Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9215968" data-attributes="member: 6668634"><p>Some Star Trek Ships</p><p></p><p><strong><span style="font-size: 26px">Nausicaan Destroyer</span></strong></p><p>The Nausicaan destroyer is a small destroyer built by the Nausicaans, loosely designed to resemble the older Nausicaan ships from the 22nd century. Resembles a horseshoe crab with its flat design, with two raised dome structures on either side of the raised part of the hull, part of the warp nacelles. Instead of plasma beam weapons like its older ancestor, it mounts dual disruptors forward, a photon torpedo launcher, and two disruptor arrays used to cover the other arcs.</p><p>In combat, the Nausicaan Destroyer will typically fire its main disruptors and torpedoes, and following rounds using disruptors, alternating between disruptor array and photons. If the target is caught unawares or unable to defend itself properly, it will use its Cannon Rapid Fire ability to unleash multiple disruptor blasts at once against the target</p><p></p><p><strong>Nausicaan Ship (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Escort</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4500</p><p>Defense: 7 (-8 size +3 Class +2 Dex)</p><p>Flat-Footed Defense: 5 (-8 size +3 Class)</p><p>Autopilot Defense: 6</p><p>Hardness: 20</p><p>Hit Dice: 19d20 (380 hp) shields 300 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 900 ft</p><p>Weight: 430 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 5 to 10 (trained +4)</p><p>Passenger Capacity: Up to 50</p><p>Cargo Capacity: 100 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 47</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>2 fire-linked Disruptor Cannon Type 3 -4 ranged (21d12, 20x3, fire/energy, 4500 ft, s) and photon torpedo -8 ranged (12d20); or</p><p>2 fire-linked Disruptor Cannon Type 3 -4 ranged (21d12, 20x3, fire/energy, 4500 ft, s), and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s); or</p><p>Photon Torpedo -3 ranged (12d10) and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s); or</p><p>Disruptor Array Type 1 -3 ranged (10d12, 20x3, fire/energy, 4000 ft, s) and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, fast transporter, Cannon Rapid Fire</p><p>Engines: thrusters, ion engines, warp drive (max warp 8.5)</p><p>Armour: heavy ditanium</p><p>Defense Systems: light shields, autopilot</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 2 fire-linked Disruptor Cannon type 3, 2 disruptor type 1 arrays (turrets), 1 photon torpedo launcher (50 torpedoes)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Cannon Rapid Fire</strong></p><p>As part of a full round attack, the Nausicaan fire can reduce damage to the main disruptor cannons to allow for additional multiple firing. The 2 fire-linked Disruptor cannon type 3s deal 16d12, but can make 3 attacks at -6 (all bonuses/penalties factored) plus Dex modifier additional attacks at further -3 each, all at the same target. The next round the main Disruptor cannon type 3s are disabled, but will work the next round.</p><p>The typical Nausicaan destroyer will make attacks at -3 / -3 / -3 / -6 / -6 at 16d12 points of damage.</p><p></p><p><strong>Disruptor Cannon Type 3</strong></p><p>Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots.</p><p>Damage: 14d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</p><p> </p><p><strong>Disruptor Array Type 1</strong></p><p>Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots.</p><p>Damage: 10d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Photon Torpedo</strong></p><p>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.</p><p> 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.</p><p>Damage: varies</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Fast Transporter</strong></p><p>The transporters on the Nausicaan ships are designed to transport a lot and quickly, able to transport up to 10 people or 5 tons of cargo as a move action, or double that as a full round action.</p><p></p><p><strong>Agile Ships</strong></p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p><strong>Shield Dependent</strong></p><p>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.</p><p></p><p><strong>TWIN ENGINE SYSTEM (PL 6)</strong></p><p>During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.</p><p>A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.</p><p>This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.</p><p>Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: See text.</p><p>Purchase DC: 15.</p><p></p><p><strong>Improved Thrust</strong></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><strong>Light Shields</strong></p><p>These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).</p><p>PDC: Shield type -2.</p><p>Restriction: None</p><p>Note: Can be combined with Advanced Shield versions.</p><p></p><p><strong>Heavy Ditanium Alloy (PL5-6)</strong></p><p>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.</p><p>Hardness: 20</p><p>Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</p><p></p><p></p><p></p><p><strong>USS Cochrane Oberth Class</strong></p><p>The U.S.S. Cochrane is an Oberth class starship used in the 2360s and later, functioning mostly as a transport, moving Starfleet personnel about the Federation. It even served during the Dominion War, transporting relief troops to various combat sites, or transporting those rotating out, but even saw combat.</p><p>The science labs are stripped out, medical facilities upgraded, and most of the rest of the space and cargo converted to passenger spaces.</p><p>If PCs are friendly with Starfleet, they can book passage on the USS Cochrane, at reduced rate if performing a mission on behalf of Starfleet and the UFP in general.