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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8572249" data-attributes="member: 6668634"><p>Battlestar Galactica</p><p></p><p><strong><span style="font-size: 26px">Colonial Shuttle</span></strong></p><p>Shuttles are a type of small craft used by the Colonial Fleet and commercial companies for the transport of personnel and cargo. They are rectangular in shape, with two decks, with cargo deck on the bottom, a smaller deck on top for the crew and passengers. Large engine block at the rear gives it a respectable speed. The cargo section is about 24 feet wide, 10 feet tall, 60 feet long.</p><p></p><p><strong><span style="font-size: 22px">Colonial Shuttle Mk1</span></strong></p><p>The Shuttle Mk1 was in service shortly before the first Cylon War, with its boxy, slopped sided design, with two large engine nacelles at the rear. It has a large cargo ramp at the front, with two smaller doors on the sides for personnel to board. A staircase and a small cargo elevator lead to the upper level. The upper level has the bridge and comfortable seating for the passengers, a galley for the attendants to prepare food for longer trips, and two bathrooms. Requires a crew of 6: pilot, co-pilot, navigator, flight engineer, and two attendants, and car carry 24 passengers comfortably. The shuttles were equipped with jump drives, can land and take off from a planet under its own power. The left side passenger also functions as an airlock with an extendable collar.</p><p></p><p>Type: Ultralight</p><p>Subtype: Shuttle</p><p>Size: Colossal (–8 size)</p><p>Length: 85 feet</p><p>Weight: 120,000 lb.</p><p>Crew: 6 (trained +4)</p><p>Passenger Capacity: 24</p><p>Cargo Capacity: 20,000 lb.</p><p>Tactical Speed: 2500 ft. (5 sq)</p><p>Defense: 7</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</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: -</p><p>Targeting System Bonus: -</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 51</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: none</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: airlock left side port.</p><p>Engines: thrusters</p><p>Armor: Alloy plating</p><p>Defense Systems: autopilot system, damage control system (1d10)</p><p>Sensors: Class I sensor array</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: none</p><p>Grappling Systems: None</p><p></p><p><strong><span style="font-size: 22px">Colonial Shuttle Mk1 Military</span></strong></p><p>The military version of the Mk1 is modified with additional armour, strips out the galley, and an easily be converted from a passenger/cargo to full passenger or full cargo versions in about 30 minutes with 4 people working.</p><p>Make the following changes to Colonial Shuttle Mk1 to Military version:</p><p>Add 2 hit die (19d20), hp 180;</p><p>Reduce crew to 4 (removes 2 attendants);</p><p>Passenger capacity increases to 30;</p><p>Add Chaff launcher with 8 bundles defense system;</p><p>Upgrade sensor to Class II;</p><p>PDC +1</p><p></p><p>Troop carrier versions have seating added to the main cargo section which increases passenger capacity to 100, a little cramped.</p><p>Cargo versions remove all passenger capacity and increase cargo capacity to 25,000 lbs.</p><p></p><p><strong><span style="font-size: 22px">Colonial Shuttle Mk2</span></strong></p><p>The mark 2 has improvements in aerodynamics with a more curved design, the two large engine nacelles are replaced with four smaller, but more powerful engines. Instead of two personnel doors on the sides, larger doors that function as ramps are mounted instead to allow for faster loading/unloading, or more flexibility so that the ship doesn't have to land a specific facing to be able to unload. An airlock is mounted on the top with an extendable collar.</p><p></p><p>Type: Ultralight</p><p>Subtype: Shuttle</p><p>Size: Colossal (–8 size)</p><p>Length: 85 feet</p><p>Weight: 125,000 lb.</p><p>Crew: 6 (trained +4)</p><p>Passenger Capacity: 24</p><p>Cargo Capacity: 21,000 lb.</p><p>Tactical Speed: 3000 ft. (6 sq)</p><p>Defense: 7</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 8d20 (160 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: -</p><p>Targeting System Bonus: -</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 51</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: none</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: 3 ramps, top mounted airlock with extendable collar.