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<blockquote data-quote="kronos182" data-source="post: 9370237" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">ARC-170</span></strong></span></p><p><span style="font-family: 'Calibri'">The Aggressive ReConnaissance 170 starfighter, also known as the ARC-170, is a heavy duty starfighter used by the Galactic Republic during the Clone Wars, and the Empire in its early years, produced by Incom Corp and Subpro. It is a multipurpose fighter, measuring 42 feet in length, with a pair of large sublight engines flanking the frame, with a set of wings that extend from the engines, each with a pair of s-foils that raise up and below, giving it an extra X to its front profile, that help radiate excess heat. Crewed by 3 members and an astromech, made up of pilot, co-pilot and tail gunner. Armed with two primary forward lasers and two lighter lasers in the rear, mounted on top and below the rear of the hull, and a proton torpedo launcher in the nose, with mountings on the wings for up to six concussion missiles, and a sensor jammer with shields for protection. 5 days worth of air, fuel and food are stored onboard before using up the cargo space.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>ARC-170 Starfighter (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Ultralight</span></p><p><span style="font-family: 'Calibri'">Subtype: Fighter</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan (-4)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 4000 ft, 1147 (115) atmosphere</span></p><p><span style="font-family: 'Calibri'">Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 9 (10 base -4 size +3 dex)</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 8 (10 base -4 size +2)</span></p><p><span style="font-family: 'Calibri'">Hardness: 22</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 10d20 (200 hp) + 75 hp shields</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Length: 42 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 12,700 lbs</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Crew: 3 +1 astromech (trained +4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 0</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 240 lbs</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +8</span></p><p><span style="font-family: 'Calibri'">Base PDC: 37</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack: </span></p><p><span style="font-family: 'Calibri'">2 fire-linked heavy laser -2 ranged 12d8, 20, fire, 4000 ft, s/a; or</span></p><p><span style="font-family: 'Calibri'">Proton Torpedo Launcher -2 ranged 10d12, 20x3, energy, 5000 ft, single, 6 torpedoes</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tail Gunner</span></p><p><span style="font-family: 'Calibri'">Laser -2 ranged 6d8, 20, fire, 3000 ft</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity: </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6) Design Spec: Twin Engine, Ejector Seat, S-Foils, Targeting Rangefinder, Pivoting Muzzle</span></p><p><span style="font-family: 'Calibri'">Engines: Ion engine, Hyperdrive x1.5</span></p><p><span style="font-family: 'Calibri'">Armour: Polymeric reinforced</span></p><p><span style="font-family: 'Calibri'">Defense Systems: Heavy Shields, autopilot, sensor jammer</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III, Missile Lock Alert, Targeting System</span></p><p><span style="font-family: 'Calibri'">Communications: Radio Transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 heave Laser cannons, 2 lasers, proton torpedo launcher (6 torpedoes), optional wing mounted 6 concussion missiles</span></p><p><span style="font-family: 'Calibri'">Grappling Systems:</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Shields</strong></span></p><p><span style="font-family: 'Calibri'">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).</span></p><p><span style="font-family: 'Calibri'">PDC: Shield type +2</span></p><p><span style="font-family: 'Calibri'">Restriction: Res +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ejector Seat</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>S-Foils</strong></span></p><p><span style="font-family: 'Calibri'">The ARC-170 wings are fitted with S-Foils that raise from the top and body, which expose heat sinks and active cooling radiator panels which help cool the ship and improve the shield generator's effectiveness. While the S-foils are open, when one crew member restores the shields, increase the HP restored by 25% rounding down.</span></p><p><span style="font-family: 'Calibri'">The s-foils need to be closed before activating the hyperdrive or landing. Can be opened or closed as a free action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Targeting Rangefinder</strong></span></p><p><span style="font-family: 'Calibri'">This device improves the accuracy of the equipped weapon over longer ranges. The equipped weapons attack penalty past the first range increment is half. For example, at 3 range increments would normally suffer -2 to attack rolls, now instead suffers only -1 to attack rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Pivoting Muzzle</strong></span></p><p><span style="font-family: 'Calibri'">The muzzles of the main weapons of the ARC-170 are designed to tilt, causing the laser beam to tilt by as little as a few degrees off-axis, improving accuracy at short distances. If target is within half the first range increment, gains +1 to attack rolls with the heavy lasers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">AC-170</span></strong></span></p><p><span style="font-family: 'Calibri'">The AC-170, or Aggressive Courier, is a variant of the ARC-170 that is modified to act as a transport for VIPs or transport small important packages. The rear weapons are removed, the cockpit modified to remove the controls from the second seat, and the rear is converted into a sleeper unit with a mini refresher. The onboard supply storage is increased to 8 days and the cargo bay is enlarged.