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  #1  
Old 06-02-2010, 05:45 PM
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Equipment

Here is a list of the equipment available to you from the rulebooks as well as new equipment from Starcraft.

D20 Modern

Everything except:

No Phones or phone related gear
No GPS
No maps
No Archaic Armor
No flamethrower
No Archaic Weapons (with the exception of the Rapier)

D20 Future

PL 5

Everything

PL 6

*Universal Communicator
*Light Combat Armor
*Grenade/Mine, Fireflush

PL 7

*Medium Combat Armor
*Power Backpack

CRAFT

*Escort
*Fast Freighter
*Clipper
*Colony Ship
*Star Carrier
*Bulk Freighter

Last edited by Ulfgar Bloodcrier; 06-22-2011 at 05:31 PM.
  #2  
Old 06-03-2010, 11:12 AM
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Starcraft Equipment


Weapons

8mm C-14 'Impaler' Gauss Rifle
Damage: 3d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 70 ft.
Rate of Fire: Semi
Magazine: 50 Box.
Size: Large.
Weight: 14 lb.
Purchase DC: 19.
Restriction: Mil (+3).
Progress Level: 7
Notes: Armor Piercing: 8
--Addons: With a successful Repair Check (DC 15), the C-14 can be modified for Automatic Rate of Fire. Doing so risks a jam (5%) every time the rifle is used. Once jammed, a Repair check (DC 20) and one minute of work will restore the weapon to either RoF.
Ammo: PDC 9 per 20.
--Addons: PDC 11 per 20. U-238 Shells +30ft range.
The C-14 Impaler Gauss Rifle fires 8mm metal spikes at hypersonic speeds. The rounds are designed for maximum penetration against all armor types. To preserve both ammo and power requirements, the rifle uses a capacitor to fire in short, controlled bursts.

Plasma-based Perdition Flame Throwers
Damage: 4d10
Critical: —
Damage Type: Fire
Range Increment: —
Rate of Fire: Single
Magazine: 25 Tank
Size: Large.
Weight: 30 lb.
Purchase DC: 20.
Restriction: Mil (+3).
Progress Level: 7
Notes: The Perdition Flame Thrower shoots a stream of plasma from superheated gases, contained with a mild gravity field for maximum damage and distance. It shoots a 15ft/5ft line of plasma based flame that deals 4d10 points of damage. Any creature in the line can make a reflex save DC 15 for half damage. The tank is built into the CMC-660 armor and uses its HP and hardness. If the CMC-660 is brought to 0 HP the tank explodes, and while not a plasma based flame, it still is the volatile Vespene Gas. All adjacent creatures and objects take 1d10 damage or half that with a successful reflex save DC 15. The wearer of the CMC-660 takes 3d10 points of damage with no save. (Though the wearer is normally long dead before the suit gives out, thankfully) Replacing the tank takes one minute and requires outside aid or the wearer to exit the suit.
Ammo (Vespene Gas): PDC 15 For a tank of 25 shots.

A-13 Flash Grenade Launcher
Damage: Blindness
Critical: —
Damage Type: —
Range Increment: 80ft
Rate of Fire: Single
Magazine: 4 box
Size: Medium
Weight: 7 lb
Purchase DC: 11
Restriction: Mil (+3)
Progress Level: 6
Notes: Target rolls a Fortitude saving throw (DC 25) or be blinded for 1d6+1 days.
Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrums. This has the effect of severely damaging the retinas or photo-optic receptors of any targeted unit.

P-45 Scythe Gauss Pistol
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: Semi, Auto
Magazine: 20 Box
Size: Medium
Weight: 6 lb
Purchase DC: 15
Restriction: Mil (+3)
Progress Level: 7
Notes: Armor Piercing 4
Ammo: PDC 5 per 20.


