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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Plant Series
Mimic Industries, in a departure of mimicking super powers, created a series of items based on the forces found in the video games Plants vs Zombies.

Peashooter
The Peashooter is a suit of armour based on the peashooter in the Plants vs Zombies games. It consists of a green body suit with torso armour, helmet that looks like a pea pod, although many think it appears more as an older style gas mask, with a part extending out with a large filter/grill, two dark lenses for the eyes. Armour plating covers the legs and arms, heavy gloves and ammunition and gear holsters and pockets around the forearms and waist, holster for provided pistol on hip of users preference. Each shoulder has an armoured container. The pistol uses standard 9mm ammunition, but the armour can also grow its own ammunition, within the shoulder containers, from normal ammunition, armour piercing and explosive rounds, however it takes time for the suit to grow ammunition, and requires access to sunlight (natural or artificial), soil and fertilizer every couple of weeks. The grown ammunition only works with the pistol assigned with the armour, or a replacement.

Peashooter Armour (PL5-6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +4
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 18
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm straps for 1 magazine of ammunition each, plus can hold 6 rounds in quick access loops. Belt has holster for Peashooter 9mm pistol, 6 pouches and can hold 6 magazines.

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 9mm bullets every 2 days, armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.

Peashooter 9mm Pistol
This green pistol is in design to common 9mm pistols, just in the same green colouring as the Peashooter armour. It is reliable and functional.

Peashooter 9mm Pistol (PL5)
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 12 box
Purchase DC: 16 Lic +1
Notes: Can make use of the grown ammunition from the Peashooter Armour.

Juggernaut
The Juggernaut armour is based on the Gatling Pea, heavy armour with minor strength augmentation to offset the weight of carrying a four barrel gatling gun and ammunition. The gatling gun has an added feature where it can fire from all four barrels at once for increased damage, but at slower rate of fire. The armour is the same shade of green as the Peashooter armour, but has thicker plate and black heavier armour plates, pockets, pouches and armoured addition to the top, sides and back of the helmet, appearing as if wearing a helmet on top.


Juggernaut Armour (PL5-6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: +1*
Nonprof Str Bonus: +0
Max Dex: +1
Armour Penalty: -6
Speed (30 ft): 20 ft
Weight: 30 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Belt has pouches. Can carry 2 drums on the lower back, has a mount to connect the Juggernaut Gatling Gun to the back. Strength Augment

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +2 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 2d6 regular 7.62mm bullets every 2 days, armour piercing 1d6+1 every 7 days, explosive 1d4 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.

Strength Augment
The armour has some artificial muscle fibers that help augment the wearer's strength, providing a +1 Str bonus, and negate the weight of the armour and the Juggernaut Gatling Gun with 2 extra ammunition drums, so they don't count against the wearer's carrying capacity.

Juggernaut Gatling Gun, 7.62mm
This is a man portable four barrel gatling gun chambered in 7.62mm, with a carrying handle behind the barrels, plus the trigger handle at the back. The ammunition drum is mounted on the side. This weapon can be used as a normal gatling gun, unleashing large amounts of rounds over an area, with the barrels rotating to keep them cool during high rate of fire, or can fire all four barrels at once, but at a lower rate of fire but with higher damage.

Juggernaut Gatling Gun, 7.62mm (PL5)
Damage: 2d10 / 4d10
Critical: 20
Damage Type: Ballistic
Range Increment: 70 ft
Rate of Fire: A / S
Size: Large
Weight: 25 lbs
Ammo: 160 Drum
Purchase DC: 20 Mil +3
Notes: Autofire affects a 10 ft x 10 ft area Reflex DC 16, uses 20 rounds. Free action can switch to second mode fires all four barrels at once at semi rate of fire, uses 4 rounds.


Cherry Bomb
This set of red with a few green plates, armour is a medium set of armour with built-in grenade launcher mounted in one arm. The plating is coated in a flame retardant material, and is also designed to reduce damage from explosives and concussive weapons. The pods on the shoulders grow grenades over time, while the chest, belt and legs have clips and pouches to hold regular sized grenades and clips for arm mounted grenade launcher. The armour is a balance of protection, heavy weapon and mobility.

