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<blockquote data-quote="kronos182" data-source="post: 9505584" data-attributes="member: 6668634"><p>Some Zeon One Year War vehicles & ships</p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Dabude</strong></span></span></p><p><span style="font-family: 'Calibri'">The Dabude is a class of land battleship used by the Principality of Zeon during the One Year War, that served as both mobile artillery platform and command center. The large hull was moved about on six sets of 3 treads each, with the main hull having a trapazoid prism shape, with three oblong structures that rise up, one from the center front, two others on the sides at one third from the front. The forward one is much larger and contains the main bridge and command and control center, along with the communications and sensors. The two other oblong structures are two large turrets that mount two 120mm cannons. At each corner of the main hull are a set of braces that help brace against the recoil from the four cannons. The rear section is a large flight deck that can support several VTOL craft, or could have two Zaku sized mechs standing on it. Besides the two twin cannon turrets, six twin machine gun turrets mounted around the hull to provide anti-air and anti-personnel protection, with a missile launcher mounted just ahead of the flight deck.</span></p><p><span style="font-family: 'Calibri'">Within the main hull, a large troop barracks that allows up to 50 troops to be carried and deployed, along with space to house crew for up to 4 vtol craft, and can hold up to 4 light APCs. The Dabude measures 357.6 feet long (72 squares), 305 feet wide (61) and 144 feet tall. Provides full cover to all within, takes 1 full minute to start moving. Troops within can exit through two large doors, one on each side, exiting as a move action, up to 10 at a time each side, or an APC can drive out as a move action, using up 40 ft of movement, one out each door. From the flight deck, a single VTOL craft can take off at a time, or a single mobile suit if one is standing on the deck. Dabude could achieve a maximum speed of 60 mph.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 40</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 50 troops +10 flight support crew, 20 C&C staff</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 20 tons, another 60 can be strapped safely to the flight deck.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -5</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: -6</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 60 (6)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 20</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 200</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: Colossal (-8)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 49</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Mil +3</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: Military Radio, GPS, darkvision 120 ft for crew, Mech Class II sensors, satellite radio, flight deck, barracks (50 troops, 20 C&C staff, 10 flight deck crew), kitchen, crew living quarters, 2 twin 120mm cannons, 6 twin machine gun turrets, missile launcher, garage (4 light APCs).</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: C&C, Stabilizing Braces, Point Defense</span></span></p><p> </p><table style='width: 100%'><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Name</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Damage</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Critical</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Dam Type</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Range Incr</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Magazine</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Controller</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Twin 120mm Tank Cannon (2)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">15d12*</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">150 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Single</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">1* (150 rounds ea)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Missile Launcher</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">10d6</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball/fire</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">1000 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Semi</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">15 missiles</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Secondary Gunner</span></span></td></tr><tr><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Twin Machine Guns (6)</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">3d12</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">20</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Ball</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">100 ft</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">S/A</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">12,000 rds ea</span></span></td><td><br /> <span style="color: black"><span style="font-family: 'Calibri'">Gunners</span></span></td></tr></table><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'">The 120mm Tank Cannon holds 1 round, but the Mammoth has space and loading