</p><p>Engines: thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles</p><p>Sensors: Class II sensor array</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: none</p><p>Grappling Systems: None</p><p></p><p></p><p><strong><span style="font-size: 22px">Adventure Corp Colonial Shuttle</span></strong></p><p>Adventure Corp has managed to get the plans for the Colonial Shuttle mk2 design, and have begun refitting them similar to their van line, making craft that are excellent for small groups to get around the galaxy. The basic Adventure Corp shuttle is very similar to the Colonial shuttle, with a few modifications, including the ramps on the sides instead of tilting down, are instead retractable and have doors that split open instead, with each having an extendable collar for docking. The upper deck is modified with an expanded galley that can store food for 10 people for 3 months, the passenger section is split up to include 3 rooms with a bunk bed in each to sleep 2 people at the same time. The two bathrooms are enlarged to include a sonic shower, with option to include a water shower.</p><p>Improved automation allows the ship to run with a crew of only 2. Adventure Corp offers 2 basic packages plus a number of other upgrades immediately available, but can add any other standard ship system upgrade the client requires, it takes time and funds to modify to the client's request.</p><p></p><p>Type: Ultralight</p><p>Subtype: Shuttle</p><p>Size: Colossal (–8 size)</p><p>Length: 85 feet</p><p>Weight: 129,000 lb.</p><p>Crew: 2 to 4</p><p>Passenger Capacity: 24</p><p>Cargo Capacity: 19,000 lb.</p><p>Tactical Speed: 3000 ft. (6 sq)</p><p>Defense: 7</p><p>Flat-footed Defense: 9</p><p>Autopilot Defense: 8</p><p>Hardness: 20</p><p>Hit Dice: 8d20 (160 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: -</p><p>Targeting System Bonus: -</p><p>Grapple Modifier: +16</p><p>Base Purchase DC: 51</p><p>Restriction: Licenced (+1)</p><p></p><p>Attack: none</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: 3 ramps, sides and top mounted airlock with extendable collar.</p><p>Engines: thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles</p><p>Sensors: Class II sensor array</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: none</p><p>Grappling Systems: None</p><p></p><p><strong>Mobile Lab Package</strong></p><p>This fits the cargo section with all the equipment needed for laboratory work, including pharmaceutical work, studying samples. Fitted with 2 sealed labs, several non-sealed work stations, stored air, chemical storage, chemical fire suppression system, small incinerator for disposing dangerous materials or contaminated clothing or materials, decon chamber, tools and equipment any scientist needs while in the field. Equipment and onboard computers grants any Craft or Knowledge check related to science, chemicals and the like gain +5 equipment bonus. Enough space to carry 15000 lbs of chemicals, materials and samples all in protected areas. Labs are environmentally, chemically and nuclear sealed with 30 hours of oxygen separate from main life support system. PDC +2</p><p></p><p><strong>Mobile Garage Package</strong></p><p>This fits the shuttle with all the equipment one would find in a garage or repair bay, including welders, cutters, tools, two cranes that extend out of the side doors, lift in the floor any anything else one would need to make mechanical or electrical repairs on almost anything. Grants +5 equipment bonus to Repair, Craft Electrical, Mechanical checks. The two cranes are used to work on vehicles and equipment that are too big to fit inside the shuttle. The ramps are designed to act as platforms and extend horizontally to allow easier work outside. The cranes can support up to 20 tons. PDC +2.</p><p></p><p><strong><span style="font-size: 18px">FTL Options</span></strong></p><p>Adventure Corp has a few options available beside the standard Colonial Jump Drive.</p><p></p><p><strong>Star Wars Hyperdrive</strong> - Adventure Corp can install a hyperdrive with Navicomp, with 2 models of hyperdrives available: x2 and x1.5, and the Navicomp can store up to 5 coordinates. This replaces the jump drive installed. PDC 24 (x2), 25 (x1.5).</p><p><strong>Babylon 5 Jump Gate access</strong> - While the ship is too small to power jump engines from the Babylon 5 universe, they can install the necessary systems that allow the ship to access most jump gates or jump points opened by an allied ship. This does not remove the jump drive. PDC 25.