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<blockquote data-quote="kronos182" data-source="post: 6828680" data-attributes="member: 6668634"><p>Point Defense Systems</p><p>A bit on Point Defense Systems (page 135 d20 Future)</p><p>While doing the Anti-Aircraft platforms I posted earlier, I looked back on the Point Defense Systems for starships. I noticed it only deals ballistic damage. Now.. why couldn't you have a system that uses lasers instead to save on cargo space needed to feed this defensive systems? or Plasma? what about particle beam weapons, ion or electrical based weapons? </p><p>And ships can only make one attack of opportunity, does that mean it can only stop missiles once a round, but can't make an attack against any ship getting close? or attack a ship getting close but not any missiles?</p><p>So I was thinking.. Allow the system to make as many as the pilot's Dex modifier? or maybe, since they can't be controlled by anyone and are automatic, give them certain amount of attacks per round as if they were a person?</p><p></p><p>So, first changes I'd make is damage type. The Point Defense System will use the main weapon type of the PL that the ship was made in, or what the designer thought was most efficient, or cost effective. So now the system isn't PL6, but more PL dependent for damage type. So PL5 would be ballistic, while PL6 could be ballistic or fire, or a combination of the two, so half the batteries are ballistic weapons and half lasers, so the damage dealt would be half and half ballistic and fire. While PL7 could be lasers or plasma, or maybe ballistic for rail/gravity guns if you so desire. PL8 can add in electricity based weapons, or 'energy'. Or it can have any of the previous damage types.</p><p>Or, if the race that built the ship favours electrical based or particle beam weapons at an earlier PL, can put it on those ships as well, but only on that race's ships.</p><p>This option allows the ships to have a little more flavour, which can make some unique. Like if Race A is PL5 and uses the basic ballistic weapons, while Race B uses lasers, and race A has armour designed to fight ballistic weapons, they are at a disadvantage against race B's laser point defense weapons. </p><p>PDC won't be changed using this rule, it's more for flavour and some diversity amongst different races and ship designs for the point defense systems.</p><p>Let's also say the basic system has one attack of opportunity. More attacks can be made with upgrades. Here's a few possible upgrades or enhancements to the point defense system.</p><p></p><p>Heavy Point Defense System</p><p>This is a heavier version of the point defense system uses larger caliber or greater powered weapons.</p><p>Increase the damage by 1 die, as if the ship size was larger than it is.</p><p>Increase PDC of the system by +2</p><p></p><p>Light Point Defense System</p><p>This is a lighter point defense system, using smaller weapons or a few less emplacements.</p><p>Decrease damage by 1 die, as if the ship was one size smaller. In the case of an ultralight, which normally has 1d12x10 damage for the point defense system, reduce the multiplier to only x6, so it becomes 1d12x6.</p><p>Use the PDC of the next size smaller ship, or reduce it by 1 in the case of Ultralight.</p><p></p><p>Enhanced Point Defensive System</p><p>This version has more weapon emplacements to allow greater coverage to bring more weapons to bare.</p><p>This version has the multiplier increased to x12 from the normal x10.</p><p>Increased PDC by +2</p><p></p><p>Extended Range</p><p>The point defense system has greater range than previous versions. This is done by longer barrels, more powerful propellant, extra focusing chambers, etc. The range that the system works at is now 1000 feet, or two 500 foot squares around the ship.</p><p></p><p>Enhanced Computer Control</p><p>The control system has better computer control and programming, even up to powerful AIs to direct the point defense systems.</p><p>Mk1 has 2 attacks per opportunity PDC +3; Mk2 has 2 attacks, but has a 30% chance to destroy a missile and also gets a +1 to attack rolls for attacks of opportunities PDC +4; Mk3 has 3 attacks of opportunities, 30% to destroy missiles, and +2 to attack rolls PDC +5; Mk4 has 4 attacks of opportunities, 40% chance to destroy missiles and +3 to attack rolls PDC +6.