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<blockquote data-quote="kronos182" data-source="post: 9189635" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">N-1 Naboo Starfighter</span></strong></p><p>The N-1 starfighter is a light craft developed by the Theed Palace Space Vessel Engineering Corps, used by the Royal Naboo Security Forces. It is a sleek craft, with two wings that spread from the front with the twin engines mounted on the ends, giving it a hammerhead shape, with the pilot and astromech socket at the end of the main hull, with a narrow, spear-like tail. The ship had a (sw) chromium coating along the front edge and front half of the engines, which contrasted with the yellow of the rest of the craft. The ships are equipped with a pair of lasers mounted on the top of the nose, while a proton torpedo launcher is mounted under the nose, with shields for defense and the ship's high maneuverability. To aid in its function as an escort craft, N-1s are fitted with a Class 1 hyperdrive.</p><p></p><p><strong>N-1 Naboo Starfighter (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (-4)</p><p>Tactical Speed: 4500 ft, 1200 (120) atmosphere</p><p>Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles</p><p>Flat-Footed Defense: 9 (10 base - 4 size +3 class)</p><p>Autopilot Defense: 8 (10 base -4 size +2)</p><p>Hardness: 20 +5 vs lasers</p><p>Hit Dice: 8d20 (160 hp) + 40 hp shields</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: +2</p><p>Length: 36 ft 1 in</p><p>Weight: 8,700 lbs</p><p>Targeting System Bonus: +2</p><p>Crew: 1 +1 astromech (trained +4)</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 100 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 35</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or</p><p>1 Proton Torpedo Launcher -2 ranged 10d12, 20x3, energy, 5000 ft, single, 10 torpedoes</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres, +3 Fort save vs radiation, ships with Sensors class 3 or below suffer -3 to Computer use checks against the ship, and the Targeting system sensor on such ships don't apply their bonus against Chromium equipped vessels.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Ejector Seat</p><p>Engines: Ion engine, Hyperdrive x1</p><p>Armour: Polymeric + one-quarter Chromium</p><p>Defense Systems: Shields, autopilot</p><p>Sensors: Class III, Missile Lock Alert, Targeting System</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 Laser cannons, 1 proton torpedo launchers</p><p>Grappling Systems: None</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>SW Chromium Ship Armour (PL6)</strong></p><p>Chromium can be used as ship armour, bolstering the ship's protection against radiation and even some protection against lasers and blaster type weapons. Chromium is expensive, and typically only used on some ships, such as royal craft, and may only be used as a coating or partial armouring of a craft. The mirror finish has the added bonus of temporarily disrupting some sensors.</p><p>Hardness: One quarter coverage (must be combined with another armour) +5 vs lasers and blasters, One half coverage (must be combined with another armour) +10 vs lasers and blasters. Three quarter coverage (must be combined with another armour, but at half its effectiveness) +5 base and +15 vs lasers and blasters. Full coverage 30 +20 vs lasers and blasters.</p><p>Tactical Speed Penalty: One quarter coverage 0 feet. Half coverage 0 feet. Three quarters coverage -500 ft (-1 square). Full coverage -1000 ft (2 squares).</p><p>Weight: One quarter coverage one-twentieth the weight of starship. Half coverage one-tenth weight of starship. Three quarter coverage one-quarter weight of ship. Full coverage one-third weight of ship.</p><p>Notes: One quarter +3 saves vs radiation. One half +5 saves vs radiation. Three quarter +7 save vs radiation. Full +9 save vs radiation. Ships with Sensors class 3 or below suffer -3 to Computer use checks against the ship, and the Targeting system sensor on such ships don't apply their bonus against Chromium equipped vessels.</p><p>Base Purchase Modifier: 18 + one-half base purchase DC of the starship for one quarter, 19 for half, 20 for three quarters, 21 for full.</p><p></p><p></p><p><strong><span style="font-size: 22px">Dagger</span></strong></p><p>The Dagger is a Colonial Fleet (BSG) inspired version of the Naboo N-1. This craft has the same shape of the N-1, but is more angular and loses the graceful lines. Instead of a needle-like tail, behind the cockpit, the hull tapers back to a third engine, with two intakes for the third engine mounted on the sides of the hull just behind the cockpit. A small tail fin and wings are mounted above the rear engine. Instead of a pair of lasers on the nose, two cannons are fitted midway along the wings. The forward position of the wings gives the ship a different handling profile than most Viper pilots are used to, but with this combined with the engines mounted on the ends of the wings makes it far more maneuverable, making it a far superior dogfighter. It can mount up to 4 missiles on the undersides of the wings for additional fire power.</p><p></p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Gargantuan (–4 size)</p><p>Length: 31 feet</p><p>Weight: 35,000 lb.</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 100 lb.</p><p>Tactical Speed: 5,500 ft. (11 sq.) / 6,500 ft afterburner</p><p>Defense: 6 (base 10 - 4 size) +1 Dodge</p><p>Flat-footed Defense: 6</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 7d20 (140 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: 44</p><p>Restriction: Military (+3)</p><p></p><p>Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20)</p><p></p><p>Attack of Opportunity: None</p><p></p><p>Bonuses: +2 Init, +3 Pilot checks, +1 Dodge to Defense</p><p></p><p>Standard PL 6 Design Specs: Twin Engine, RCS Mk3</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 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.), up to 4 external missiles</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></blockquote><p></p>
