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<blockquote data-quote="kronos182" data-source="post: 9732115" data-attributes="member: 6668634"><p><span style="color: black"><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Reinforce Class</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">This upgraded version of the Clop released in 0153, saw the first major changes, shortening the hull to 249 m, replacing the 3 pairs of engines into a single large engine block made up for two outer large engines, and four smaller ones, with the removal of the cooling fins. Instead of the two large fins, two smaller fins line the lower hull under the mobile suit catapult. Two other major changes include the bridge can retract into the hull, with only the sensors still exposed on top; and a mobile suit recovery deck is mounted at the rear, on top of the engine block. Instead of external fuel tanks, they were all mounted inside to protect them from enemy fire. Another changes includes a Minovsky craft system, which allows the ship to hover above the ground without using fuel, allowing this version, in combination of the beam shields, to enter a planetary atmosphere and float above the ground. The beam shield helps protect the ship from beam weaponry, which was becoming increasingly common on mobile suits, and mega particle weapons of other capital ships.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Armament wise, the Reinforce class mounts two additional twin mega particle guns on either side of the engine block, but these also can't angle directly to the sides. The missile launcher count is reduced to only four launchers, mounted in the forward hull, below the catapult, and the anti-aircraft guns are reduced to fourteen turrets, but are now triple barreled, with slightly improved targeting that allows fewer weapons, with more power, to maintain the same level of defense as the original fourteen single barreled version.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">While the number of mobile suits carried in the hanger is the same at six, with the addition of the mobile suit recovery deck, the Reinforce can launch and recover mobile suits at the same time without interfering with the launch of other mobile suits.</span></span></p><p> <span style="color: black"><span style="font-family: 'Calibri'"></span></span></p><p><span style="font-family: 'Calibri'"><strong>Reinforce (PL 5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Mediumweight</span></p><p><span style="font-family: 'Calibri'">Subtype: Light Cruiser</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: 7</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 8</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: -</span></p><p><span style="font-family: 'Calibri'">Hardness: 30</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 195d20 (3900 hp), beam shield (975 hp)</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: 958 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 29,830 tons (increase)</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 65 (trained (+4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 15</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 2200 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 64</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 -5 ranged 15d20 energy, x4, 6000 ft and Twin Mega Particle Cannon ranged;</span></p><p><span style="font-family: 'Calibri'">Or Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20;</span></p><p><span style="font-family: 'Calibri'">Or Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20. and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20.</span></p><p><span style="font-family: 'Calibri'">Optional all four turrets linked in battery range -1 15d20 energy, x4, 6000 ft (forward only) and Multi-shot CHE missile launcher -5 6d12, ball, 19-20.</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 (3d12x10 ballistic)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(5-6) Design Spec: mobile suit hanger (6 mobile suits), mobile suit catapult, heat radiators, retractable bridge</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, point defense system, beam shields</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 (4), 4 Tube Multi-shot CHE missile</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: None</span></p><p><span style="font-family: 'Calibri'">Notes: The layout of the mega particle cannons prevents them from firing directly to the sides.</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>Multi-Shot CHE Launchers</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">These are CHE launchers that can fire up to 4 missiles at once. If fired at a single target, treated as a fire-linked and battery of two 2 missiles, dealing 9d12 ballistic damage, +1 to attack roll. Or can target up to 4 individual targets using a single attack roll at -3 for all targets. If less than 4 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 12 times before requiring reloading.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Reinforce carries 2 additional reloads, but takes 1d4x3 rounds for each reload.</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. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems.</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>Heat Radiators</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The two fins that extend from the underside of the forward hull are heat radiators, capable of dissipating heat quickly. This allows the mega particle cannons, for 5 rounds declared by the gunner, capable of firing once every round instead of once every two rounds, but afterwards can't use this ability again for 3 minutes (18 rounds). Alternatively for 5 rounds at a time, the pilot can increase the speed to 4000 ft, but requires a 5 minute (30 rounds) cooldown before doing so again, as heat is directed through the heat radiators. The two abilities can't be used at the same time as it is too much heat for the radiators to handle.</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>Beam Shield</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Beam shields are derived from beam saber and weapon technology, designed to stop these types of weapons. They provide hit points similar to other shields, but are particularly effective against beam, mega particle, particle and plasma weaponry. Other types of energy weapons, such as lasers, physical weapons are not affected by the beam shield.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Beam shields provide 20 hp per HD of the ship equal to one-fourth the starship's overall hit dice (rounded down), with beam, mega particle, particle and plasma weaponry having their damage reduced by 75% damage, with critical hits only having damage reduced by 25%. All other energy weapons deal 25% of their damage to the shield and the rest to the hull, with critical hits bypassing the shields. All physical attacks by pass the shield completely.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">PDC: </span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Restriction: Military (+3)</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Note: </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>Retractable Bridge</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">The bridge and all systems below it in the tower structure are capable of retracting into the hull, reducing the vulnerability of several of the ship's critical systems. As a free action on either the captain's, first officer, or weapon's officer turn, the bridge will begin lowering, taking a full round action, completed at the start of who initiated the action's next turn. Once the bridge is retracted, all critical hits have a 25% chance of turning into a regular strike. However, if the ship were to lose sensors, the crew is effectively blind as they can't see out, and must raise the bridge to see without the aid of sensors. While the bridge is retracted, all bridge crew, and another 25% of the crew which are in the tower are protected further, if using the critical hits optional rules, reduce chance of crew injuries or death by 10%. Unfortunately this added protection makes it a little harder to get into and out of the areas, taking 2 full rounds longer to enter or leave, and in the event of full power failure, adds an additional 3 rounds due to the heavy shielding and bulkheads that are harder to move.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9732115, member: 6668634"] [COLOR=black][FONT=Calibri][B][SIZE=7]Reinforce Class[/SIZE][/B] This upgraded version of the Clop released in 0153, saw the first major changes, shortening the hull to 249 m, replacing the 3 pairs of engines into a single large engine block made up for two outer large engines, and four smaller ones, with the removal of the cooling fins. Instead of the two large fins, two smaller fins line the lower hull under the mobile suit catapult. Two other major changes include the bridge can retract into the hull, with only the sensors still exposed on top; and a mobile suit recovery deck is mounted at the rear, on top of the engine block. Instead of external fuel tanks, they were all mounted inside to protect them from enemy fire. Another changes includes a Minovsky craft system, which allows the ship to hover above the ground without using fuel, allowing this version, in combination of the beam shields, to enter a planetary atmosphere and float above the ground. The beam shield helps protect the ship from beam weaponry, which was becoming increasingly common on mobile suits, and mega particle weapons of other capital ships. Armament wise, the Reinforce class mounts two additional twin mega particle guns on either side of the engine block, but these also can't angle directly to the sides. The missile launcher count is reduced to only four launchers, mounted in the forward hull, below the catapult, and the anti-aircraft guns are reduced to fourteen turrets, but are now triple barreled, with slightly improved targeting that allows fewer weapons, with more power, to maintain the same level of defense as the original fourteen single barreled version. While the number of mobile suits carried in the hanger is the same at six, with the addition of the mobile suit recovery deck, the Reinforce can launch and recover mobile suits at the same time