mechanism that holds a total of 72 rounds for each gun, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The cannons can both be fired at the same target as a fire-link, increase damage by 50%. If one weapon is rendered inoperable, the</span></p><p><span style="font-family: 'Calibri'">The stats are for a solid round, with specialty rounds as the following:</span></p><p><span style="font-family: 'Calibri'">APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</span></p><p><span style="font-family: 'Calibri'">M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>C&C Suite</strong></span></p><p><span style="font-family: 'Calibri'">Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Stabilizing Braces</strong></span></p><p><span style="font-family: 'Calibri'">These four pylons deploy into the ground, helping to keep the vehicle braced against the recoil of its weapons. Takes a move action to deploy or retract, once per round, remove recoil penalties for firing the weapons, auto fire penalties are halved. Attempts to move the vehicle suffer -15 penalty. While deployed the vehicle is immobile.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Point Defense</strong></span></p><p><span style="font-family: 'Calibri'">If the twin machine guns are not used offensively for the round, can be set to function as a point defense system. The decision of using the weapons offensively or defensively must be made at start of round and can't be changed until next round. Has a 20% chance to destroy any incoming missiles. Or can make attacks of opportunity, attacking anything larger than 10 ft that comes within 100 ft of the vehicle, rolling 1d20 with attack bonus of +4. If this roll meets or exceeds target's Defense, deals 4d12 points of damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Dolos Class</span></strong></span></p><p><span style="font-family: 'Calibri'">The Dolos is a carrier built by the Principality of Zeon, one of their largest ships. The hull consists of two angular pods connected at their lower halves with a section extending downwards with 7 launch bays at the front. Two blocks at the rear on out riggers provide propulsion. Armament consists of 8 twin mega particle cannons, with 3 on each side, two at the rear. A small handful of twin machine guns provide a point defense system. Dolos could carry 182 mobile suits, with up to 7 to launch at the same time, and 4 able to land in 4 landing bays, two on either side of the lower section. Besides the mobile suits up to a dozen shuttles can be stored, and typically launch from the lowest launch bay. In an emergency, two dozen suits or fighters can be stored along the upper hull between the two part of the main hull. The C&C systems onboard allow the Dolos to function as a command unit, and can protect itself from capital ships with its mega particles, but its anti-fighter and mobile suit defenses are extremely limited and it relies on the carried mechs for defense. Like other ships of the time, there is no artificial gravity, with the only gravity generated is when the ship is moving.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Dolos Class (PL 5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: superheavy</span></p><p><span style="font-family: 'Calibri'">Subtype: star carrier</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8 size)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 3500</span></p><p><span style="font-family: 'Calibri'">Defense: 11</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 7</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 7</span></p><p><span style="font-family: 'Calibri'">Hardness: 30</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 1000d20 (20,000 hp)</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +6</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +4</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Length: 1614 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 144,000 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Crew: 400 (expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 200 MS pilots +230 support crew plus additional 200 misc passengers</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 200,000 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 75</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'">Twin Mega Particle Cannon +1 ranged (22d20 energy, x4, 7000 ft) and Twin Mega Particle Cannon -4 ranged (22d20 energy, x4, 7000 ft);</span></p><p><span style="font-family: 'Calibri'">Or Broadside battery of 3 twin mega particle cannons +3 ranged (24d20 energy, x4, 7000 ft) (only to the sides)</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'">Point defense system +5 ranged (4d12x10 ballistic)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(5-6) Design Spec: 7 catapult launchers, MS hanger (182 mobile suits), shuttle hanger (12 shuttles), zero gravity, C&C Suite</span></p><p><span style="font-family: 'Calibri'">Engines: fusion torch drive, thrusters</span></p><p><span style="font-family: 'Calibri'">Armour: vanadium</span></p><p><span style="font-family: 'Calibri'">Defense Systems: autopilot, radiation shielding, light point defense system</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Radio & Laser transceivers</span></p><p><span style="font-family: 'Calibri'">Weapons: twin mega particle cannons (8)</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: None</span></p><p><span style="font-family: 'Calibri'">Notes:</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Broadside</strong></span></p><p><span style="font-family: 'Calibri'">The Dolos can temporarily make a batter of the mega particle cannons on one side for increased accuracy and a slight boost in damage. The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mega Particle Cannon</strong></span></p><p><span style="font-family: 'Calibri'">These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Mega Particle Cannon (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 10d20</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: x4</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Energy</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 6000 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: 1 every 2 rounds</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Colossal</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 42</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Mil +3</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Mobile Suit Catapult</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Can launch one mobile suit, but takes an additional round to load the next one into the catapult. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems. On the Dolos, the catapult on the bottom can also launch a shuttle.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>C&C Suite</strong></span></p><p><span style="font-family: 'Calibri'">Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Rendili Dolos</span></strong></span></p><p><span style="font-family: 'Calibri'">Rendili StarDrive looking to make itself one of the top manufacturers again after being eclipsed by Kuat Drive Yards during the end of the Old Republic and into the Galactic Empire, they looked into designs from other manufacturers, to either licence designs, or use as inspiration. The first of this initiative Rendili looked at the Dolos carrier and seeing potential for a starfighter carrier. Updating the systems with improved automation, adding artificial gravity, a hyperdrive for FTL travel were the immediate changes made. Internally, the cavernous mobile suit hanger is modified. While mobile suits are much taller, but not as wide as starfighters, gravity inside the hanger is aligned sideways to allow the maximum amount of space as possible. The magnetic catapult system is striped out but the principle was kept in lining the catapult with a directional repulsor lift system that launches ships out the launch bay at a reasonable speed and distance. The sideways orientation of the hanger can be disorienting to some, but does allow a surprise for enemy boarders.</span></p><p><span style="font-family: 'Calibri'">The weapon systems were changed with turbolasers, and the number increased, with heavy turbolasers replacing the mega particle cannons, several light turbolasers providing protection in all directions, and lasers replacing the machine guns for point defense, with more turrets for improved coverage and protection. The launch and receiving bays all have environmental fields to allow ships to be launched or retrieved faster, although they can still be closed off with physical doors to prevent borders or protect against intense radiation.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Make following changes to a Dolos to make Rendili Dolos:</span></p><p><span style="font-family: 'Calibri'">Add Shields (5,000 hp);</span></p><p><span style="font-family: 'Calibri'">Replace 8 twin mega particle cannons with 8 twin heavy turbo laser turrets (22d8, 20x2, fire, 9000 ft, ignore 25 hardness/DR);</span></p><p><span style="font-family: 'Calibri'">Reduce crew requirement to 250;</span></p><p><span style="font-family: 'Calibri'">Add 6 twin light turbolasers (15d8, 20x2, fire, 9500 ft, ignore 15 hardness/DR);</span></p><p><span style="font-family: 'Calibri'">Replace light point defense with point defense (5d12x10 fire damage);</span></p><p><span style="font-family: 'Calibri'">Add Class 2 Hyperdrive;</span></p><p><span style="font-family: 'Calibri'">Add Tractor Beam;</span></p><p><span style="font-family: 'Calibri'">Add Drivesat comm array;</span></p><p><span style="font-family: 'Calibri'">Hanger can carry 165 fighters up to 80 ft long;</span></p><p><span style="font-family: 'Calibri'">Add artificial gravity;</span></p><p><span style="font-family: 'Calibri'">Replace Mobile Suit Catapult with Repulsor Catapult;</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>Hanger</strong></span></p><p><span style="font-family: 'Calibri'">The hanger is oriented sideways from the rest of the ship, requiring ships to launch and land side ways, which is facilitated by the tractor beams for landing. 165 fighters up to 80 ft long can be carried, plus 12 shuttles, although larger freighters and shuttles can be carried. Moving from the hanger to the rest of the ship requires going through a zero-gravity area that is 15 feet long, with hand holds to allow easy transition, although a Jump check DC 17 allows someone to lightly leap from one area to another and orient themselves quickly if they've practiced several times.