Deuterium-Eight (D-8) Demolition Charge
Damage: 8d10
Critical: ---
Damage Type: Conc/Fire
Range Increment: 5 ft
Burst Radius: 10Ft
Reflex DC: 18
Size: Tiny
Weight: 4lb
Purchase DC: 15
Restriction: Mil (+3)
Notes: A D-8 charge can be set to explode anywhere from the end of the throwers turn, up to 5 rounds. It can be placed as a demolition charge as per the Demolitions skill or thrown as a grenade like weapon.
Unstable: A D-8 Charge has 4 hardness and 15 HP. If damaged enough to bring it to 0 HP, the charge explodes as it would as if it was activated.
For tougher targets, reapers are often equipped with the dangerously unstable deuterium-eight demolition device, or D-8 charges, as they are commonly known. These can be thrown a short distance and will detonate after an equally short delay.


25mm C-10 Canister Rifle
Damage: 3d10
Critical: 20
Damage Type: Ballistic
Range Increment: 125ft
Rate of Fire: Single
Magazine: 8 Clip
Size: Large.
Weight: 8 lb.
Purchase DC: 25
Restriction: Mil (+3).
Progress Level: 6
Notes: The C-10 features a built in mini rocket launcher designed to fire the famous Lockdown Missile, as well as a tactical laser designator. Standard rounds are high explosive.
Ammo: PDC 13 per 16. Special: High Explosive - Detonates on contact ignoring the targets armor bonus to defense (If any).


Lockdown Missile
Damage: 8d6
Critical: 20
Damage Type: Ion
Range Increment: 125ft
Burst Radius: 10Ft
Size: Tiny
Weight: 2lb
Purchase DC: 10
Restriction: Adv Mil (+4)
Notes: Unlike normal damage, ion damage is added to the previous amount of Ion damage. When the Ion damage total exceeds the hit points of the target, the target shuts down entirely and cannot move or act until all ion damage has dissipated. Ion damage ignores hardness (though still affected by electricity resistance) and causes no physical damage to the target. It dissipates 5 points per round and has no effect on living (Biological) targets. Lockdown missiles are designed solely for Psionically Gifted Ghost agents and require the expenditure of one power point as a free action before being fired.

Last edited by Ulfgar Bloodcrier; 06-05-2010 at 11:54 AM.
  #3  
Old 06-03-2010, 03:41 PM
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Armor

CMC-300 Powered Combat Suit
Type: Powered, Exo-Suit
Equipment Bonus: 6
Nonprof. Bonus: 4
HP: 40
Hardness: 10
Strength: 20
Max Dex Bonus: +1
Initiative Penalty: -4
Armor Penalty: -8
Speed (30ft): 40ft
Purchase DC: 41
Restriction: Mil (+3)
Progress Level: 7
The CMC-300/400 worn by Confederate Marines is effective against most small arms fire and provides them with full life support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and hostile environments.
HazMat Protection: +2 to saves vs. radiation or hazardous chemical damage. If the save is failed the wearer suffers reduced effects from the environment as if affected by one category less of a danger.
 


CMC-660 Heavy Combat Suit
Type: Powered, Exo-Suit
Equipment Bonus: 6
Nonprof. Bonus: 4
HP: 45
Hardness: 10
Strength: 20
Max Dex Bonus: +1
Initiative Penalty: -4
Armor Penalty: -8
Speed (30ft): 40ft
Purchase DC: 42
Restriction: Mil (+3)
Progress Level: 7
CMC-660's provide additional protection from heat and flame...
HazMat Protection: +2 to saves vs. radiation or hazardous chemical damage. If the save is failed the wearer suffers reduced effects from the environment as if affected by one category less of a danger.
Fire Protection: 20, The CMC-660 ignores the first 20 points of damage from any fire based attack.


Neo-Steel Shield, Large
Type: Shield (Light Prof)
Equipment Bonus: 2
Nonprof. Bonus: 1
Max Dex Bonus: —
Armor Penalty: -2
Purchase DC: 8
Restriction: None
Progress Level: 6

Reaper Combat Suit
Type: Powered, Exo-Suit
Equipment Bonus: 6
Nonprof. Bonus: 3
HP: 40
Hardness: 10
Strength: 20
Max Dex Bonus: +2
Initiative Penalty: -6
Armor Penalty: -6
Speed (30ft): 40ft
Purchase DC: 42
Restriction: Mil (+3)
HazMat Protection: +2 to saves vs. radiation or hazardous chemical damage. If the save is failed the wearer suffers reduced effects from the environment as if affected by one category less of a danger
Jump Jets: +20 on up to 50 jump checks as well as no limit for maximum jump distance before needing to be refueled. (PDC 8). Also, the user can spend 10 charges to gain a temporary fly speed of 50ft (clumsy) for one round. Refueling can be done in one full round and requires a supply of Vespene gas.


