Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 8795893" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Al'kesh</span></strong></p><p></p><p>The Al'kesh is a powerful Goa'uld medium-range bomber and troop carrier that is used to attack fortified positions on planetary surfaces, serving a support role during invasions. Larger than the Tel'tak scout ship and Death Glider. It has a pyramid-shape design, two large wings extend from the base, which curve into the cockpit at the head of the vessel. Four engine nacelles propel the craft through space, with a hyperdrive jump window system for interstellar travel. The bridge has a control station and seats for two crew, one with a spherical control system. Unfortunately the bridge is the weakest point on the craft, and disabling the bridge completely disables the craft. Armed with two heavy staff cannons on a pivoting turret on the ventral side, plus can drop plasma charges from the underside, and has shields for protection, and includes a cloaking device for stealth operations. To facilitate troop and equipment transport, it has a set of transportation rings fitted in a large room that is the main storage for cargo and troops. The ships require a crew of 12 to run optimally, but a minimum of 2 can operate the ship. Besides the Goa'uld System Lords, other cultures and groups have acquired Al'kesh, particularly unarmed</p><p></p><p><strong>Al'kesh</strong></p><p>Type: Ultralight</p><p>Subtype: Bomber/shuttle</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 13</p><p>Flat-Footed Defense: 11</p><p>Autopilot Defense: 8</p><p>Hardness: 25, 50 vs energy except acid</p><p>Hit Dice: 10d20 (200 hp), shields 200 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: 115 ft</p><p>Weight: 68,000 lb</p><p>Targeting System Bonus: +2</p><p>Crew: 2-12 (expert +8)</p><p>Passenger Capacity: 50</p><p>Cargo Capacity: 9,000 lbs</p><p>Grapple Modifier: +12</p><p>Base PDC: 54</p><p>Restriction: Res +2, Goa'uld Lic +1</p><p></p><p>Attack:</p><p>2 fire-linked Heavy Staff Cannons -1 ranged (9d10+3, 2500 ft);</p><p>Or Plasma Bomb (bombing run only), +0 (18d8)</p><p></p><p>Attack of Opportunity:</p><p>none</p><p></p><p>Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked)</p><p>Engines: thrusters, ion engine, hyperspace generator</p><p>Armour: naquadah</p><p>Defense Systems: radiation shielding, shield, cloaking screen</p><p>Sensors: Class III</p><p>Communications: Laser Transceiver, radio transceiver</p><p>Weapons: 2 heavy staff cannons, plasma bombs (10 bombs, use damage of plasma missiles)</p><p>Grappling Systems:</p><p></p><p><strong><span style="font-size: 22px">Heavy Staff Cannon</span></strong></p><p>The Heavy Staff cannon is a heavier version of the staff cannon found on the Death Glider. Devastating but slow to fire and not accurate.</p><p></p><p>Damage: 6d10+2 (fire)</p><p>Critical: 20</p><p>Range Increment: 200 feet (in space 2500 ft)</p><p>Rate Of Fire: Single</p><p>Magazine: 200 Int. (unlimited attached to ship)</p><p>Size: Huge.</p><p>Weight: 50 lb. Weapon, 15 tripod</p><p>Purchase DC: 27</p><p>Restriction: Military (+3)</p><p>Rules: When the blast hits, it ‘explodes’ with a 10-foot burst radius, dealing damage to anything on it (Reflex save DC 16 for half except target struck). Attack rolls suffer -1 due to its inaccuracy, against targets that moved faster than 40 ft before the wielder's attack suffer a further -1 to attack rolls.</p><p></p><p><strong><span style="font-size: 22px">Naquadah Armour</span></strong></p><p>Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid.</p><p>Hardness: 25, 50 against energy attacks except acid.</p><p>Tactical Speed Penalty: -500 ft (-1 square)</p><p>Weight: One-quarter the weight of the starship (rounded up).</p><p>PDC: 20 + one-half the base PDC of the starship.</p><p>Restriction: Military - Rare (+3 to +4)</p><p></p><p><strong><span style="font-size: 22px">Goa'uld Shields</span></strong></p><p>Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points).</p><p>PDC 19 + one-half base PDC of ship</p><p>Res: Military (+3), Goa'uld Lic (+1)</p><p></p><p><strong><span style="font-size: 22px">Transportation Rings</span></strong></p><p>Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings.</p><p>Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large.</p><p>Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported.</p><p>PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter.</p><p></p><p><strong><span style="font-size: 22px">Hyperspace Generator</span></strong></p><p>This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace. Carries enough liquid Naquadah for 100 light years of travel.</p><p></p><p></p><p><strong><span style="font-size: 26px">F-350</span></strong></p><p>The F-350 is a Stargate Command built Al'kesh designed as a heavy attack craft, combining Goa'uld with Earth technology, allowing Stargate Command to build up their forces from captured or updating and repurposing the shipyards of allies that are using Goa'uld technology, but can not reproduce all of the advanced systems. Stargate Command uses the F-350 as a heavy attack craft, including ground assaults as it is able to still carry 10 troops and deliver them with the rings as the turrets provide excellent cover. They are also used The controls are redone to be easier to use and more inline with Earth standards, such as seats and improved locations of controls. The hull's smooth lines are broken with weapon ports and turrets of railguns, the cargo section is given over to power systems, ammunition for the guns and missiles. Four fixed forward, two pairs of railguns, are direct forward attack, while three turrets mount a pair of railguns, one on each side and one rear provide protection from all other directions. Rounding out the armaments are a pair of Cobra missile launchers and CHE launchers. Each turret has 180 degree arc, thus the left side gunner can fire forwards, left side and back, up and down; right turret can fire forward, right and back, up and down; while the rear turret can fire left, right, back, up and down.</p><p></p><p><strong>F350 (PL7)</strong></p><p>Type: Ultralight</p><p>Subtype: Gunship</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 13</p><p>Flat-Footed Defense: 11</p><p>Autopilot Defense: 8</p><p>Hardness: 21, 30 against energy attacks except acid</p><p>Hit Dice: 13d20 (260 hp), shields 260 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: 115 ft</p><p>Weight: 75,000 lb</p><p>Targeting System Bonus: +2</p><p>Crew: 12 (expert +8)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 9,000 lbs</p><p>Grapple Modifier: +12</p><p>Base PDC: 55</p><p>Restriction: SGC Mil +3</p><p></p><p>Attack:</p><p>Battery of 2 fire-linked Rail Cannons +0 ranged (9d12, 20, ball, 3000 ft) and Select fire Cobra Mk2 missiles -5 (5d12, 19-20x2, ball, -); or</p><p>Battery of 2 fire-linked Rail Cannons +0 ranged (9d12, 20, ball, 3000 ft) and Select fire CHE missiles -5 (6d12, 19-20x2, ball, -)</p><p></p><p>Gunner 1-3</p><p>2 Fire-linked Rail cannon +0 ranged (9d12, 20, ball, 3000 ft)</p><p></p><p>Attack of Opportunity:</p><p>none</p><p></p><p>Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked)</p><p>Engines: thrusters, ion engine, hyperspace generator</p><p>Armour: naquadah composite</p><p>Defense Systems: radiation shielding, shield, cloaking screen, inertial dampeers</p><p>Sensors: Class III</p><p>Communications: Laser Transceiver, radio transceiver</p><p>Weapons: 1 battery of 2 fire-linked railguns, 3 2 fire-linked rail gun turrets, 2 Select fire Cobra Mk2 missile launchers 932 missiles total), 2 select fire CHE missile launchers (32 missiles total)</p><p>Grappling Systems: none</p><p></p><p><strong><span style="font-size: 22px">Naquadah Composite Armour</span></strong></p><p>Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid.</p><p>Hardness: 21, 30 against energy attacks except acid.</p><p>Tactical Speed Penalty: None</p><p>Weight: One-quarter the weight of the starship (rounded up).</p><p>PDC: 19 + one-half the base PDC of the starship.</p><p>Restriction: Military - Rare (+3 to +4)</p><p></p><p><strong><span style="font-size: 22px">Inertial Dampers (PL 7)</span></strong></p><p>Inertial dampers are mechanisms aboard starship to compensate for acceleration forces caused by speed and direction changes at high velocities. In gaming terms, any ships with this equipped can make an additional move action at the end of each turn.