without interfering with the launch of other mobile suits. [/FONT][/COLOR] [FONT=Calibri][B]Reinforce (PL 5-6)[/B] Type: Mediumweight Subtype: Light Cruiser Size: Colossal (-8 size) Tactical Speed: 3500 Defense: 7 Flat-Footed Defense: 8 Autopilot Defense: - Hardness: 30 Hit Dice: 195d20 (3900 hp), beam shield (975 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 958 ft Weight: 29,830 tons (increase) Targeting System Bonus: +3 Crew: 65 (trained (+4) Passenger Capacity: 15 Cargo Capacity: 2200 tons Grapple Modifier: +16 Base PDC: 64 Restriction: Mil +3 Attack: Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Twin Mega Particle Cannon ranged; Or Twin Mega Particle Cannon -5 ranged 15d20 energy, x4, 6000 ft and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20; Or Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20. and Multi-Shot CHE missile launcher -5 ranged, 6d12. ball, 19-20. Optional all four turrets linked in battery range -1 15d20 energy, x4, 6000 ft (forward only) and Multi-shot CHE missile launcher -5 6d12, ball, 19-20. Attack of Opportunity: Point defense system -5 ranged (3d12x10 ballistic) Standard PL(5-6) Design Spec: mobile suit hanger (6 mobile suits), mobile suit catapult, heat radiators, retractable bridge Engines: fusion torch drive, thrusters Armour: vanadium Defense Systems: autopilot, radiation shielding, point defense system, beam shields Sensors: Class III, targeting system Communications: Radio & Laser transceivers Weapons: twin mega particle cannons (4), 4 Tube Multi-shot CHE missile Grappling Systems: None Notes: The layout of the mega particle cannons prevents them from firing directly to the sides. [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]Multi-Shot CHE Launchers[/B] These are CHE launchers that can fire up to 4 missiles at once. If fired at a single target, treated as a fire-linked and battery of two 2 missiles, dealing 9d12 ballistic damage, +1 to attack roll. Or can target up to 4 individual targets using a single attack roll at -3 for all targets. If less than 4 targets are selected, one additional missile will strike a random target already targeted by a missile. Carries enough missiles to fire 12 times before requiring reloading. Reinforce carries 2 additional reloads, but takes 1d4x3 rounds for each reload. [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. The catapult can launch a mech up to 10,000 ft before the mech requires needs to use its own propulsion systems. [B]Heat Radiators[/B] The two fins that extend from the underside of the forward hull are heat radiators, capable of dissipating heat quickly. This allows the mega particle cannons, for 5 rounds declared by the gunner, capable of firing once every round instead of once every two rounds, but afterwards can't use this ability again for 3 minutes (18 rounds). Alternatively for 5 rounds at a time, the pilot can increase the speed to 4000 ft, but requires a 5 minute (30 rounds) cooldown before doing so again, as heat is directed through the heat radiators. The two abilities can't be used at the same time as it is too much heat for the radiators to handle. [B]Beam Shield[/B] Beam shields are derived from beam saber and weapon technology, designed to stop these types of weapons. They provide hit points similar to other shields, but are particularly effective against beam, mega particle, particle and plasma weaponry. Other types of energy weapons, such as lasers, physical weapons are not affected by the beam shield. Beam shields provide 20 hp per HD of the ship equal to one-fourth the starship's overall hit dice (rounded down), with beam, mega particle, particle and plasma weaponry having their damage reduced by 75% damage, with critical hits only having damage reduced by 25%. All other energy weapons deal 25% of their damage to the shield and the rest to the hull, with critical hits bypassing the shields. All physical attacks by pass the shield completely. PDC: Restriction: Military (+3) Note: [B]Retractable Bridge[/B] The bridge and all systems below it in the tower structure are capable of retracting into the hull, reducing the vulnerability of several of the ship's critical systems. As a free action on either the captain's, first officer, or weapon's officer turn, the bridge will begin lowering, taking a full round action, completed at the start of who initiated the action's next turn. Once the bridge is retracted, all critical hits have a 25% chance of turning into a regular strike. However, if the ship were to lose sensors, the crew is effectively blind as they can't see out, and must raise the bridge to see without the aid of sensors. While the bridge is retracted, all bridge crew, and another 25% of the crew which are in the tower are protected further, if using the critical hits optional rules, reduce chance of crew injuries or death by 10%. Unfortunately this added protection makes it a little harder to get into and out of the areas, taking 2 full rounds longer to enter or leave, and in the event of full power failure, adds an additional 3 rounds due to the heavy shielding and bulkheads that are harder to move.[/FONT][/COLOR] [/QUOTE]
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