Hostile Environment Suit
Type: Powered, Micro-Assist
Equipment Bonus: +4
Nonprof. Bonus: +2
Strength Bonus: +4
Max Dex Bonus: +8
Armor Penalty: -0
Speed (30ft): 40ft
Purchase DC: 48
Restriction: Mil (+3)
Progress Level: 7
Notes: The H.E.S. comes with a number of features designed to prolong the wearers battlefield life expectancy for as long as possible, these include;
1 hour personal air supply
HazMat Protection: +2 to saves vs. radiation or hazardous chemical damage. If the save is failed the wearer suffers reduced effects from the environment as if affected by one category less of a danger.
Night vision goggles: Darkvision out to 200 feet
Telescopic adjustment: +6 to all spot checks
—Addons: Cloaking Device. The psionically powered personal cloaking device is a special-issue item only available by request. Once equipped, the device meshes with the ghost's hostile environment suit so that with an effort of will, the operative becomes entirely undetectable without the aid of specialized sensory equipment.
Effect: By expending two power points, the wearer of a Cloaking Device equipped H.E.S. can become invisible as the spell Improved Invisibility. The wearer can move and take action normally, while remaining invisible; it does require the expenditure of 1 Power Point per two rounds to stay so. Advanced sensor systems can still be used to detect the wearer, in this case the sensor operators Computer Use check is opposed by the wearers Hide check. If successful, the wearer becomes effectively visible for the system that detected the intruder. Standard procedure places the location of the intruder on all friendly scanners within range.
PDC Increase: +5 (Or 25, if bought after purchase)

Last edited by Ulfgar Bloodcrier; 08-26-2010 at 03:25 PM.
  #4  
Old 06-03-2010, 03:55 PM
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General Equipment

StimPacks
The newest versions of the CMC-300/400 and CMC-660 feature an in-field chemical delivery system filled with a powerful mixture of synthetic adrenaline and endorphins coupled with a powerful psychotropic aggression amplifier. When activated, the StimPack provides the user with greatly increased speed and reflexes. Some tissue damage may result.
Side effects, including insomnia, weight loss, tremors, grand mal seizures, mania/hypomania, paranoiac hallucinations, severe internal hemorrhaging and cerebral deterioration, have all been declared nominal, and well within Confederate acceptable safety margins.
Effects: +2 morale bonus on attack rolls, 1 extra attack action/round, +2 bonus on Reflex saves and Initiative checks lasts 3 rounds. Deals 1d8 damage +1 per StimPack used in the last 24 Hours.


Medical Cocktail Kit
"The Medic's use of chemical modifiers has greatly enhanced the survival rate of UPL Forces, lengthening the expected battlefield life expectancy to over nine seconds."
By consuming a small portion of Vespene gas, a Medical Cocktail Kit (MeCK) can produce a chemical cocktail designed for rapid battlefield healing. With proper medical application to problem area, the effect can be maximized.
Effect: Heals 2D6 HP. With a successful Treat injury check DC 15 the target gains an additional 2 HP. For every 5 this check is succeeded, Heal an additional 2 HP, forever 5 this check is failed, remove 2 HP (to a minimum of 0 HP healed).
Contains 10 uses
PDC: 16


Restorative Nanites:
With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine.
By application into the hosts blood stream, laser armed nanites actively seek out and destroy invasive organisms, as well as repair debilitating conditions.
Effect: Host attempts Fortitude saving throw vs DC 10. If successful, remove all negative conditions on target. (Blindness, Disease, Poison etc...)
PDC: 25