</p><p>Purchase DC: 15</p><p>Restriction: None</p><p></p><p><strong><span style="font-size: 22px">Select-Fire Missiles</span></strong></p><p>The pilot can fire a single or two missiles at the same target. Firing two missiles increases damage by 50%.</p><p></p><p><strong><span style="font-size: 22px">Goa'uld Shields</span></strong></p><p>Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points).</p><p>PDC 19 + one-half base PDC of ship</p><p>Res: Military (+3), Goa'uld Lic (+1)</p><p></p><p><strong><span style="font-size: 22px">Transportation Rings</span></strong></p><p>Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings.</p><p>Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large.</p><p>Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported.</p><p>PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter.</p><p></p><p><strong><span style="font-size: 22px">Hyperspace Generator</span></strong></p><p>This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace. Carries enough liquid Naquadah for 100 light years of travel.</p><p></p><p></p><p></p><p><strong><span style="font-size: 26px">Korhal Al'Kesh</span></strong></p><p>The Korhal Al'Kesh, or jus Kesh, are Al'Kesh built using technology from the Korhal sector, using some Goa'uld technology where possible, to create a medical transport. It looks very similar to the standard Al'Kesh, except it has noticeable engine nacelles sticking out of the rear. It retains the Goa'uld shielding technology as it's slightly more powerful, and the ring transport system to test their effectiveness against the current systems used. The hyperdrive generator is stripped out, as is the naquadah armour, which is replaced with standard neo-steel, and a pair of lasers replace the staff weapons to ease logistics as naquadah is harder to obtain. Due to the ships large cargo area, the medical facilities are greatly enhanced over the medivac transports. This ships are limited in numbers due to the transportation ring system, and usually found among elite medical units.</p><p></p><p><strong>Korhal Al'kesh (PL7)</strong></p><p>Type: Ultralight</p><p>Subtype: shuttle</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 13</p><p>Flat-Footed Defense: 11</p><p>Autopilot Defense: 8</p><p>Hardness: 30</p><p>Hit Dice: 12d20 (240 hp), shields 240 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: 115 ft</p><p>Weight: 70,000 lb</p><p>Targeting System Bonus: +2</p><p>Crew: 2 pilots 10 doctors/medics (expert +8)</p><p>Passenger Capacity: 45 patients, 100 emergency evacuation standing</p><p>Cargo Capacity: 9,000 lbs</p><p>Grapple Modifier: +12</p><p>Base PDC: 54</p><p>Restriction: Res +2</p><p></p><p>Attack:</p><p>2 fire-linked lasers turret -1 ranged (9d8, 20, fire, 3000 ft);</p><p></p><p>Attack of Opportunity:</p><p>none</p><p></p><p>Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked), Ranged auto-sutures and laser scapels, medical bay & triage</p><p>Engines: thrusters, ion engine</p><p>Armour: neo-steel</p><p>Defense Systems: radiation shielding, shield, cloaking screen</p><p>Sensors: Class III</p><p>Communications: Laser Transceiver, radio transceiver</p><p>Weapons: 2 fire-linked lasers turret</p><p>Grappling Systems:</p><p></p><p><strong><span style="font-size: 22px">Neo-Steel</span></strong></p><p>Standard Neo-Steel plating is composed of high-purity mineral ores fused with the natural Mineral Field crystals so common in the Korpulu sector. It provides increased protection, though marks a noticeable increase in mass; loss of mobility results.</p><p>Hardness: 30</p><p>Tactical Speed Penalty: -500 Feet (-1 Square)</p><p>Weight: 1/8th of the Starship</p><p>PDC: 10+1/2 of the Starship</p><p>Restriction: None</p><p></p><p><strong><span style="font-size: 22px">Goa'uld Shields</span></strong></p><p>Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points).