</span></p><p><span style="font-family: 'Calibri'">Besides the rear lasers removed, the proton torpedo launcher is also removed, leaving only the two heavy lasers for protection. With the lighter weight, and upgraded engines, the AC-170 is a bit faster, which allows it to avoid combat and get its passenger or cargo to its destination. The hyperdrive is also upgraded to a x1.25 so it's also faster in lightspeed.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to ARC-170 to create a AC-170:</span></p><p><span style="font-family: 'Calibri'">Reduce crew capacity to 1;</span></p><p><span style="font-family: 'Calibri'">Increase passenger capacity to 1, 2 in cramped conditions;</span></p><p><span style="font-family: 'Calibri'">Remove 2 lasers;</span></p><p><span style="font-family: 'Calibri'">Remove proton torpedo launcher;</span></p><p><span style="font-family: 'Calibri'">Increase speed to 4500 ft;</span></p><p><span style="font-family: 'Calibri'">Change hyperdrive to x1.25;</span></p><p><span style="font-family: 'Calibri'">Change consumables to 8 days;</span></p><p><span style="font-family: 'Calibri'">Increase cargo capacity to 275 lbs;</span></p><p><span style="font-family: 'Calibri'">Add sleeper unit;</span></p><p><span style="font-family: 'Calibri'">Protected Cargo;</span></p><p><span style="font-family: 'Calibri'">PDC: +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Sleeper Unit</strong></span></p><p><span style="font-family: 'Calibri'">There is bed, curtain and a small built in refresher unit built into the back the ship allowing the pilot or passenger to rest and sleep.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Protected Cargo</strong></span></p><p><span style="font-family: 'Calibri'">The cargo bay is armoured, so in the event the ship crashes or is destroyed, the cargo will survive. The pod has hardness 50, 50 hit points once the ship has been destroyed. It has a complicated physical and digital locking system, DC 24 to pick and DC 25 to hack the digital lock.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Anvil</span></strong></span></p><p><span style="font-family: 'Calibri'">The Anvil is a Colonial built version of the ARC-170, with the same general shape, but lacks the s-foils and has a thicker and slightly more angular hull, and in particular lacks the astromech droid slot. It fills the role of an assault Raptor, in that it is heavily armed, bringing a large number of heavy weapons and missiles. To keep logistics simple, the Anvil mounts weapons found on Raptors and Vipers, mounting twin railguns slung under the ends of the wings, and mounts two railguns in a single mount turrets on the rear, similar to the lasers on the original ARC-170, while an internal missile bay contains CHE missiles, with underwing mounted missile pods can carry both CHE and Cobra Mk2 missiles. The Anvil also mounts a jump system, allowing it to strike at distant targets without a carrier ship, allowing it to work with heavy escort for Raptors on deep strike attacks. Requires 3 crew, the pilot, who flies and operates the main rail cannons and can use missiles, the co-pilot/operator typically operates the jump system, jammers and defensive systems, but can also fire the missiles, and a rear gunner that operates the rear rail cannon turrets, and can use the chaff system.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Anvil Heavy Fighter (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Ultralight</span></p><p><span style="font-family: 'Calibri'">Subtype: Fighter</span></p><p><span style="font-family: 'Calibri'">Size: Gargantuan (-4)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 4000 ft/5000 ft afterburner, 1147 (115)/1600 (160) afterburner, atmosphere</span></p><p><span style="font-family: 'Calibri'">Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 9 (10 base -4 size +3 dex)</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 8 (10 base -4 size +2)</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 11d20 (220 hp)</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Length: 42 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 13,700 lbs</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Crew: 3 (trained +4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 0</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 150 lbs</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +8</span></p><p><span style="font-family: 'Calibri'">Base PDC: 37</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack: 4 fire-linked modified rail cannons -2 ranged (12d12, 20, 3000 ft); or</span></p><p><span style="font-family: 'Calibri'">2 Fire-linked CHE missile -2 ranged (9d12/19-20); or</span></p><p><span style="font-family: 'Calibri'">2 Fire-linked Cobra Mk2 missile -2 ranged (7d12/19-20) optional</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tail Gunner</span></p><p><span style="font-family: 'Calibri'">Modifed rail cannon -2 ranged (6d12, 20, ballistic, 3000 