Decloaker
Some technicians carry a decloaking device to keep out infiltrators.
Only able to overload electronically assisted cloaking devices worn by Terran Ghost's, Wraith's, Banshee's and Protoss Observer's. This has no effect on other Protoss units.
Effect: Forces a DC 20 Will save or become decloaked (Ghost). Wraith Pilots can attempt a Computer Use check (DC 25) to remain cloaked.
PDC: 15
Res: Mil (+3)



Cybernetics

Neural Implant:
"If it weren’t for these damn neural implants you'd be a smokin' crater by now." Terran Marine
Effect: The recipient must succeed a Will save (DC 25) to attack any creature that with the same primary allegiance or disobey an order.
Type: Internal
Hard/HP: 0/2
PDC: 18
Res: Mil (+3)
Neural Inhibitors are located inside every space marine’s brain. The Confederacy’s insurance that the former criminals will not turn their backs on them, neural inhibitors cause the space marine great mental stress when attempting to disobey orders. Referred to as “resoc”, the inhibitor is refreshed once a week by Confederate super machines.

Psychic Dampener:
As a precautionary measure, Psychic Dampeners are surgically implanted in all Ghosts.
Effect: Reduces the recipents Power Points by ˝ (Round up) and decreases the saving throw DC for all psionic affects by 2.
Type: Internal
Hard/HP: 0/2
  #5  
Old 06-04-2010, 10:52 AM
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Terran Vehicles

Jeep
Border Patrol Vehicle
Crew: 1 Passenger(s): 3, Cargo Capacity: 1000 lb., Initiative: +0, Maneuver: +6, Top Speed: 250(25), Defense: 8, Hardness: 8, Hit Points: 84, Size: Huge, Purchase DC: 26, Restriction: Lic (+1)
Crew: Level 3 Fast Ordinary
Weight: 3 Tons
Face: 2/4

T-280 SCV
Space Construction Vehicle
Initially used during the reconstruction of the Tarsonian Orbital Platforms, the T-280 SCV (Space Construction Vehicle) became a staple in intra-Colonial construction and engineering due to its ability to perform a multitude of tasks, including the construction of new buildings and the transportation of raw resource materials.
Crew: 1 Passenger(s): 0, Cargo Capacity: 250 lb., Initiative: +2, Maneuver: +6, Top Speed: 24(2), Defense: 10, Hardness: 8, Hit Points: 30, Size: Medium, Purchase DC: 22 Restriction: Res (+2)
Attacks: -2 (2d10 Fusion Torch [Impromptu]) Fire, Melee; Small.
Notes: Ignores movement penalties due to bad terrain (Hovering). Environmentally sealed (6 hours) Grants full cover to occupant
Crew: Level 1 Fast Ordinary
Weight: 800 lbs
Face: 1/1


Goliath
Forward Assault Strike Armor
The Goliaths, manufactured by LarsCorp Technologies were originally built for the Kel-Morian Combine to serve as infantry support.
Crew: 1 Passenger(s): 0, Cargo Capacity: 2000 lb., Initiative: +0, Maneuver: +6, Top Speed: 32(3), Defense: 8, Hardness: 12, Hit Points: 120, Size: Huge, Purchase DC: 55, Restriction: Mil (+3)
Attacks: +3 (6d12 Twin 30mm Autocannons) Ballistic 150ft Range; Semi, Auto; Large. Partial turret (Front, Left, Right) Clip: 100
+3 (15d12 Hellfire AA Missile Pack) Ballistic 300ft Range; Single Shot; Large. Partial turret (Front, Left, Right) Clip: 4
Notes: Grants 3/4 cover to occupant.
Upgrade: Charon Boosters (+150 Foot Missile Range) PDC +1 (20 If purchased Separately)
Crew: Level 3 Fast Ordinary
Weight: 7 Tons
Face: 3/3


