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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
More Skynet stuff..

Skynet Technology
Skynet of Coreline has a massive technological database, but it doesn't always have access to the necessary power or materials to make full advantage of this knowledge.
While Skynet currently builds older models of Terminators, Infiltrators and Hunter Killers, using common materials, it can equip them with more advanced armour and weapons if it wishes, or build more advanced models like the T-800, but in limited quantities currently.
Skynet is an expert in ultra-compact nuclear power sources, which allows for Skynet to create temporary or fake bases and manufacturing facilities quickly as it can bring in small, but powerful power generators without raising suspicions, especially when it captures a manufacturing facility, powering it with one of its generators for increased production capabilities without drawing power from the local grid.
Skynet also has advanced materials capabilities, but currently can't produce these in large quantities as the facilities needed Skynet hasn't been able to get enough of the correct equipment for large scale production as requires manipulator of gravity.
Skynet, surprisingly has a good understanding of matter/anti-matter reactors, but hasn't been able to produce much anti-matter fuel, and has plans to capture a Federation anti-matter reactor and fuel to further its research and manufacturing capabilities.

Skynet has used some of its technology base to make money to allow it to purchase some materials it can't easily steal, and also fund false flag operations under the company "FN" which stands for FakeNet, but Skynet doesn't let that part be know, as a little joke to itself to play on the humans that buy its wears.

FN Power Packs.
These are power packs used for energy weapons with universal adaptors to allow them to be used in any rifle type of energy weapon. These power packs use a crystalline storage system and stores incredible amounts of power. These power packs store enough energy for 200 charges instead of the standard 50. They also recharge in the same amount of time as a standard power pack.
Skynet sells these through several shell companies on the Black Market, but never uses these power packs with its own units unless one happens to pick up a weapon that has one in the weapon.
PDC: 10
GM Note: These power cells have a special feature that isn't detectable. When a Skynet controlled robot is within 50 feet of a weapon using a FN power pack, it can send a special signal to the power pack to cause it to detonate, dealing 1d4 fire damage for every 2 charges the power pack has left, to a maximum of 50d4, to a 20 foot radius area. This is used rarely, as Skynet doesn't want this secret discovered, and only used when there will be no witnesses.

FN Flexalloy Armour
FN sells a number of Flexalloy versions of standard armours that use metal (land warrior armour, space suit, undercover vest, concealable vest, light-duty vest, tactical vest, special response vest, forced entry unit, and other common armours), making use of the Flexalloy's lighter weight and flexibility without compromising its protective capabilities.
These armours have max Dex bonus increased by +1, Armour penalty reduced by 1 to a minimum of -1, and weight reduced by 20% (round down).
PDC: +2

FN Railgun/Coil Gun Ammunition
This ammunition used in railguns, coilguns and other weapons that use magnetic acceleration to fire their projectiles. These rounds are made of hyperalloys that interact with magnetic fields, increasing range and damage slightly.
Deals +1 per die of damage (2d6 would deal 2d6+2), and increase range by 25%. However if target has a magnetic field defensive system, its effects are increased by 50% (round down).
PDC: +2


Adventure Ideas

Rumours of mercenary forces being decimated when engaging much smaller and weaker Skynet forces have begun to spread that Skynet has managed to create some kind of super weapon, or new terminal that no one knows of. The PCs are tasked with examining the site of one such battle, and to track the Skynet forces responsible and find the truth.

An arms dealer or manufacturer (if the PCs have dealings with smaller companies) the PCs work with regular is curious about the new FN armour and ammunition, worried FN will be cutting into their business, hires them to get some info on FN. Anything from their headquarters, personnel, manufacturing locations, supply chains is useful, and possibly to even sabotage what they find.

HK-300 Fast Walker
The 300 series is a simple bipedal weapon platform, with a boxed shaped body, with two oversized servo enhanced legs with large triple claw pads. The large legs allows the HK-300 to balance on while leg while using the other for labour intensive work such as removing obstructions or smashing in doors and walls. The triple claw food pads can be used in melee combat and clearing debris as the claws can close together like scissors. The 300 is only 8.2 feet tall, and 4.9 feet wide, allowing it to follow human sized targets into most areas, as it can lower itself to stand only 6 feet, although a little slower in such a position. The 300 can run at 93 mph on smooth terrain, and losing only 20% speed over rough terrain.
The HK-300 is one of the first units to make use of Skynet's new materials research with hyperalloys, giving it good damage resistance without having thick armour and weighing it down. The HK-300 has a M100 plasma rifle mounted in the 'chin' in a semi turret, allowing it to fire with a 70 degree arc to each side, and 30 degrees up or down, which is tied to the power supply of the robot, giving it unlimited ammunition.

HK-300 Fast Walker
Medium Construct (PL 6)
Hit Dice: 5d10+10 (55 hp)
Initiative: +3 (+3 Dex)
Speed: 90 ft, 164 (16) vehicle scale
Defense: 16 (+3 Dex, +4 armour)
Attacks: +8 ranged M100 plasma rifle (6d10, fire, 100 ft, s,a), or +9 melee claw (2d6+6)
Grapple: +6/+10 using large size
Special Attack: Slicing Crush
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, DR 15, Fire Resistance 10, Cold Resistance 10
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 22, Dex 16, Con ---, Int 10, Wis 10, Cha 8
Skills: Balance +8, Climb +8, Knowledge Tactics +5, Listen +10, Spot +10, Search +10
Challenge Rating: 4
PDC: 23

Combat
HK-300s have an animal like intelligence, similar to hunting dogs, tracking down targets, following them until they are destroyed or the trail has been lost for over an hour. It will strike with its plasma rifle as it moves quickly to close in on the target. If it survives the plasma attacks, it will strike with its claws, trying to rip the target to shreds. If the target survives the initial slash, it will grab the target and crush/slice it within its foot claws until the target is sliced in half.

Large Size
The HK-300 is considered Large size when it is advantageous for it, such as when it is grappling, gaining a +4 to Grapple checks.

Robotic Strength
Their powerful servos allow them to carry incredible weights. Not considered encumbered when carrying heavy loads and can carry double their normal weight for their strength. The HK-300's claw and Slashing Crush attacks ignores 5 points of hardness/DR due to the strength able to punch through steel and concrete.

Slicing Crush
If the HK-300 successfully strikes a target of medium size or smaller, it can initiate a grapple without providing an attack of opportunity. If it wins and maintains the grapple the next round, the second round the HK-300 deals 4d6+6 damage, half slashing and bludgeoning. If the Grapple check beat the target's by 5 or more, deals double damage.


M100 Plasma Rifle

6d10

20

Fire

100 ft

S, A

Unlimited

T-720
T-720 is a heavier armoured and heavier equipped version of the T-700, with heavy plasma rifle. T-720s were used when heavy resistance was expected, working in pairs or groups of 4 and with T-700s in larger numbers. Typically assigned 1 to a squad of 6 or 2 to groups of 12 as heavy weapons users.

T-720 Endo
Medium Construct (PL 6)
Hit Dice: 6d10+10 (55 hp)
Initiative: +1
Speed: 40 ft
Defense: 17 (+1 Dex, +6 armour)
Attacks: +9 ranged M-100 pulse rifle (6d10, fire, 100 ft, s,a), or +10 melee slam (2d4+6)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, DR 12, Fire Resistance 10, Cold Resistance 10
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 22, Dex 12, Con ---, Int 12, Wis 10, Cha 8
Skills: Balance +4, Climb +8, Knowledge Tactics +5, Listen +8, Spot +8, Search +8
Feats: Personal firearms, advanced firearms, burst fire
Challenge Rating: 5
PDC: 24

Combat
T-720 Endos function are combat units, either directed directly by Skynet, or automatically, programmed to patrol an area or attack Resistance groups and bases.
When directed by Skynet directly, working with other T-720s and T-700s, it gains +2 to attack rolls, multiple T-700s/T-720s will fire their weapons together targeting the same target or area, increasing damage by +2 die and Reflex save by +1 for each additional two terminators targeting the same target/area, all must be within 10 feet of each other, to a maximum of 11 terminators. They also can not be surprised or flanked if at least one of the terminators being controlled by Skynet within 100 ft are not surprised or flanked.
If operating in automatic mode, they will patrol a specific area, engaging any humans found, but will not go beyond their assigned area more than 1 mile to eliminate any human intruders. If the intruder goes beyond the range, the terminator will report the direction, speed, condition of the intruder to Skynet. When order to attack in automatic mode, they will keep attacking, using simple tactics, such as move and fire in groups, make use of cover as they advance, but will keep attacking until the targets are all destroyed, or the terminator is destroyed.

Robotic Strength
Their powerful servos allow them to carry incredible weights. Not considered encumbered when carrying heavy loads and can carry double their normal weight for their strength. The terminator's slam attack ignores 5 points of hardness/DR due to the strength able to punch through steel and concrete.



