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<blockquote data-quote="kronos182" data-source="post: 9131071" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>D'Vor Feesha</strong></span></p><p>The D'Vor Feesha is a marvel of Ferengi engineering and entrepreneurial wits. The Feesha is based on the D'Vor hull, designed, built and tested by Quark, but greatly improved over the original and the 2300 upgrade. Some of its key features over the D'Vor is improved mining laser, shields with cutting edge recycling shields and tritanium hull plating.</p><p>Using classic Ferengi insect design, with a rounded body, forward section that looks like a pair of mandibles, large crescent rear section that contains the impulse and warp nacelles incorporated into the design. It has ample cargo space, easily modifiable and mounts a potent mining laser that has a setting designed to cut and extract raw latnium more efficiently than any other mining laser on the market. The D'Vor Feesha comes with one 5 person transporter and a large cargo transporter, capable of atmospheric flight and landing, with two large cargo doors, a shuttle bay that can hold a large cargo shuttle. Can operate with a crew as small as 3, but optimal crew is 10, and depending on modifications, can carry up to another 110 passengers depending on how much cargo is sacrificed. Medical facilities are minimal.</p><p>While the Feesha is a promising design, Quark hasn't found any major buyers yet and the few produced thus far are custom or built in small batches by local shipyards.</p><p> </p><p><strong>D'Vor Freighter (PL6-7)</strong></p><p>Type: Ultralight</p><p>Subtype: freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 7</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 9</p><p>Hardness: 25</p><p>Hit Dice: 21d20 (420 HP), 525 HP shields</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: 217 ft</p><p>Weight: 3100 tons</p><p>Targeting System Bonus: +0</p><p>Crew: 3-12 (trained +4)</p><p>Passenger Capacity: 10-110</p><p>Cargo Capacity: 420 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 51, within Ferengi space or allies 40-45.</p><p>Restriction: Lic (+1)</p><p></p><p>Attack:</p><p>Phaser -6 ranged (2d10-10d10) or</p><p>2 fire-linked phaser -6 ranged (3d10-15d10) or</p><p>Photon Torpedo -6 ranged (3d20-12d20)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, food replicator, fast shield regeneration, mining laser, latninum extractor, sickbay</p><p>Engines: thrusters, ion engine Warp Drive (max warp 5.5, 800 light year range)</p><p>Armour: Duritanium Alloy</p><p>Defense Systems: Shields, autopilot</p><p>Sensors: Class III</p><p>Communications: radio transceiver, subspace transceiver</p><p>Weapons: 2 phasers (equivalent to Type 3), photon torpedo (15 torpedoes)</p><p>Grappling Systems: tractor beam</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>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>Fast Shield Regeneration</strong></p><p>The shields automatically regenerate at a rate of 20 HP per round without any action of the crew. When the crew actively restores the shields, doubles the number of HD normally would restore (HD equal to Intelligence modifier).</p><p> </p><p><strong>Latinum Extractor</strong></p><p>When mining latinum, increases the rate of cutting through material to reach the latinum by 50% and extracts up to 2 ton per round.</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>Mining Laser</strong></p><p>This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickel, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).</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>Duritanium Alloy (PL6)</strong></p><p>Duranium is an extremely strong alloys for hull construction of starships and space stations, but is difficult to work with and expensive. Typically used in combination with other materials or as a thin layer as part of the hull plating for combat ships</p><p>Hardness: 25. Pure Duritanium 30</p><p>Tactical Speed Penalty 0 ft, Pure Duritanium -500 ft (1 square)</p><p>Weight: One-tenth the weight of the starship (rounded down). Pure Duritanium one-eighth.</p><p>Base Purchase Modifier: 18 + one-half base purchase DC of the starship. Pure 20 + one half base purchase. Found only within Federation and other major Star Trek societies.</p><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Salvager Refit</span></strong></p><p>This variant has an additional tractor beam emitter, allowing two targets the tractor beam can be used on. The sensors are specialized, along with additional equipment in the cargo bay to improve salvaging equipment from debris. The cargo bay doors are enlarged to 50 ft by 40 ft to allow larger objects into the bays, with double environmental containment fields with independent backup power supplies to operate at each door for 3 days in the event the doors are left open and the ship loses power. The hull plating is given a deeper red colouring as it has some re-enforcements to help protect against collisions with pieces of debris. This model was created by a crew of Ferengi who sought to salvage various battlefields and sell the salvage to the highest buyers.</p><p>Make following changes to D'Vor Feesha to Salvager Refit:</p><p>Increase crew to 5;</p><p>Reduce maximum passenger capacity to 10;</p><p>Hardness is increased by +5 against physical attacks, damage from ramming or asteroids and similar debris is reduced by one-quarter (1/4);</p><p>Add second tractor beam emitter;</p><p>Add Salvage Equipment;</p><p>PDC: +1</p><p></p><p><strong>2 Tractor Beam Emitters</strong></p><p>The crew of the D'Vor Feesha Salvager can target two separate objects with the emitters, or if used on same target, increase attack roll to initiate grapple by +2 and increase grapple modifier to +24.