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<blockquote data-quote="kronos182" data-source="post: 8760274" data-attributes="member: 6668634"><p>Y-Wing Variants</p><p></p><p><strong><span style="font-size: 26px">BTL-C1 Strike Bomber</span></strong></p><p>This craft is based on the BTL-S3 Y-Wing, developed by the Rebel Alliance in the later years of the rebellion. The body extends from behind the cockpit past the engine pylons to attach a rear facing crew station. The frame is much taller to accommodate an additional set of engines stacked on top. The rear station houses a gunner who controls four remote dual light turrets for improved defense against swarming TIE fighters, with one located just behind pilot, another just ahead of the rear cockpit, two each under the chin at the front and at the rear under the rear gunner. An astromech sits behind the cockpit that helps with hyperspace calculations, inflight repairs, can even take control of the remote guns in case the rear cockpit isn't manned or carrying a passenger. The warhead count is significantly increased due to the larger frame, as well as the armour. The BTL-C1 Strike bomber is used for attacks against heavily defended and well armoured targets, from ships, stations to ground installations. The BTL-C1 don't have the energy weapon power that the B-Wings do, but carry more warheads, and require less maintenance than B-Wings, and share many parts with most Y-Wings making logistics much easier if the bases or ships carry Y-wings.</p><p>Alliance strategists believe that if they had a few squadrons of these during the Battle of Endor, attacking the Imperial capital ships, they may not have lost as many of their own capital ships before the Deathstar superlaser became operational. The New Republic has a few squadrons for their elite y-wing bomber squadrons.</p><p></p><p><strong>BTL-C1 Y-Wing Strike Bomber (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Heavy Bomber</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft, 180 (18) atmosphere</p><p>Defense: 2 (10 base -8 size)</p><p>Flat-Footed Defense: 11 (10 base - 8 size +4 Dex +5 Class)</p><p>Autopilot Defense:</p><p>Hardness: 28</p><p>Hit Dice: 14d20 (280 hp) shields 105 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>Length: 79.6 ft</p><p>Weight: 175,800 lbs</p><p>Targeting System Bonus: +3</p><p>Crew: 3 + 1 astromech (expert +8)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 250 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 40</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);</p><p>Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);</p><p></p><p>Gunner</p><p>2 battery ion cannons -4 ranged (6d6, 20, elect, 3000 ft, single)</p><p></p><p>Gunner 2</p><p>Light Laser -4 ranged (4d8, 20, fire, 3500 ft, S/A)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, heavy load</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 2</p><p>Armour: vanadium</p><p>Defense Systems: heavy shields</p><p>Sensors: Class III, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (15 torpedoes or 30 bombs each), 4 light laser turrets</p><p>Grappling Systems: None</p><p></p><p><strong><span style="font-size: 26px">Heavy Y-Wing</span></strong></p><p>An experimental Y-Wing developed by the Alliance to Restore the Republic, modified the S3 with four engines, thickened the body to hold expanded proton torpedo magazines. The lasers are replaced with heavy lasers, an ion cannon is added to the front below the lasers, while the turreted ion cannons are replaced by lasers, with an added ion cannon. This allowed the Heavy Y-wing to deal heavy damage, and also capture a variety of targets. Unfortunately, the engineers were not able to allow the each crew member to use both lasers and ions at the same time. This variant saw limited use amongst some Rebel groups and a few were sold to, or stolen by mercenaries and pirates.