M100 Plasma Rifle

6d10

20

Fire

100 ft

S, a

200 cell

Large

20 lbs

24

T-730
The T-730, or the T-700 in the Original Timeline (but referred to as the 730 as this version of the T-700 never made screen time), is an improvement over the T-600, and a direct precursor to the T-800, as it is the first Terminator that has living tissue covering the endoskeleton. Unlike the 600 series, thermal scans doesn't differentiate T-700s from humans, however they are not very adaptive or capable of true independent creativity, with simple personalities with stilted speech patterns. The other issues are animals like dogs can detect them, partly due to the living tissue is not self-sustaining, requiring the unit to be immersed in a rejuvenating nutrient bath every 10 days or the skin begins to rot. After a month, the skin is fully rotten, giving it a zombie appearance as the skin has necrotized, and the potent rotting stench. Another issue is when the terminal's sensors are in active scan mode, the eyes glow red, thus they typically wear goggles or sunglasses to hide this affect.

T-730 Endo
Medium Construct (PL 6)
Hit Dice: 6d10+10 +10 flesh (50 +10 hp)
Initiative: +1
Speed: 40 ft
Defense: 16 (+1 Dex, +5 armour)
Attacks: +8 ranged M-40 pulse rifle* (3d10, fire, 80 ft, s,a), or +10 melee slam (2d4+6)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: integral laser sight, telescopic vision, thermal/infrared sensors, construct, darkvision 60 ft, DR 8, Fire Resistance 10, Cold Resistance 10, living tissue
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 22, Dex 12, Con ---, Int 12, Wis 10, Cha 8
Skills: Balance +4, Climb +8, Disguise +4, Gather Information +5, Knowledge Tactics +5, Listen +8, Spot +8, Search +8
Feats: Personal firearms, advanced firearms, burst fire
Challenge Rating: 4
PDC: 24

Combat
While the T-730 is still fully capable of combat like the T-700, it hides its full combat capabilities until required, using health Strength (11) and half attack roll bonus. It's primary role is to infiltrate, gather information, then either leave undetected, or destroy any witnesses. Typically armed with a ballistic weapon, or a M-40 Pulse rifle if resistance fighters in the area have them. Once in combat it uses its full strength and functions just like a T-700.
T-700 Endos function are combat units, either directed directly by Skynet, or automatically, programmed to patrol an area or attack Resistance groups and bases.
When directed by Skynet directly, working with other T-700s, it gains +2 to attack rolls, multiple T-700s will fire their weapons together targeting the same target or area, increasing damage by +2 die and Reflex save by +1 for each additional two terminators targeting the same target/area, all must be within 10 feet of each other, to a maximum of 11 terminators. They also can not be surprised or flanked if at least one of the terminators being controlled by Skynet within 100 ft are not surprised or flanked.
If operating in automatic mode, they will patrol a specific area, engaging any humans found, but will not go beyond their assigned area more than 1 mile to eliminate any human intruders. If the intruder goes beyond the range, the terminator will report the direction, speed, condition of the intruder to Skynet. When order to attack in automatic mode, they will keep attacking, using simple tactics, such as move and fire in groups, make use of cover as they advance, but will keep attacking until the targets are all destroyed, or the terminator is destroyed.

Robotic Strength
Their powerful servos allow them to carry incredible weights. Not considered encumbered when carrying heavy loads and can carry double their normal weight for their strength. The terminator's slam attack ignores 5 points of hardness/DR due to the strength able to punch through steel and concrete.

Living Tissue
The terminator is covered in living flesh, making it virtually identical to a normal human. Thermal sensors can't tell the difference, and the skin does bleed when cut, with the blood does clot, however the skin doesn't heal, and after suffering enough damage, which is done to the flesh before the frame and doesn't benefit from the terminator's DR, reveals the metal frame below the skin. The terminal requires to be completely immersed in a nutrient bath for at least 3 hours every 10 days, otherwise the skin begins to rot, negating the Disguise skill bonus, and thermal scans will reveal it is a robot. If the skin doesn't take any damage and the terminal doesn't get a nutrient bath, the tissue rots and becomes necrotized, providing only half the bonus hp from the flesh. Does grant a +2 bonus to Intimidation checks with the necrotized flesh.

M-40 Pulse Rifle
The M-40 is an improved weapon over the M-20, with full automatic fire capability, lighter, integrated targeting and link to the Terminator or Hunter Killer that is holding it so it can link and monitor the weapon's status without having to look at it, and able to fire at a target without having to look directly at it.

Damage: 3d10
Critical: x3
Damage Type: Fire
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 15 lbs
Ammo: 100 Box
Purchase DC: 24 Mil (+3)
Notes: Integrated camera, weapon link, targeting system (+1 to attack rolls with weapon link)


T-750 Facilitator
The 750 are improvements over the T-730, with improvements in the adaptive learning software, which allows it to learn and extrapolate from interactive contact. The Facilitators were used by Skynet in its prisons, to interact and gain the trust of the prisoners, acting as a fellow prisoner, to learn of any potential escape attempts, and to study the human psyche and behaviours. The living tissue disguise had far more variation over other units, except for the later T-800 and newer models. The 750s combat skills were slightly reduced and their memory and information gathering systems were expended to facilitate its roll, and thus were typically unarmed. T-750s were also used in Skynet facilities where having a fully metallic drones would be hazardous, such as its Time Displacement Device facility, as terminators without living tissue covering would be ripped apart.
Make following changes to T-730 to make T-750:
Reduce Attack bonus by -2;
Increase Cha by +2;
Increase Disguise by +3;
Increase Gather Information by +3;
Can add up to 3 new skills (from Craft, Knowledge, Repair, Swim, Treat Injury) at +2 after being shown to use of the skill, can increase in level over time;
PDC +1
 

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kronos182

Adventurer
New Battlestar Galactica craft

Colonial Anaconda
The Anaconda is a heavy fighter, loosely based on the Viper class of fighter was introduced during the later part of the first Cylon War. It has a narrow, long nose, at the half way point are the engines mounted on the sides, with short wings that curve down extended from the sides of the engines. The cockpit is mounted at the midpoint, with part of the hull extended behind that, reducing the view behind the pilot to virtually zero, although they have more rear upward view than Viper pilots as there is no third engine and tail that extend up behind the cockpit. While slower than the Viper class, the Anaconda mounts four rail cannons, two in the wing roots, plus two halfway down the nose, on either side, plus carries several CHE or Cobra missiles, depending on mission profile.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 30 feet
Weight: 41,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 500 lb.
Tactical Speed: 4,000 ft. (8 sq.) / 5,000 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 22
Hit Dice: 10d20 (1000 hp)
Initiative Modifier: +1
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 47
Restriction: Military (+3)

Attack: 4 fire-linked modified rail cannons -2 ranged (12d12/20); or
CHE missile -2 ranged (6d12/19-20); or
Cobra Mk2 missile -2 ranged (5d12/19-20) optional

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked modified rail cannons (range incr. 3,000 ft.), 2 CHE missile launcher (3 missiles ea) or 2 Cobra mk2 missile launcher (4 missiles ea)
Grappling Systems: None

TWIN ENGINE SYSTEM (PL 6)

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.


Improved Thrust
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.

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

RCS
The Reaction Control System, is a set of thrusters, placed about the ship, give it improved maneuverability and reaction time. Mk1 Grants +1 to Initiative, and +2 to Pilot checks to perform stunts PDC 14; Mk2 +2 Initiative, +2 to Pilot Checks PDC 15; Mk3 +2 Initiative, +3 to Pilot checks, PDC 16.

Cobra Mk2 Missile (PL 5-6)
An upgraded version of the Cobra air-to-air missiles modified to also function in space with slightly improved targeting and warhead. +1 to attack rolls against ultralight craft.
Name: Cobra (air-to-air missile)
Weapon Damage: 5d12
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 22
Restriction: Mil (+3)

Incom Anaconda

The Incom Anaconda is produced by Incom after they acquired several examples of the Colonial Anaconda and reversed engineered it. They replaced the railguns with a pair of lasers, and a pair of ion cannons, installed two four shot concussion missile launchers in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a shield generator to improve its defenses. An installed hyperdrive, navcomp and astromech are added to give it greater striking distance, with installed repulsor lift system so that the craft can take off without requiring a runway or launch tube like other Vipers and Anacondas.
Make the following changes to Anaconda to make an Incom Anaconda:
Add shields, 50 shield HP;
Replace 2 wing railguns with 2 fire-linked lasers (9d8, fire, 3000 ft);
Replace 2 nose railguns with 2-fire-linked ion cannons (9d6, electricity, 3000 ft)
Add 2 Concussion Missile Launchers with 4 missiles each;
PDC: +2
Note: Can make vertical take off and landings.