Vulture
Scavenger Hover Cycle
The armored Vulture Hover Bikes, used primarily for scouting the myriad wastelands of Terran Colonies, are designed for speed and reliability.
Crew: 1 Passenger(s): 0, Cargo Capacity: 250 lb., Initiative: +1, Maneuver: +7, Top Speed: 400(40), Defense: 9, Hardness: 8, Hit Points: 48, Size: Large, Purchase DC: 31, Restriction: Res (+2)
Attacks: +3 (Variable [9d6 Standard] Grenade Launcher) Variable [Slashing] 80ft Range; Single shot; Large. Front
Optional: Spider Mine Array (3) Grants the Vulture the ability to lay a spider mine as a move action. PDC +1 (20 If purchased Separately)
Notes: Grants no cover to occupant. Ignores movement penalties due to bad terrain (Hovering)
Crew: Level 3 Fast Ordinary
Weight: 1.5 Tons
Face: ˝

Arclite Siege Tank
Mobile Artillery Cannon
The heavily armored Arclite Siege Tank is renowned throughout the Confederacy for its devastating firepower and stalwart emplacement/advance tactics.
Crew: 4 Passenger(s): 0, Cargo Capacity: 5000 lb., Initiative: -2, Maneuver: +4, Top Speed: 95(10), Defense: 6, Hardness: 16, Hit Points: 318, Size: Garg, Purchase DC: 84, Restriction: Mil (+3)
Attacks: +3 (9d12 Twin 80mm Cannons) Ballistic 200ft Range; Single Shot; Large; Full Turret; Clip: 2
+2 (12d12* 120mm Shock Cannon [New Models**]) 500Ft Range, Single Shot; Huge; Full Turret; Clip: 1
Notes: * Must be deployed to use. Affects a 15/15 foot area. Reflex save DC 20 for ˝ dmg
** If bought used, A Siege Tank does not come with the Shock Cannon addition. Doing so Requires A Wealth Check DC 20, a Craft Mechanical Check DC 25 and 4 hours of work. Takes 2 Full Round actions to Deploy.
Grants full cover to occupants.
Crew: Level 3 Fast Ordinaries
Weight: 120 Tons
Face: 3/6

Spider Mine
Damage: 8d8
Critical: ---
Damage Type: Conc
Range Increment: 15 ft
Burst Radius: 10Ft
Reflex DC: 15
Size: Tiny
Weight: 5lb
Purchase DC: 12
Restriction: Mil (+3)
Gadgets: Automated*, Thermal Targeting.
Automated Mine: If the designated thermal signature comes within 15 feet of the spider mine the mine immediately moves to the target and explodes. Advances in IFF technology allow for the Spider mine to remain inactive if a contact with a specified allegiance comes within range. However, Units in a 20 foot radius around the mine can attempt an initiative check DC 15 to gain an attack of opportunity on a spider mine before it reaches its target. Burrowed spider mines take a spot check DC 25 to notice.
Spider Mines have Hardness 5 and 20 Hit Points.
  #6  
Old 06-05-2010, 11:43 AM
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Starships

CF/A-17 Wraith
Type: Ultralight Size: Dimunitive
Subtype: Fighter Tactical Speed: 4,000 Ft (8 Sq)
Defense: 23 Length: 30 ft
Flat Footed Def: 19 Weight: 20 Tons
Autopilot Def: 15 Targeting Bonus: +2
Hardness 16 Crew: 1 (Expert)
Hit Dice: 8D20 (160) Passengers: 1
Initiative Mod: +8 Cargo: 1,500
Pilot’s Class bonus: +5 Grapple: -12
Pilot’s Dex Mod: +4 Base PDC: 55
Gunner’s Atk: +8 Restriction: Mil (+3)
Attack
Gemini Air-Air Missiles +14 Ranged (10d12) [65]
25mm Burst Laser +9 Ranged (4d8) [18]
Attack of Opportunity: None


Standard PL7 Design Specs:
Engines: Particle Impulse Engine
Armor: Light Neo-Steel
Defense: Autopilot System, Damage Control System (1d10), Cloaking Field (Optional)
Sensors: Class V Sensor System, Advanced Targeting System
Communications: Mass Transceiver, Laser Transceiver
Weapons: Gemini Air-to-Air Missiles(No range), 25mm Burst Laser (1,000ft)