Cherry Bomb Armour (PL5-6)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -5
Speed (30 ft): 25 ft
Weight: 23 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Belt has pouches, multiple clips to carry multiple hand grenades. Fire resistance 4 (only against fire, plasma, not lasers). Has DR 4 against area attacks.

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +2 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 mini grenades every 2 days, fragmentation mini grenades 1d6+1 every 7 days, acid 1d4 (minimum 1) every 14 days. Standard sized hand thrown grenades increase time by +2 days. These grenades function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.
Mini Grenade - 2d6, fire 10 ft radius, Reflex DC 13. Full size 4d6, fire 20 ft radius, Reflex DC 15.
Mini Fragmentation Grenade - 2d6, slashing, 10 ft radius, Reflex DC 13. Full size 4d6, slashing, 20 ft radius, Reflex DC 15.
Mini Acid Grenade - 2d4, acid, 10 ft radius, Reflex DC 14. Full size 5d4, acid, 20 ft radius, Reflex DC 16.

Cherry Bomb Mini Grenade Launcher
Mounted on the left arm is a mini grenade launcher. Reliable and simple, provides heavy power in a small package.

Cherry Bomb Mini Grenade Launcher (PL5-6)
Damage: *
Critical: -
Damage Type: -
Range Increment: 60 ft
Rate of Fire: Semi
Size: Medium
Weight: 10 lbs
Ammo: 8 box
Purchase DC: 20 Mil +3
Notes:

 

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kronos182

Adventurer
Slugma
Slugma is a limbless gastropod mollusk pokemon composed of magma. Its body is a bright red, fading to a duller red along its extremities. It has large, round, yellow eyes with small pupils. The head is ovoid with flame-like extensions spreading outward from its eyes. Its circulatory system is composed entirely of magma, which delivers vital nutrients and oxygen to its organs. In order to prevent its body from cooling and hardening, slugma neither sleeps nor stops moving. If its body does being to cool, it will become brittle and may break apart. They constantly seek warm places and gathers with others of its species in mountains and volcanos.

Slugma
Type: magical beast, Pokemon, fire subtype
Size: small
CR: 1
Hit Points: 2d10+4, hp 18
Mas: 15
Init: -1
Speed: 20 ft
Defense: 11 (+2 natural -1 Dex +1 Size)
BAB/Grp:+2 / +2
FS/Reach: 1/2 ft / 0 ft
Attacks: bite +2 melee (1d4 +1d4 fire)
Special Attacks: Yawn (Will DC 10), Smog (DC 13)
Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour
Allegiances:
Saves: Fort +5, Reflex +2, Will +0
Reputation:
Abilities: Str 10, Dex 9 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 10
Skills: Listen +2, Search +2, Spot +2, Survival +4
Feats:
Advancement: 6 HD (small), 8 HD+ Evolve

Combat
Slugmas generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes.

Keen Sight (Ex)
pokemons's have darkvision 60 ft and low-light vision.

Fire Subtype (Ex)
slugma's are immune to fire damage, and take 50% more damage from cold attacks.

Magma Armour (Ex)
This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage).

Flame Body (Ex, Fire)
The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.

Weak Armour
When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).

Smog (poison)
The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind

Yawn (visual, sonic)
The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.

Evolve
When the Slugma becomes powerful, and large enough, it can evolve into Magcargo. Evolving requires the Slugma eat enough food equal to double its weight, an area with lots of heat, magma and preferably with obsidian, and goes to sleep for 6 hours as it body produces lots of heat. It gains an additional +2 hit points for how many HD it has at the time of evolving.