[QUOTE="kronos182, post: 9189635, member: 6668634"] [B][SIZE=7]N-1 Naboo Starfighter[/SIZE][/B] The N-1 starfighter is a light craft developed by the Theed Palace Space Vessel Engineering Corps, used by the Royal Naboo Security Forces. It is a sleek craft, with two wings that spread from the front with the twin engines mounted on the ends, giving it a hammerhead shape, with the pilot and astromech socket at the end of the main hull, with a narrow, spear-like tail. The ship had a (sw) chromium coating along the front edge and front half of the engines, which contrasted with the yellow of the rest of the craft. The ships are equipped with a pair of lasers mounted on the top of the nose, while a proton torpedo launcher is mounted under the nose, with shields for defense and the ship's high maneuverability. To aid in its function as an escort craft, N-1s are fitted with a Class 1 hyperdrive. [B]N-1 Naboo Starfighter (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4500 ft, 1200 (120) atmosphere Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles Flat-Footed Defense: 9 (10 base - 4 size +3 class) Autopilot Defense: 8 (10 base -4 size +2) Hardness: 20 +5 vs lasers Hit Dice: 8d20 (160 hp) + 40 hp shields Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 36 ft 1 in Weight: 8,700 lbs Targeting System Bonus: +2 Crew: 1 +1 astromech (trained +4) Passenger Capacity: 0 Cargo Capacity: 100 lbs Grapple Modifier: +8 Base PDC: 35 Restriction: Mil (+3) Attack: 2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or 1 Proton Torpedo Launcher -2 ranged 10d12, 20x3, energy, 5000 ft, single, 10 torpedoes Attack of Opportunity: Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres, +3 Fort save vs radiation, ships with Sensors class 3 or below suffer -3 to Computer use checks against the ship, and the Targeting system sensor on such ships don't apply their bonus against Chromium equipped vessels. Standard PL(6) Design Spec: Twin Engine, Ejector Seat Engines: Ion engine, Hyperdrive x1 Armour: Polymeric + one-quarter Chromium Defense Systems: Shields, autopilot Sensors: Class III, Missile Lock Alert, Targeting System Communications: Radio Transceiver Weapons: 2 Laser cannons, 1 proton torpedo launchers Grappling Systems: None [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]SW Chromium Ship Armour (PL6)[/B] Chromium can be used as ship armour, bolstering the ship's protection against radiation and even some protection against lasers and blaster type weapons. Chromium is expensive, and typically only used on some ships, such as royal craft, and may only be used as a coating or partial armouring of a craft. The mirror finish has the added bonus of temporarily disrupting some sensors. Hardness: One quarter coverage (must be combined with another armour) +5 vs lasers and blasters, One half coverage (must be combined with another armour) +10 vs lasers and blasters. Three quarter coverage (must be combined with another armour, but at half its effectiveness) +5 base and +15 vs lasers and blasters. Full coverage 30 +20 vs lasers and blasters. Tactical Speed Penalty: One quarter coverage 0 feet. Half coverage 0 feet. Three quarters coverage -500 ft (-1 square). Full coverage -1000 ft (2 squares). Weight: One quarter coverage one-twentieth the weight of starship. Half coverage one-tenth weight of starship. Three quarter coverage one-quarter weight of ship. Full coverage one-third weight of ship. Notes: One quarter +3 saves vs radiation. One half +5 saves vs radiation. Three quarter +7 save vs radiation. Full +9 save vs radiation. Ships with Sensors class 3 or below suffer -3 to Computer use checks against the ship, and the Targeting system sensor on such ships don't apply their bonus against Chromium equipped vessels. Base Purchase Modifier: 18 + one-half base purchase DC of the starship for one quarter, 19 for half, 20 for three quarters, 21 for full. [B][SIZE=6]Dagger[/SIZE][/B] The Dagger is a Colonial Fleet (BSG) inspired version of the Naboo N-1. This craft has the same shape of the N-1, but is more angular and loses the graceful lines. Instead of a needle-like tail, behind the cockpit, the hull tapers back to a third engine, with two intakes for the third engine mounted on the sides of the hull just behind the cockpit. A small tail fin and wings are mounted above the rear engine. Instead of a pair of lasers on the nose, two cannons are fitted midway along the wings. The forward position of the wings gives the ship a different handling profile than most Viper pilots are used to, but with this combined with the engines mounted on the ends of the wings makes it far more maneuverable, making it a far superior dogfighter. It can mount up to 4 missiles on the undersides of the wings for additional fire power. Type: Ultralight Subtype: Fighter Size: Gargantuan (–4 size) Length: 31 feet Weight: 35,000 lb. Crew: 1 Passenger Capacity: 0 Cargo Capacity: 100 lb. Tactical Speed: 5,500 ft. (11 sq.) / 6,500 ft afterburner Defense: 6 (base 10 - 4 size) +1 Dodge Flat-footed Defense: 6 Autopilot Defense: 6 Hardness: 20 Hit Dice: 7d20 (140 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: 44 Restriction: Military (+3) Attack: 2 fire-linked modified rail cannons -2 ranged (9d12/20) Attack of Opportunity: None Bonuses: +2 Init, +3 Pilot checks, +1 Dodge to Defense Standard PL 6 Design Specs: Twin Engine, RCS Mk3 Engines: Fusion torch engine, thrusters, hydrogen injectors 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.), up to 4 external missiles 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. [/QUOTE]
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