</p><p>Make the following changes to a BTL-S3 to make a Heavy Y-Wing:</p><p>Increase Hit Dice to 14d20 (270 hp), shields 105;</p><p>Increase Hardness to 32;</p><p>Replace Lasers with 2 heavy fire-linked lasers (12d8);</p><p>Add 1 forward ion cannon;</p><p>Replace turret ion cannons to 2 battery lasers;</p><p>Add one ion cannon to gunner turret;</p><p>Increase proton torpedo payload to 15 each (30 total, or 60 bombs);</p><p>PDC 39</p><p></p><p><strong><span style="font-size: 26px">Retro Y-wing</span></strong></p><p>The Retro Y-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover, and also lack shielding. Also lacking are the lasers, ion cannons and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles. Oddly, the retro Y-wings are generally faster in atmosphere than their counterparts. The astromech is modified to either allow for any repair robot available, or removed and used for extra ammunition. Most of the retro y-wings are based on the BTL-S3 y-wing.</p><p></p><p>Crew: 2 + 1 optional astromech/repair robot</p><p>Passengers: 0</p><p>Cargo: 100 lbs</p><p>Init: 0</p><p>Maneuver: +0</p><p>Top Speed: 300 (30)</p><p>Defense: 8</p><p>Hardness: 15 +1d10</p><p>Hit Points: 200 +3d20</p><p>Size: Gargantuan</p><p>Purchase DC: 32</p><p>Restriction: Mil (+3)</p><p>Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system.</p><p>Notes: +2 attack rolls,</p><table style='width: 100%'><tr><td>Weapon Primary</td><td>Damage</td><td>Crit</td><td>Dam Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>20mm Cannon (2 fire-linked) or</td><td>6d10</td><td>20</td><td>Ball</td><td>120 ft</td><td>S, A</td><td>150 rds ea</td></tr><tr><td>30mm Cannon (2 fire-linked)</td><td>6d12</td><td>20</td><td>Ball</td><td>150 ft</td><td>S, A</td><td>100 rds ea</td></tr><tr><td>Weapon Secondary</td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>Sidewinder Missiles or</td><td>20d6</td><td>-</td><td>-</td><td>1 mile</td><td>1</td><td>8 missiles</td></tr><tr><td>Hellfire Missiles or</td><td>15d6</td><td>-</td><td>-</td><td>500 ft</td><td>1</td><td>10 missiles</td></tr><tr><td>Miniguns (2 fire-linked)</td><td>6d10</td><td>20</td><td>Ball</td><td>150 ft</td><td>A</td><td>Linked rds ea</td></tr><tr><td>Weapon Turret</td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>Twin .50 cal Machineguns (2 fire-linked) or</td><td>3d12</td><td>20</td><td>Ball</td><td>110 ft</td><td>S, A</td><td>1000 rds</td></tr><tr><td>Twi 7.62mm machineguns (2 fire-linked) or</td><td>3d10</td><td>20</td><td>Ball</td><td>100 ft</td><td>S, A</td><td>Linked 1200 rds ea</td></tr><tr><td>20mm Cannon</td><td>4d10</td><td>20</td><td>Ball</td><td>120 ft</td><td>S, A</td><td>75 rds</td></tr></table><p></p><p>If no astromech or repair robot installed, can increase ammunition for ballistic weapons by 50%, or increase missile payload by 2.</p><p></p><p><strong><span style="font-size: 26px">Y-Wing BTL-H1 Mudhorn</span></strong></p><p>This variant of the y-wing was designed by engineers that studied various aircraft and other technologies found in Coreline Earth. Inspired by the US Airforce's A-10 Warthog, mounting a turbolaser along the underside of the craft, with the barrel sticking out ahead of the nose like a horn, hence the moniker Mudhorn, with additional power systems to feed the heavy weapon. In addition to the basic y-wing weapons, the nose lasers, turret ion cannons and proton torpedo launchers, two concussion missile pods are fitted under the struts to the engines for additional attack options and anti-fighter protection. The engines are fitted with an afterburner system to allow for rapid escapes.</p><p></p><p><strong>BTL-H1 Y-Wing Mudhorn (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Bomber</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft, 210 (21) atmosphere, afterburner 4000 ft atmosphere 450 (45)</p><p>Defense: 2 (10 base -8 size)</p><p>Flat-Footed Defense: 2 (10 base - 8 size)</p><p>Autopilot Defense:</p><p>Hardness: 28</p><p>Hit Dice: 14d20 (280 hp) shields 105</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>Length: 75.6 ft</p><p>Weight: 155,400 lbs</p><p>Targeting System Bonus: +3</p><p>Crew: 2 + 1 astromech</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 100 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 39</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);</p><p>Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);</p><p>Or turbolaser -5 ranged (12d8, ignore 20 dr/hardness, 20x2, fire, 9000 ft, single)</p><p></p><p>Gunner</p><p>2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single);</p><p>Or