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Repulsor Catapult</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This device uses repulsor technology to launch ships from the ship rapidly. When battle ready, each catapult can launch a single ship as a move equivalent action, able to launch two ships per round from each catapult. The catapult can launch a ship up to 12,000 ft before the ship needs to use its own propulsion systems.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Broadside</strong></span></p><p><span style="font-family: 'Calibri'">The Rendili Dolos can temporarily make a batter of the heavy turbolasers on one side for increased accuracy and a slight boost in damage (increase attack +2, 24d8, 20x2 fire 9000 ft, ignore 25 hardness/DR). The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Light Turbolaser</strong></span></p><p><span style="font-family: 'Calibri'">Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Light Turbolaser (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 10d8, ignore 15 points of DR/hardness</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: 20x2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Fire</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 9500 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: Single</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 39</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Turbolaser</strong></span></p><p><span style="font-family: 'Calibri'">Heavy Turbolasers are heavier capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -2 to strike any ships of Ultralight size or smaller.</span></p><p><span style="color: black"><span style="font-family: 'Calibri'"> </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Heavy Turbolaser (PL6)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage: 15d8, ignore 25 points of DR/hardness</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Critical: 20x2</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Damage Type: Fire</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Range Increment: 9000 ft</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Rate of Fire: Single</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Purchase DC: 41</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9505584, member: 6668634"] Some Zeon One Year War vehicles & ships [FONT=Calibri][SIZE=7][B]Dabude[/B][/SIZE] The Dabude is a class of land battleship used by the Principality of Zeon during the One Year War, that served as both mobile artillery platform and command center. The large hull was moved about on six sets of 3 treads each, with the main hull having a trapazoid prism shape, with three oblong structures that rise up, one from the center front, two others on the sides at one third from the front. The forward one is much larger and contains the main bridge and command and control center, along with the communications and sensors. The two other oblong structures are two large turrets that mount two 120mm cannons. At each corner of the main hull are a set of braces that help brace against the recoil from the four cannons. The rear section is a large flight deck that can support several VTOL craft, or could have two Zaku sized mechs standing on it. Besides the two twin cannon turrets, six twin machine gun turrets mounted around the hull to provide anti-air and anti-personnel protection, with a missile launcher mounted just ahead of the flight deck. Within the main hull, a large troop barracks that allows up to 50 troops to be carried and deployed, along with space to house crew for up to 4 vtol craft, and can hold up to 4 light APCs. The Dabude measures 357.6 feet long (72 squares), 305 feet wide (61) and 144 feet tall. Provides full cover to all within, takes 1 full minute to start moving. Troops within can exit through two large doors, one on each side, exiting as a move action, up to 10 at a time each side, or an APC can drive out as a move action, using up 40 ft of movement, one out each door. From the flight deck, a single VTOL craft can take off at a time, or a single mobile suit if one is standing on the deck. Dabude could achieve a maximum speed of 60 mph. [/FONT] [COLOR=black][FONT=arial]Crew: 40 Passengers: 50 troops +10 flight support crew, 20 C&C staff Cargo: 20 tons, another 60 can be strapped safely to the flight deck. Init: -5 Maneuver: -6 Top Speed: 60 (6) Defense: 4 Hardness: 20 Hit Points: 200 Size: Colossal (-8) Purchase DC: 49 Restriction: Mil +3 Accessories: Military Radio, GPS, darkvision 120 ft for crew, Mech Class II sensors, satellite radio, flight deck, barracks (50 troops, 20 C&C staff, 10 flight deck crew), kitchen, crew living quarters, 2 twin 120mm cannons, 6 twin machine gun turrets, missile launcher, garage (4 light APCs). Notes: C&C, Stabilizing Braces, Point Defense[/FONT][/COLOR] [FONT=Calibri] [/FONT] [TABLE] [TR] [TD] [COLOR=black][FONT=Calibri]Name[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Damage[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Critical[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Dam Type[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Range Incr[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Rate of Fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Magazine[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Controller[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Twin 120mm Tank Cannon (2)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]15d12*[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]150 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Single[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]1* (150 rounds ea)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Missile Launcher[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]10d6[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball/fire[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]1000 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Semi[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]15 missiles[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Secondary Gunner[/FONT][/COLOR][/TD] [/TR] [TR] [TD] [COLOR=black][FONT=Calibri]Twin Machine Guns (6)[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]3d12[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]20[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Ball[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]100 ft[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]S/A[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]12,000 rds ea[/FONT][/COLOR][/TD] [TD] [COLOR=black][FONT=Calibri]Gunners[/FONT][/COLOR][/TD] [/TR] [/TABLE] [FONT=Calibri] The 120mm Tank Cannon holds 1 round, but the Mammoth has space and loading mechanism that holds a total of 72 rounds for each gun, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The cannons can both be fired at the same target as a fire-link, increase damage by 50%. If one weapon is rendered inoperable, the The stats are for a solid round, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry. [B]C&C Suite[/B] Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2. [B]Stabilizing Braces[/B] These four pylons deploy into the ground, helping to keep the vehicle braced against the recoil of its weapons. Takes a move action to deploy or retract, once per round, remove recoil penalties for firing the weapons, auto fire penalties are halved. Attempts to move the vehicle suffer -15 penalty. While deployed the vehicle is immobile. [B]Point Defense[/B] If the twin machine guns are not used offensively for the round, can be set to function as a point defense system. The decision of using the weapons offensively or defensively must be made at start of round and can't be changed until next round. Has a 20% chance to destroy any incoming missiles. Or can make attacks of opportunity, attacking anything larger than 10 ft that comes within 100 ft of the vehicle, rolling 1d20 with attack bonus of +4. If this roll meets or exceeds target's Defense, deals 4d12 points of damage. [B][SIZE=7]Dolos Class[/SIZE][/B] The Dolos is a carrier built by the Principality of Zeon, one of their largest ships. The hull consists of two angular pods connected at their lower halves with a section extending downwards with 7 launch bays at the front. Two blocks at the rear on out riggers provide propulsion. Armament consists of 8 twin mega particle cannons, with 3 on each side, two at the rear. A small handful of twin machine guns provide a point defense system. Dolos could carry 182 mobile suits, with up to 7 to launch at the same time, and 4 able to land in 4 landing bays, two on either side of the lower section. Besides the mobile suits up to a dozen shuttles can be stored, and typically launch from the lowest launch bay. In an emergency, two dozen suits or fighters can be stored along the upper hull between the two part of the main hull. The C&C systems onboard allow the Dolos to function as a command unit, and can protect itself from capital ships with its mega particles, but its anti-fighter and mobile suit defenses are extremely limited and it relies on the carried mechs for defense. Like other ships of the time, there is no artificial gravity, with the only gravity generated is when the ship is moving. [B]Dolos Class (PL 5-6)[/B] Type: superheavy Subtype: star carrier Size: Colossal (-8 size) Tactical Speed: 3500 Defense: 11 Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 1000d20 (20,000 hp) Initiative Modifier: +6 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 1614 ft Weight: 144,000 tons Targeting System Bonus: +5 Crew: 400 (expert +8) Passenger Capacity: 200 MS pilots +230 support crew plus additional 200 misc passengers Cargo Capacity: 200,000 tons Grapple Modifier: +16 Base PDC: 75 Restriction: Mil +3 Attack: Twin Mega Particle Cannon +1 ranged (22d20 energy, x4, 7000 ft) and Twin Mega Particle Cannon -4 ranged (22d20 energy, x4, 7000 ft); Or Broadside battery of 3 twin mega particle cannons +3 ranged (24d20 energy, x4, 7000 ft) (only to the sides) Attack of Opportunity: Point defense system +5 ranged (4d12x10 ballistic) Standard PL(5-6) Design Spec: 7 catapult launchers, MS hanger (182 mobile suits), shuttle hanger (12 shuttles), zero gravity, C&C Suite Engines: fusion torch drive, thrusters Armour: vanadium Defense Systems: autopilot, radiation shielding, light point defense system Sensors: Class III, targeting system Communications: Radio & Laser transceivers Weapons: twin mega particle cannons (8) Grappling Systems: None Notes: [B]Broadside[/B] The Dolos can temporarily make a batter of the mega particle cannons on one side for increased accuracy and a slight boost in damage. The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round. [B]Mega Particle Cannon[/B] These cannons uses the same principles as beam weapons used on mobile weapons, only on a larger scale. Unfortunately, while these weapons are devastating, they have a slow rate of fire, able to fire once every other round.