Advancement
As the Slugma gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.
4 HD gains one of the following: Ember Rock, Rock Throw, Harden
6 HD gains one of the following: Ancient Power
8 HD can swap ability including from the following: Rock Slide
10 HD can swap ability including from the following: Lava Plume, Amnesai, Body Slam


Magcargo
Magcargo is the evolved form of Slugma, a limbless, gastropod mollusk pokemon, that looks like a slugma with a gray, spherical shell composed of hardened, but brittle magma, forming irregular lumps and plates. While the shell is brittle, magcargo can reform its shell by dipping itself in magma relatively quickly.

Magcargo
Type: magical beast, Pokemon, fire subtype, rock subtype
Size: medium
CR: 8
Hit Points: 10d10+40, hp 77
Mas: 18
Init: +0
Speed: 25 ft
Defense: 16 (+6 natural +0 Dex)
BAB/Grp:+10/+5 / +13
FS/Reach: 1/2 ft / 0 ft
Attacks: bite +13 melee (1d6+6 +1d4 fire) and bite +8 melee (1d6+6 +1d4 fire) or Rock Throw +10 ranged (3d8, 100 ft)
Special Attacks: Yawn (Will DC 14), Smog (DC 15), Ember (Reflex DC 15), Ancient Power (3d10+6), Harden
Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour, DR 3
Allegiances:
Saves: Fort +11, Reflex +7, Will +4
Reputation:
Abilities: Str 17 (+3), Dex 11, Con 18 (+4), Int 6 (-2), Wis 12 (+1), Cha 10
Skills: Listen +5, Search +5, Spot +5, Survival +8
Feats:
Advancement: 14 HD (medium), 15 HD (large)

Combat
LIke Slugmas, Magcargos generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. With their increased defenses, Magcargos are the guardians of their groups.

Keen Sight (Ex)
pokemons's have darkvision 60 ft and low-light vision.

Fire Subtype (Ex)
slugma's are immune to fire damage, and take 50% more damage from cold attacks.

Rock Subtype (Ex)
Rock type have hardened bodies with good defenses, gaining DR 3, which can stack with other sources of DR, and melee attacks add double Str modifier to damage. Dealing 50% more damage to bug, fire, flying and ice types, while suffer 50% more damage from fighting, grass, steel and water types.

Magma Armour (Ex)
This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage).

Flame Body (Ex, Fire)
The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.

Weak Armour
When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).

Smog (poison)
The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind

Yawn (visual, sonic)
The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.

Ember (Su, fire)
The pokemon shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the pokemon must make a Reflex save DC 13 + 1/2 Con modifier, or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire.

Rock Throw (rock)
The pokemon launches a rock with a range of 100 ft, dealing 1d8 / 3 HD damage, half piercing and half bludgeoning.

Harden (Su)
As a move action, the pokemon can increase its bonus to Natural Defense by +1 for 2 + Con modifier rounds, which can stack with uses to a maximum of +5. Usable 1 + Con modifier times per day.

Ancient Power (Su, rock)
The pokemon draws upon its innate magical power to make a melee strike drawing strength from rocks. Dealing 1d10 / 3 HD + Str modifier points of bludgeoning damage on a successful strike. A critical attack roll of 19 or 20, and each of the pokemon's ability scores go up by 1 until end of combat. The bonus to abilities can be stacked a total of +5 if this power is used multiple times. Usable 1 + Con modifier times per day.

Advancement
As the Marcargo gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities).
12 HD gains one of the following: Rock slide
14 HD gains one of the following: Lava Plume, Amnesia, Body Slam
16 HD can swap ability including from the following: Recover, Flamethrower, Earth Power


Rock Slide (SU, Rock, special attack)
The pokemon causes several large rocks to appear above an enemy within 80 ft to come crashing down on top of them, making a ranged attack, dealing 1d12 / 3 HD, plus make a Reflex save DC 12 + Con modifier or be knocked prone, a successful save the target is only dazed for 1 round. Usable 3 + Con modifier times per day.

Lava Plume (Su, Fire, special attack)
The pokemon releases an inferno of hot flames at all creatures in a 20 foot long cone as an attack action, which have to make a Reflex save DC 11 + Con modifier, or suffer 2d6 / 3 HD fire damage, or half on a successful save. Targets that fail the save by more than 5 suffer half damage the following round.