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Ion Cannon (PL6)
Damage: 6d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)
 

kronos182

Adventurer
WH40K Space Marine transport

Razorback
The Razorback is a tracked, armoured vehicle used by Space Marine Chapters. It is based on the Rhino chassis and shares its features. The main difference between the Rhino and Razorback is the light weapon mounted on top, but has reduced passenger capacity. The Razorback lacks the stormbolter mounted above the commander/second crew member hatch, and instead mounts twin-linked heavy bolters in a remote controlled turret, although lascannons, heavy flamers or multi-melta can be fitted instead. Instead of 10 armoured troops carried, it can only carry 6 armoured troops.
The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. There are hatches over the driver and what would be the commander's positions. The Razorback uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels).
The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet. Rhinos come equipped with a storm bolter on the roof above the second crew member station, and can be fitted with an external mounted hunter-killer missile.
The Razorback is five squares long, 3 squares wide, weighing 31.5 tons empty, providing full cover to its occupants, anyone using one of the hatches on the roof only has half cover.

Razorback (PL6)
Crew: 2
Passengers: 6
Cargo: 650 lb with people, empty 3 tons, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 65 (6) / 30 (3) on water
Defense: 8
Hardness: 25
Hit Points: 65
Size: Huge (-2 size)
Purchase DC: 45
Restriction: Mil (+3) Space Marines
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), storm bolter mount, 6 smoke grenade launchers with 2 smoke grenades each, trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers.
Notes: Can mount bulldozer blade on front. Can't transport space marines with jetpacks, Terminator armour or Primaris space marines. Has ports to connect Space Marine armour to recharge and quickly upload and download information. If fitted with energy weapons, the capacitor regenerates at a rate of 1 shot per 5 minutes of not firing.
The Repair checks to fix or modify the are reduced by 5, and PDC for replacement parts are reduced by 1
Robust Design: The vehicle has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.
Multi-Environmental: The vehicle is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: Twin-Linked Heavy Bolters.

- 120 ft, Reflex DC 19
WeaponDamageCriticalDam TypeRange IncrRoFMagazineAttack Bonus
Twin-linked Heavy Bolters4d12+6 +3d620Ballistic+ fire100 ftS, A2000 rds ea+1
Twin-linked Lascannons (optional)6d10+320Fire110 ftSingle50 shot capacitor+1
Twin-Linked Multi-Melta (optional)1d6x15 +820x3Fire/Energy100 ftSingle50 shot capacitor+1
Twin-Linked Heavy Flamer (optional)6d6-Fire75 foot long, 10 ft wide line, Reflex 17Semi60 uses
Twin-Linked Assault Cannons (optional)4d10-Ballistic
120 ft, Reflex DC 19

A
Linked 2500 rds ea+1



Options
Reinforced Armour

This adds additional armour plating and reinforcements.
Add +10 HP
Add +3 hardness
Add +2 Defense
PDC +1

Assault Dozer Blade
A large bull dozer type blade is mounted to the front of the vehicle. Adds 3d6 damage, half bludgeoning, half piercing to rams, the equipped vehicle doesn't suffer damage. When traveling through an area with mines, the blade sets off mines, suffering only half damage to the blade itself. Blade has hardness 20, 20 hit points.
PDC 12


Heavy Bolter
The heavy bolter is a larger and heavier version of the bolt gun, generally used for anti-infantry or fire support roles. These weapons are used by many factions of the Imperium of Man, from the Imperial Guard as a heavy squad weapon, to the Space Marines as a heavy weapon. The larger projectile with more propellant gives it longer range and higher stopping power, making it capable of destroying light vehicles. A heavy carry handle on the top allows it to be carried easier, and fed from either a disintegrating belt or a 40-round high capacity box magazine.

Heavy Bolter (PL6 Personal Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 100 ft
Rate of Fire: S,A
Size: Large
Weight: 30 lb
Ammo: 40 box or linked
Purchase DC: 27 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Heavy Bolter. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 Heavy Bolts rounds has a PDC 13.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.

Multi-Melta
The Multi-Melta is a heavier version of the melta gun, typically with two barrels in an over-under design, with greater range and armour penetration, typically mounted on vehicles, although man portable version exist for the Space Marines of the Adeptus Astartes. The man-portable versions are incredibly power hungry and require two power packs to operate. They can work with one, however the payload is incredibly limited.

Multi-Melta (PL7-8 Exotic Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 1d6x10 +5
Critical: 20x3
Damage Type: Fire/Energy
Range Increment: 100 ft
Rate of Fire: Single
Size: Large
Weight: 30 lbs
Ammo: 15 box, holds 2 power packs (total of 30)
Purchase DC: 29 Mil (+3)
Notes: Ignore 15 points of hardness/DR, Silent (-5 to detect the firing of the weapon), can only fire out to 5 range increments. Critical Vaporize, Inaccurate.
Inaccurate - Suffers -1 to attack rolls.
Critical Vaporize - Against organic targets, on a critical hit up to a large sized creature (typical humanoid), requires the target to make a Fort save DC 30 or be disintegrated. A successful save deals 8d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 32.

Lascannon
The lascannon is the heavier version of the lasgun, used as a heavy support weapon by the Imperial Guard, and only Space Marines are able to carry, otherwise they are mounted on vehicles, typically in pairs. The weapons are favoured for anti-tank work as they have high strength and armour-piercing abilities making it a formidable weapon. They have greater range and rate of fire over plasma cannons, but not quite the destructive power. The weapon can be powered by power packs, but it is generally powered by the power pack on the marine's armour, requiring it to be linked by a heavy power cable to the armour.

Lascannon (PL 6-7 Exotic/Heavy Firearms Proficiency, Imperium of Man)
Damage: 4d10+2
Critical: 20
Damage Type: Fire
Range Increment: 110 ft
Rate of Fire: Single
Size: Huge
Weight: 25 lbs
Ammo: 10 box
Purchase DC: 26 Mil (+3)
Notes: Ignore 5 points of hardness/DR (or ignore 5 points of Defense using RAW). If connected to the power systems of an Adeptus Astartes power armour, has 15 shot capacitor, recharges 1 shot ever 5 rounds of inactivity. The weapon, when connected to an Adeptus Astartes power armour, or dedicated power source, such as on a vehicle or power generator, the rate of fire changes to Semi.

Assault Cannon
The assault cannon is a heavy, automatic anti-personnel weapon commonly used on Terminator armoured Space Marines or as vehicle mounted weapons. It is a medium-calibre rotary autocannon with 6 barrels cycled by an electric motor past a single chamber.

Assault Cannon (PL6 Exotic/Heavy Firearms Proficiency, Adeptus Astartes Codex Equipment)
Damage: 3d10
Critical: 20
Damage Type: ballistic
Range Increment: 120 ft
Rate of Fire: A
Reflex Save DC: 17
Size: Huge
Weight: 30 lb
Ammo: linked
Purchase DC: 30 Mil (+3)
Notes: Medium sized creatures attempting to use the assault cannon suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -3 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the weapon. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
When using burst fire feat, uses only 5 rounds of ammunition. Can be used to make multiple attacks as user has per round, if attacking the same target/spot for each attack in the same round, increase the Reflex DC by +1 for each following attack that round, resetting the next round, or if attacking a different target/spot.
Ammunition: Box of 5 belts of 50 rounds has a PDC 13.

Variants

Razorback Rikarius

This variant was first seen in use by the Blood Raven Marine Chapter in M37 during a resurgence of Ork forces in Aurelian System. The Rikarius is armed with twin assault cannons on the turret and fitted with two Hurricane Bolters on the sides. Troop capacity is sacrificed to mount the hurricane bolters and provide enough ammunition for the weapons to allow it to fight for extended periods. An assault dozer blade is also standard.
Make following changes to Razorback to create Razorback Rikarius
Reduce passenger capacity to 0;
Replace twin-linked heavy bolters with twin-linked assault cannons (xx rounds each;
Add 2 hurricane bolters (xxxx rds each);
Add assault dozer blade;
PDC +2 Rare


Hurricane Bolter
Hurricane Bolters are a vehicle mounted weapon, typically found as a sponson or side mounted weapons, consisting of six co-axial boltguns. First introduced on the Land Raider Crusader.
Firing a .75 caliber self-propelled explosive Bolts that explodes within the target. These weapons are a heavy anti-infantry or light anti-armour weapons.

Hurricane Bolter (PL6 Vehicle/Heavy Firearms Proficiency)
Damage: 3d12+6 + 3d6
Critical: 20
Damage Type: ballistic +fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 75 lb
Ammo: Linked
Purchase DC: 31 Mil (+3) Space Marines
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, +4 attack roll (counting masterworked bonus), 3 round burst setting, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
When using Autofire, affects a 20 ft x 20 ft area, Reflex Save DC 19 for half damage.