</p><p></p><p><strong>Salvage Equipment</strong></p><p>The Salvager is equipped with scanners and equipment to allow the crew to better scan debris and wreckage for useful parts and equipment. Grants crew the use of the Salvage feat, but only while on the ship within the cargo hold. Gains +2 to Search checks to find debris with usable parts and equipment, using table 1-1 Salvage page 13 of d20 Future. If the character in charge of the salvage operation (not captain of ship) has the Salvage feat, time required is reduced by 25% rounding up, gains an additional +1 to Search checks, and increase Wealth Increase bonus by +1.</p><p></p><p><strong><span style="font-size: 18px">Glas Refit</span></strong></p><p>The Glas refit is modified purely as a miner, particularly latinum. The cargo hold is modular to allow for quickly switching between different materials within hours. The hull has a coating that keeps it from reacting with material that it is mining, giving it a green tint in colour. A series of small robotic arms are also installed around the cargo bay doors and the mining laser for use when the tractor beam can't be used. Crew requirements are much larger.</p><p>Make following changes to D'Vor Feesha to make D'Vor Feesha Glas:</p><p>Increase minimum crew to 20, maximum 60;</p><p>Reduce maximum passenger capacity to 5;</p><p>Add Chemical Inert Coating;</p><p>Replace Mining Laser with Improved Mining Laser;</p><p>Enhanced Latinum Extractor;</p><p>Add 10 Robotic Arms;</p><p>PDC: +2</p><p></p><p><strong>Chemical Inert Coating</strong></p><p>This laminate coating on the hull renders the hull chemically inert, preventing any materials it may come in contact with from reacting, such as acidic or caustic materials. Gains immunity against acid damage.</p><p></p><p><strong>Enhanced Latinum Extractor</strong></p><p>When mining latinum, increases the rate of cutting through material to reach the latinum by 75%% and extracts up to 3 ton per round.</p><p> </p><p><strong>Improved Mining Laser</strong></p><p>This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 3 points over the DC succeeded by, able to cut through up to 15 feet of most asteroids (rock, common metals such as nickel, iron, etc), 30 feet through ice comets. Through asteroids made of denser metals, cuts through 10 feet per full round. The laser has a range increment of 2500 ft, out to a maximum of 15,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 7d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).</p><p> </p><p><strong>Robotic Arms</strong></p><p>10 robotic arms with 100 feet, 50 hit points hardness 15, Str 30 are fitted at the cargo doors, round the mining laser, in pairs, allow the ship to manually move objects around the ship and into the cargo hold. If used to strike an object, suffer -2 to attack rolls, deals 3d6+10 points of damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9131071, member: 6668634"] [SIZE=7][B]D'Vor Feesha[/B][/SIZE] The D'Vor Feesha is a marvel of Ferengi engineering and entrepreneurial wits. The Feesha is based on the D'Vor hull, designed, built and tested by Quark, but greatly improved over the original and the 2300 upgrade. Some of its key features over the D'Vor is improved mining laser, shields with cutting edge recycling shields and tritanium hull plating. Using classic Ferengi insect design, with a rounded body, forward section that looks like a pair of mandibles, large crescent rear section that contains the impulse and warp nacelles incorporated into the design. It has ample cargo space, easily modifiable and mounts a potent mining laser that has a setting designed to cut and extract raw latnium more efficiently than any other mining laser on the market. The D'Vor Feesha comes with one 5 person transporter and a large cargo transporter, capable of atmospheric flight and landing, with two large cargo doors, a shuttle bay that can hold a large cargo shuttle. Can operate with a crew as small as 3, but optimal crew is 10, and depending on modifications, can carry up to another 110 passengers depending on how much cargo is sacrificed. Medical facilities are minimal. While the Feesha is a promising design, Quark hasn't found any major buyers yet and the few produced thus far are custom or built in small batches by local shipyards. [B]D'Vor Freighter (PL6-7)[/B] Type: Ultralight Subtype: freighter Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 7 Flat-Footed Defense: 5 Autopilot Defense: 9 Hardness: 25 Hit Dice: 21d20 (420 HP), 525 HP shields Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 217 ft Weight: 3100 tons Targeting System Bonus: +0 Crew: 3-12 (trained +4) Passenger Capacity: 10-110 Cargo Capacity: 420 tons Grapple Modifier: +16 Base PDC: 51, within Ferengi space or allies 40-45. Restriction: Lic (+1) Attack: Phaser -6 ranged (2d10-10d10) or 2 fire-linked phaser -6 ranged (3d10-15d10) or Photon Torpedo -6 ranged (3d20-12d20) Attack of Opportunity: Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, food replicator, fast shield regeneration, mining laser, latninum extractor, sickbay Engines: thrusters, ion engine Warp Drive (max warp 5.5, 800 light year range) Armour: Duritanium Alloy Defense Systems: Shields, autopilot Sensors: Class III Communications: radio transceiver, subspace transceiver Weapons: 2 