Amnesia (Su, psychic, special)
The pokemon's mind elevates to a new level of focus. The pokemon adds +2 to any save for 1 minute, but selects one of its moves that is not Amnesia, and forgets that move for 1 minute.

Body Slam
The pokemon thrusts itself towards an opponent in an attempt to crush them with its physical size. Make a melee touch attack, dealing 2d6 +1d6 / 3 HD of bludgeoning damage. On a successful hit, the target must make a Strength check, a failed check it is knocked prone, while a successful check it is only pushed back 5 feet.

Recover (Su, special)
The pokemon uses its innate magical abilities to create a healing energy to recover hit points of any one pokemon within 30 ft, or itself if none selected, for 1d6 / 3 HD. Usable 1 + Con modifier times per day.

Flamethrower (Su, Special Attack)
The pokemon can release a cone of fire, dealing 4d6 fire damage in a 30 foot long cone, Reflex save DC 13 + 1/2 Con modifier (13) for half damage. Useable every 1d4+1 rounds.

Earth Power (Su, Ground)
The pokemon causes the ground beneath an opponent to erupt with power. Making a ranged attack within 40 ft, dealing 2d8 / 4 HD bludgeoning damage, critical on a natural roll of 19 and 20, plus the target must make a Reflex save DC 12 + half HD or be knocked prone. A successful save the target is only dazed for 1 round.
 


kronos182

Adventurer
Federation Freighter

This class of freighter was first released in the 2280s to 2290s for civilian use, and some are also found within Starfleet, designed for operating for decades before requiring major upgrades. The hull is a small primary hull command module at the front, with a long narrow primary hull, ending in the engineering section, impulse engines and a cluster of six rectangular style warp nacelles introduced in the 2270s-80s. Extending from the hull are two groups of six cargo pods on struts. This allows the crew to eject a cargo pod in case of emergency. The impulse engines are not fast, but powerful to maintain speed even with a full load. The six warp nacelles are not designed for speed but for high efficiency, with either all six working together to reduce the strain, or work in pairs, alternating between three pairs. This helps keep maintenance requires low, or if some nacelles are damaged, the ship can still jump to warp.
The cargo pods are modular inside with customizable environmental and gravity control for transporting virtually any cargo, from gases, liquids, foodstuffs and even converted to carry passengers. The ships are heavily automated to keep crew requirements down, and crew quarters are surprisingly decently sized and furnished. The ships are fitted with only two phasers, one for and one aft, with light shielding.


Federation Freighter Class (Federation (PL6)
Type: Light (length puts it in Mediumweight due to narrow design, fits in Light)
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 2500 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15
Hit Dice: 30d20 (600 hp) shields 750 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 720 ft
Weight: 69,600 tons
Targeting System Bonus: +3
Crew: 25 (trained +4)
Passenger Capacity: 10
Cargo Capacity: 24,000 tons divided between 12 containers (2000 each)
Grapple Modifier: +16
Base PDC: 55
Restriction: Federation allied, Licenced

Attack:
Type 3 Phaser -3 ranged 10d10 (5000 ft, energy/fire, s)

Attack of Opportunity:
none

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles, 4 workdrones/tugs, about 50 to 75% size of standard shuttle), multiple warp nacelles, detachable cargo modules
Engines: thrusters, ion engines, warp drive (max warp 5.5, cruising warp 4.5)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III
Communications: radio transceiver, subspace array
Weapons: 2 type 3 phaser
Grappling Systems: tractor beam

Multiple Warp Nacelles
Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship

Detachable Cargo Modules
The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 3000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock.


