser[/SIZE][/B] A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage. [B]Light Laser (PL6)[/B] Damage: 4d8 Critical: 20 Damage Type: Fire Range Increment: 3500 ft Rate of Fire: S, A Minimum Ship Size: Huge Purchase DC: 29 Restriction: Mil (+3) [B][SIZE=7]Variants[/SIZE] [SIZE=6]M-4500 Dragonfly[/SIZE][/B] The M-4500 Dragonfly is a Stargate Command/US Airforce built versions of the Hyena Droid starfighters. They are slightly heavier armoured than standard versions, with the warhead launchers removed, replaced with AIM-120 and Hellfire 2 missiles internal and external mountings for additional missiles on the wing struts, and mounts one railgun on the body, with slight bulges on the body around the railgun. Stargate Command and the US Airforce 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. Unfortunately the Dragonfly is to large to send through a Stargate, thus they are either launched from ground bases, space stations or ships in orbit. Make the following changes to Hyena droid fighter/bomber: Increase hit dice to 9d20 (180 hp); Reduce speed to 4000 ft space, 900 (90) atmosphere; Increase hardness to 20; Remove warhead launchers (2); Add 1 railgun to body; Add AIM-120 internal missile launcher (8 missiles); Add Hellfire 2 internal missile launcher (8 missiles); Add external missile mountings (6 AIM-120 or 4 Hellfire 2 missiles) Add Kill Switch; PDC: +2 (Mil +3) [B]Kill Switch[/B] The Dragonfly 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]Hellfire 2 (Air-to-Surface Missile)[/B] The hellfire 2 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 18d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 21 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 20 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 2 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. PDC: 23 Mil (+3) [B][SIZE=6]Techno Union Bomber[/SIZE][/B] These Hyena droid fighter/bombers are built by the Techno Union, a member of the Confederacy for Independent Systems, which boasts improved droid brains, sensors and other systems. Make the following changes to Hyena droid fighter/bomber: Increase Pilot bonus to Defense to +4; Increase Pilot skill bonus to +5; Increase Gunner attack to +3; Change sensor system to Class III; Reduce hardness to 13; PDC: +1 [B][SIZE=6]DBS-404[/SIZE][/B] This Hyena droid bomber was programmed for ground attack, making it quite effective against any ground vehicle or structure, has yellow paint job and slight modifications for improved atmospheric performance. Uses the stats of the Hyena droid fighter/bomber with the following changes: Additional +1 to Pilot checks while in atmosphere; Gains +2 to attack rolls against any ground target; Gains additional +1 Dodge bonus to Defense against attacks from ground vehicles or structures; Against ground structures critical damage increased by 1 (x2 becomes x3). PDC: 37 Unique (+5) [/QUOTE]
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