Upgrade: Cloaking Field. The Wraith gains a +25 to all hide checks(Hide +0/+25). The pilot must attempt a Computer Use check DC 5, +1 per every round the craft has been cloaked, to remain so. PDC+1 (or 25 If purchased separately)


Quantradyne APOD-33 Dropship
Type: Ultralight Size: Small
Subtype: Transport Tactical Speed: 3,500 Ft (7 Sq)
Defense: 20 Length: 65 ft
Flat Footed Def: 16 Weight: 130 Tons
Autopilot Def: 14 Targeting Bonus: –
Hardness: 30 Crew: 1 (Expert)
Hit Dice: 16D20 (320) Passengers: 10
Initiative Mod: +6 Cargo: 300 Tons*
Pilot’s Class bonus: +5 Grapple: -4
Pilot’s Dex Mod: +4 Base PDC: 52
Gunner’s Atk: – Restriction Mil: (+3)
Attack
None
Attack of Opportunity: None



*Transport Notes: The Dropship has four grappler's under each wing for mechanical transports. This give the Dropship the ability to carry Infantry as well as mechanical support; as follows: 8 Vulture Hoverbikes (Face 1/2), 4 Golaiths(Face 3/3), 2 Jeeps (Face 2/4) or 2 Arclite's (Face 3/6). SCV's are moved as infantry due to their compact size

Standard PL7 Design Specs:
Engines: Particle Impulse Engine
Armor: Neo-Steel
Defense: Autopilot System, Damage Control System (1d10), Light Fortification
Sensors: Class V Sensor System.
Communications: Mass Transceiver, Laser Transceiver
Weapons: None
Optional Equipment: Extraction Field (+1 PDC; 25 if purchased separately)

Valkyrie
Equipped for both atmospheric and space flight, a Valkyrie can take substantial punishment from enemy fire before suffering any core systems failures.


Type: Ultralight Size: Small
Subtype: Missile Frigate Tactical Speed: 3,500 Ft (7 Sq)
Defense: 16 Length: 100 ft
Flat Footed Def: 13 Weight: 500 Tons
Autopilot Def: 14 Targeting Bonus: +2
Hardness: 30 Crew: 8 (Trained)
Hit Dice: 25D20 (500) Passengers: 30
Initiative Mod: +3 Cargo: 70 Tons
Pilot’s Class bonus: +3 Grapple: -4
Pilot’s Dex Mod: +2 Base PDC: 59
Gunner’s Ttl Atk: +4 Restriction Mil: (+3)
Attack
Battery of 4 HALO Rockets ranged +10 (6d12) [39]
Battery of 4 HALO Rockets Ranged +5 (6d12) [39]
Attack of Opportunity: None


Standard PL7 Design Specs:
Engines: Particle Impulse Engine
Armor: Neo-Steel
Defense: Autopilot System, Damage Control System (1d10), Light Fortification
Sensors: Class V Sensor System, Advanced Targeting System
Communications: Mass Transceiver, Laser Transceiver
Weapons: 8 HALO Missile Tubes (20 Missiles Each)

Behemoth Class Battlecruiser
The massive Behemoth-Class Battlecruisers are virtual flying fortresses, built to keep the peace within the Terran Sector. Outfitted with multiple laser batteries and thick NeoSteel armor, these ships are the most powerful of the Colonial vessels.
Battlecruisers also have hanger space. Standard load is 16 Wraith fighters or 8 Wraith fighters and 4 Valkyrie's, but larger Battlecruisers may hold more. A Battlecruiser can deploy 4 craft as a move action.