Variants
Mk2

The Mk2 was released in the early half of the 2300s, improving automation to reduce the crew requirements, improving the cargo capacity. The hull also saw some improvements.
Make following changes to Federation Freighter:
Reduce crew compliment to 20;
Increase cargo capacity to 26,400 tons (2200 tons per pod);
Increase hit die to 32d20 (640 hp), shields to 800 hp);
PDC: +1

Mk3
The Mk3 saw the most improvements in the later half of the 2300s, mostly in the warp nacelle design change with the flatter rounded design, with the glowing sides, improving warp efficiency and speeds. The hull is improved with heavier armour, while still light compared to other ships, the heavy ditanium does help. The type 3 phasers are replaced with Type 4 to better defend against pirates.
Make following changes to create Mk3 with bonuses from Mk2:
Replace armour Ditanium with Heavy Ditanium (hardness 20);
Increase Maximum warp speed to 6, cruising speed to 5.5 (maximum warp speed duration for Multiple Warp Nacelles increased by 25% rounding down);
Cargo Capacity increased to 30,000 tons (2500 tons each pod);
PDC +1

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

Ditanium Alloy (PL5-6)
Ditanium alloy is an alloy that was used to replace titanium in the use in military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.
Hardness: 15
Base Purchase Modifier: 13 + one-half base purchase DC of the starship.

Heavy Ditanium Alloy (PL5-6)
Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.
Hardness: 20
Base Purchase Modifier: 14 + one-half base purchase DC of the starship.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.


The Raising Nova
The Raising Nova is a Q-Ship modification of the Federation Freighter Mk3, created during the height of the Dominion War. The Raising Nova was gutted and completely rebuilt, with upgraded warp drive, impulse engines, armour was upgraded and other systems as well. The cargo pods are actually weapon pods, heavily shielded, with false sensor readings appearing as dilithium or other highly prized cargo. The engines are also shielded to hide their true power levels, while not overly more powerful, they are better than the originals, with the ability to for short bursts increase speed even further.
The weapon pods appear as normal cargo pods, but once engaged in combat, they open to reveal multiple torpedo launchers and phasers. The idea is to unleash as much of the torpedo payload quickly while surrounded by enemies, then make a hasty escape while blasting away at anything in the way with the phasers.

The Raising Nova (Federation (PL6)
Type: Light (length puts it in Mediumweight due to narrow design, fits in Light)
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 2500* ft (3500 ft in combat)
Defense: 9
Flat-Footed Defense: 7
Autopilot Defense: 5
Hardness: 25
Hit Dice: 33d20 (660 hp) shields 825 hp
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 720 ft
Weight: 69,600 tons
Targeting System Bonus: +5
Crew: 30 (Expert +8)
Passenger Capacity: 2
Cargo Capacity: 1,000 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Federation allied, Unique (+5)

Attack:
Type 3 Phaser +1 ranged 10d10 (5000 ft, energy/fire, s)* while pretending to be a normal Federation Freighter Mk3
Weapon Pods (12) Photon Torpedo Launcher +1 ranged 12d20 (-, energy)** and Type 5 Phaser -4 ranged 12d10 (energy/fire, 6000 ft, s)
**Can fire 1 torpedo at up to 5 targets per launcher, or can firelink torpedo launchers from additional pods up to 8 torpedoes firelinked dealing 30d20.
Type 5 phasers can be firelinked in only pairs dealing 18d10 damage.

In combat, The Raising Nova will play the role of a normal freighter, letting opponents get in close, then when surrounded or large target gets close, it quickly raises its shields using the Shield Capactors if required, then opens a number of the cargo pods and unleashes barrages of torpedoes and phaser fire. Typically against ships its own size will only open two pods unless the target is particularly tough, while frigates to destroyers it will open 2 to 4 pods, cruisers and larger 6 pods will be opened. If multiple targets surround it, all pods will open.
After the initial barrage, The Raising Nova will move at max speed and try to move so that it isn't surrounded and will keep firing until it's down to 10 torpedoes left total, then will try and jump to warp speeds. It will jettison damaged or pods that have expended all torpedoes and still several enemies, or if main target still over 50% hull.


