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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8576368" data-attributes="member: 6668634"><p>A couple more BSG Colonial Vipers..</p><p></p><p><strong><span style="font-size: 26px">Colonial "Viper Mk IV" Interceptor (PL 6)</span></strong></p><p>The Mk4 uses a modified Mk3 Viper frame, with more powerful engines, more angular design. The tail is smaller than previous designs, and the two lower engines are spaced out a little more than other designs for improved weight balancing. The frame is lighter, combined with the more powerful engines, and increased fuel tank, helps make the Mk IV one of the fastest craft in the Colonial Fleet. While introduced after the Armistice, where paranoia was still high of a potential Cylon attack, the Mk IV was intended as a rapid response interceptor, but it never saw any official action. </p><p>By the time of the Attack on the Colonies, the Mk IV were decommissioned, with a few working models in the hands of collectors or in museums. </p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 25 feet</p><p>Weight: 31,000 lb.</p><p>Crew: 1 (ace +12)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 700 lb.</p><p>Tactical Speed: 6,000 ft. (11 sq.) / 7,000 ft afterburner</p><p>Defense: 19</p><p>Flat-footed Defense: 13</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 7d20 (140 hp)</p><p>Initiative Modifier: +9</p><p>Pilot’s Class Bonus: +7</p><p>Pilot’s Dex Modifier: +6</p><p>Gunner’s Attack Bonus: +8/+3</p><p>Targeting System Bonus: +2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 46</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust, -5 to enemy sensors, missiles have 20% miss chance</p><p>Engines: Fusion torch engine, thrusters, hydrogen injectors</p><p>Armor: Polymeric</p><p>Defense Systems: Chaff launcher with 16 chaff bundles, sensor jammer</p><p>Sensors: Class II sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.)</p><p>Grappling Systems: None</p><p></p><p></p><p><strong><span style="font-size: 26px">Colonial "Viper Mk VIII" Assault Fighter (PL 6)</span></strong></p><p>The Viper Mk VIII is a larger, 2 crew fighter based on the Mk VII frame. Outwardly, other than the larger size, larger cockpit for a second crew member, the tail is smaller and doesn't mount the third needler. Instead the wing root mounts mount twin needlers for a total of four. Rounding out the weapon systems is an internal missile launcher, and can mount several externally missiles. To add to its capabilities, the Mk VIII has a jump drive, allowing it to strike distance targets without the need for a carrier ship, allowing it to function as an escort for Raptors.</p><p>The Viper Mk VIII is from an alternate timeline where a few other battlestars survived and Humanity was able to establish a colony world on an alternative Earth and began developing newer craft, including the Viper Mk VIII to allow the Fleet to make more long distance strikes in the hope of keeping the Cylons from finding their new homeworld. </p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 40.5 feet</p><p>Weight: 42,360 lb.</p><p>Crew: 2</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 1,700 lb.</p><p>Tactical Speed: 5,500 ft. (11 sq.) / 6,500 ft afterburner</p><p>Defense: 6</p><p>Flat-footed Defense: 6</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 10d20 (1000 hp)</p><p>Initiative Modifier: +2</p><p>Pilot’s Class Bonus:</p><p>Pilot’s Dex Modifier:</p><p>Gunner’s Attack Bonus:</p><p>Targeting System Bonus: +2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 47</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 4 fire-linked-battery needlers -1/-6 ranged (16d12/20) (pilot) and CHE missile -1/-6 ranged (6d12/19-20) (co-pilot); or</p><p>4 fire-linked-battery needlers -1 ranged (16d12/20) and CHE missile -6 ranged (6d12/19-20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +2 Pilot checks, emergency jump, spool up, -5 to enemy sensors, missiles have 20% miss chance</p><p>Engines: Fusion torch engine, thrusters, hydrogen injectors</p><p>Armor: Polymeric</p><p>Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</p><p>Sensors: Class III sensor array, targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 4 fire-linked-battery needlers (range incr. 4,000 ft.). 