A Crazy Fool
First Post
any comments would be appreciated, especialy from people who use d20mecha
biult using d20 mecha rules, they're free, download them, they're much better than WOTC's.
F/C j-14 Avatar
Description:
The Avatar is a fourth generation jump cabable fighter biult to replace the Karza. It first saw active duty in the CTN Navy in 46 PC. The Avatar is built especialy for escort duty and can substantialy extend it's 4 week range when operating with larger ships. The main weapons platform of the Avatar is the Alliance-Electric Firestorm missile system. (usually built for use with frigates and cruisers, not fighters/corvettes). The Avatar is also used by Hi-Point, Alliance-Electric, and MHI's private security fleets. The CTN special forces use a modified version of the Avatar for troop transport (this has more room for occupants and more drop pods). An EW varient of the Avatar is under development, this variant has two bulges on the foward hull.
Type: Vehicle
Class: Long range fighter/ultralight corvette
Size: Collosal
Length: 160 ft
Base AC: 2
Hardness: 20
HP: 120
Occupants: 5 crew, 5 passangers
Cargo: 2 tons (max object size huge)
Handling: -8 pilot, -8 initative
Space Flight
Thrust: 10 g
G-rounds: 500
String-jump FTL
Special abilities
Laser comm with scanner (secure +12) 50000 mi range
Radio with scanner (secure +12) 1000 mi range
EES
LWR
Kitchen
Machine Shop
Hi-Res radar 1 mi range
Radar (Global) 30 mi range
Magnetic sensors (Global) 30 mi range
Low-light optics 10 mi range
Stealth (+5 v radar, +5 v magnetic)
Crew area detatches (statted later)
10 escape/drop pods (statted later)
Magnetic sheilds (statted later, provides bonus to AC vs charged particle attacks and anything that's easily magnetized like railgun rounds and missiles)
Defects
4 week range
weak point (dorsal and power lines)
service crew (2)
1 min start time
Weapons Systems:
Firestorm missile system (2x, each with different gunners, stats are for 1 battery)
Attack (excludes guidance, etc): +3
Damage: 20d8
Type: Conc./Ballistic
Range Increment: 6400 ft
ROF: A
Magazine: 150
Traits:
Extended mag 2x, IR homing, automatic, long range 3x, AP (L1)
Flaws:
Fixed Arc (front)
Automatic Railguns (operated by pilot)
Attack (excludes size penalty): +0
Damage: 6d12
Type: Ballistic
Range Increment: 1500
ROF: Auto2, must wait 1 rnd between attacks
Magazine: 8000
Traits:
Long range 2x, 'unlimited ammo', automatic 2x
Flaws: Fixed arc (front), slow firing
biult using d20 mecha rules, they're free, download them, they're much better than WOTC's.
F/C j-14 Avatar
Description:
The Avatar is a fourth generation jump cabable fighter biult to replace the Karza. It first saw active duty in the CTN Navy in 46 PC. The Avatar is built especialy for escort duty and can substantialy extend it's 4 week range when operating with larger ships. The main weapons platform of the Avatar is the Alliance-Electric Firestorm missile system. (usually built for use with frigates and cruisers, not fighters/corvettes). The Avatar is also used by Hi-Point, Alliance-Electric, and MHI's private security fleets. The CTN special forces use a modified version of the Avatar for troop transport (this has more room for occupants and more drop pods). An EW varient of the Avatar is under development, this variant has two bulges on the foward hull.
Type: Vehicle
Class: Long range fighter/ultralight corvette
Size: Collosal
Length: 160 ft
Base AC: 2
Hardness: 20
HP: 120
Occupants: 5 crew, 5 passangers
Cargo: 2 tons (max object size huge)
Handling: -8 pilot, -8 initative
Space Flight
Thrust: 10 g
G-rounds: 500
String-jump FTL
Special abilities
Laser comm with scanner (secure +12) 50000 mi range
Radio with scanner (secure +12) 1000 mi range
EES
LWR
Kitchen
Machine Shop
Hi-Res radar 1 mi range
Radar (Global) 30 mi range
Magnetic sensors (Global) 30 mi range
Low-light optics 10 mi range
Stealth (+5 v radar, +5 v magnetic)
Crew area detatches (statted later)
10 escape/drop pods (statted later)
Magnetic sheilds (statted later, provides bonus to AC vs charged particle attacks and anything that's easily magnetized like railgun rounds and missiles)
Defects
4 week range
weak point (dorsal and power lines)
service crew (2)
1 min start time
Weapons Systems:
Firestorm missile system (2x, each with different gunners, stats are for 1 battery)
Attack (excludes guidance, etc): +3
Damage: 20d8
Type: Conc./Ballistic
Range Increment: 6400 ft
ROF: A
Magazine: 150
Traits:
Extended mag 2x, IR homing, automatic, long range 3x, AP (L1)
Flaws:
Fixed Arc (front)
Automatic Railguns (operated by pilot)
Attack (excludes size penalty): +0
Damage: 6d12
Type: Ballistic
Range Increment: 1500
ROF: Auto2, must wait 1 rnd between attacks
Magazine: 8000
Traits:
Long range 2x, 'unlimited ammo', automatic 2x
Flaws: Fixed arc (front), slow firing
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