[/FONT] [COLOR=black][FONT=Calibri]Mega Particle Cannon (PL6) Damage: 10d20 Critical: x4 Damage Type: Energy Range Increment: 6000 ft Rate of Fire: 1 every 2 rounds Minimum Ship Size: Colossal Purchase DC: 42 Restriction: Mil +3 [B]Mobile Suit Catapult[/B] This device is a magnetic launcher used to launch a mobile suit from the ship carrying it. If mobile suits are ready, it can launch a mobile suit each round. Can launch one mobile suit, but takes an additional round to load the next one into the catapult. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems. On the Dolos, the catapult on the bottom can also launch a shuttle.[/FONT][/COLOR] [FONT=Calibri] [B]C&C Suite[/B] Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2. [B][SIZE=6]Rendili Dolos[/SIZE][/B] Rendili StarDrive looking to make itself one of the top manufacturers again after being eclipsed by Kuat Drive Yards during the end of the Old Republic and into the Galactic Empire, they looked into designs from other manufacturers, to either licence designs, or use as inspiration. The first of this initiative Rendili looked at the Dolos carrier and seeing potential for a starfighter carrier. Updating the systems with improved automation, adding artificial gravity, a hyperdrive for FTL travel were the immediate changes made. Internally, the cavernous mobile suit hanger is modified. While mobile suits are much taller, but not as wide as starfighters, gravity inside the hanger is aligned sideways to allow the maximum amount of space as possible. The magnetic catapult system is striped out but the principle was kept in lining the catapult with a directional repulsor lift system that launches ships out the launch bay at a reasonable speed and distance. The sideways orientation of the hanger can be disorienting to some, but does allow a surprise for enemy boarders. The weapon systems were changed with turbolasers, and the number increased, with heavy turbolasers replacing the mega particle cannons, several light turbolasers providing protection in all directions, and lasers replacing the machine guns for point defense, with more turrets for improved coverage and protection. The launch and receiving bays all have environmental fields to allow ships to be launched or retrieved faster, although they can still be closed off with physical doors to prevent borders or protect against intense radiation. Make following changes to a Dolos to make Rendili Dolos: Add Shields (5,000 hp); Replace 8 twin mega particle cannons with 8 twin heavy turbo laser turrets (22d8, 20x2, fire, 9000 ft, ignore 25 hardness/DR); Reduce crew requirement to 250; Add 6 twin light turbolasers (15d8, 20x2, fire, 9500 ft, ignore 15 hardness/DR); Replace light point defense with point defense (5d12x10 fire damage); Add Class 2 Hyperdrive; Add Tractor Beam; Add Drivesat comm array; Hanger can carry 165 fighters up to 80 ft long; Add artificial gravity; Replace Mobile Suit Catapult with Repulsor Catapult; PDC: +1 [B]Hanger[/B] The hanger is oriented sideways from the rest of the ship, requiring ships to launch and land side ways, which is facilitated by the tractor beams for landing. 165 fighters up to 80 ft long can be carried, plus 12 shuttles, although larger freighters and shuttles can be carried. Moving from the hanger to the rest of the ship requires going through a zero-gravity area that is 15 feet long, with hand holds to allow easy transition, although a Jump check DC 17 allows someone to lightly leap from one area to another and orient themselves quickly if they've practiced several times. [/FONT] [COLOR=black][FONT=Calibri][B]Repulsor Catapult[/B] This device uses repulsor technology to launch ships from the ship rapidly. When battle ready, each catapult can launch a single ship as a move equivalent action, able to launch two ships per round from each catapult. The catapult can launch a ship up to 12,000 ft before the ship needs to use its own propulsion systems.[/FONT][/COLOR] [FONT=Calibri] [B]Broadside[/B] The Rendili Dolos can temporarily make a batter of the heavy turbolasers on one side for increased accuracy and a slight boost in damage (increase attack +2, 24d8, 20x2 fire 9000 ft, ignore 25 hardness/DR). The choice to make a broadside must be made at the start of the round for those weapons, and can't be changed until the start of the next round. [B]Light Turbolaser[/B] Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.[/FONT] [COLOR=black][FONT=Calibri] Light Turbolaser (PL6) Damage: 10d8, ignore 15 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9500 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 39 Restriction: Military (+3)[/FONT][/COLOR] [FONT=Calibri] [B]Heavy Turbolaser[/B] Heavy Turbolasers are heavier capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -2 to strike any ships of Ultralight size or smaller.[/FONT] [COLOR=black][FONT=Calibri] Heavy Turbolaser (PL6) Damage: 15d8, ignore 25 points of DR/hardness Critical: 20x2 Damage Type: Fire Range Increment: 9000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Military (+3)[/FONT][/COLOR] [/QUOTE]
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