ft)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity: None</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles, +2 Pilot checks</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL 6 Design Specs: Twin Engine, RCS Mk1, ejector seats, emergency jump, spool up</span></p><p><span style="font-family: 'Calibri'">Engines: Fusion torch engine, thrusters, hydrogen injectors, jump engines</span></p><p><span style="font-family: 'Calibri'">Armor: Polymeric</span></p><p><span style="font-family: 'Calibri'">Defense Systems: Chaff launcher with 12 chaff bundles, sensor jammer, missile lock system, Autopilot system</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III sensor array, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Laser transceiver, radio transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 rail cannons (rear turrets), 2 CHE missile launcher (6 missiles ea), optional 2 Cobra mk2 missile launcher (5 missiles ea) and optional additional 2 CHE missile launcher (4 missile ea)</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: None</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ejector Seat</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>RCS</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Emergency Jump</strong></span></p><p><span style="font-family: 'Calibri'">The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spool Up</strong></span></p><p><span style="font-family: 'Calibri'">The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Cobra Mk2 Missile (PL 5-6)</strong></span></p><p><span style="font-family: 'Calibri'">An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.</span></p><p><span style="font-family: 'Calibri'">Name: Cobra (air-to-air missile)</span></p><p><span style="font-family: 'Calibri'">Weapon Damage: 5d12</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: -</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9370237, member: 6668634"] [FONT=Calibri][B][SIZE=7]ARC-170[/SIZE][/B] The Aggressive ReConnaissance 170 starfighter, also known as the ARC-170, is a heavy duty starfighter used by the Galactic Republic during the Clone Wars, and the Empire in its early years, produced by Incom Corp and Subpro. It is a multipurpose fighter, measuring 42 feet in length, with a pair of large sublight engines flanking the frame, with a set of wings that extend from the engines, each with a pair of s-foils that raise up and below, giving it an extra X to its front profile, that help radiate excess heat. Crewed by 3 members and an astromech, made up of pilot, co-pilot and tail gunner. Armed with two primary forward lasers and two lighter lasers in the rear, mounted on top and below the rear of the hull, and a proton torpedo launcher in the nose, with mountings on the wings for up to six concussion missiles, and a sensor jammer with shields for protection. 5 days worth of air, fuel and food are stored onboard before using up the cargo space. [B]ARC-170 Starfighter (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4000 ft, 1147 (115) atmosphere Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles Flat-Footed Defense: 9 (10 base -4 size +3 dex) Autopilot Defense: 8 (10 base -4 size +2) Hardness: 22 Hit Dice: 10d20 (200 hp) + 75 hp shields Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 42 ft Weight: 12,700 lbs Targeting System Bonus: +2 Crew: 3 +1 astromech (trained +4) Passenger Capacity: 0 Cargo Capacity: 240 lbs Grapple Modifier: +8 Base PDC: 37 Restriction: Mil (+3) Attack: 2 fire-linked heavy laser -2 ranged 12d8, 20, fire, 4000 ft, s/a; or Proton Torpedo Launcher -2 ranged 10d12, 20x3, energy, 5000 ft, single, 6 torpedoes Tail Gunner Laser -2 ranged 6d8, 20, fire, 3000 ft Attack of Opportunity: Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles Standard PL(6) Design Spec: Twin Engine, Ejector Seat, S-Foils, Targeting Rangefinder, Pivoting Muzzle Engines: Ion engine, Hyperdrive x1.5 Armour: Polymeric reinforced Defense Systems: Heavy Shields, autopilot, sensor jammer Sensors: Class III, Missile Lock Alert, Targeting System Communications: Radio Transceiver Weapons: 2 heave Laser cannons, 2 lasers, proton torpedo launcher (6 torpedoes), optional wing mounted 6 concussion missiles Grappling Systems: [B]Heavy Shields[/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]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]S-Foils[/B] The ARC-170 wings are fitted with S-Foils that raise from the top and body, which expose heat sinks and active cooling radiator panels which help cool the ship and improve the shield generator's effectiveness. While the S-foils are open, when one crew member restores the shields, increase the HP restored by 25% rounding down. The s-foils need to be closed before activating the hyperdrive or landing. Can be opened or closed as a free action. [B]Targeting Rangefinder[/B] This device improves the accuracy of the equipped weapon over longer ranges. The equipped weapons attack penalty past the first range increment is half. For example, at 3 range increments would normally suffer -2 to attack rolls, now instead suffers only -1 to attack rolls. [B]Pivoting Muzzle[/B] The muzzles of the main weapons of the ARC-170 are designed to tilt, causing the laser beam to tilt by as little as a few degrees off-axis, improving accuracy at short distances. If target is within half the first range increment, gains +1 to attack rolls with the heavy lasers. [B][SIZE=6]AC-170[/SIZE][/B] The AC-170, or Aggressive Courier, is a variant of the ARC-170 that is modified to