Concussion Missile -4 ranged (10d10, 19-20x2, energy, 4000 ft, single)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, heavy load</p><p>Engines: thrusters, Ion engine, Hyperdrive Class 2, hydrogen injectors</p><p>Armour: vanadium</p><p>Defense Systems: heavy shields</p><p>Sensors: Class III, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each), turbolaser, 2 concussion missile pods (3 missiles each)</p><p>Grappling Systems: None</p><p></p><p></p><p></p><p></p><p><strong><span style="font-size: 18px">Heavy Shields</span></strong></p><p>These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).</p><p>PDC: Shield type +2</p><p>Restriction: Res +2</p><p></p><p><strong><span style="font-size: 18px">Ion Cannon</span></strong></p><p>Ion cannons are a type of energy weapon used to disable a target for capture. 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 Cannon (PL6)</strong></p><p>Damage: 6d6</p><p>Critical: 20x2</p><p>Damage Type: Energy (Electricity)</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 37</p><p>Restriction: Military (+3)</p><p></p><p><strong><span style="font-size: 18px">Proton Torpedo</span></strong></p><p>Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.</p><p></p><p><strong>Proton Torpedo (PL6)</strong></p><p>Damage: 10d12</p><p>Critical: 20x3</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: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +1 to target ships of Corvette types or larger.</p><p></p><p><strong><span style="font-size: 18px">Advanced Shields</span></strong></p><p>Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.</p><p>For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.</p><p>Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.</p><p>PDC: Shield type has PDC increased by +5.</p><p>Res: Mil (+3)</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: 18px">Turbolaser</span></strong></p><p>Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</p><p></p><p><strong>Turbolaser (PL6)</strong></p><p>Damage: 12d8, ignore 20 points of DR/hardness</p><p>Critical: 20x2</p><p>Damage Type: Fire</p><p>Range Increment: 9000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 40</p><p>Restriction: Military (+3)</p><p></p><p><strong><span style="font-size: 18px">Concussion Missiles</span></strong></p><p>Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.</p><p></p><p><strong>Concussion Missile (PL6)</strong></p><p>Damage: 10d10</p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of shuttle types or smaller.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8760274, member: 6668634"] Y-Wing Variants [B][SIZE=7]BTL-C1 Strike Bomber[/SIZE][/B] This craft is based on the BTL-S3 Y-Wing, developed by the Rebel Alliance in the later years of the rebellion. The body extends from behind the cockpit past the engine pylons to attach a rear facing crew station. The frame is much taller to accommodate an additional set of engines stacked on top. The rear station houses a gunner who controls four remote dual light turrets for improved defense against swarming TIE fighters, with one located just behind pilot, another just ahead of the rear cockpit, two each under the chin at the front and at the rear under the rear gunner. An astromech sits behind the cockpit that helps with hyperspace calculations, inflight repairs, can even take control of the remote guns in case the rear cockpit isn't manned or carrying a passenger. The warhead count is significantly increased due to the larger frame, as well as the armour. The BTL-C1 Strike bomber is used for attacks against heavily defended and well armoured targets, from ships, stations to ground installations. The BTL-C1 don't have the energy weapon power that the B-Wings do, but carry more warheads, and require less maintenance than B-Wings, and share many parts with most Y-Wings making logistics much easier if the bases or ships carry Y-wings. Alliance strategists believe that if they had a few squadrons of these during the Battle of Endor, attacking the Imperial capital ships, they may not have lost as many of their own capital ships before the Deathstar superlaser became operational. The New Republic