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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8774061" data-attributes="member: 6668634"><p>A couple Battlestar Galactica ships. One an interceptor inspired by a pic on pintrest, and the other seen in the Battlestar Galactica Reimaged series</p><p></p><p><strong><span style="font-size: 26px">Rattlesnake</span></strong></p><p>The Rattlesnake is a new interceptor released after the development of the Mk VII Viper. It's slightly smaller, engines are in a reverse triangle, with two engines flanking the hull, and the third below. It has two needlers mounted on the top of the hull just ahead of the cockpit. It lacks any provisions to carry missiles, but has ample fuel for its afterburner system. It has two narrow, forward swept wings that angle down.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 28.3 feet</p><p>Weight: 35,000 lb.</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 700 lb.</p><p>Tactical Speed: 5,500 ft. (11 sq.) / 7,000 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: 9d20 (180 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: 46</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked needlers -2 ranged (12d12/20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +3 Pilot checks</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: 2 fire-linked needlers (range incr. 4,000 ft.)</p><p>Grappling Systems: None</p><p></p><p></p><p><strong>TWIN ENGINE SYSTEM (PL 6)</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>Improved Thrust</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>Ejector Seat</strong></p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p><strong>RCS</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: 26px">Virgon Maintenance Ship</span></strong></p><p>The Virgon maintenance ships are fleet and civilian service and repair craft. They have a large flattop deck at the front, with the built up section behind the deck that contains large cargo holds and hangers along with the bridge and crew crew quarters. Below the flattop hangs a secondary hull which has the main engineering and engines with the fuel reserves.</p><p></p><p><strong>Virgon Maintenance Ship (PL 6)</strong></p><p>Type: Light</p><p>Subtype: Hauler</p><p>Size: Colossal (–8 size)</p><p>Length: 550 feet</p><p>Weight: 72,000 tons</p><p>Crew: 8 (trained +4) plus 30-50 repair crew</p><p>Passenger Capacity: 8</p><p>Cargo Capacity: 10,300 tons</p><p>Tactical Speed: 2,500 ft. (5 sq.)</p><p>Defense: 7</p><p>Flat-footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 20</p><p>Hit Dice: 36d20 (720 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: 56</p><p>Restriction: Restricted (+2)</p><p></p><p>Attack: None</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs: repair systems, hanger (1 craft up to 100 ft long or several smaller ones up to the maximum length)</p><p>Engines: Jump Engine, thrusters</p><p>Armor: Alloy plating</p><p>Defense Systems: Autopilot system, damage control system (2d10), radiation shielding</p><p>Sensors: Class II sensor array</p><p>Communications: Radio transceiver</p><p>Weapons: None</p><p>Grappling Systems: Grapplers</p><p></p><p><strong>Repair Systems</strong></p><p>The flattop and support a ship up to 300 feet long, although larger ships can dock with it, only the part over the dock itself can be repaired. Repair crew can repair damaged ships on the move, and even rearm refuel shuttles and fighters. Refueling and rearming typically fighters takes only 5 rounds, and can repair up to 4 craft at a time if they all fit on the deck.</p><p>Repair crew gain a +5 to Repair, Craft: Mechanical and Craft: Electrical checks related to starships and starship parts.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8774061, member: 6668634"] A couple Battlestar Galactica ships. One an interceptor inspired by a pic on pintrest, and the other seen in the Battlestar Galactica Reimaged series [B][SIZE=7]Rattlesnake[/SIZE][/B] The Rattlesnake is a new interceptor released after the development of the Mk VII Viper. It's slightly smaller, engines are in a reverse triangle, with two engines flanking the hull, and the third below. It has two needlers mounted on the top of the hull just ahead of the cockpit. It lacks any provisions to carry missiles, but has ample fuel for its afterburner system. It has two narrow, forward swept wings that angle down. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 28.3 feet Weight: 35,000 lb. Crew: 1 Passenger Capacity: 0 Cargo Capacity: 700 lb. Tactical Speed: 5,500 ft. (11 sq.) / 7,000 ft afterburner Defense: 6 Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 20 Hit Dice: 9d20 (180 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: 46 Restriction: Military (+3) Attack: 2 fire-linked needlers -2 ranged (12d12/20) Attack of Opportunity: None Standard PL 6 Design Specs: Twin Engines, Ejector Seat, RCS Mk2, +3 Pilot checks 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: 2 fire-linked needlers (range incr. 4,000 ft.) Grappling Systems: None [B]TWIN ENGINE SYSTEM (PL 6)[/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]Improved Thrust[/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]Ejector Seat[/B] The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. [B]RCS[/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=7]Virgon Maintenance Ship[/SIZE][/B] The Virgon maintenance ships are fleet and civilian service and repair craft. They have a large flattop deck at the front, with the built up section behind the deck that contains large cargo holds and hangers along with the bridge and crew crew quarters. Below the flattop hangs a secondary hull which has the main engineering and engines with the fuel reserves. [B]Virgon Maintenance Ship (PL 6)[/B] Type: Light Subtype: Hauler Size: Colossal (–8 size) Length: 550 feet Weight: 72,000 tons Crew: 8 (trained +4) plus 30-50 repair crew Passenger Capacity: 8 Cargo Capacity: 10,300 tons Tactical Speed: 2,500 ft. (5 sq.) Defense: 7 Flat-footed Defense: 5 Autopilot Defense: 5 Hardness: 20 Hit Dice: 36d20 (720 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: 56 Restriction: Restricted (+2) Attack: None Attack of Opportunity: None Standard PL 6 Design Specs: repair systems, hanger (1 craft up to 100 ft long or several smaller ones up to the maximum length) Engines: Jump Engine, thrusters Armor: Alloy plating Defense Systems: Autopilot system, damage control system (2d10), radiation shielding Sensors: Class II sensor array Communications: Radio transceiver Weapons: None Grappling Systems: Grapplers [B]Repair Systems[/B] The flattop and support a ship up to 300 feet long, although larger ships can dock with it, only the part over the dock itself can be repaired. Repair crew can repair damaged ships on the move, and even rearm refuel shuttles and fighters. Refueling and rearming typically fighters takes only 5 rounds, and can repair up to 4 craft at a time if they all fit on the deck. Repair crew gain a +5 to Repair, Craft: Mechanical and Craft: Electrical checks related to starships and starship parts. [/QUOTE]
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