</p><p>PDC 19 + one-half base PDC of ship</p><p>Res: Military (+3), Goa'uld Lic (+1)</p><p></p><p><strong><span style="font-size: 22px">Ranged Auto-Sutures and Laser Scalpels</span></strong></p><p>This device allows a medic onboard the ship to remotely provide some healing for an ally if they are not able to get them on board the Medivac, or the medivac is full. A person operating this device needs to make a ranged touch attack, with a range increment of 20 feet out to 5 increments, which can heal any organic living target for 1d4 points of damage on a successful hit. If the user has 4 ranks or more in Treat Injury skill, gains +1 to the ranged attack roll and can heal a bonus +2 hit points per strike.</p><p></p><p><strong><span style="font-size: 22px">Medical Bay & Triage</span></strong></p><p>The Korhal Al'Kesh has a built in medical bay and triage to allow on board medics to treat the wounded quickly. Advanced First Aid and Surgical kits with at least enough supplies for to treat various conditions up to 30 times, plus have enough supplies to heal up to 200 hit points.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8795893, member: 6668634"] [B][SIZE=7]Al'kesh[/SIZE][/B] The Al'kesh is a powerful Goa'uld medium-range bomber and troop carrier that is used to attack fortified positions on planetary surfaces, serving a support role during invasions. Larger than the Tel'tak scout ship and Death Glider. It has a pyramid-shape design, two large wings extend from the base, which curve into the cockpit at the head of the vessel. Four engine nacelles propel the craft through space, with a hyperdrive jump window system for interstellar travel. The bridge has a control station and seats for two crew, one with a spherical control system. Unfortunately the bridge is the weakest point on the craft, and disabling the bridge completely disables the craft. Armed with two heavy staff cannons on a pivoting turret on the ventral side, plus can drop plasma charges from the underside, and has shields for protection, and includes a cloaking device for stealth operations. To facilitate troop and equipment transport, it has a set of transportation rings fitted in a large room that is the main storage for cargo and troops. The ships require a crew of 12 to run optimally, but a minimum of 2 can operate the ship. Besides the Goa'uld System Lords, other cultures and groups have acquired Al'kesh, particularly unarmed [B]Al'kesh[/B] Type: Ultralight Subtype: Bomber/shuttle Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 13 Flat-Footed Defense: 11 Autopilot Defense: 8 Hardness: 25, 50 vs energy except acid Hit Dice: 10d20 (200 hp), shields 200 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 115 ft Weight: 68,000 lb Targeting System Bonus: +2 Crew: 2-12 (expert +8) Passenger Capacity: 50 Cargo Capacity: 9,000 lbs Grapple Modifier: +12 Base PDC: 54 Restriction: Res +2, Goa'uld Lic +1 Attack: 2 fire-linked Heavy Staff Cannons -1 ranged (9d10+3, 2500 ft); Or Plasma Bomb (bombing run only), +0 (18d8) Attack of Opportunity: none Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked) Engines: thrusters, ion engine, hyperspace generator Armour: naquadah Defense Systems: radiation shielding, shield, cloaking screen Sensors: Class III Communications: Laser Transceiver, radio transceiver Weapons: 2 heavy staff cannons, plasma bombs (10 bombs, use damage of plasma missiles) Grappling Systems: [B][SIZE=6]Heavy Staff Cannon[/SIZE][/B] The Heavy Staff cannon is a heavier version of the staff cannon found on the Death Glider. Devastating but slow to fire and not accurate. Damage: 6d10+2 (fire) Critical: 20 Range Increment: 200 feet (in space 2500 ft) Rate Of Fire: Single Magazine: 200 Int. (unlimited attached to ship) Size: Huge. Weight: 50 lb. Weapon, 15 tripod Purchase DC: 27 Restriction: Military (+3) Rules: When the blast hits, it ‘explodes’ with a 10-foot burst radius, dealing damage to anything on it (Reflex save DC 16 for half except target struck). Attack rolls suffer -1 due to its inaccuracy, against targets that moved faster than 40 ft before the wielder's attack suffer a further -1 to attack rolls. [B][SIZE=6]Naquadah Armour[/SIZE][/B] Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid. Hardness: 25, 50 against energy attacks except acid. Tactical Speed Penalty: -500 ft (-1 square) Weight: One-quarter the weight of the starship (rounded up). PDC: 20 + one-half the base PDC of the starship. Restriction: Military - Rare (+3 to +4) [B][SIZE=6]Goa'uld Shields[/SIZE][/B] Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points). PDC 19 + one-half base PDC of ship Res: Military (+3), Goa'uld Lic (+1) [B][SIZE=6]Transportation Rings[/SIZE][/B] Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings. Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large. Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported. PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter. [B][SIZE=6]Hyperspace Generator[/SIZE][/B] This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace. Carries enough liquid Naquadah for 100 light years of travel. [B][SIZE=7]F-350[/SIZE][/B] The F-350 is a Stargate Command built Al'kesh designed as a heavy attack craft, combining Goa'uld with Earth technology, allowing Stargate Command to build up their forces from captured or updating and repurposing the shipyards of allies that are using Goa'uld technology, but can not reproduce all of the advanced systems. Stargate Command uses the F-350 as a heavy attack craft, including ground assaults as it is able to still carry 10 troops and deliver them with the rings as the turrets provide excellent cover. They are also used The controls are redone to be easier to use and more inline with Earth standards, such as seats and improved locations of controls. The hull's smooth lines are broken with weapon ports and turrets of railguns, the cargo section is given over to power systems, ammunition for the guns and missiles. Four fixed forward, two pairs of railguns, are direct forward attack, while three turrets mount a pair of railguns, one on each side and one rear provide protection from all other directions. Rounding out the armaments are a pair of Cobra missile launchers and CHE launchers. Each turret has 180 degree arc, thus the left side gunner can fire forwards, left side and back, up and down; right turret can fire forward, right and back, up and down; while the rear turret can fire left, right, back, up and down. [B]F350 (PL7)[/B] Type: Ultralight Subtype: Gunship Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 13 Flat-Footed Defense: 11 Autopilot Defense: 8 Hardness: 21, 30 against energy attacks except acid Hit Dice: 13d20 (260 hp), shields 260 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 115 ft Weight: 75,000 lb Targeting System Bonus: +2 Crew: 12 (expert +8) Passenger Capacity: 10 Cargo Capacity: 9,000 lbs Grapple Modifier: +12 Base PDC: 55 Restriction: SGC Mil +3 Attack: Battery of 2 fire-linked Rail Cannons +0 ranged (9d12, 20, ball, 3000 ft) and Select fire Cobra Mk2 missiles -5 (5d12, 19-20x2, ball, -); or Battery of 2 fire-linked Rail Cannons +0 ranged (9d12, 20, ball, 3000 ft) and Select fire CHE missiles -5 (6d12, 19-20x2, ball, -) Gunner 1-3 2 Fire-linked Rail cannon +0 ranged (9d12, 20, ball, 3000 ft) Attack of Opportunity: none Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked) Engines: thrusters, ion engine, hyperspace generator Armour: naquadah composite Defense Systems: radiation shielding, shield, cloaking screen, inertial dampeers Sensors: Class III Communications: Laser Transceiver, radio transceiver Weapons: 1 battery of 2 fire-linked railguns, 3 2 fire-linked rail gun turrets, 2 Select fire Cobra Mk2 missile launchers 932 missiles total), 2 select fire CHE missile launchers (32 missiles total) Grappling Systems: none [B][SIZE=6]Naquadah Composite Armour[/SIZE][/B] Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid. Hardness: 21, 30 against energy attacks except acid. Tactical Speed Penalty: None Weight: One-quarter the weight of the starship (rounded up). PDC: 19 + one-half the base PDC of the starship. Restriction: Military - Rare (+3 to +4) [B][SIZE=6]Inertial Dampers (PL 7)[/SIZE][/B] Inertial dampers are mechanisms aboard starship to compensate for acceleration forces caused by speed and direction changes at high velocities. In gaming terms, any ships with this equipped can make an additional move action at the end of each turn. Purchase DC: 15 Restriction: None [B][SIZE=6]Select-Fire Missiles[/SIZE][/B] The pilot can fire a single or two missiles at the same target. Firing two missiles increases damage by 50%. [B][SIZE=6]Goa'uld Shields[/SIZE][/B] Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points). PDC 19 + one-half base PDC of ship Res: Military (+3), Goa'uld Lic (+1) [B][SIZE=6]Transportation Rings[/SIZE][/B] Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings. Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large. Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported. PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter. [B][SIZE=6]Hyperspace Generator[/SIZE][/B] This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace. Carries enough liquid Naquadah for 100 light years of travel. [B][SIZE=7]Korhal Al'Kesh[/SIZE][/B] The Korhal Al'Kesh, or jus Kesh, are Al'Kesh built using technology from the Korhal sector, using some Goa'uld technology where possible, to create a medical transport. It looks very similar to the standard Al'Kesh, except it has noticeable engine nacelles sticking out of the rear. It retains the Goa'uld shielding technology as it's slightly more powerful, and the ring transport system to test their effectiveness against the current systems used. The hyperdrive generator is stripped out, as is the naquadah armour, which is replaced with standard neo-steel, and a pair of lasers replace the staff weapons to ease logistics as naquadah is harder to obtain. Due to the ships large cargo area, the medical facilities are greatly enhanced over the medivac transports. This ships are limited in numbers due to the transportation ring system, and usually found among elite medical units. [B]Korhal Al'kesh (PL7)[/B] Type: Ultralight Subtype: shuttle Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 13 Flat-Footed Defense: 11 Autopilot Defense: 8 Hardness: 30 Hit Dice: 12d20 (240 hp), shields 240 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 115 ft Weight: 70,000 lb Targeting System Bonus: +2 Crew: 2 pilots 10 doctors/medics (expert +8) Passenger Capacity: 45 patients, 100 emergency evacuation standing Cargo Capacity: 9,000 lbs Grapple Modifier: +12 Base PDC: 54 Restriction: Res +2 Attack: 2 fire-linked lasers turret -1 ranged (9d8, 20, fire, 3000 ft); Attack of Opportunity: none Standard PL (7) Design Spec: transport rings, cloaking (total concealment, 50% miss chance, can't use shields while cloaked), Ranged auto-sutures and laser scapels, medical bay & triage Engines: thrusters, ion engine Armour: neo-steel Defense Systems: radiation shielding, shield, cloaking screen Sensors: Class III Communications: Laser Transceiver, radio transceiver Weapons: 2 fire-linked lasers turret Grappling Systems: [B][SIZE=6]Neo-Steel[/SIZE][/B] Standard Neo-Steel plating is composed of high-purity mineral ores fused with the natural Mineral Field crystals so common in the Korpulu sector. It provides increased protection, though marks a noticeable increase in mass; loss of mobility results. Hardness: 30 Tactical Speed Penalty: -500 Feet (-1 Square) Weight: 1/8th of the Starship PDC: 10+1/2 of the Starship Restriction: None [B][SIZE=6]Goa'uld Shields[/SIZE][/B] Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points). PDC 19 + one-half base PDC of ship Res: Military (+3), Goa'uld Lic (+1) [B][SIZE=6]Ranged Auto-Sutures and Laser Scalpels[/SIZE][/B] This device allows a medic onboard the ship to remotely provide some healing for an ally if they are not able to get them on board the Medivac, or the medivac is full. A person operating this device needs to make a ranged touch attack, with a range increment of 20 feet out to 5 increments, which can heal any organic living target for 1d4 points of damage on a successful hit. If the user has 4 ranks or more in Treat Injury skill, gains +1 to the ranged attack roll and can heal a bonus +2 hit points per strike. [B][SIZE=6]Medical Bay & Triage[/SIZE][/B] The Korhal Al'Kesh has a built in medical bay and triage to allow on board medics to treat the wounded quickly. Advanced First Aid and Surgical kits with at least enough supplies for to treat various conditions up to 30 times, plus have enough supplies to heal up to 200 hit points. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top