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<blockquote data-quote="kronos182" data-source="post: 8581154" data-attributes="member: 6668634"><p>Some Battlestar Galactica Cylon craft.</p><p></p><p><strong><span style="font-size: 26px">Cylon War Raider</span></strong></p><p>The primary fighter attack craft of the Cylons during the first Cylon War, it is an oval wing, with raised middle section which contains the three crew cockpit and two engines at the rear. Armed with two rail guns and carry missiles. Two crew members sit at the front of the cockpit, pilot and co-pilot/gunner, with the third behind and slightly higher which is the commander. These craft are roughly on par with Viper mk1 and mk2 fighters in speed, but slightly heavier armoured. Raiders rarely fly individually, typically working in pairs, groups of 4 or 6, using pincer attacks of two or more raiders attacking a single Colonial craft.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 41 feet (wide)</p><p>Weight: 42,500 lb.</p><p>Crew: 3 (expert +8)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 3,700 lb.</p><p>Tactical Speed: 3,000 ft. (6 sq.)</p><p>Defense: 15 (-4 size, +5 class +4 Dex)</p><p>Flat-footed Defense: 11</p><p>Autopilot Defense: 6</p><p>Hardness: 22</p><p>Hit Dice: 8d20 (160 hp)</p><p>Initiative Modifier: +4</p><p>Pilot’s Class Bonus: +5</p><p>Pilot’s Dex Modifier: +4</p><p>Gunner’s Attack Bonus: +4</p><p>Targeting System Bonus:+2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 50</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked 30mm MAC cannons +2 ranged (6d12) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner).</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: paired attacks, robotic tactics</p><p>Engines: Fusion torch engine, thrusters</p><p>Armor: Alloy Plating</p><p>Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</p><p>Sensors: Class I sensor array, targeting system</p><p>Communications: Radio transceiver</p><p>Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles</p><p>Grappling Systems: None</p><p></p><p><strong>Paired Attacks</strong></p><p>When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Robotic Tactics</strong></p><p>Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.</p><p></p><p><strong><span style="font-size: 26px">Scatter Raider</span></strong></p><p>The Scatter Raider is a lighter and faster variant of the standard Cylon Raider, typically carried on Overhauler carriers and launched enmass in swarm tactics, working in groups of 4 or more.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (–2 size)</p><p>Length: 32 feet (wide)</p><p>Weight: 28,700 lb.</p><p>Crew: 2 (expert +8)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 1,700 lb.</p><p>Tactical Speed: 4,000 ft. (6 sq.)</p><p>Defense: 17 (-2 size, +5 class +4 Dex)</p><p>Flat-footed Defense: 11</p><p>Autopilot Defense: 6</p><p>Hardness: 22</p><p>Hit Dice: 6d20 (120 hp)</p><p>Initiative Modifier: +4</p><p>Pilot’s Class Bonus: +5</p><p>Pilot’s Dex Modifier: +4</p><p>Gunner’s Attack Bonus: +4</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: 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (pilot) and 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (gunner).</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: paired attacks, robotic tactics, improved thrust x2, Swarm Tactics</p><p>Engines: Fusion torch engine, thrusters</p><p>Armor: Alloy Plating</p><p>Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</p><p>Sensors: Class I sensor array, targeting system</p><p>Communications: Radio transceiver</p><p>Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles</p><p>Grappling Systems: None</p><p></p><p><strong>Paired Attacks</strong></p><p>When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Robotic Tactics</strong></p><p>Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.</p><p></p><p><strong>Swarm Tactics</strong></p><p>The fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Scatter Raiders 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 scatter raider wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the scatter raider wing gains +2 die of damage.</p><p></p><p></p><p><strong><span style="font-size: 26px">Advanced Raider</span></strong></p><p>This raider was produced near the end of the Cylon War and in the early years of the Armistice, with advances in technology. The oval wing design is more angular, with the ends of the wings each fitted with a half circle structure, which mounts the weapons. This improved wing design gives the advanced raider improved maneuverability, increased room to install more ammunition and larger missile payloads. The engines are also larger for increased speed. The craft still uses the 3 Cylon crew model of earlier raider models.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 47 feet</p><p>Weight: 45,500 lb.</p><p>Crew: 3 (expert +8)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 3,700 lb.</p><p>Tactical Speed: 4,250 ft. (8 sq.)</p><p>Defense: 15 (-4 size, +5 class +4 Dex)</p><p>Flat-footed Defense: 11</p><p>Autopilot Defense: 6</p><p>Hardness: 22</p><p>Hit Dice: 9d20 (180 hp)</p><p>Initiative Modifier: +5</p><p>Pilot’s Class Bonus: +5</p><p>Pilot’s Dex Modifier: +4</p><p>Gunner’s Attack Bonus: +4</p><p>Targeting System Bonus:+2</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 51</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner).</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engine, RCS Mk1 (+1 to Initiative, and +2 to Pilot checks to perform stunts), can target 2 different targets at the same time with a single CHE missile each at -2 attack rolls.</p><p>Engines: Fusion torch engine, thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: Chaff launcher with 8 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.), 12 CHE missiles</p><p>Grappling Systems: None</p><p></p><p><strong>Paired Attacks</strong></p><p>When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Robotic Tactics</strong></p><p>Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.</p><p></p><p></p><p><strong><span style="font-size: 26px">Modern Raider</span></strong></p><p>The newer, modern raider is far more advanced, being a bio-mechanical vessel, with organic brain that controls the craft. The central body is narrow, with a helmet like front with a large red visor with a red scanning 'eye' that moves side to side across the visor. The wings are large crescents which contains the projectile weapons and missiles, which can be conventional or nuclear. The two engines are mounted on either side of the hull partly under the base of the wings. These raiders are fitted with FTL jump drives, which allow the craft to jump between systems, but can also jump within a system, and is far more accurate than Colonial Raptor jump engines.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (–2 size)</p><p>Length: 29.3 feet</p><p>Weight: 24,600 lb.</p><p>Crew: 1 (ace +12)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 0 lb.</p><p>Tactical Speed: 4,750 ft. (8 sq.) / 5,750 ft (11 sq) afterburner</p><p>Defense: 21 (-2 size, +7 class +6 Dex)</p><p>Flat-footed Defense: 15</p><p>Autopilot Defense: 6</p><p>Hardness: 22</p><p>Hit Dice: 9d20 (180 hp)</p><p>Initiative Modifier: +8</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:+3</p><p>Grapple Modifier: +8</p><p>Base Purchase DC: 53</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked modified rail cannons +9 ranged (9d12/20) and 2 fire-linked modified rail cannons +4 ranged (9d12/20); or</p><p>CHE missiles +9 ranged (7d12/20x3, optional fire-link 10d12/20x3)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engine, Improved thrust, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot</p><p>Engines: Fusion torch engine, thrusters, improved thrust, hydrogen injectors, jump drive</p><p>Armor: Polymeric</p><p>Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer</p><p>Sensors: Class III sensor array, improved targeting system</p><p>Communications: Laser transceiver, radio transceiver</p><p>Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.), 16 Improved CHE missiles</p><p>Grappling Systems: None</p><p></p><p><strong>Paired Attacks</strong></p><p>When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target.</p><p></p><p><strong>Robotic Tactics</strong></p><p>Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks.</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><p></p><p><strong>Multiple Jumps</strong></p><p>The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle.</p><p></p><p><strong>Organic Pilot</strong></p><p>The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life. </p><p></p><p></p><p><strong><span style="font-size: 26px">Advanced Modern Raider</span></strong></p><p>This model of the Modern Raider is fitted with needlers instead of rail cannons and increased armour plating. These are assigned to Modern Raiders that have shown exceptional skill and high kills before suffering a Resurrection.</p><p>Make the following changes to Modern Raider to make an Advanced Modern Raider:</p><p>Increase HD to 10d20 (200 hp);</p><p>+2 Hardness;</p><p>Replace 2 rail cannons with 2 fire-linked sliver gun (12d12/20x2, 3000 ft, S, A);</p><p>PDC +2</p><p></p><p></p><p><strong><span style="font-size: 18px">TWIN ENGINE SYSTEM (PL 6)</span></strong></p><p>During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.</p><p>A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.</p><p>This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.</p><p>Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: See text.</p><p>Purchase DC: 15.</p><p></p><p><strong><span style="font-size: 18px">Improved Thrust</span></strong></p><p>Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.</p><p>NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)</p><p>Restrictions: Starship engines only.</p><p>Purchase DC: +2.</p><p></p><p><strong><span style="font-size: 18px">RCS</span></strong></p><p>The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.</p><p></p><p></p><p><strong><span style="font-size: 18px">30mm MAC</span></strong></p><p>This is the Colonial's first attempt at a railgun, using the common 30mm rounds in a modified cannon that uses magnetic acceleration to propel the projectile down the barrel.