</p><p></p><p>Missile Interceptors (PL6)</p><p>Missile interceptors is similar to point defense systems, but uses smaller caliber weapons, and targets missiles only. This allows point defense systems to only be dedicated to just attacking ships within range. This system takes up a Defensive System slot. The system can be used against any missile attacks in a round. A barrage of missiles from a single attack requires a roll against the number of missiles to determine how many missiles the system can target. So if a barrage contains 6 missiles, roll a d6 and the result is how many missiles the system can attempt to hit. If the barrage contains an odd number of a missiles, use only the closest round number that is below the number of missiles, except in the case of 3 missiles, then use a d4 and a result of 4 would just allow the system to try against all three missiles.</p><p>Mk1 has a 30% chance to destroy missiles PDC 29, Mk2 has a 40% chance to destroy missiles PDC 31, Mk3 has a 50% chance to destroy missiles PDC 34, Mk4 has a 60% chance to destroy missiles PDC 36, Mk5 has a 70% chance to destroy missiles PDC 38.</p><p></p><p>[HR][/HR]</p><p></p><p>ADVANCED SENSOR JAMMER (PL 7)</p><p>This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV</p><p>systems suffer a –5 penalty. </p><p>Purchase DC: 6 + one-half the base purchase DC of the starship.</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>PROXIMITY SENSORS (PL 6)</p><p>This specialized sensor system monitors the space surrounding the starship and, if an object enters the immediate area, sets of an alarm that instantly notifies the pilot and crew of the potential hazard. A starship equipped with proximity sensors may withdraw or jump to cruising speed– if the pilot makes a successful Pilot check (DC 15 + the opposing pilot’s number of ranks in Pilot) – without provoking an attack of opportunity (see Provoking an Attack of Opportunity in the starship section of the future SRD). Other actions that may provoke an attack of opportunity are unaffected by proximity sensors.</p><p>Purchase DC: 22 (Huge), 27 (Gargantuan), 32 (Colossal).</p><p>Restriction: Restricted (+2).</p><p></p><p>[HR][/HR]</p><p></p><p>MAGRAM (PL 7)</p><p>This Gravity Age weapon is an electromagnetic beam projector that is used during starship ram actions (see Move Actions in the starship section of the future SRD). Triggered the instant the weapon impacts with another item (MagRams are mounted in the forward section of a starship), the MagRam increases the die multiplier of the damage caused to the opposing starship to x12 while reducing the die multiplier of the damage caused to the MagRam-equipped starship to x6. </p><p>Example: A gargantuan starship equipped with a MagRam rams a colossal starship. The rammed starship suffers 6d6x12 damage while the MagRam equipped starship suffers 6d6x6 damage.</p><p>If two MagRams are involved in the same collision they cancel each other out and the starships suffer standard damage from the collision (as detailed under Move Actions in the starship section of the future SRD).</p><p>Damage: Special, see text.</p><p>Critical: –.</p><p>Damage Type: Special, see text.</p><p>Range Increment: –.</p><p>Rate of Fire: See text</p><p>Minimum Ship Size: Gargantuan.</p><p>Purchase DC: 30.</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>IMPROVED MANEUVERING FOILS (PL 6)</p><p>These computer-assisted wings, each equipped with a small thruster that ties into the ship’s engines, provide the starship with a greater degree of maneuverability. This device grants the pilot a +4 equipment bonus on all Pilot checks.</p><p>Minimum Ship Size: Huge.</p><p>Purchase DC: 15 + one-quarter the base purchase DC of the starship.</p><p>Restriction: Licensed (+1).</p><p></p><p>[HR][/HR]</p><p></p><p>Auxiliary Engine</p><p>The engine features secondary, backup components that effectively make it its own backup drive system. In any instance that the engine is disabled it automatically comes back online, as a free action, in 1d4-1 rounds (minimum of 1).</p><p>A starship may be equipped with this gadget multiple times, each time increasing the total number of times that the engine can be reactivated after it would normally be damaged or destroyed by 1.</p><p>For each auxiliary engine gadget a starship engine is equipped with the DC to repairs is increased by +2.</p><p>Restrictions: Starship engines only.</p><p>Purchase DC: +2.</p><p></p><p>Improved Thrust</p><p>Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.</p><p>NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)</p><p>Restrictions: Starship engines only.</p><p>Purchase DC: +2.