Type: Medium weight Size: Huge
Subtype: Battle Cruiser Tactical Speed: 3,000 Ft (6 Sq)
Defense: 13 Length: 1080ft
Flat Footed Def: 10 Weight: 120,000+ Tons
Autopilot Def: 11 Targeting Bonus: +2
Hardness: 45 Crew: 80+ (Trained)
Hit Dice: 140D20 (2,800) Passengers: 300+
Initiative Mod: +0 Cargo: 30,000+ Tons
Pilot’s Class bonus: +3 Grapple: +8
Pilot’s Dex Mod: +2 Base PDC: 72
Gunner’s Ttl Atk: +4 Restriction Mil: (+3)
Attack
2 Batteries of 4 ATA Lasers ranged +7 (16d8) [72]
2 Batteries of 4 ATS Lasers ranged +2 (12d8) [54]
Fire Linked Nuclear Missiles ranged -3 (24d8) [108]
Attack of Opportunity: None


Standard PL7 Design Specs:
Engines: Particle Impulse Engine
Armor: Heavy Neo-Steel
Defense: Autopilot System, Damage Control System (3d10).
Sensors: Class V Sensor System, Stellar Navigation System,
Communications: Mass Transceiver, Laser Transceiver
Weapons: FL Nuclear Missile Launchers (8 missiles), 2 Batteries of 4 ATA Lasers, 2 Batteries of 4 ATS Lasers

Explorer Science Vessel

Type: Medium weight Size: Large
Subtype: Science Vessel Tactical Speed: 3,500 Ft (7 Sq)
Defense: 14 Diameter: 800ft
Flat Footed Def: 12 Weight: 40,000 Tons
Autopilot Def: 11 Targeting Bonus: +2
Hardness: 30 Crew: 50 (Trained)
Hit Dice: 90D20 (1,880) Passengers: 50
Initiative Mod: +1 Cargo: 5,000 Tons
Pilot’s Class bonus: +3 Grapple: +4
Pilot’s Dex Mod: +2 Base PDC: 70
Gunner’s Ttl Atk: +4 Restriction Mil: (+3)
Attack
Irradiation Cannon +5 Ranged (Special; Optional)
Shockwave Warhead +0 Ranged (Special; Optional)
Attack of Opportunity: None


Standard PL7 Design Specs:
Engines: Particle Impulse Engine
Armor: Neo-Steel
Defense: Autopilot System, Damage Control System (3d10), Defensive Matrix, Nano-Constructors.
Sensors: Class V Sensor System, Stellar Navigation System.
Communications: Mass Transceiver, Laser Transceiver
Weapons: Shockwave Warhead, Irradiation Cannon (Both Optional PDC +1ea or 25ea if bought separately)

Starship Equipment

Extraction Field
Extraction Fields are devices installed on Terran Dropships. Presumably using the same technology as gravity accelerators, they allow objects and personnel to be raised to the Dropship while its still in the air. The problem however is that it temporarily immobilizes any individuals caught in its field, limiting its use for quick dustoffs.
Effect: Pilot targets one to eight objects or persons directly below the ship within 150 feet. The Target moves up into the hold or grapplers of the ship at 30ft per round. If a character is moved via Extraction Field, they loose both their dexterity modifier and class defense bonus' to AC for the duration of the extraction.
PDC: 25
Res: Lic (+1)

Defensive Matrix
Confederate scientists are still working on creating stable, long term force field generators, but early research has enabled the deployment of a short lived defensive matrix that can absorb significant punishment.
Effect: Targeted unit takes 10% (round up) of any damage inflicted for 5 rounds.
Notes: Usable once every 1d3 minutes. An engineer may disable power to other systems in order to subtract 5 rounds from the charge time.

Nano-Constructors
By deploying its two aft-mounted nano-welders, the explorer can construct a variety of small, semi-permanent defensive structures to meet various threats in a matter of moments.
Effect: Choose one of the following. Mine Drone or Auto Turret. Technician must attempt a Wealth Check DC 18 (+8 Bonus) in order to assemble what has been selected. Construction takes 5 rounds.
Mine drone: Manufactures and places landmine’s in a designated 20*20ft area. The drone has 5 Hardness and 30 HP, it will fill all 16 squares with a mine at 1/round, Mines explode with 5D10 Dmg (Ref DC 15 for 1/2). Lasts 30 minutes or until destroyed.
AutoTurret: 5Hard 30HP, Atk +4 2d8 Ranged 60ft. Lasts 30 minutes or until destroyed.