act as a transport for VIPs or transport small important packages. The rear weapons are removed, the cockpit modified to remove the controls from the second seat, and the rear is converted into a sleeper unit with a mini refresher. The onboard supply storage is increased to 8 days and the cargo bay is enlarged. Besides the rear lasers removed, the proton torpedo launcher is also removed, leaving only the two heavy lasers for protection. With the lighter weight, and upgraded engines, the AC-170 is a bit faster, which allows it to avoid combat and get its passenger or cargo to its destination. The hyperdrive is also upgraded to a x1.25 so it's also faster in lightspeed. Make the following changes to ARC-170 to create a AC-170: Reduce crew capacity to 1; Increase passenger capacity to 1, 2 in cramped conditions; Remove 2 lasers; Remove proton torpedo launcher; Increase speed to 4500 ft; Change hyperdrive to x1.25; Change consumables to 8 days; Increase cargo capacity to 275 lbs; Add sleeper unit; Protected Cargo; PDC: +1 [B]Sleeper Unit[/B] There is bed, curtain and a small built in refresher unit built into the back the ship allowing the pilot or passenger to rest and sleep. [B]Protected Cargo[/B] The cargo bay is armoured, so in the event the ship crashes or is destroyed, the cargo will survive. The pod has hardness 50, 50 hit points once the ship has been destroyed. It has a complicated physical and digital locking system, DC 24 to pick and DC 25 to hack the digital lock. [B][SIZE=6]Anvil[/SIZE][/B] The Anvil is a Colonial built version of the ARC-170, with the same general shape, but lacks the s-foils and has a thicker and slightly more angular hull, and in particular lacks the astromech droid slot. It fills the role of an assault Raptor, in that it is heavily armed, bringing a large number of heavy weapons and missiles. To keep logistics simple, the Anvil mounts weapons found on Raptors and Vipers, mounting twin railguns slung under the ends of the wings, and mounts two railguns in a single mount turrets on the rear, similar to the lasers on the original ARC-170, while an internal missile bay contains CHE missiles, with underwing mounted missile pods can carry both CHE and Cobra Mk2 missiles. The Anvil also mounts a jump system, allowing it to strike at distant targets without a carrier ship, allowing it to work with heavy escort for Raptors on deep strike attacks. Requires 3 crew, the pilot, who flies and operates the main rail cannons and can use missiles, the co-pilot/operator typically operates the jump system, jammers and defensive systems, but can also fire the missiles, and a rear gunner that operates the rear rail cannon turrets, and can use the chaff system. [B]Anvil Heavy Fighter (PL6)[/B] Type: Ultralight Subtype: Fighter Size: Gargantuan (-4) Tactical Speed: 4000 ft/5000 ft afterburner, 1147 (115)/1600 (160) afterburner, atmosphere Defense: 11 (10 base -4 size +3 class +2 dex) +4 vs missiles Flat-Footed Defense: 9 (10 base -4 size +3 dex) Autopilot Defense: 8 (10 base -4 size +2) Hardness: 20 Hit Dice: 11d20 (220 hp) Initiative Modifier: +3 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 42 ft Weight: 13,700 lbs Targeting System Bonus: +2 Crew: 3 (trained +4) Passenger Capacity: 0 Cargo Capacity: 150 lbs Grapple Modifier: +8 Base PDC: 37 Restriction: Mil (+3) Attack: 4 fire-linked modified rail cannons -2 ranged (12d12, 20, 3000 ft); or 2 Fire-linked CHE missile -2 ranged (9d12/19-20); or 2 Fire-linked Cobra Mk2 missile -2 ranged (7d12/19-20) optional Tail Gunner Modifed rail cannon -2 ranged (6d12, 20, ballistic, 3000 ft) Attack of Opportunity: None Bonuses: -5 to Sensor checks vs Class III or less, 20% miss chance vs missiles, +2 Pilot checks Standard PL 6 Design Specs: Twin Engine, RCS Mk1, ejector seats, emergency jump, spool up Engines: Fusion torch engine, thrusters, hydrogen injectors, jump engines Armor: Polymeric Defense Systems: Chaff launcher with 12 chaff bundles, sensor jammer, missile lock system, Autopilot system Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 rail cannons (rear turrets), 2 CHE missile launcher (6 missiles ea), optional 2 Cobra mk2 missile launcher (5 missiles ea) and optional additional 2 CHE missile launcher (4 missile ea) 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]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]Emergency Jump[/B] The jump drive of the Raptor is capable of making a second jump within 1d4 rounds after it completes its first jump back to the coordinates it left from. However after the jump the ship is immobile for 2 rounds as the engines reset. [B]Spool Up[/B] The jump engines of the ship can be spooled up and remain spooled for an extended period of time, allowing the pilot to jump quickly. While the jump drive is spooled up (taking the normal time to spool), the pilot can as jump as a free action, even as a reaction to an attack, making a Reflex Save DC the attack roll of the attacking ship. On a successful save the ship jumps away safely suffering no damage. If the pilot fails by less than 5, the ship jumps away but suffers half the damage of the attack. A failure the ship takes damage as normal and jumps away at the end of the attacker's turn. [B]Cobra Mk2 Missile (PL 5-6)[/B] An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft. Name: Cobra (air-to-air missile) Weapon Damage: 5d12 Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 22 Restriction: Mil (+3)[/FONT] [/QUOTE]
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