</p><p></p><p><strong>Oberth Class (Federation (PL6)</strong></p><p>Type: Light</p><p>Subtype: Corvette (Scout/Science Vessel)</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 11 (-8 size +5 class +4 Dex)</p><p>Flat-Footed Defense: 7</p><p>Autopilot Defense: 6</p><p>Hardness: 25</p><p>Hit Dice: 33d20 (660 hp) shields 825 hp</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +5</p><p>Pilot's Dex Modifier: +4</p><p>Gunner's Attack Bonus: +4</p><p>Length: 393 ft</p><p>Weight: 10,500 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 40 (expert +8)</p><p>Passenger Capacity: 200</p><p>Cargo Capacity: 60 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 49</p><p>Restriction: Unique (+5)</p><p></p><p>Attack:</p><p>Type 5 Phaser -1 ranged 12d10 (6000 ft, energy/fire, s) and Type 5 phaser -6 ranged 12d10 (6000 ft, energy/fire, s); or</p><p>Photon torpedo -1 ranged 12d20 and -6 Type 5 phaser 12d10 (6000 ft, energy/fire, s)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (enhanced medbay), tractor beam, replicators, shuttle bay (3 shuttles), Enhanced Plasma Manifold, protected cargo, Enhanced Battle Tactics</p><p>Engines: thrusters, ion engines, warp drive (max warp 8, cruising speed 6.5)</p><p>Armour: Heavy Ditanium Alloy</p><p>Defense Systems: shields, autopilot</p><p>Sensors: Class IV, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 2 type 5 phaser, photon torpedo launcher (30 torpedoes)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Protected Cargo</strong></p><p>Has reinforced areas to improve protection for the passengers it carries. Hardness is increased by +5. If using critical hits option, any option that would result in crew casualties, the number of fatalities is reduced by half, and with a Fort save DC 18, half of the fatalities only renders them unconscious and at 1 hit point thanks to the emergency system medical system and emergency transport systems to medical bay.</p><p></p><p><strong>Emergency Battle Tactics</strong></p><p>The crew has trained together for years, along with a number of modifications have allowed the ship to increase its combat capabilities for a short period of time. As a standard action, the Captain can engage Emergency Battle Tactics. Increase damage to phasers by 2 die and shields will regenerate HP at a rate of 50 HP per round for 1d6+1 rounds. Afterwards, the phasers are inoperable for 1d4 rounds, then suffer a -1 die to damage for 3 rounds. This ability can be used 5 times within a 24 hour period.</p><p></p><p><strong>Phaser Type 5</strong></p><p>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.</p><p>Damage: 12d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 6000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 36</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Photon Torpedo</strong></p><p>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.</p><p> 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.</p><p>Damage: varies</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Enhanced Plasma Manifold</strong></p><p>The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended.</p><p></p><p><strong>Heavy Ditanium Alloy (PL5-6)</strong></p><p>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.</p><p>Hardness: 20</p><p>Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</p><p></p><p><strong>Enhanced Medical Bay</strong></p><p>The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies.</p><p>Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC +3.</p><p></p><p><strong>Agile Ships</strong></p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p><strong>Easy to Repair</strong></p><p>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%.</p><p></p><p><strong>Swiss-Army Tech</strong></p><p>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.</p><p></p><p><strong>Shield Dependent</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9215968, member: 6668634"] Some Star Trek Ships [B][SIZE=7]Nausicaan Destroyer[/SIZE][/B] The Nausicaan destroyer is a small destroyer built by the Nausicaans, loosely designed to resemble the older Nausicaan ships from the 22nd century. Resembles a horseshoe crab with its flat design, with two raised dome structures on either side of the raised part of the hull, part of the warp nacelles. Instead of plasma beam weapons like its older ancestor, it mounts dual disruptors forward, a photon torpedo launcher, and two disruptor arrays used to cover the other arcs. In combat, the Nausicaan Destroyer will typically fire its main disruptors and torpedoes, and following rounds using disruptors, alternating between disruptor array and photons. If the target is caught unawares or unable to defend itself properly, it will use its Cannon Rapid Fire ability to unleash multiple disruptor blasts at once against the target [B]Nausicaan Ship (PL6)[/B] Type: Ultralight Subtype: Escort Size: Colossal (-8) Tactical Speed: 4500 Defense: 7 (-8 size +3 Class +2 Dex) Flat-Footed Defense: 5 (-8 size +3 Class) Autopilot Defense: 6 Hardness: 20 Hit Dice: 19d20 (380 hp) shields 300 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 900 ft Weight: 430 tons Targeting System Bonus: +3 Crew: 5 to 10 (trained +4) Passenger Capacity: Up to 50 Cargo Capacity: 100 tons Grapple Modifier: +16 Base PDC: 47 Restriction: Res (+2) Attack: 2 fire-linked Disruptor Cannon Type 3 -4 ranged (21d12, 20x3, fire/energy, 4500 ft, s) and photon torpedo -8 ranged (12d20); or 2 fire-linked Disruptor Cannon Type 3 -4 ranged (21d12, 20x3, fire/energy, 4500 ft, s), and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s); or Photon Torpedo -3 ranged (12d10) and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s); or Disruptor Array Type 1 -3 ranged (10d12, 20x3, fire/energy, 4000 ft, s) and Disruptor Array Type 1 -8 ranged (10d12, 