</p><p></p><p><strong>Detachable Bridge</strong></p><p>This modifies the ship so that the bridge section can detach and function as an escape pod. Once used, it can not be reattached to the ship. Has 50 hit points, speed 4500 ft, hardness 20, Large size, Def 9 (not counting pilot bonuses). Can land on a planet and designed to float in case of water landings. Has enough air for 10 days, emergency rations and water for 20 days for 5 people. Has enough fuel for 20 hours of flight but has no FTL system. Emergency beacon. Reduces cargo capacity by 2,000 lbs. PDC 30.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8572249, member: 6668634"] Battlestar Galactica [B][SIZE=7]Colonial Shuttle[/SIZE][/B] Shuttles are a type of small craft used by the Colonial Fleet and commercial companies for the transport of personnel and cargo. They are rectangular in shape, with two decks, with cargo deck on the bottom, a smaller deck on top for the crew and passengers. Large engine block at the rear gives it a respectable speed. The cargo section is about 24 feet wide, 10 feet tall, 60 feet long. [B][SIZE=6]Colonial Shuttle Mk1[/SIZE][/B] The Shuttle Mk1 was in service shortly before the first Cylon War, with its boxy, slopped sided design, with two large engine nacelles at the rear. It has a large cargo ramp at the front, with two smaller doors on the sides for personnel to board. A staircase and a small cargo elevator lead to the upper level. The upper level has the bridge and comfortable seating for the passengers, a galley for the attendants to prepare food for longer trips, and two bathrooms. Requires a crew of 6: pilot, co-pilot, navigator, flight engineer, and two attendants, and car carry 24 passengers comfortably. The shuttles were equipped with jump drives, can land and take off from a planet under its own power. The left side passenger also functions as an airlock with an extendable collar. Type: Ultralight Subtype: Shuttle Size: Colossal (–8 size) Length: 85 feet Weight: 120,000 lb. Crew: 6 (trained +4) Passenger Capacity: 24 Cargo Capacity: 20,000 lb. Tactical Speed: 2500 ft. (5 sq) Defense: 7 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 7d20 (140 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: - Targeting System Bonus: - Grapple Modifier: +16 Base Purchase DC: 51 Restriction: Licenced (+1) Attack: none Attack of Opportunity: None Standard PL 6 Design Specs: airlock left side port. Engines: thrusters Armor: Alloy plating Defense Systems: autopilot system, damage control system (1d10) Sensors: Class I sensor array Communications: Laser transceiver, radio transceiver Weapons: none Grappling Systems: None [B][SIZE=6]Colonial Shuttle Mk1 Military[/SIZE][/B] The military version of the Mk1 is modified with additional armour, strips out the galley, and an easily be converted from a passenger/cargo to full passenger or full cargo versions in about 30 minutes with 4 people working. Make the following changes to Colonial Shuttle Mk1 to Military version: Add 2 hit die (19d20), hp 180; Reduce crew to 4 (removes 2 attendants); Passenger capacity increases to 30; Add Chaff launcher with 8 bundles defense system; Upgrade sensor to Class II; PDC +1 Troop carrier versions have seating added to the main cargo section which increases passenger capacity to 100, a little cramped. Cargo versions remove all passenger capacity and increase cargo capacity to 25,000 lbs. [B][SIZE=6]Colonial Shuttle Mk2[/SIZE][/B] The mark 2 has improvements in aerodynamics with a more curved design, the two large engine nacelles are replaced with four smaller, but more powerful engines. Instead of two personnel doors on the sides, larger doors that function as ramps are mounted instead to allow for faster loading/unloading, or more flexibility so that the ship doesn't have to land a specific facing to be able to unload. An airlock is mounted on the top with an extendable collar. Type: Ultralight Subtype: Shuttle Size: Colossal (–8 size) Length: 85 feet Weight: 125,000 lb. Crew: 6 (trained +4) Passenger Capacity: 24 Cargo Capacity: 21,000 lb. Tactical Speed: 3000 ft. (6 sq) Defense: 7 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 8d20 (160 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: - Targeting System Bonus: - Grapple Modifier: +16 Base Purchase DC: 51 Restriction: Licenced (+1) Attack: none Attack of Opportunity: None Standard PL 6 Design Specs: 3 ramps, top mounted airlock with extendable collar. Engines: thrusters Armor: Polymeric Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles Sensors: Class II sensor array Communications: Laser transceiver, radio transceiver Weapons: none Grappling Systems: None [B][SIZE=6]Adventure Corp Colonial Shuttle[/SIZE][/B] Adventure