Attack of Opportunity:
none

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles), multiple warp nacelles, detachable cargo modules, shielded weapon pods, shielded engines, SIF, Shield Capacator 29 HD (restores 580 hit points to shields), speed burst
Engines: thrusters, ion engines, warp drive (max warp 7.5, cruising warp 4.5)
Armour: Duranium
Defense Systems: shields, autopilot
Sensors: Class III, targeting system improved
Communications: radio transceiver, subspace array
Weapons: 2 type 3 phaser, shielded weapon pods (12)
Grappling Systems: tractor beam

Multiple Warp Nacelles
Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship.

Detachable Cargo Modules
The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 4000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock.

Shielded Weapon Pods
These pods replace the cargo pods normally found on the ship. The pods gives off a sensor signature of dilithium or other precious cargo, enemy scans have DC increased by +15 for detailed scans to try revealing the truth. The pods open as a free action by the gunners, which each pod with a dedicated gunner.
These pods, once opened, have one Type 5 phaser and 5 photon torpedo launchers than each have 5 torpedoes each, capable of firing at separate targets or a single target at once.
When jettisoned, the pods also function as mines, which will detonate when within 500 ft of a target over 500 ft long, or detonated remotely. Deals 2d100 points of energy damage to all within 2000 ft radius, Reflex save DC 15, ships that fill more than 1 500 ft square in the blast radius suffer -1 to Reflex save per 500 ft square, on a failed save suffer 50% more damage per 500 ft in the blast area.

Shielded Engines
The engines are more powerful, but are shielded so that scans only detect the normal power levels for a ship of this class. Scans have DC increased by +15 to notice anything the high power levels.

Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 square)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.

Structural Integrity Field Generator (PL 7)
The Structural Integrity Field, or SIF, generator creates a type of magnetic field that helps reinforce the ship, combined with environmental containment fields, prevent the ship from breaking up after suffering damage. The field can be activated as an attack of opportunity by the engineer after the ship has suffered at least 10% damage, or as a standard action, for a maximum of 2 minutes (20 rounds, with a 5 minute cool down afterwards, which can be reduced by 1 minute with a Repair check DC 25, taking 6 rounds), granting temporary HP up to maximum of 75% of the ship's maximum HP, and regenerates these temporary hit points at a rate of 20 hit points per round, but can't exceed the ship's maximum hit points. While operational, one energy weapon system has damage reduced by 2 die, reduce range increment by 500 ft. If the ship is reduced to one-quarter its max hit points, one energy weapon system is automatically disabled to pull power to ensure environmental fields are running to prevent crew casualties as the ship suffers damage. If the ship is reduced to 0 hit points, and as long as there is power, the ship doesn't start to break up until it reaches -50 hit points, doesn't regenerate HP, and the ship doesn't lose additional hit points, thus greatly extending the time for crew to evacuate safely, provided power is still provided to the SIF. If the ship suffers damage in this state, it will break up as normal.
Minimum Ship Size: Gargantuan.
PDC: 19 + one-half ship base purchase DC.

Shield Capacitors
Shield capacitors are energy reserves connected to the shield generators that can quickly restore HD to shields, but once used, they take time to recharge. As a free action, any crew member, on their turn can activate a shield capacitor, using all of the stored power, so if the shield capacitor stored energy would go over the shield's normal maximum, the extra energy is wasted.
Shield capacitors come in various sizes, with some restricted to larger sized ships. Each HD for shields is 20 hit points, regardless of the type of shield they are connected to. Installing a shield capacitor has the same Repair DC and time as the type of shield it is being connected to. Multiple shield capacitors can be installed, 3 taking up a defensive equipment slot. Only one shield capacitor can be activated by a crew member, however if the ship has multiple capacitors and several crew members, each crew member could activate a capacitor on their turn.
PDC: 1 HD 15, 3 HD 17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship size colossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31.

Speed Burst
For 2 rounds, the ship can increase tactical speed to 5000 ft, but suffer -2 to Pilot checks for maneuvers. The ship can also, while at warp speed, temporarily increase warp speed to warp 9 for 1 hour, using all 6 nacelles, but afterwards, can only travel at warp 4 for 2 hours as safety systems engage.