</p><p></p><p>Accuracy Enhancement</p><p>A combination of calibrated mechanical systems, advanced targeting software, and overall superior engineering combine to increase the weapon’s accuracy. This gadget grants the modified weapon a +2 equipment bonus to attack rolls.</p><p>Restrictions: Starship non-missile weapons only.</p><p>Purchase DC: +3.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6828680, member: 6668634"] Point Defense Systems A bit on Point Defense Systems (page 135 d20 Future) While doing the Anti-Aircraft platforms I posted earlier, I looked back on the Point Defense Systems for starships. I noticed it only deals ballistic damage. Now.. why couldn't you have a system that uses lasers instead to save on cargo space needed to feed this defensive systems? or Plasma? what about particle beam weapons, ion or electrical based weapons? And ships can only make one attack of opportunity, does that mean it can only stop missiles once a round, but can't make an attack against any ship getting close? or attack a ship getting close but not any missiles? So I was thinking.. Allow the system to make as many as the pilot's Dex modifier? or maybe, since they can't be controlled by anyone and are automatic, give them certain amount of attacks per round as if they were a person? So, first changes I'd make is damage type. The Point Defense System will use the main weapon type of the PL that the ship was made in, or what the designer thought was most efficient, or cost effective. So now the system isn't PL6, but more PL dependent for damage type. So PL5 would be ballistic, while PL6 could be ballistic or fire, or a combination of the two, so half the batteries are ballistic weapons and half lasers, so the damage dealt would be half and half ballistic and fire. While PL7 could be lasers or plasma, or maybe ballistic for rail/gravity guns if you so desire. PL8 can add in electricity based weapons, or 'energy'. Or it can have any of the previous damage types. Or, if the race that built the ship favours electrical based or particle beam weapons at an earlier PL, can put it on those ships as well, but only on that race's ships. This option allows the ships to have a little more flavour, which can make some unique. Like if Race A is PL5 and uses the basic ballistic weapons, while Race B uses lasers, and race A has armour designed to fight ballistic weapons, they are at a disadvantage against race B's laser point defense weapons. PDC won't be changed using this rule, it's more for flavour and some diversity amongst different races and ship designs for the point defense systems. Let's also say the basic system has one attack of opportunity. More attacks can be made with upgrades. Here's a few possible upgrades or enhancements to the point defense system. Heavy Point Defense System This is a heavier version of the point defense system uses larger caliber or greater powered weapons. Increase the damage by 1 die, as if the ship size was larger than it is. Increase PDC of the system by +2 Light Point Defense System This is a lighter point defense system, using smaller weapons or a few less emplacements. Decrease damage by 1 die, as if the ship was one size smaller. In the case of an ultralight, which normally has 1d12x10 damage for the point defense system, reduce the multiplier to only x6, so it becomes 1d12x6. Use the PDC of the next size smaller ship, or reduce it by 1 in the case of Ultralight. Enhanced Point Defensive System This version has more weapon emplacements to allow greater coverage to bring more weapons to bare. This version has the multiplier increased to x12 from the normal x10. Increased PDC by +2 Extended Range The point defense system has greater range than previous versions. This is done by longer barrels, more powerful propellant, extra focusing chambers, etc. The range that the system works at is now 1000 feet, or two 500 foot squares around the ship. Enhanced Computer Control The control system has better computer control and programming, even up to powerful AIs to direct the point defense systems. Mk1 has 2 attacks per opportunity PDC +3; Mk2 has 2 attacks, but has a 30% chance to destroy a missile and also gets a +1 to attack rolls for attacks of opportunities PDC +4; Mk3 has 3 attacks of opportunities, 30% to destroy missiles, and +2 to attack rolls PDC +5; Mk4 has 4 attacks of opportunities, 40% chance to destroy missiles and +3 to attack rolls PDC +6. Missile Interceptors (PL6) Missile interceptors is similar to point defense systems, but uses smaller caliber weapons, and targets missiles only. This allows point