2 CHE missile launchers (6 missiles each, can mount an additional 6 missiles externally, 3 under each wing for a total of 18 missiles)</p><p>Grappling Systems: None</p><p></p><p><strong>Emergency Jump</strong></p><p>The jump drive of the craft is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset.</p><p></p><p><strong>Spool Up</strong></p><p>The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8576368, member: 6668634"] A couple more BSG Colonial Vipers.. [B][SIZE=7]Colonial "Viper Mk IV" Interceptor (PL 6)[/SIZE][/B] The Mk4 uses a modified Mk3 Viper frame, with more powerful engines, more angular design. The tail is smaller than previous designs, and the two lower engines are spaced out a little more than other designs for improved weight balancing. The frame is lighter, combined with the more powerful engines, and increased fuel tank, helps make the Mk IV one of the fastest craft in the Colonial Fleet. While introduced after the Armistice, where paranoia was still high of a potential Cylon attack, the Mk IV was intended as a rapid response interceptor, but it never saw any official action. By the time of the Attack on the Colonies, the Mk IV were decommissioned, with a few working models in the hands of collectors or in museums. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 25 feet Weight: 31,000 lb. Crew: 1 (ace +12) Passenger Capacity: 0 Cargo Capacity: 700 lb. Tactical Speed: 6,000 ft. (11 sq.) / 7,000 ft afterburner Defense: 19 Flat-footed Defense: 13 Autopilot Defense: 6 Hardness: 20 Hit Dice: 7d20 (140 hp) Initiative Modifier: +9 Pilot’s Class Bonus: +7 Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Targeting System Bonus: +2 Grapple Modifier: +8 Base Purchase DC: 46 Restriction: Military (+3) Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust, -5 to enemy sensors, missiles have 20% miss chance Engines: Fusion torch engine, thrusters, hydrogen injectors Armor: Polymeric Defense Systems: Chaff launcher with 16 chaff bundles, sensor jammer Sensors: Class II sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.) Grappling Systems: None [B][SIZE=7]Colonial "Viper Mk VIII" Assault Fighter (PL 6)[/SIZE][/B] The Viper Mk VIII is a larger, 2 crew fighter based on the Mk VII frame. Outwardly, other than the larger size, larger cockpit for a second crew member, the tail is smaller and doesn't mount the third needler. Instead the wing root mounts mount twin needlers for a total of four. Rounding out the weapon systems is an internal missile launcher, and can mount several externally missiles. To add to its capabilities, the Mk VIII has a jump drive, allowing it to strike distance targets without the need for a carrier ship, allowing it to function as an escort for Raptors. The Viper Mk VIII is from an alternate timeline where a few other battlestars survived and Humanity was able to establish a colony world on an alternative Earth and began developing newer craft, including the Viper Mk VIII to allow the Fleet to make more long distance strikes in the hope of keeping the Cylons from finding their new homeworld. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 40.5 feet Weight: 42,360 lb. Crew: 2 Passenger Capacity: 0 Cargo Capacity: 1,700 lb. Tactical Speed: 5,500 ft. (11 sq.) / 6,500 ft afterburner Defense: 6 Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 20 Hit Dice: 10d20 (1000 hp) Initiative Modifier: +2 Pilot’s Class Bonus: Pilot’s Dex Modifier: Gunner’s Attack Bonus: Targeting System Bonus: +2 Grapple Modifier: +8 Base Purchase DC: 47 Restriction: Military (+3) Attack: 4 fire-linked-battery needlers -1/-6 ranged (16d12/20) (pilot) and CHE missile -1/-6 ranged (6d12/19-20) (co-pilot); or 4 fire-linked-battery needlers -1 ranged (16d12/20) and CHE missile -6 ranged (6d12/19-20) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +2 Pilot checks, emergency jump, spool up, -5 to enemy sensors, missiles have 20% miss chance Engines: Fusion torch engine, thrusters, hydrogen injectors Armor: Polymeric Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 fire-linked-battery needlers (range incr. 4,000 ft.). 2 CHE missile launchers (6 missiles each, can mount an additional 6 missiles externally, 3 under each wing for a total of 18 missiles) Grappling Systems: None [B]Emergency Jump[/B] The jump drive of the craft is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset. [B]Spool Up[/B] The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn. [/QUOTE]
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