Phaser Type 5
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 6000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 36
Restriction: Mil (+3)

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)
 

kronos182

Adventurer
Hermes Class Scout
The Hermes is based on the Saladin class hull, but strips out most of the weapons and has more powerful sensors installed, used as scouts and early surveyors in Starfleet. The Hermes externally is virtually identical to the Saladin, except for missing four phasers and the torpedo launchers, the sensor dish is slightly larger. This makes logistics much lower for areas where Saladins and Hermes both operate out of, and training crew between the two classes is greatly reduced.
The Hermes has a saucer diameter of 417 feet, with total length of 795 feet with the nacelle, height of 197 ft, total of 15 decks.

Hermes Class (Federation (PL6)
Type: Light
Subtype: Scout
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 11
Flat-Footed Defense: 7
Autopilot Defense: 7
Hardness: 20
Hit Dice: 75d20 (1500 hp) shields 1850 hp
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Length: 623 ft
Weight: 73,640 tons
Targeting System Bonus: +3
Crew: 60 (expert +8)
Passenger Capacity: 10
Cargo Capacity: 500 tons
Grapple Modifier: +16
Base PDC: 58
Restriction: Federation Military (+3)

Attack:
2 fire-linked Type 3 Phaser -1 ranged 15d10 (5000 ft, energy/fire, s) and 2 fire-linked type 3 phaser -6 ranged 15d10 (5000 ft, energy/fire, s);

Attack of Opportunity:
none

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, Enhanced Sensors, replicators, shuttle bay (3 shuttles), brig (10 prisoners)
Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7)
Armour: Heavy Ditanium Alloy
Defense Systems: shields, improved autopilot, damage control (2d10)
Sensors: Class IV, targeting system
Communications: radio transceiver, subspace array
Weapons: 2 type 3 phasers
Grappling Systems: tractor beam
Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired.

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

Heavy Ditanium Alloy (PL5-6)
Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.
Hardness: 20
Base Purchase Modifier: 14 + one-half base purchase DC of the starship.

Enhanced Sensors
The sensors on the equipped ship are more powerful than standard, able to operate at double the range of normal for their class, and grants +2 to Computer Use checks.

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.


Variants
Cygnus Subclass

The Cygnus is a Hermes variant designed for command and diplomatic couriers. The ships have improved communications, Control and Command systems and guest quarters and spaces for diplomatic meetings, and guest quarters are improved and lavish for diiplomats.
Make following changes to Hermes or Hermes Refit:
Increase crew capacity to 90 (usually diplomats and their staff);
Increase passenger capacity to 30;
Reduce cargo capacity to 350 tons;
Add Diplomatic Suite;
Add C&C Suite;
PDC: +2

Diplomatic Suite
The ship has improved built in translator systems, databases and other amenities for improved diplomatic relations. Federation diplomats assigned to the ship gain +2 to their checks.

C&C Suite
Captains, or higher ranked officers operating on the ship, 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.

Hermes Refit
The Hermes Refit released in the 2270s, saw some improvements, similar to the Constitution class, improved phasers, warp drive, computer systems. With these improvements, the sensor/deflector dish that hang from the bottom of the hull is now integrated into the hull, removing that weakness from the design. The Refit is also incorporates Duranium into the design, making the starship more resilient. With the improvements, the phasers can be linked together to all fire in the forward arc instead of only a single pair, giving it a heavier strike capability in the forward arc, improving the chance of a quick kill, but reduces its ability to fire in other arcs.
Make following changes to Saladin:
Increase Hit Dice to 76d20 (1520), shields to 1875;
Replace heavy ditanium alloy armour with duranium (hardness changes to 25);
Replace Phaser Type 3 with Phaser Type 4 (18d10, 5500 ft, semi);
Replace targeting system with improved targeting system (increase attack rolls by +2);
Enhanced Sensors range now 2.5 times standard, and grants +4 to checks;
PDC +1

Duranium (PL6)
Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.
Hardness: 25
Tactical Speed Penalty -500 ft (-1 square)
Weight: One-tenth the weight of the starship (rounded down)
Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35

Restriction: Mil (+3)
 

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