Porcupine Razorback
This variant of the Razorback fits the Razorback with several remote controlled stormbolters and additional sensors, allow it to function as a close range, anti-missile, low-altitude aircraft and even anti-infantry vehicle. While each weapon is lighter than those of the Baal Predator, it is capable of attacking more targets at once, and performing additional roles. To the Tech Priests of Mars, the Porcupine is Heretek, and Marine chapters are officially banned from using it, however a few have deployed a few when they can.
Make following changes to Razorback to create Porcupine Razorback:
Increase crew to 4;
Reduce passenger capacity to 0;
Add 6 Stormbolter Turrets;
Add Additional Sensors;
PDC +2

Stormbolter Turrets
These remote turrets, four on the roof and two on sponsons on each side, are fitted with stormbolters controlled by two dedicated gunners, three each, and can be used in a few different manners. In offensive mode, the turrets can be used to attack up a total of 6 different targets (each attack will suffer -2 to attack rolls), or can attack up to 3 different targets with two turrets per target (dealing 50% more damage, and each attack only suffering -1 to attack rolls).
In Defensive mode, the system works like a point defense system, capable of attacking anything that comes within 75 ft of it, including missiles and rockets. Destroy Missiles, system has a 35% chance of destroying any missile or rocket that comes within range. Also can attack any enemy ground vehicle, aircraft, or humanoid target standing at least 6 ft tall as an attack of opportunity, dealing 3d12+6 ballistic + 3d6 fire to the target. Typically can make 4 such attacks per round.

Additional Sensors


The vehicle is fitted with motion sensors (200 ft), a radar, ballistic trajectory calculator and targeting systems. Adds +2 to attack rolls, allows it to detect movement within 200 ft (can detect moving invisible objects), and target aircraft without penalty.

Prospector
This variant of the Razorback mounts a drilling rig on the front, used in sieges to break through walls and bunkers, then deploy a squad of marines in the new hole it just created. The drill on the front consists of a set of three cutting heads that rotate independently while the whole rotates, able to tear through most known substances, given time. The troop capacity is reduced to 4 troopers as more internal space is dedicated to the drill, its mountings and systems. The Prospector is slower than other Rhinos, but has additional armour, with a set of armour plates that fold up to protect the turret, typically heavy bolters, and angle debris off the top of the vehicle. Once a breach is created, the plates flip up and down to create cover from above for the troops standing beside the vehicle, which can be used if the vehicle parks beside the breach to provide some cover for infantry walking through the breach just made.
Make the following changes to Razorback to make a Prospector:
Reduce crew capacity to 4;
Increase HP to 70;
Increase Hardness to 27;
Add Siege Drill;
Add Cover Armour Plates;
PDC +2

Siege Drill
Mounted to the front of the vehicle is a drill rig. On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack. When used to drill through a structure, such as a wall, the driver makes a full round touch attack, dealing 4d6 points of slashing/piercing damage, ignoring 12 points of hardness, creating a hole as wide as the vehicle, 1 inch for every point of damage done over the objects DR. If the drills ability to bypass DR is greater than the object's DR, add an additional 1 inch for each point the DR is beaten. The touch attack must be made each round until the vehicle creates a hole to completely pass through. If the touch attack is a critical, increase the distance traveled by 50% round down.

Cover Armour Plates
When the vehicle is attempting to dig through an obstacle, the plates fold up over the roof, locking down over the turret, which renders it unusable, but prevents it from suffering any damage. The plates grant the vehicle an increase in DR from attacks from above by +2, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in. The plates can lower to allow the Turret to be used, but once the drill is engages, the turret is covered.
Once a breach is created, the plates flip out to stick out over each side of the vehicle, which a marine can stand under, gaining complete cover from above.
Each plate has 20 hit points and hardness 25, kinetic attacks (bullets, slashing, piercing, bludgeoning, etc) deal 50% less damage, after hardness is factored in.
 
Last edited:

kronos182

Adventurer
WH40K Orks

Ork
Orks are a warlike, crude, and highly aggressive green-skinned race, with large tusks in their mouths, and are a subspecies of Orkoids, which include the smaller Gretchin and Snotlings. While their society is entirely primitive and brutal, the Orkoid race is also one of the most successful in the galaxy, outnumber most species. Their aggressive and warlike nature keeps their race split into hundreds of tiny empires, warring as much between themselves as against other races. However, if a powerful leader gains enough followers, they can create a horde of Orks in what is known as a Waaagh!.
Unlike other Orcs, Orks are a symbiosis of animal and fungus, making them quite unique among sentient races. The fungus part allows the Ork body to bypass the need for complex internal organs, immune system and reproductive anatomy. This allows them to survive normally fatal injuries and reproduce quickly. The animal side gives them their aggressive nature and a pack mentality, working best in groups. With their aggressive nature, the strongest are the leaders, and if the leader shows weakness, then any other Ork can challenge and potentially take over if they win.
Orks don't rely completely on food, as they have a primitive form of photosynthesise, which allows them to go longer without food than a human as long as they have access to sunlight.
While Ork intelligence is usually low, they have an innate knowledge of how things work in the form of genetic information thanks to their fungal component, this allows them to make use of technology without having to spend time learning how to. This means their mechanics and inventors have an innate knowledge of how technology works and can build crude versions of advanced vehicles and weapons.
Another interesting feature of Orks, is the more combat experience they gain, and the more combats it survives and wins, the larger and stronger the Ork gets, with most Ork leaders being quite large and powerful.
Ork behaviour is dominated by the Waaagh!, a gestalt psychic field they generate, which allows Orks to instinctively recognize who is 'bigga' and in charge. Waaagh! Are also when large groups of Orks go on a warpath, attacking and crushing any resistance in their path. The more successful a Waaagh! Is, the more members join and the more dangerous it becomes. With the psychic field, it has a few benefits when Orks go on a Waaagh!, becoming more dangerous the larger the group becomes, and the greater the psychic field, which can power some of the subgroup of Orks psychic powers.
There are several subgroups of Orks, which either have their own abilities, or started off as normal Orks, and turn into as they gain experience and power.

All Orks have the following abilities:
Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Cha. Orks are strong and robust creatures, however they are not intelligent and highly aggressive. Any penalties to Cha for Intimidation is treated as 0.
Robust Bodies: Orks start with a racial hit die of 2d8 plus Con modifier.
Speed: 30 ft
Size: Orks are medium sized creatures, usually starting off around 6 feet tall, unless they are particularly powerful, then they can become much larger.
Feel No Pain: Due to their biology, Orks feel very little pain, and can survive incredible damage. Can not be killed by massive damage, and due to their partial fungal nature, critical hits against them have a 10% chance of turning into a regular strike.
Natural Weapons: Ork hands are strong and end in claws that can tear flesh. Claw attack that deals 1d4 slashing.
Fast Healing: Orks have powerful healing abilities, it's almost considered regeneration, but not quite. Orks heal at a rate of Con modifier x2 per round. If an Ork is beheaded, the Ork head can be reattached, even to a different body, if done within Con modifier minutes (minimum of 1 minute), and the Ork will heal normally and can fight again in very short amount of time.
Natural Armour: The Ork's skin is tough and dense, granting it a natural armour bonus of +1. For every 5 hit dice the Ork gains over the racial 2d8, the Ork gains an additional +1 Natural Armour bonus to Defense.
Innate Knowledge: Orks have a type of genetic memory, where they are able to make use of virtually any technology on an instinctive level. They don't require feats to make use of any weapons, vehicles, aircraft, mechs, space ships. However they can only make use of feats like Burst Fire if they take the prerequisite feats. This means any Ork can pick up a machine gun and instinctively know how to fire and reload it and minor repairs. Computers are more difficult for them as it requires knowledge, but they can use computers in the most basic ways, especially if the use is for war.
Fight To Be Stronger: The more the Ork fights, the stronger, and larger they can get. For every additional hit die the Ork gains, it grows in height 1 inch. When it reaches 7 feet tall, it gains the benefits of being a large sized creature when it is beneficial, such as during grapples. If the Ork survives enough to reach 14 feet, it gains the benefits of being a Huge size creature when beneficial. For every additional 3 hit die the Ork gains, it gains +1 Str and +1 Con.
Waaagh! Psychic Field: Each Ork creates a psychic field, which allows it to instantly recognize which Ork is the largest and strongest, without seeing them within 100 feet. When there are multiple Orks nearby, Orks with psychic abilities become stronger, and regular Orks also gain some benefits. In groups of every 100 Orks within 5/100 Orks, Orks gain +1 to resist psychic abilities and +1 morale bonus to attack rolls. For every 500 Orks, any Ork with psychic abilities, or other special abilities with a variable number gain +1 per die, and fixed values are increased by 25% of the base number. When a group of affiliated Orks following a single leader gains more than 5000 followers, more Orks are drawn to join especially as the group has more victories in combat.
Spore: Orks release spores that aid in their reproduction, and particularly upon their death. These spores burrow underground where new Orks will grow then crawl from. Orks typically release enough spores every month to guarantee 1d4 new Orks will be created, and upon their death. These spores will take 6 months to grow into a new adult Ork. However, if there are no, or very few Orks in the area, at least half the spores will become Gretchin and Snotlings to begin creating the infrastructure required to support an Ork warband.
Oddboyz?: Each spore that would create an Ork, has a 10% chance of becoming an Oddboy, roll 1d6 for type (1 painboy, 2 mekboy, 3 weirdboy, 4 runtherds, 5 pigdoks, 6 herdas).
ECL: +3

Ork Boyz
Ork Boyz are the heart and soul of any Warband. They are the most numerous of Orks, and all other Ork subtypes come from these, although some are slightly different Orks at the time of their 'birth' creating Speed Freaks, Mek Boyz, etc, but all Nobs and Warbosses were all Ork Boyz at one point.