defense systems to only be dedicated to just attacking ships within range. This system takes up a Defensive System slot. The system can be used against any missile attacks in a round. A barrage of missiles from a single attack requires a roll against the number of missiles to determine how many missiles the system can target. So if a barrage contains 6 missiles, roll a d6 and the result is how many missiles the system can attempt to hit. If the barrage contains an odd number of a missiles, use only the closest round number that is below the number of missiles, except in the case of 3 missiles, then use a d4 and a result of 4 would just allow the system to try against all three missiles. Mk1 has a 30% chance to destroy missiles PDC 29, Mk2 has a 40% chance to destroy missiles PDC 31, Mk3 has a 50% chance to destroy missiles PDC 34, Mk4 has a 60% chance to destroy missiles PDC 36, Mk5 has a 70% chance to destroy missiles PDC 38. [HR][/HR] ADVANCED SENSOR JAMMER (PL 7) This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV systems suffer a –5 penalty. Purchase DC: 6 + one-half the base purchase DC of the starship. Restriction: Military (+3). [HR][/HR] PROXIMITY SENSORS (PL 6) This specialized sensor system monitors the space surrounding the starship and, if an object enters the immediate area, sets of an alarm that instantly notifies the pilot and crew of the potential hazard. A starship equipped with proximity sensors may withdraw or jump to cruising speed– if the pilot makes a successful Pilot check (DC 15 + the opposing pilot’s number of ranks in Pilot) – without provoking an attack of opportunity (see Provoking an Attack of Opportunity in the starship section of the future SRD). Other actions that may provoke an attack of opportunity are unaffected by proximity sensors. Purchase DC: 22 (Huge), 27 (Gargantuan), 32 (Colossal). Restriction: Restricted (+2). [HR][/HR] MAGRAM (PL 7) This Gravity Age weapon is an electromagnetic beam projector that is used during starship ram actions (see Move Actions in the starship section of the future SRD). Triggered the instant the weapon impacts with another item (MagRams are mounted in the forward section of a starship), the MagRam increases the die multiplier of the damage caused to the opposing starship to x12 while reducing the die multiplier of the damage caused to the MagRam-equipped starship to x6. Example: A gargantuan starship equipped with a MagRam rams a colossal starship. The rammed starship suffers 6d6x12 damage while the MagRam equipped starship suffers 6d6x6 damage. If two MagRams are involved in the same collision they cancel each other out and the starships suffer standard damage from the collision (as detailed under Move Actions in the starship section of the future SRD). Damage: Special, see text. Critical: –. Damage Type: Special, see text. Range Increment: –. Rate of Fire: See text Minimum Ship Size: Gargantuan. Purchase DC: 30. Restriction: Military (+3). [HR][/HR] IMPROVED MANEUVERING FOILS (PL 6) These computer-assisted wings, each equipped with a small thruster that ties into the ship’s engines, provide the starship with a greater degree of maneuverability. This device grants the pilot a +4 equipment bonus on all Pilot checks. Minimum Ship Size: Huge. Purchase DC: 15 + one-quarter the base purchase DC of the starship. Restriction: Licensed (+1). [HR][/HR] Auxiliary Engine The engine features secondary, backup components that effectively make it its own backup drive system. In any instance that the engine is disabled it automatically comes back online, as a free action, in 1d4-1 rounds (minimum of 1). A starship may be equipped with this gadget multiple times, each time increasing the total number of times that the engine can be reactivated after it would normally be damaged or destroyed by 1. For each auxiliary engine gadget a starship engine is equipped with the DC to repairs is increased by +2. Restrictions: Starship engines only. Purchase DC: +2. Improved Thrust Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed. NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.) Restrictions: Starship engines only. Purchase DC: +2. Accuracy Enhancement A combination of calibrated mechanical systems, advanced targeting software, and overall superior engineering combine to increase the weapon’s accuracy. This gadget grants the modified weapon a +2 equipment bonus to attack rolls. Restrictions: Starship non-missile weapons only. Purchase DC: +3. [/QUOTE]
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