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: 9228714" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Tuffli Class Freighter</span></strong></p><p>The Tuffli class freighter is a typical type of freighter found throughout the Alpha and Beta Quadrants and expanding in other areas. It has a narrow forward section, leading to a thicker hull with two rows of five cargo pods on each side, with an inverted Y tail surrounding the impulse engines. The Warp nacelles are built into the hull above the sides cargo pods to keep them protected from damage from space debris and in combat. As a freighter, the Tuffli isn't heavily armed or armoured, but being one of the few freighters that come standard with a photon torpedo launcher, even if the payload is limited, with its two phaser turrets. The warp core may not be fast, but it is reliable, easy to repair, and has ample power to allow the freighter to function as a tug to hull additional cargo pods behind it, or haul disabled ships to nearby planets or stations. Each of the cargo pods on the sides has an airlock to allow fast transfer with docked ships, in addition to two main airlocks on each side ahead of the main haul. The Tuffli is capable of landing on a planet with up to 1.5 G standard gravity, and also landing in bodies of water.</p><p></p><p><strong>Tuffli Class (Federation (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 7</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 15</p><p>Hit Dice: 36d20 (720 hp) shields 900 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: 650 ft</p><p>Weight: 68,545 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 23 (trained +4)</p><p>Passenger Capacity: 20</p><p>Cargo Capacity: 16,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 55</p><p>Restriction: Licenced +1</p><p></p><p>Attack:</p><p>Type Phaser type 3 -3 ranged 10d10 (5000 ft, energy/fire, s) and Phaser type 3 -8 ranged (10d10, 5000 ft, energy/fire, s); or</p><p>Photon Torpedo launcher -3 ranged (12d20) and phaser type 3 -8 ranged (10d10, 5000 ft, energy/fire, s)</p><p></p><p>Attack of Opportunity:</p><p>none</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, tractor beam, replicators, shuttle bay (2 shuttles), booster modulator, tug,</p><p>Engines: thrusters, ion engines, warp drive (max warp 7, cruising warp 5)</p><p>Armour: ditanium</p><p>Defense Systems: shields, autopilot, Structural Integrity Field Generator</p><p>Sensors: Class III</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 2 type 3 phaser turrets, 1 photon torpedo launcher (10 torpedoes)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Booster Modulator</strong></p><p>This device helps improve directing auxiliary power. When directing power to engines or shields, the benefits are doubled.</p><p></p><p><strong>Tug</strong></p><p>The efficient engines and tractor beam allow the ship to pull objects much larger than itself. The ship can pull ships up to one type larger (light can pull mediumweight, etc) without any lose in speed.</p><p></p><p><strong>Structural Integrity Field Generator (PL 7)</strong></p><p>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, energy weapons 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.</p><p>Minimum Ship Size: Gargantuan.</p><p>PDC: 19 + one-half ship base purchase DC</p><p></p><p><strong>Phaser Type 3</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. 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.</p><p>Damage: 10d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Res (+2)</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>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: 9228714, member: 6668634"] [B][SIZE=7]Tuffli Class Freighter[/SIZE][/B] The Tuffli class freighter is a typical type of freighter found throughout the Alpha and Beta Quadrants and expanding in other areas. It has a narrow forward section, leading to a thicker hull with two rows of five cargo pods on each side, with an inverted Y tail surrounding the impulse engines. The Warp nacelles are built into the hull above the sides cargo pods to keep them protected from damage from space debris and in combat. As a freighter, the Tuffli isn't heavily armed or armoured, but being one of the few freighters that come standard with a photon torpedo launcher, even if the payload is limited, with its two phaser turrets. The warp core may not be fast, but it is reliable, easy to repair, and has ample power to allow the freighter to function as a tug to hull additional cargo pods behind it, or haul disabled ships to nearby planets or stations. Each of the cargo pods on the sides has an airlock to allow fast transfer with docked ships, in addition to two main airlocks on each side ahead of the main haul. The Tuffli is capable of landing on a planet with up to 1.5 G standard gravity, and also landing in bodies of water. [B]Tuffli Class (Federation (PL6)[/B] Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 7 Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 15 Hit Dice: 36d20 (720 hp) shields 900 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 650 ft Weight: 68,545 tons Targeting System Bonus: +3 Crew: 23 (trained +4) Passenger Capacity: 20 Cargo Capacity: 16,000 tons Grapple Modifier: +16 Base PDC: 55 Restriction: Licenced +1 Attack: Type Phaser type 3 -3 ranged 10d10 (5000 ft, energy/fire, s) and Phaser type 3 -8 ranged (10d10, 5000 ft, energy/fire, s); or Photon Torpedo launcher -3 ranged (12d20) and phaser type 3 -8 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, tractor beam, replicators, shuttle bay (2 shuttles), booster modulator, tug, Engines: thrusters, ion engines, warp drive (max warp 7, cruising warp 5) Armour: ditanium Defense Systems: shields, autopilot, Structural Integrity Field Generator Sensors: Class III Communications: radio transceiver, subspace array Weapons: 2 type 3 phaser turrets, 1 photon torpedo launcher (10 torpedoes) Grappling Systems: tractor beam [B]Booster Modulator[/B] This device helps improve directing auxiliary power. When directing power to engines or shields, the benefits are doubled. [B]Tug[/B] The efficient engines and tractor beam allow the ship to pull objects much larger than itself. The ship can pull ships up to one type larger (light can pull mediumweight, etc) without any lose in speed. [B]Structural Integrity Field Generator (PL 7)[/B] 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, energy weapons 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 [B]Phaser Type 3[/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. 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) [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]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