</p><p>30mm MAC (PL5-6)</p><p>Damage: 4d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: S, A</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p></p><p><strong><span style="font-size: 18px">Improved CHE Missiles</span></strong></p><p>These are an improvement on the CHE missile, with larger warheads, capable of improved critical damage</p><p>Damage: 7d12</p><p>Critical: 20x3</p><p>Damage Type: Ballistic</p><p>Range Increment: -</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 26</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8581154, member: 6668634"] Some Battlestar Galactica Cylon craft. [B][SIZE=7]Cylon War Raider[/SIZE][/B] The primary fighter attack craft of the Cylons during the first Cylon War, it is an oval wing, with raised middle section which contains the three crew cockpit and two engines at the rear. Armed with two rail guns and carry missiles. Two crew members sit at the front of the cockpit, pilot and co-pilot/gunner, with the third behind and slightly higher which is the commander. These craft are roughly on par with Viper mk1 and mk2 fighters in speed, but slightly heavier armoured. Raiders rarely fly individually, typically working in pairs, groups of 4 or 6, using pincer attacks of two or more raiders attacking a single Colonial craft. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 41 feet (wide) Weight: 42,500 lb. Crew: 3 (expert +8) Passenger Capacity: 0 Cargo Capacity: 3,700 lb. Tactical Speed: 3,000 ft. (6 sq.) Defense: 15 (-4 size, +5 class +4 Dex) Flat-footed Defense: 11 Autopilot Defense: 6 Hardness: 22 Hit Dice: 8d20 (160 hp) Initiative Modifier: +4 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+2 Grapple Modifier: +8 Base Purchase DC: 50 Restriction: Military (+3) Attack: 2 fire-linked 30mm MAC cannons +2 ranged (6d12) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner). Attack of Opportunity: None Standard PL 6 Design Specs: paired attacks, robotic tactics Engines: Fusion torch engine, thrusters Armor: Alloy Plating Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class I sensor array, targeting system Communications: Radio transceiver Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles Grappling Systems: None [B]Paired Attacks[/B] When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target. [B]Robotic Tactics[/B] Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks. [B][SIZE=7]Scatter Raider[/SIZE][/B] The Scatter Raider is a lighter and faster variant of the standard Cylon Raider, typically carried on Overhauler carriers and launched enmass in swarm tactics, working in groups of 4 or more. Type: Ultralight Subtype: Fighter Size: Huge (–2 size) Length: 32 feet (wide) Weight: 28,700 lb. Crew: 2 (expert +8) Passenger Capacity: 0 Cargo Capacity: 1,700 lb. Tactical Speed: 4,000 ft. (6 sq.) Defense: 17 (-2 size, +5 class +4 Dex) Flat-footed Defense: 11 Autopilot Defense: 6 Hardness: 22 Hit Dice: 6d20 (120 hp) Initiative Modifier: +4 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+2 Grapple Modifier: +8 Base Purchase DC: 47 Restriction: Military (+3) Attack: 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (pilot) and 2 fire-linked 30mm MAC cannons +4 ranged (6d12) (gunner). Attack of Opportunity: None Standard PL 6 Design Specs: paired attacks, robotic tactics, improved thrust x2, Swarm Tactics Engines: Fusion torch engine, thrusters Armor: Alloy Plating Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class I sensor array, targeting system Communications: Radio transceiver Weapons: 2 fire-linked 30mm MAC cannons (range incr. 3,000 ft.), 6 CHE missiles Grappling Systems: None [B]Paired Attacks[/B] When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target. [B]Robotic Tactics[/B] Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks. [B]Swarm Tactics[/B] The fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Scatter Raiders 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 scatter raider wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the scatter raider wing gains +2 die of damage. [B][SIZE=7]Advanced Raider[/SIZE][/B] This raider was produced near the end of the Cylon War and in the early years of the Armistice, with advances in technology. The oval wing design is more angular, with the ends of the wings each fitted with a half circle structure, which mounts the weapons. This improved wing design gives the advanced raider improved maneuverability, increased room to install more ammunition and larger missile payloads. The engines are also larger for increased speed. The craft still uses the 3 Cylon crew model of earlier raider models. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 47 feet Weight: 45,500 lb. Crew: 3 (expert +8) Passenger Capacity: 0 Cargo Capacity: 3,700 lb. Tactical Speed: 4,250 ft. (8 sq.) Defense: 15 (-4 size, +5 class +4 Dex) Flat-footed Defense: 11 Autopilot Defense: 6 Hardness: 22 Hit Dice: 9d20 (180 hp) Initiative Modifier: +5 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Targeting System Bonus:+2 Grapple Modifier: +8 Base Purchase DC: 51 Restriction: Military (+3) Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20) (pilot) and CHE missile +2 ranged (6d12, optional firelinked 9d12) (gunner). Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engine, RCS Mk1 (+1 to Initiative, and +2 to Pilot checks to perform stunts), can target 2 different targets at the same time with a single CHE missile each at -2 attack rolls. Engines: Fusion torch engine, thrusters Armor: Polymeric Defense Systems: Chaff launcher with 8 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.), 12 CHE missiles Grappling Systems: None [B]Paired Attacks[/B] When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target. [B]Robotic Tactics[/B] Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks. [B][SIZE=7]Modern Raider[/SIZE][/B] The newer, modern raider is far more advanced, being a bio-mechanical vessel, with organic brain that controls the craft. The central body is narrow, with a helmet like front with a large red visor with a red scanning 'eye' that moves side to side across the visor. The wings are large crescents which contains the projectile weapons and missiles, which can be conventional or nuclear. The two engines are mounted on either side of the hull partly under the base of the wings. These raiders are fitted with FTL jump drives, which allow the craft to jump between systems, but can also jump within a system, and is far more accurate than Colonial Raptor jump engines. Type: Ultralight Subtype: Fighter Size: Huge (–2 size) Length: 29.3 feet Weight: 24,600 lb. Crew: 1 (ace +12) Passenger Capacity: 0 Cargo Capacity: 0 lb. Tactical Speed: 4,750 ft. (8 sq.) / 5,750 ft (11 sq) afterburner Defense: 21 (-2 size, +7 class +6 Dex) Flat-footed Defense: 15 Autopilot Defense: 6 Hardness: 22 Hit Dice: 9d20 (180 hp) Initiative Modifier: +8 Pilot’s Class Bonus: +7 Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Targeting System Bonus:+3 Grapple Modifier: +8 Base Purchase DC: 53 Restriction: Military (+3) Attack: 2 fire-linked modified rail cannons +9 ranged (9d12/20) and 2 fire-linked modified rail cannons +4 ranged (9d12/20); or CHE missiles +9 ranged (7d12/20x3, optional fire-link 10d12/20x3) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engine, Improved thrust, RCS Mk2 (+2 to Initiative, and +2 to Pilot checks to perform stunts), can target up to 8 different targets at the same time with a single CHE missile each at -2 attack rolls, spool up, multiple jumps, organic pilot Engines: Fusion torch engine, thrusters, improved thrust, hydrogen injectors, jump drive Armor: Polymeric Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer Sensors: Class III sensor array, improved targeting system Communications: Laser transceiver, radio transceiver Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.), 16 Improved CHE missiles Grappling Systems: None [B]Paired Attacks[/B] When two raiders are attacking the same target from opposite sides in a crossfire, the raiders can be up to 1500 ft of the target instead of the normal 1000 ft, both raiders gain a +3 bonus instead of the normal +2. If two wings of raiders are in similar situation, also each deals an extra die of damage against the crossfire target. [B]Robotic Tactics[/B] Cylons are robots, and as such, are programmed with multiple maneuvers and tactics as pilots. When performing stunts and any other Pilot checks when involved with another Cylon craft, all Cylon craft gain +3 to Pilot checks. [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. [B]Multiple Jumps[/B] The Cylon Raider is capable of making up to 6 jumps (plus an emergency jump) on a single spool up, making the raider a dangerous foe as it can jump out of combat then quickly back in from a different angle. [B]Organic Pilot[/B] The modern Cylon Raider is a techno-organic craft, with an organic brain and other components. The raider is capable of learning and adapting, can take on levels like an NPC. When destroyed, and a Resurrection is within range, the pilot can download their consciousness into a new raider body, allowing it to never truly die and continue to learn and attempt with each new lease on life. [B][SIZE=7]Advanced Modern Raider[/SIZE][/B] This model of the Modern Raider is fitted with needlers instead of rail cannons and increased armour plating. These are assigned to Modern Raiders that have shown exceptional skill and high kills before suffering a Resurrection. Make the following changes to Modern Raider to make an Advanced Modern Raider: Increase HD to 10d20 (200 hp); +2 Hardness; Replace 2 rail cannons with 2 fire-linked sliver gun (12d12/20x2, 3000 ft, S, A); PDC +2 [B][SIZE=5]TWIN ENGINE SYSTEM (PL 6)[/SIZE][/B] During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15. [B][SIZE=5]Improved Thrust[/SIZE][/B] Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed. NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.) Restrictions: Starship engines only. Purchase DC: +2. [B][SIZE=5]RCS[/SIZE][/B] The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16. [B][SIZE=5]30mm MAC[/SIZE][/B] This is the Colonial's first attempt at a railgun, using the common 30mm rounds in a modified cannon that uses magnetic acceleration to propel the projectile down the barrel. 30mm MAC (PL5-6) Damage: 4d12 Critical: 20 Damage Type: Ballistic Range Increment: 3000 ft Rate of Fire: S, A Minimum Ship Size: Huge Purchase DC: 23 Restriction: Mil (+3) [B][SIZE=5]Improved CHE Missiles[/SIZE][/B] These are an improvement on the CHE missile, with larger warheads, capable of improved critical damage Damage: 7d12 Critical: 20x3 Damage Type: Ballistic Range Increment: - Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 26 Restriction: Mil (+3) [/QUOTE]
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