Ork Boyz (Strong Ord 1/Tough Ord 1)
Type: Humanoid, Orkoid
Size: Medium, 6'2"
CR: 3
Hit Points: 2d8+6 plus 1d8+3 plus 1d10+3, hp 32
Mas: 17
Init: +1
Speed: 30 ft
Defense: 14, touch 13, flat-footed 13 (+1 Dex +2 class +1 Natural)
BAB/Grp: +1 / +4
FS/Reach: 5 ft by 5 ft/ 5 ft
Attacks: +5 melee Claw 1d4+3 slashing, +4 melee Choppa 1d10+4, or +2 ranged Slugga 2d12 ballistic
Special Attacks:
Special Qualities: Ork traits
Allegiances: Warlord, nearby Waaagh!
Saves: Fort +5, Reflex +1, Will +0
Reputation: +1
Abilities: Str 16, Dex 12, Con 17, Int 9, Wis 8, Cha 8
Skills: Climb +6, Drive +2, Intimidate +3, Listen +1, Repair +2, Search +3, Spot +1, Search +2,Survival +2, Swim +3
Feats: power attack
Possessions: choppa, slugga, 10 slugga reloads
Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon.


Ork Boyz (Strong Ord 3/Tough Ord 3)
Type: Humanoid, Orkoid
Size: Medium, 6'6"
CR: 7
Hit Points: 2d8+6 plus 3d8+12 plus 3d10+12, hp 68
Mas: 17
Init: +1
Speed: 30 ft
Defense: 17, touch 15, flat-footed 16 (+1 Dex +4 class +2 Natural)
BAB/Grp: +5 / +9
FS/Reach: 5 ft by 5 ft/ 5 ft
Attacks: +11 melee Claw 1d4+4 slashing, +9 melee choppa 1d10+6, or +6 ranged Slugga 2d12 ballistic
Special Attacks:
Special Qualities: Ork traits
Allegiances: Warlord, nearby Waaagh!
Saves: Fort +8, Reflex +3, Will +2
Reputation: +2
Abilities: Str 19, Dex 12, Con 19, Int 9, Wis 8, Cha 8
Skills: Climb +8, Drive +3, Intimidate +5, Listen +3, Repair +3, Search +3, Spot +3, Search +3, Survival ++3, Swim +4
Feats: power attack, personal firearms proficiency, advanced firearms proficiency
Possessions: choppa, slugga, 15 slugga reloads
Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon.

Combat
Orks love to fight, and to fight makes them stronger. They will rush into combat, shooting their Sluggas then use their Choppas once in melee range. They are simple minded and will typically forgo any tactical movement or methods other than shoot and chop. If a strong Ork is leading the group, some basic tactics may be used, such as ambushes. An Ork can trade in their Choppa and Slugga for a Shoota, or swap their Choppa for a second Slugga if they have enough teef to buy one.

Choppa
Choppas is a general term given to any Ork close combat weapon with a blade, can take the form of any size of sword, daggers and axes. The weapons are crude, but effetive

Choppa (PL4 Archaic Weapon Proficiency)
Damage: 1d10
Critical: 19-20x2
Damage Type: slashing
Size: Medium to large
Weight: 9 lbs
Purchase DC: 12

Slugga
A slugga is a hand-held, short-ranged Ork projectile weapon. Usually paired with a Choppa for melee combat. As with Ork technology, no two Sluggas are the same, but all are semi-automatic, large calibre weapons. They are loud, crude but effective.

Slugga (PL5 Personal Firearms)
Damage: 2d12
Critical: 20
Damage Type: Ballistic
Range Increment: 60 ft
Rate of Fire: Semi
Size: Medium
Weight: 14 lbs
Ammo: 15 box
Purchase DC: 13 Ork, Illegal
Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction.

Shoota
Shootas are heavier kinetic projectile weapons produced by Orks, which some believe to be the equivalent of a bolt gun. They are not know for efficiency, but the amount of noise, damage and pulls they throw down range. There is no standard design and are hand crafted by Mekboyz, and further customized by their owners.

Shoota
Damage: 3d10 +1d6
Critical: 20
Damage Type: Ballistic + fire
Range Increment: 90 ft
Rate of Fire: Semi, Auto
Size: Large
Weight: 25 lbs
Ammo: 40 box or link
Purchase DC: 15 Ork
Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction.
Autofire uses 15 rounds and deals +1 die, Reflex DC 17 instead of normal autofire rules. Burst Fire feat deals +3 die, but -5 to attack rolls. If using Double Tap feat, 3 rounds are used, -3 to attack roll and deals +2 die damage.


Speed Freeks
Speed Freeks are Orks who become addicted to the sensation of pure speed. These Orks gather in their own mobs and warbands that are full of buggies, bikes and Trukks. These grinning loons roar into battle on exhaust-belching jalopies and crude by effective flying machines, intent on getting into the thick of fighting before their ground pounding comrades. Most of their vehicles are painted red, as according to Ork superstition, "Da red wunz go fasta!". These Orks fill the fast calvary and most of the pilots for Ork aircraft and light space craft. While they do follow the rule of bigger are stronger, they are actually physically weaker, but are far more agile and dexterous than regular Orks.
Make following changes to Ork to make a Speed Freek:
Fight To Be Stronger changes the increase to Str to Dex instead;
Add Red is Fasta!;
Increase Drive Skill +4;
If a pilot of an aircraft or starship add Pilot +4;
Innately knows how to drive or pilot any vehicle.

Red is Fasta!
As long as a Speed Freek is in control of a vehicle that is red in colour, the vehicle, aircraft, mech, starship has its speed increased by 25%, round down.

MekBoyz
A Mekboy, a type of Oddboy, is the Ork equivalent of a mechanic, they're not quite in the head. They build, fix and even invent, Ork weaponry. They are more intelligent than other Orks, but are more like mad scientist than what other races would consider intelligent or genius. Mekboys, as they gain more powerful, their strength grows slower, but their intelligence skyrockets over the rest of Ork kind. MekBoyz grasp the rudiments of their technology on an instinctual level, but have more creativity, and as they get more powerful, seem to gain greater understanding of technology than before.
Make changes to Ork to make a MekBoy:
Remove penalty to Int, but Str and Con bonus are only +1 each at character creation;
Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft, Knowledge (physical sciences and technology) or Repair;
Gains Craft (chemical, mechanical, Electrical and structural) and Knowledge (technology) skills as class skills, starting at +4;
Gain Feat Builder (+2 to any two Craft skills).

Painboyz
A Painboy, a type of Oddboy, are Ork medics and doctors, however most Orks only see them if they absolutely have to, such as for missing limbs or brain damage. They are well know for experimenting on other Orks and attaching crude cybernetic devices. Painboyz are very much like Mekboys, except their skills are in biology and medicine instead of crafting and repairing.
Make changes to Ork to make a Painboyz:
Remove penalty to Int, but Str and Con bonus are only +1 each at character creation;
Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft (cybernetics), Knowledge (earth and life sciences), Repair or Treat Injury;
Gains Craft (chemical, mechanical (for cybernetics only), Electrical (for cybernetics only) and pharmaceutical), Knowledge (earth and life sciences), Treat Injury skills as class skills, starting at +4;
Gain Feat Surgery, Craft Cybernetics

Weirdboyz
A Weirdboy is an Ork Oddboy that acts as a psychic sponge, absorbing and channeling the natural gestalt psychic energies constantly emanated by other Orks. As the most psychically attuned Orks they are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. The more Orks around the Weirdboy, the more psychic abilities available to the Weirdboy and the more powerful those powers can be.
Make following changes to an Ork to make a Weirdboy:
Remove penalty to Int, but Str and Con bonus are only +1 each at character creation, and gain +1 Wis;
Fight to be Stronger changes Str to Wis;
Add Psychic Sponge;
Add Psychic Powers;

Psychic Sponge
Ork Weirdboyz have some innate psychic power, but gain most of their power from the gestalt psychic power from nearby Orks, granting them greater power. Orks have a base power point pool of Wis modifier (min of 1) x3, and gain +1 power point per 5 Orks in a 5 mile radius. Also, for every 50 Orks within 5 miles, the Weirdboy's psychic abilities variable numbers are increased by 1 die, and fixed numbers are increased by 25% (round down) of base value.
However if the Weirdboy has more power points than Wis modifier (minimum of 1) x Con modifier for more than 1 hour, it must release this excess by either using their powers, or must make a Concentration check to hold this energy, DC 10 +1 per additional hour successfully held, or release this energy by using most power point costing power available at a random target (friendly or otherwise) every 5 minutes. If not enough power points for the most powerful ability is available but still over its limit, the next most power point costing power is used within the available power points.