Corp has managed to get the plans for the Colonial Shuttle mk2 design, and have begun refitting them similar to their van line, making craft that are excellent for small groups to get around the galaxy. The basic Adventure Corp shuttle is very similar to the Colonial shuttle, with a few modifications, including the ramps on the sides instead of tilting down, are instead retractable and have doors that split open instead, with each having an extendable collar for docking. The upper deck is modified with an expanded galley that can store food for 10 people for 3 months, the passenger section is split up to include 3 rooms with a bunk bed in each to sleep 2 people at the same time. The two bathrooms are enlarged to include a sonic shower, with option to include a water shower. Improved automation allows the ship to run with a crew of only 2. Adventure Corp offers 2 basic packages plus a number of other upgrades immediately available, but can add any other standard ship system upgrade the client requires, it takes time and funds to modify to the client's request. Type: Ultralight Subtype: Shuttle Size: Colossal (–8 size) Length: 85 feet Weight: 129,000 lb. Crew: 2 to 4 Passenger Capacity: 24 Cargo Capacity: 19,000 lb. Tactical Speed: 3000 ft. (6 sq) Defense: 7 Flat-footed Defense: 9 Autopilot Defense: 8 Hardness: 20 Hit Dice: 8d20 (160 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: - Targeting System Bonus: - Grapple Modifier: +16 Base Purchase DC: 51 Restriction: Licenced (+1) Attack: none Attack of Opportunity: None Standard PL 6 Design Specs: 3 ramps, sides and top mounted airlock with extendable collar. Engines: thrusters Armor: Polymeric Defense Systems: autopilot system, damage control system (1d10), Chaff launcher with 8 bundles Sensors: Class II sensor array Communications: Laser transceiver, radio transceiver Weapons: none Grappling Systems: None [B]Mobile Lab Package[/B] This fits the cargo section with all the equipment needed for laboratory work, including pharmaceutical work, studying samples. Fitted with 2 sealed labs, several non-sealed work stations, stored air, chemical storage, chemical fire suppression system, small incinerator for disposing dangerous materials or contaminated clothing or materials, decon chamber, tools and equipment any scientist needs while in the field. Equipment and onboard computers grants any Craft or Knowledge check related to science, chemicals and the like gain +5 equipment bonus. Enough space to carry 15000 lbs of chemicals, materials and samples all in protected areas. Labs are environmentally, chemically and nuclear sealed with 30 hours of oxygen separate from main life support system. PDC +2 [B]Mobile Garage Package[/B] This fits the shuttle with all the equipment one would find in a garage or repair bay, including welders, cutters, tools, two cranes that extend out of the side doors, lift in the floor any anything else one would need to make mechanical or electrical repairs on almost anything. Grants +5 equipment bonus to Repair, Craft Electrical, Mechanical checks. The two cranes are used to work on vehicles and equipment that are too big to fit inside the shuttle. The ramps are designed to act as platforms and extend horizontally to allow easier work outside. The cranes can support up to 20 tons. PDC +2. [B][SIZE=5]FTL Options[/SIZE][/B] Adventure Corp has a few options available beside the standard Colonial Jump Drive. [B]Star Wars Hyperdrive[/B] - Adventure Corp can install a hyperdrive with Navicomp, with 2 models of hyperdrives available: x2 and x1.5, and the Navicomp can store up to 5 coordinates. This replaces the jump drive installed. PDC 24 (x2), 25 (x1.5). [B]Babylon 5 Jump Gate access[/B] - While the ship is too small to power jump engines from the Babylon 5 universe, they can install the necessary systems that allow the ship to access most jump gates or jump points opened by an allied ship. This does not remove the jump drive. PDC 25. [B]Detachable Bridge[/B] This modifies the ship so that the bridge section can detach and function as an escape pod. Once used, it can not be reattached to the ship. Has 50 hit points, speed 4500 ft, hardness 20, Large size, Def 9 (not counting pilot bonuses). Can land on a planet and designed to float in case of water landings. Has enough air for 10 days, emergency rations and water for 20 days for 5 people. Has enough fuel for 20 hours of flight but has no FTL system. Emergency beacon. Reduces cargo capacity by 2,000 lbs. PDC 30. [/QUOTE]
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