has a few squadrons for their elite y-wing bomber squadrons. [B]BTL-C1 Y-Wing Strike Bomber (PL6)[/B] Type: Ultralight Subtype: Heavy Bomber Size: Colossal (-8) Tactical Speed: 3000 ft, 180 (18) atmosphere Defense: 2 (10 base -8 size) Flat-Footed Defense: 11 (10 base - 8 size +4 Dex +5 Class) Autopilot Defense: Hardness: 28 Hit Dice: 14d20 (280 hp) shields 105 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 79.6 ft Weight: 175,800 lbs Targeting System Bonus: +3 Crew: 3 + 1 astromech (expert +8) Passenger Capacity: 0 Cargo Capacity: 250 lbs Grapple Modifier: +8 Base PDC: 40 Restriction: Mil (+3) Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a); Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single); Gunner 2 battery ion cannons -4 ranged (6d6, 20, elect, 3000 ft, single) Gunner 2 Light Laser -4 ranged (4d8, 20, fire, 3500 ft, S/A) Attack of Opportunity: Standard PL(6) Design Spec: Twin Engine, heavy load Engines: thrusters, Ion engine, Hyperdrive Class 2 Armour: vanadium Defense Systems: heavy shields Sensors: Class III, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (15 torpedoes or 30 bombs each), 4 light laser turrets Grappling Systems: None [B][SIZE=7]Heavy Y-Wing[/SIZE][/B] An experimental Y-Wing developed by the Alliance to Restore the Republic, modified the S3 with four engines, thickened the body to hold expanded proton torpedo magazines. The lasers are replaced with heavy lasers, an ion cannon is added to the front below the lasers, while the turreted ion cannons are replaced by lasers, with an added ion cannon. This allowed the Heavy Y-wing to deal heavy damage, and also capture a variety of targets. Unfortunately, the engineers were not able to allow the each crew member to use both lasers and ions at the same time. This variant saw limited use amongst some Rebel groups and a few were sold to, or stolen by mercenaries and pirates. Make the following changes to a BTL-S3 to make a Heavy Y-Wing: Increase Hit Dice to 14d20 (270 hp), shields 105; Increase Hardness to 32; Replace Lasers with 2 heavy fire-linked lasers (12d8); Add 1 forward ion cannon; Replace turret ion cannons to 2 battery lasers; Add one ion cannon to gunner turret; Increase proton torpedo payload to 15 each (30 total, or 60 bombs); PDC 39 [B][SIZE=7]Retro Y-wing[/SIZE][/B] The Retro Y-wing are made from local materials on Coreline Earth, typically repaired models, or scratch built in workshops and garages. While the fighters are airworthy, they'll never be able to fly in space and most lack the repulsor lift system to allow them to hover, and also lack shielding. Also lacking are the lasers, ion cannons and proton torpedoes, instead fitted with more conventional weapons such as light cannons, heavy machine guns, gatling guns and missiles. Oddly, the retro Y-wings are generally faster in atmosphere than their counterparts. The astromech is modified to either allow for any repair robot available, or removed and used for extra ammunition. Most of the retro y-wings are based on the BTL-S3 y-wing. Crew: 2 + 1 optional astromech/repair robot Passengers: 0 Cargo: 100 lbs Init: 0 Maneuver: +0 Top Speed: 300 (30) Defense: 8 Hardness: 15 +1d10 Hit Points: 200 +3d20 Size: Gargantuan Purchase DC: 32 Restriction: Mil (+3) Accessories: Headlights, military radio, GPS, projectile weapons, missiles, Class II sensor system. Notes: +2 attack rolls, [TABLE] [TR] [TD]Weapon Primary[/TD] [TD]Damage[/TD] [TD]Crit[/TD] [TD]Dam Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]20mm Cannon (2 fire-linked) or[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]120 ft[/TD] [TD]S, A[/TD] [TD]150 rds ea[/TD] [/TR] [TR] [TD]30mm Cannon (2 fire-linked)[/TD] [TD]6d12[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]S, A[/TD] [TD]100 rds ea[/TD] [/TR] [TR] [TD]Weapon Secondary[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Sidewinder Missiles or[/TD] [TD]20d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]1 mile[/TD] [TD]1[/TD] [TD]8 missiles[/TD] [/TR] [TR] [TD]Hellfire Missiles or[/TD] [TD]15d6[/TD] [TD]-[/TD] [TD]-[/TD] [TD]500 ft[/TD] [TD]1[/TD] [TD]10 missiles[/TD] [/TR] [TR] [TD]Miniguns (2 fire-linked)[/TD] [TD]6d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]150 