Psychic Powers
The Weirdboy is able to cast Ork psychic powers, able to learn or discover new powers based on how powerful they are, and can manifest as many powers as they have power points available. Below table is how many powers the Weirdboy knows at for each HD it has.


Ork HDLvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5
231
332
4431
5432
64321
75432
854321
954332
10643321
+2 Die+1+1+1+1+1+1
Cap 20 HD


Ork Psychic Powers
Orks can learn most psychic powers known, however there are a number of unique Ork powers, and typically most of the first powers the Weirdboy discovers will be from below.

Deff Wave
Level: 0
Display: audible, Visual
Manifesting Time: Attack action
Range: 25 ft +5 ft/20 orks within 100 ft.
Target: Cone, 25 ft +5 ft/20 orks long
Duration: Instantaneous
Saving Throw: Reflex DC 17
Power Resistance: Yes
Power Point Cost: 2
The Ork philosophy of warefare typically ascribes to a simple maxim: more is better and you can never have enough. A roiling shockwave of manifest emotion, the Deff Wave churns through the Materium as a testament to this belief, scourging all organic matter in its path, released like a cone of fire, ignoring cover and even solid objects such as walls between the Weirdboy and targeted enemies. Dealing 1d6 half fire half psychic energy +1d6 per 20 Orks within 100 feet. Ignores cover, or bonuses to resist damage from technology, to damage all organic life within area of effect.

Dis is Takin' Too Long!
Level: 0
Display: audible, Visual
Manifesting Time: Attack action
Range: self or touch
Target: Self or vehicle travelling in
Duration: 5 rounds / 20 orks within 100 ft
Saving Throw: None
Power Resistance: No
Power Point Cost: 3
The Weirdboy calls upon the WAAAGH!, channelling his impatience to accelerate whatever mode of transportation he happens to be using (his own feet, a Trukk, or even starship) in a swell of brilliant, crackling energy. Increases speed by 25% +1% per 20 Orks within 100 feet.

'Ead to 'Ead
Level: 2
Display: audible, Visual
Manifesting Time: Attack action
Range: 75 ft +5 ft/20 orks within 100 ft.
Target: single
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Point Cost: 6
Orks resolve almost all problems and quandaries through violence, which can inspire other Orks on. The Weirdboy pits the raw might of the WAAAGH! Against a single foe, attempting to psychically bludgeon it into submission and instill new fervour in other, nearby Orks, making them more lethal in combat. A ranged touch attack against a single target, dealing 1d6 / 20 orks within 100 feet of the Weirdboy of damage that is half psychic energy and half bludgeoning. If this attack kills the target, all Orks within 100 feet of the Weirdboy gain a +4 morale bonus to attack and melee attacks deal 50% more damage for 5 rounds.

'Ere We Go
Level: 5
Display: audible, Visual
Manifesting Time: Full round
Range: 10 miles +5 miles/50 orks within 100 ft.
Target: None
Duration: 5 rounds / 20 orks within 100 ft
Saving Throw: None
Power Resistance: None
Power Point Cost: 30
The Weirdboy opens a temporary rift through the Warp, helping his allies get to battle more quickly in a flash of green luminescence of an instant of screaming terror. The rift functions as a portal, to anywhere within range the Weirdboy has seen or been to. The portal is 10 feet in radius, allowing most Orks to step through while it is open.

Frazzle
Level: 2
Display: audible, Visual
Manifesting Time: Attack action
Range: 60 ft +5 ft/20 orks within 100 ft.
Target: 1 plus 1d6 within 15 feet.
Duration: Instantaneous
Saving Throw: Reflex DC 17
Power Resistance: Yes
Power Point Cost: 4
With a thunderous roar, the Weirdboy unleashes a blast of psychic energy that courses through his target like green lightning and leaps to those unfortunately enough to be near it.
Deals 2d8 damage that is half electric and half psychic energy, then strikes up to 1d6 targets (enemy or friendly) within 15 feet of the target for half the damage to the original target. +1 die of damage per 20 orks within 100 feet of the Weirdboy.

I'z Gunna Squig Ya!
Level: 5
Display: audible, Visual
Manifesting Time: full round action
Range: touch
Target: one
Duration: permanent
Saving Throw: Will DC 21
Power Resistance: Yes
Power Point Cost: 32
Of all the many powers available to a Weirdboy, this is undoubtedly one of the strangest. The Weirdboy summons up the bizarre and incomprehensible energies of the WAAAGH! And attempts to transform one of his enemies into a Squig, 1d4 hit point creature, size small, Defense 12.

Krump 'Em All
Level: 3
Display: audible, Visual
Manifesting Time: Attack action
Range: 55 ft +5 ft/20 orks within 100 ft.
Target: 30 ft radius burst +5 ft per 50 orks
Duration: Instantaneous
Saving Throw: Reflex DC 19
Power Resistance: Yes
Power Point Cost: 9
The Weirdboy unleashes the fury of the WAAAGH! Upon his enemies (along with anyone else to be standing nearby) calling upon the primordial gods of the Orks to "Krump all' dese gitz good!". Dealing 6d8 points of psychic energy to all within a 30 foot radius of target or point selected. Reflex DC 17 for half. Increase damage by +1 die, blast radius by +5 ft and Reflex save by +1 per 50 Orks within 100 feet of the Weirdboy.

Powa' Burst
Level: 2
Display: audible, Visual
Manifesting Time: Attack action
Range: 20 ft radius of weirdboy +5 ft per 50 orks within 100 ft
Target: self and special
Duration: Instantaneous*
Saving Throw: None, Damage dealt Reflex DC 15
Power Resistance: Yes
Power Point Cost: 10
Torrents of unstable energy periodically erupt from the Weirdboy's mind, surging forth to smash nearby objects, reinvigorating the psyker, or allow him to achieve feats that would otherwise be impossible for him. Deals 1d4 points of damage per 50 Orks within 200 feet of the Weirdboy to 1d8 random targets within 20 feet of the Weirdboy, Reflex save DC 15 for half. For every 5 points of damage successfully dealt, the Weirdboy is healed 1 point of damage; or gains +4 Str for 3 rounds; or double running speed for 6 rounds; or the next power used within 2 rounds deals 50% more damage.

Smash da Gitz
Level: 2
Display: audible, Visual
Manifesting Time: Attack action
Range: touch or self
Target: self or melee weapon held
Duration: 5 rounds*
Saving Throw: None
Power Resistance: No
Power Point Cost: 7
The Weirdboy energizes his weapon, or just his fist with a voracious green charge that shreds through metal and flesh alike when he strikes. Next melee attack deals an additional 3d6 damage that is half electrical and half psychic energy, +1 die per 50 Orks within 100 feet of the Weirdboy.

Up an' at 'Em!
Level: 4
Display: audible, Visual
Manifesting Time: Attack action
Range: 100 ft radius
Target: All allies within range
Duration: 6 rounds
Saving Throw: Will DC 17
Power Resistance: Yes
Power Point Cost: 15
The Weirdboy leads by insane example, psychically and psychotically inspiring his comrades to charge along with him even as he rushes towards a certain, grisly end. Grants all Orks within 100 feet +6 morale bonus to attack rolls, and all saves for 6 rounds.

Warpath
Level: 3
Display: audible, Visual
Manifesting Time: Attack action
Range: 20 ft radius of caster, +5 ft/20 orks within 100 ft.
Target: 1d10 allies
Duration: 5 rounds
Saving Throw: Will DC 15
Power Resistance: Yes
Power Point Cost: 13
Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fire of their battle frenzy to devastating new heights. 1d10 friendly Orks within 20 feet of the Weirdboy gain +20 ft to speed and melee attacks deal 25% more damage for 5 rounds.

Zzap
Level: 3
Display: audible, Visual
Manifesting Time: Attack action
Range: 100 ft +5 ft/20 orks within 100 ft.
Target: single target
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Point Cost: 10
The Weirdboy unleashes a burst of ravening green Warp electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag. Ranged touch attack, dealing 6d6 half electrical and half psychic energy damage. Deals +1 die damage for every 50 Orks within 100 ft of the Weirdboy.
 

kronos182

Adventurer
D'Vor Feesha
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.

D'Vor Freighter (PL6-7)
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

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%.

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.

Fast Shield Regeneration
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).