20x3, fire/energy, 4000 ft, s) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, fast transporter, Cannon Rapid Fire Engines: thrusters, ion engines, warp drive (max warp 8.5) Armour: heavy ditanium Defense Systems: light shields, autopilot Sensors: Class III, targeting system Communications: radio transceiver, subspace array Weapons: 2 fire-linked Disruptor Cannon type 3, 2 disruptor type 1 arrays (turrets), 1 photon torpedo launcher (50 torpedoes) Grappling Systems: tractor beam [B]Cannon Rapid Fire[/B] As part of a full round attack, the Nausicaan fire can reduce damage to the main disruptor cannons to allow for additional multiple firing. The 2 fire-linked Disruptor cannon type 3s deal 16d12, but can make 3 attacks at -6 (all bonuses/penalties factored) plus Dex modifier additional attacks at further -3 each, all at the same target. The next round the main Disruptor cannon type 3s are disabled, but will work the next round. The typical Nausicaan destroyer will make attacks at -3 / -3 / -3 / -6 / -6 at 16d12 points of damage. [B]Disruptor Cannon Type 3[/B] Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots. Damage: 14d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) Note: -1 to attack [B]Disruptor Array Type 1[/B] Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots. Damage: 10d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) [B]Photon Torpedo[/B] 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) [B]Fast Transporter[/B] The transporters on the Nausicaan ships are designed to transport a lot and quickly, able to transport up to 10 people or 5 tons of cargo as a move action, or double that as a full round action. [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Shield Dependent[/B] 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. [B]TWIN ENGINE SYSTEM (PL 6)[/B] During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15. [B]Improved Thrust[/B] 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. [B]Light Shields[/B] These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1). PDC: Shield type -2. Restriction: None Note: Can be combined with Advanced Shield versions. [B]Heavy Ditanium Alloy (PL5-6)[/B] 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. [B]USS Cochrane Oberth Class[/B] The U.S.S. Cochrane is an Oberth class starship used in the 2360s and later, functioning mostly as a transport, moving Starfleet personnel about the Federation. It even served during the Dominion War, transporting relief troops to various combat sites, or transporting those rotating out, but even saw combat. The science labs are stripped out, medical facilities upgraded, and most of the rest of the space and cargo converted to passenger spaces. If PCs are friendly with Starfleet, they can book passage on the USS Cochrane, at reduced rate if performing a mission on behalf of Starfleet and the UFP in general. [B]Oberth Class (Federation (PL6)[/B] Type: Light Subtype: Corvette (Scout/Science Vessel) Size: Colossal (-8) Tactical Speed: 3000 Defense: 11 (-8 size +5 class +4 Dex) Flat-Footed Defense: 7 Autopilot Defense: 6 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: 393 ft Weight: 10,500 tons Targeting System Bonus: +3 Crew: 40 (expert +8) Passenger Capacity: 200 Cargo Capacity: 60 tons Grapple Modifier: +16 Base PDC: 49 Restriction: Unique (+5) Attack: Type 5 Phaser -1 ranged 12d10 (6000 ft, energy/fire, s) and Type 5 phaser -6 ranged 12d10 (6000 ft, energy/fire, s); or Photon torpedo -1 ranged 12d20 and -6 Type 5 phaser 12d10 (6000 ft, energy/fire, s) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (enhanced medbay), tractor beam, replicators, shuttle bay (3 shuttles), Enhanced Plasma Manifold, protected cargo, Enhanced Battle Tactics Engines: thrusters, ion engines, warp drive (max warp 8, cruising speed 6.5) Armour: Heavy Ditanium Alloy Defense Systems: shields, autopilot Sensors: Class IV, targeting system Communications: radio transceiver, subspace array Weapons: 2 type 5 phaser, photon torpedo launcher (30 torpedoes) Grappling Systems: tractor beam [B]Protected Cargo[/B] Has reinforced areas to improve protection for the passengers it carries. Hardness is increased by +5. If using critical hits option, any option that would result in crew casualties, the number of fatalities is reduced by half, and with a Fort save DC 18, half of the fatalities only renders them unconscious and at 1 hit point thanks to the emergency system medical system and emergency transport systems to medical bay. [B]Emergency Battle Tactics[/B] The crew has trained together for years, along with a number of modifications have allowed the ship to increase its combat capabilities for a short period of time. As a standard action, the Captain can engage Emergency Battle Tactics. Increase damage to phasers by 2 die and shields will regenerate HP at a rate of 50 HP per round for 1d6+1 rounds. Afterwards, the phasers are inoperable for 1d4 rounds, then suffer a -1 die to damage for 3 rounds. This ability can be used 5 times within a 24 hour period. [B]Phaser Type 5[/B] 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) [B]Photon Torpedo[/B] 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) [B]Enhanced Plasma Manifold[/B] The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended. [B]Heavy Ditanium Alloy (PL5-6)[/B] 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. [B]Enhanced Medical Bay[/B] The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies. Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC +3. [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] 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%. [B]Swiss-Army Tech[/B] 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. [B]Shield Dependent[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top