ft[/TD] [TD]A[/TD] [TD]Linked rds ea[/TD] [/TR] [TR] [TD]Weapon Turret[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Twin .50 cal Machineguns (2 fire-linked) or[/TD] [TD]3d12[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]110 ft[/TD] [TD]S, A[/TD] [TD]1000 rds[/TD] [/TR] [TR] [TD]Twi 7.62mm machineguns (2 fire-linked) or[/TD] [TD]3d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]Linked 1200 rds ea[/TD] [/TR] [TR] [TD]20mm Cannon[/TD] [TD]4d10[/TD] [TD]20[/TD] [TD]Ball[/TD] [TD]120 ft[/TD] [TD]S, A[/TD] [TD]75 rds[/TD] [/TR] [/TABLE] If no astromech or repair robot installed, can increase ammunition for ballistic weapons by 50%, or increase missile payload by 2. [B][SIZE=7]Y-Wing BTL-H1 Mudhorn[/SIZE][/B] This variant of the y-wing was designed by engineers that studied various aircraft and other technologies found in Coreline Earth. Inspired by the US Airforce's A-10 Warthog, mounting a turbolaser along the underside of the craft, with the barrel sticking out ahead of the nose like a horn, hence the moniker Mudhorn, with additional power systems to feed the heavy weapon. In addition to the basic y-wing weapons, the nose lasers, turret ion cannons and proton torpedo launchers, two concussion missile pods are fitted under the struts to the engines for additional attack options and anti-fighter protection. The engines are fitted with an afterburner system to allow for rapid escapes. [B]BTL-H1 Y-Wing Mudhorn (PL6)[/B] Type: Ultralight Subtype: Bomber Size: Colossal (-8) Tactical Speed: 3000 ft, 210 (21) atmosphere, afterburner 4000 ft atmosphere 450 (45) Defense: 2 (10 base -8 size) Flat-Footed Defense: 2 (10 base - 8 size) Autopilot Defense: Hardness: 28 Hit Dice: 14d20 (280 hp) shields 105 Initiative Modifier: +2 Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 75.6 ft Weight: 155,400 lbs Targeting System Bonus: +3 Crew: 2 + 1 astromech Passenger Capacity: 0 Cargo Capacity: 100 lbs Grapple Modifier: +8 Base PDC: 39 Restriction: Mil (+3) Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a); Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single); Or turbolaser -5 ranged (12d8, ignore 20 dr/hardness, 20x2, fire, 9000 ft, single) Gunner 2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single); Or Concussion Missile -4 ranged (10d10, 19-20x2, energy, 4000 ft, single) Attack of Opportunity: Standard PL(6) Design Spec: Twin Engine, heavy load Engines: thrusters, Ion engine, Hyperdrive Class 2, hydrogen injectors Armour: vanadium Defense Systems: heavy shields Sensors: Class III, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each), turbolaser, 2 concussion missile pods (3 missiles each) Grappling Systems: None [B][SIZE=5]Heavy Shields[/SIZE][/B] These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1). PDC: Shield type +2 Restriction: Res +2 [B][SIZE=5]Ion Cannon[/SIZE][/B] Ion cannons are a type of energy weapon used to disable a target for capture. 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 Cannon (PL6)[/B] Damage: 6d6 Critical: 20x2 Damage Type: Energy (Electricity) Range Increment: 3000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 37 Restriction: Military (+3) [B][SIZE=5]Proton Torpedo[/SIZE][/B] Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use. [B]Proton Torpedo (PL6)[/B] Damage: 10d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft 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=5]Advanced Shields[/SIZE][/B] Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship. For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD. Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD. PDC: Shield type has PDC increased by +5. Res: Mil (+3) [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=5]Turbolaser[/SIZE][/B] Turbolasers are capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller. [B]Turbolaser (PL6)[/B] Damage: 12d8, ignore 20 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 40 Restriction: Military (+3) [B][SIZE=5]Concussion Missiles[/SIZE][/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. [B]Concussion Missile (PL6)[/B] Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [/QUOTE]
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