Latinum Extractor
When mining latinum, increases the rate of cutting through material to reach the latinum by 50% and extracts up to 2 ton per round.

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)

Mining Laser
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).

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)

Duritanium Alloy (PL6)
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.

Variants

Salvager Refit

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

2 Tractor Beam Emitters
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.

Salvage Equipment
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.

Glas Refit
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

Chemical Inert Coating
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.

Enhanced Latinum Extractor
When mining latinum, increases the rate of cutting through material to reach the latinum by 75%% and extracts up to 3 ton per round.

Improved Mining Laser
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).

Robotic Arms
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.
 


kronos182

Adventurer
I'm not sure that orks would need racial hit dice. Though they maybe should have higher ability scores.
I was debating the racial die, they are to be a challenge +2 Str and Con at start is potent, but balanced by the low Int..
They do get more Str and Con as they get stronger, beyond the bonus stat point every 4 levels, which makes them a bit more dangerous, plus the high fast healing makes an Ork can keep fighting quite a bit longer
 

kronos182

Adventurer
D3 Class Klingon Interceptor
The D3, an early predecessor to the bird of prey style of craft, with a small forward section, shaped like an arrow head, attached by a narrow section to the rear section that has large wings and engine block. The warp nacelles are mounted near the ends of the wings. Originally used as an escort and bombardment craft, it was retasked as an interceptor and scout due to its speed. Armed with a pair of light disruptors and a single photon torpedo launcher, it is larger than the D4, allowing it carry more supplies for extended scouting missions. The D3 was used, and partly developed to fight Romulans, it is fairly effective against their craft, even if an older model. This craft was produced in the Kelvin Timeline, in the late 2200s and early 2300s.

In Coreline, the Klingon Empire sold off many of these ships to gain capital, and use some for defense of low priority systems or give some to allies to bolster their borders. Many of these ships have ended up the hands of pirates, mercenaries and adventures. The Romulans, while knowing these ships are obsolete, in the wrong hands can be quite troublesome and stop any that get too close to their borders, which can result in either the crew being detained, questioned and released after paying fees if they are deemed not a threat, or destroyed on sight if they resist.

D3 Class (PL6)
Type: Ultralight
Subtype: Escort/Interceptor
Size: Colossal (-8)
Tactical Speed: 4000 ft, 1800 (180) vehicle scale atmospheric, able to hover
Defense: 7 (8 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 30
Hit Dice: 17d20 (340 hp) shields 425 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 251 ft
Weight: 85,000 lbs
Targeting System Bonus: +3
Crew: 6 (trained +4)
Passenger Capacity: 10
Cargo Capacity: 10 tons
Grapple Modifier: +8
Base PDC: 56
Restriction: Mil (+3) Klingon Empire

Attack:
2 Fire-linked Disruptor cannon -4 ranged 18d12 (4000 ft); or
Proton Torpedo launcher -3 ranged, varies

Attack of Opportunity:

Bonuses:
Due to the design, the D3 enjoys a +1 bonus to Pilot checks for stunt maneuvers, and +1 Initiative.
Deals +30% more damage against Romulan ships.

Standard PL(6-7) Design Spec:, Agile ship, transporters
Engines: thrusters, Warp Drive (Warp 8, cruising Warp 7.5)
Armour: vanadium
Defense Systems: shields, autopilot, sensor jammer
Sensors: Class IV, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 2 fire-linked disruptor cannons type 2, 1 photon torpedo launcher (20 photon torpedoes)
Grappling Systems: none

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.

Disruptor Cannon Type 2
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 2 saw improvements in rate of fire and has three power levels, switching between 6d12, 9d12 or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi, Automatic
Minimum Ship Size: Gargantuan
Purchase DC: 42
Restriction: Mil (+3)
Note: -1 to attack

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)

D'ama Class Battlecruiser
The D'ama class was the first to use the distinctive design well known in the D7 and K'Tinga class battlecruisers built in the 22nd century and early 23rd century (from a pre-Discovery Timeline). With a forward section that is mostly spherical with command station on top, attached to a long neck to a rear section with broad wings that attach to the warp nacelles. The impulse engines mounted in the center of the rear, with a shuttle bay mounted on the top of the rear section, capable of holding four shuttles. The wings of the D'ama have a very low angle down before bending down more shortly before the ends so the warp nacelles hang well below the main structure, and angle back at a 45 degree angle, giving it one of the more 'sleeker' of the battlecruisers using this design. The warp drive was capable of pushing the vessel up to Warp 8, but cruising speed was only Warp 7.
D'ama's were armed with only a pair of disruptor cannons, on the forward section of the rear hull, and four photon torpedo launchers, two forward and two rear. The forward torpedo launchers were fitted in the forward pod in the lower part of the sphere section.
Measuring at 672.5 feet long, 426.5 feet wide and 147.6 feet tall, it was one of the larger vessels of the time, and was quite successful that at least 2 newer ship designs used a very similar hull, with changes as new technologies were developed.

D'ama Class (PL6)
Type: Mediumweight
Subtype: Cruiser
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 7 (-8 size, +3 Class +2 Dex) 8 with +1 Dodge
Flat-Footed Defense: 5
Autopilot Defense: 6
Hardness: 30
Hit Dice: 150d20 (3000 hp) shield 3750 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 672.5 ft
Weight: 100,800 tons
Targeting System Bonus: +3
Crew: 295 (trained +4)
Passenger Capacity: 20-150 (typically dedicated soldiers)
Cargo Capacity: 7000 tons
Carried Craft: 4 shuttles
Grapple Modifier: +16
Base PDC: 62
Restriction: Mil (+3)

Attack:
2 Fire-linked Disruptor cannon type 2 --4 ranged 18d12, 4500 ft (fore)
Or 2 Fire-linked proton torpedo launcher -3 ranged (damaged x1.5, typically 18d20) fore or aft

Combat
During the height of their use, D'ama's would patrol systems individually or in pairs as few except for the Federation or Romulan Empire main ships could stand up to these ships. They would lead in with photon torpedoes then blast with their disruptors. Firing torpedoes every other round unless the target isn't particularly powerful.

Attack of Opportunity:

Standard PL(6-7) Design Spec:, Agile ship, transporters, shuttlebay
Engines: thrusters, Warp Drive (Warp 8 for 10 hours, cruising Warp 6.5)
Armour: vanadam
Defense Systems: shields, autopilot, damage control system (3d10)
Sensors: Class III, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 2 disruptor cannon type 2, 4 photon torpedo launchers (100 torpedoes),
Grappling Systems: tractor beam

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.

Disruptor Cannon Type 2
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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 14d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

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)

D'ama mk2
The second version of the D'ama, introduced in the early to mid 23rd century, was upgraded with improved warp drive to give it a higher cruising speed and increase maximum warp speed duration, as well as a weapons upgrade replacing the Type 2 Disruptors with Type 2 heavy disruptors, with the addition of a Type 2 disruptor in a turret mounted at the rear of the 'neck' to give it a large field of cover. The crew compliment was also increased to 305 to help man the extra weapon systems.
Make the following changes to D'ama to make a D'ama mk2:
Increase Hit Die to 155d20 (3100 hp), shields 3875 hp
Replace disruptor type 2 with heavy disruptor cannons type 2 (additional -1 to attack rolls);
Add 2 fire-linked Disruptor Type 2s in turret;
Warp 8 maximum duration now 16 hours, cruising Warp 7;
PDC: +2

Heavy Disruptor Cannon Type 2
Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 15 points of hardness/DR, suffers -2 to attack rolls.
Damage: 16d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 45
Restriction: Mil (+3)
Note: -2 to attack rolls, ignores 15 points of hardness/DR.

Tajtiq Class Attack Ship
The Tajtiq was a small fighter-type ship built by the Imperial Klingon Defense Force and used from 2150 to 2250. These small 230 ft long craft had a narrow hull with a sharp rounded nose. Two triangular wings swept up, then down at the ends where the Disruptors were mounted. A single torpedo launcher with a limited payload was fitted to the nose. These craft were used for quick strikes and attack craft in fleets and could also act as escorts for larger battlecruisers.

Tajtiq Class (PL6)
Type: Ultralight
Subtype: Escort/Interceptor
Size: Colossal (-8)
Tactical Speed: 3000 ft, 1600 (160) vehicle scale atmospheric, able to hover
Defense: 7 (8 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 60 vs energy, 20 vs physical
Hit Dice: 17d20 (340 hp) shields 425 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 230 ft
Weight: 75,000 lbs
Targeting System Bonus: +3
Crew: 5 (trained +4)
Passenger Capacity: 3
Cargo Capacity: 1 tons
Grapple Modifier: +8
Base PDC: 53
Restriction: Mil (+3) Klingon Empire

Attack:
2 Fire-linked Disruptor cannon type 1 -4 ranged 18d12 (4000 ft); or
Proton Torpedo launcher -3 ranged, varies

Combat
These craft are used to patrol allied systems or scout ahead of small fleets. They will work with D'amas, striking and distracting larger targets so the D'amas can strike with their multiple photon torpedo launchers and heavier disruptors. They will also attack lighter craft before they have a chance to attack the slower D'amas. Captains of Tajtiqs will use the photon torpedo for a first strike, and when they are guaranteed a clean hit, due to their limited payload.