phasers (equivalent to Type 3), photon torpedo (15 torpedoes) Grappling Systems: tractor beam [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]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]Fast Shield Regeneration[/B] The shields automatically regenerate at a rate of 20 HP per round without any action of the crew. When the crew actively restores the shields, doubles the number of HD normally would restore (HD equal to Intelligence modifier). [B]Latinum Extractor[/B] When mining latinum, increases the rate of cutting through material to reach the latinum by 50% and extracts up to 2 ton per round. [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]Mining Laser[/B] This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickel, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship). [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]Duritanium Alloy (PL6)[/B] Duranium is an extremely strong alloys for hull construction of starships and space stations, but is difficult to work with and expensive. Typically used in combination with other materials or as a thin layer as part of the hull plating for combat ships Hardness: 25. Pure Duritanium 30 Tactical Speed Penalty 0 ft, Pure Duritanium -500 ft (1 square) Weight: One-tenth the weight of the starship (rounded down). Pure Duritanium one-eighth. Base Purchase Modifier: 18 + one-half base purchase DC of the starship. Pure 20 + one half base purchase. Found only within Federation and other major Star Trek societies. [B][SIZE=6]Variants[/SIZE] [SIZE=5]Salvager Refit[/SIZE][/B] This variant has an additional tractor beam emitter, allowing two targets the tractor beam can be used on. The sensors are specialized, along with additional equipment in the cargo bay to improve salvaging equipment from debris. The cargo bay doors are enlarged to 50 ft by 40 ft to allow larger objects into the bays, with double environmental containment fields with independent backup power supplies to operate at each door for 3 days in the event the doors are left open and the ship loses power. The hull plating is given a deeper red colouring as it has some re-enforcements to help protect against collisions with pieces of debris. This model was created by a crew of Ferengi who sought to salvage various battlefields and sell the salvage to the highest buyers. Make following changes to D'Vor Feesha to Salvager Refit: Increase crew to 5; Reduce maximum passenger capacity to 10; Hardness is increased by +5 against physical attacks, damage from ramming or asteroids and similar debris is reduced by one-quarter (1/4); Add second tractor beam emitter; Add Salvage Equipment; PDC: +1 [B]2 Tractor Beam Emitters[/B] The crew of the D'Vor Feesha Salvager can target two separate objects with the emitters, or if used on same target, increase attack roll to initiate grapple by +2 and increase grapple modifier to +24. [B]Salvage Equipment[/B] The Salvager is equipped with scanners and equipment to allow the crew to better scan debris and wreckage for useful parts and equipment. Grants crew the use of the Salvage feat, but only while on the ship within the cargo hold. Gains +2 to Search checks to find debris with usable parts and equipment, using table 1-1 Salvage page 13 of d20 Future. If the character in charge of the salvage operation (not captain of ship) has the Salvage feat, time required is reduced by 25% rounding up, gains an additional +1 to Search checks, and increase Wealth Increase bonus by +1. [B][SIZE=5]Glas Refit[/SIZE][/B] The Glas refit is modified purely as a miner, particularly latinum. The cargo hold is modular to allow for quickly switching between different materials within hours. The hull has a coating that keeps it from reacting with material that it is mining, giving it a green tint in colour. A series of small robotic arms are also installed around the cargo bay doors and the mining laser for use when the tractor beam can't be used. Crew requirements are much larger. Make following changes to D'Vor Feesha to make D'Vor Feesha Glas: Increase minimum crew to 20, maximum 60; Reduce maximum passenger capacity to 5; Add Chemical Inert Coating; Replace Mining Laser with Improved Mining Laser; Enhanced Latinum Extractor; Add 10 Robotic Arms; PDC: +2 [B]Chemical Inert Coating[/B] This laminate coating on the hull renders the hull chemically inert, preventing any materials it may come in contact with from reacting, such as acidic or caustic materials. Gains immunity against acid damage. [B]Enhanced Latinum Extractor[/B] When mining latinum, increases the rate of cutting through material to reach the latinum by 75%% and extracts up to 3 ton per round. [B]Improved Mining Laser[/B] This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 3 points over the DC succeeded by, able to cut through up to 15 feet of most asteroids (rock, common metals such as nickel, iron, etc), 30 feet through ice comets. Through asteroids made of denser metals, cuts through 10 feet per full round. The laser has a range increment of 2500 ft, out to a maximum of 15,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 7d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship). [B]Robotic Arms[/B] 10 robotic arms with 100 feet, 50 hit points hardness 15, Str 30 are fitted at the cargo doors, round the mining laser, in pairs, allow the ship to manually move objects around the ship and into the cargo hold. If used to strike an object, suffer -2 to attack rolls, deals 3d6+10 points of damage. [/QUOTE]
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