Starship Weapons

HALO Cluster Rockets
The HALO missiles are capable of reducing most conventional starfighters and airborne structures to rubble. The missiles are fired in volleys of multiple projectiles, and impact within a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area.
Damage: 6d12
Critical: 18-20
Damage Type: Ballistic/Fire
Range Increment: –
Rate of Fire: Auto
Minimum Size: Gargantuan
Purchase DC: 27 (25 PL 7)
Restriction: Mil (+3)
Progress Level: 6
Notes: Above price is for the launcher and 4 Missile pods. Autofire with HALO rockets consumes one missile pod.
Ammo: PDC 25 (23 PL7) per 4 Missile pods


Yamato Cannon
Recent research has also led to the development of the devastating Yamato Cannon, a terrifying weapon that uses an intense magnetic field to focus a small nuclear explosion into a cohesive beam of energy.
Damage: 10d100
Critical: 20
Damage Type: Energy
Range Increment: 8000 ft
Rate of Fire: Single
Minimum Size: Huge
Purchase DC: 45
Restriction: Mil (+3)
Progress Level: 7
Notes: Takes 1d4+1 minutes to charge per shot. An engineer may disable power to other systems in order to subtract 5 rounds (1/2 Minute) from the charge time. A Ship must have at least 5,000 Tons of cargo space to install a Yamato Cannon.
Yamato Cannons are not standard issue for Terran Ships, and must be bought separately and installed with a Craft (mechanical) check DC 25 and 48 hours of work.

Shockwave Warhead
By generating a massive, short ranged electromagnetic pulse, the Explorer can disable shields and special electronics.
Damage: —
Critical: —
Damage Type: —
Range Increment: 4000 ft
Burst Radius: 100ft Atmo (500ft Space)
Rate of Fire: Timed
Minimum Size: Large
Purchase DC: 25
Restriction: Mil (+3)
Progress Level: 7
Notes: Removes all shield effects from units within radius, adds +1d4 minutes to turn-timed technological attacks (Such as Yamato Cannon). Usable once every 1d4 minutes. An engineer may disable power to other systems in order to subtract 5 rounds from the charge time.


Irradiation Cannon
Targeting a unit with this effect will bathe it in a high energy stream of radioactive particles, saturating it with damaging energy.
Damage: 3d8*
Critical: —
Damage Type: Energy
Range Increment: 2000 ft
Effect Radius: 50ft
Rate of Fire: Timed
Minimum Size: Large
Purchase DC: 25
Restriction: Mil (+3)
Progress Level: 7
Notes: Targets in the affected area can attempt a Fortitude saving throw DC 15 for ˝ dmg. Lasts 10 rounds. Ignores hardness and has no effect on units/creatures with 15+ Hardness.
Takes 1d3 minutes to charge per shot. An engineer may disable power to other systems in order to subtract 5 rounds from the charge time.

Starship Armor

Light Neo-Steel
Light Neo-Steel plating is composed of impure mineral ores such as iron fused with the natural Mineral Field crystals so common in the Korpulu sector. It provides minimal protection, but remains cheap and light, ideal for the Terran armada.
Hardness: 16
Tactical Speed Penalty: None
Weight: 1/10th of the Starship
PDC: 5+1/2 of the Starship
Restriction: None

Neo-Steel
Standard Neo-Steel plating is composed of high-purity mineral ores fused with the natural Mineral Field crystals so common in the Korpulu sector. It provides increased protection, though marks a noticeable increase in mass; loss of mobility results.
Hardness: 30
Tactical Speed Penalty: -500 Feet (-1 Square)
Weight: 1/8th of the Starship
PDC: 10+1/2 of the Starship
Restriction: None

Heavy Neo-Steel
Heavy Neo-Steel plating is composed of standard Neo-Steel compressed by massive gravic generators. It provides top level protection, though is extremely massive.
Hardness: 45
Tactical Speed Penalty: -1000 Feet (-2 Squares)
Weight: 1/4th of the Starship
PDC: 15+1/2 of the Starship
Restriction: None
Restriction: None

Last edited by Ulfgar Bloodcrier; 06-05-2010 at 11:51 AM.
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