Attack of Opportunity:

Bonuses:

Standard PL(6-7) Design Spec:, Agile ship, transporters
Engines: thrusters, Warp Drive (Warp 6.5, cruising Warp 5.5)
Armour: dispersive armour
Defense Systems: shields, autopilot
Sensors: Class III, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 2 fire-linked disruptor cannons type 1, 1 photon torpedo launcher (20 photon torpedoes)
Grappling Systems: none

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.

Disruptor Cannon Type 1
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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

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)

Dispersive Armour
A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design.
Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons).
Tactical Speed Penalty: -500 ft (-1 square)
Base Purchase Modifier: 17 + one-half base purchase DC of the starship.
 

In the latter days of the WOTC thread, there was this one idea that someone added and sounded rather interesting:

LOOFAH. Whatever it used to mean is lost to time. What is now is definitely worse.
Something twisted by the CLULESS Virus and other unknown things. Maybe it’s a memetic virus. Maybe it’s psionic. Maybe it’s just like-minded (utterly insane) people finding a place to belong. But it’s certainly something.

What LOOFAH is now…. It’s the twisted combination of those old early-Internet stories and fanfics about psychotic fans being like a human wave and a 40K Ork WAAGH.

It’s an Ork WAAGH, affecting beings other than Orks (although Orks can also be affected), that can manifest in flash mobs, and attacks places like Comic Con and concerts of the latest heartthrob. It can wage WAAGH over the weirdest, most fan-ish things (example being… and the fact this is a very old and I guess dead meme is supposed to represent how absurd it is… Team Jacob Vs. Team Edward. Two Ork-like hooligan waves waging war over that. And (hopefully?) setting the town of Forks ablaze).
 
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kronos182

Adventurer
Colonial “Battlestar”
The Colonial Battlestar is the backbone of the fleet. It has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters. Battlestars are heavily armed with anti-ship missiles, multiple point defense systems, and their payload of fighters to defend them against attack.
In addition to its normal cargo capacity, a battlestar can hold multitude of viper, or similar sized fighters, and raptor drop ships as well as a number of shuttles for transporting crew and cargo, with the numbers varying depending on the class and role of battlestar.

Jupiter Class Battlestar
The Jupiter-class was the first class of battlestar constructed by the United Colonies of Kobol that used the alligator style head and featured retractable flight pods, with originally 12 constructed, each named for the Twelve Colonies, with others constructed during the Cylon War. These ships had large alligator head forward sections, a narrower middle section with a pair of flight decks/hanger pods that could extend and retract, followed by a larger engineering section, with six main thrusters, with four of them mounted at the corners. Two synced FTL Jump drives. To protect against being hacked and controlled by the Cylons, these ships had no networked computer systems, preventing any single system hacked from spreading and taking over the entire ship. Jupiters are armed with multiple point defense turrets, 24 dual heavy kinetic turrets, linked in batteries for improved accuracy, for light to medium anti-capital ship use, as well as 12 missile tubes that carried conventional or nuclear warheads.
The flight pods had through deck hangers to allow easy launch and retrieval of raptors and shuttles. Vipers were launched from special launch tubes on the sides, 20 per flight pod, allowing nearly two full squadrons to be launched at once in an emergency from each pod, however typically 4 fighters (a flight or wing) would launch from each pod at a time for safety of the pilots. From the flight decks, a single shuttle or up to two raptors can launch at once from each pod. Each pod carried 3 viper squadrons, 6 raptors and up to 4 shuttles.
Jupiter class were 4720 feet long, 1761.3 feet long, 598 feet tall, with a crew of 3500 for the ship itself, plus 120 pilots for carried craft and another 200 for maintenance crew of the fighters, raptors and shuttles. Up to another 500 passengers, typically half to 400 being marines or other soldiers to protect against boarding or to board other ships via the raptors.

Type: Heavy
Subtype: Fleet carrier
Size: Colossal (–8 size)
Length: 4,720 feet
Weight: 140,000 tons
Crew: 3200 (expert +8) +320 for carried craft
Passenger Capacity: 500 (half to 400 typically soldiers)
Cargo Capacity: 38,250 tons
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 500d20 (10,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 72
Restriction: Military (+3)

Attack: battery of 4 dual medium capital cannons +3 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 4 dual medium capital cannons -2 ranged (15d12, 20, ballistic, 4500 ft, ignore 15 hardness/DR -1 vs smaller than colossal) and battery of 5 dual fire-linked CHE missiles;
Or battery of 5 dual fire-linked CHE missiles +4 ranged (9d12, 19-20, ballistic, -) and battery of 5 dual fire-linked CHE missiles -1 ranged (9d12, 19-20, ballistic, -) and CHE missile -5 ranged (6d12/19-20)

Attack of Opportunity: Point-defense system +3 ranged (4d12×10 ballistic)

Standard PL 6 Design Specs: flight pods (2),
Engines: Fusion torch, jump engine
Armor: Vanadium
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, damage control (4d10), point-defense systems, radiation shielding, self-destruct system, light fortification (25% of critical hits turn to regular hits)
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 6 batteries of 4 dual medium capital cannons, 12 missile tubes (CHE 24 missiles each, plus 10 nuclear)
Grappling Systems: none

Flight Pods (2)
The flight pods are hangers, with viper launch tubes, 20 per pod. At any given time up to 4 vipers can be launched from each pod, with enough prep time before a battle, up to 20 can be launched in a single round, but typically 4 from each pod will launch each round, launching 20 ready fighters within 5 rounds, from each pod, as next set of fighters are being loaded (take 2 rounds to load a viper into a launch tube), or 2 raptors or a single shuttle from each pod. The launch pods must be extended to launch raptors or shuttles, or to retrieve any craft, but can launch vipers even when retracted. The pods are also retracted before the ship can jump. It takes 1 full round action to retract or extend the flight pods. Each pod carried 36 vipers, 6 raptors and 4 shuttles. While the flight pods are extended, there is no air on the flight deck, and it must be retracted to be pressurized. There are lifts and hangers below the deck that are pressurized, but the deck itself is open to the vacuum of space.

Missile Tubes
The missile tubes can be fired individually, or in a battery of 5 dual fire-linked missile tubes. The missiles typically loaded are CHE, however they can be switched to nuclear as a full round action.

Medium Capital Cannon
These projectile weapons are a set up from the heavy gauss guns, mounted on capital ships only and used against capital ship and stations. While they can be used against small, they are not as accurate as slower to move the large turrets.

Name: Medium Capital Cannon (PL 6)
Weapon Damage: 10d12
Critical: 20
Damage Type: Ballistic
Range Increment: 4500
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 36
Restriction: Mil (+3)
Notes: Ignores 15 points of hardness/DR, suffers -1 to attack rolls to any ship smaller than colossal.

Jupiter Class Battlestar Mk2
The Mk2 was an upgrade block and later production runs of the original battlestars during the first Cylon War. The upgrades included mounting more weapons, increasing the number of weapons per battery, including a series of heavier cannons in the 'mouth' of the alligator head for heavier anti-capital ship strikes. Additional armour and reinforcement of the hull, and hanger space was enlarged to allow an additional squadron, split between the two flight decks plus additional raptors can be carried.
Make following changes to Jupiter class Battlestar to make Jupiter class Battlestar Mk2:
Increase hit die to 510d20 (10,200 hp);
Increase crew compliment to 4000, plus 400 for carried craft;
Increase passenger compliment to 550 (typically 450 are marines during war time);
Increase medium capital cannon batteries to 6 batteries of 5 dual medium capital cannons (additional +1 to attack rolls);
Add 1 battery of 4 dual heavy capital cannons (+3 ranged (18d12, 20, ballistic, 5000 ft, ignore 20 hardness/DR -1 vs ultralight or smaller, -2 vs smaller than colossal size) front arc only;
Flight Pod upgrade;
PDC: +2

Flight Pod Upgrade
The flight pods can now carry 42 vipers, or similar sized/shaped craft and launch from the tubes, 10 raptors and 4 shuttles each.

Heavy Capital Cannon
These are heavier capital ship scale weapons, used only against large craft, able to punch through heavy armour, but can't be used against small craft.

Name: Heavy Capital Cannon (PL 6)
Weapon Damage: 12d12
Critical: 20
Damage Type: Ballistic
Range Increment: 5000
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 38
Restriction: Mil (+3)
Notes: Ignores 20 points of hardness/DR, suffers -1 to attack rolls to any ship of Ultralight type, and -2 if smaller than colossal size.
 

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