Realta Starship
A small human built starship built in the Kelvin universe of Star Trek. The ship consists of a circular primary hull, with a split in the front, within which the primary sensors and deflector dish are mounted. A small secondary hull mounted to the rear and below the saucer contains part of engineering, cargo and a small shuttle bay, capable of holding a single shuttle craft. Above the saucer is a single warp nacelle. The saucer contains the bridge, crew quarters, additional cargo holds, main systems, a modest sickbay, a single personnel transporter and a heavier cargo transporter in the main cargo hold, with 10 2 person escape pods as standard. The ship is designed with a semi modular design, allowing it to be fitted as a small survey, cargo or passenger ship, allowing the small ships to be used by independent users for different purposes, with a maximum warp speed of only Warp 2, requiring a base crew of at least 5. The ship is lightly armed with two Type 2 phasers, one covering the forward half and the other the rear half, meaning these ships are not well suited to combat, but can defend themselves against the odd pirate attack. The Realta is capable of entering the atmosphere of a planet, similar to Earth, but it can not land.
Realta Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 12d20 (240 hp) shields 300 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 430 tons
Targeting System Bonus:
Crew: 5 to 20
Passenger Capacity: varies*
Cargo Capacity: 150 tons*
Grapple Modifier: +16
Base PDC: 44
Restriction:
Attack:
Type 3 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc.
Attack of Opportunity:
Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser.
Engines: thrusters, ion engines, warp drive (max warp 2)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III,
Communications: radio transceiver, subspace array
Weapons: 2 type 3 phaser
Grappling Systems: tractor beam
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 2 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 nickle, 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).
Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.
Variants
Realta-M
This version is optimized for mining, with a slightly larger top secondary hull, the rear of the saucer second has two slight bulges on the top and bottom which contain enlarged cargo bays. These ships are slightly slower than normal Realtas, but are slightly better armoured, to resist impacts from debris during mining operations without having to drain the shields by having them active while mining. Unfortunate, due to these modifications, the -M loses the rear phaser, but the Federation doesn't expect these ships to come under fire as they would be mining within well patrolled areas.
Make the following changes of a Realta to make a Realta-M
Tactical Speed reduced by -500;
Hardness increased by +2;
Weight increased by +40 tons;
Crew minimum to 5, max 9;
Cargo Capacity increased by +50 tons;
Shuttle bay can hold 2 small shuttle pods, or one large cargo shuttle;
Remove rear arc Phaser Type 3;
Add Geological Sensors;
PDC: 43
Geological Sensors
These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to searching, measuring and gathering any other information related for locating metals, minerals, gems or other materials that can be located in asteroids, comets, planetoids. Grants +2 to sensor checks to study or detect any of metals, materials, precious gems, etc. Grants +2 to Knowledge: Earth and Life Sciences. Sensor range is doubled for surveying planetoids, asteroids, comets.
Realta-P
The Realta-P is optimized as a passenger transport, with the internal spaces filled with rooms. The sickbay is expanded, increased crew requirements, the two phasers are removed and replaced with smaller plasma cannons for navigational hazards. The secondary hull is expanded to allow two shuttles to fit inside.
Make the following changes of a Realta to make a Realta-P
Weight increased +30 tons;
Crew minimum to 10;
Cargo Capacity reduced to 50 tons;
Increase Passenger Capacity to 100;
Shuttle bay can hold 2 small shuttles;
Replace Type 3 phasers with plasma cannons;
Change sickbay to standard medbay;
PDC: 42
Realta Mk2
The Mk2 Realta takes advantage of a number of upgrades in technology, including improved warp engines for greater speed of warp 4, improved hull materials used in construction, improved shield generators. A third phaser is added to provided additional firepower, positioned on the bottom of the secondary hull, allowing it to fire-link two phasers in the forward and rear arcs.
Make the following changes of a Realta to make a Realta Mk2. Both -M and -P version of the Mk2 exist, with similar modifications of the original
Weight increased to 490 tons;
Hit Dice increase to 14d20 (280 hp) shields 350 hp
Crew minimum to 10;
Cargo Capacity reduced to 100 tons;
Increase Passenger Capacity to 40;
Add 1 additional Phaser Type 3;
Change sickbay to standard medbay;
Replace Warp engine with max warp speed of Warp 4;
PDC: 45
Realta-AC Adventure Corp Modified
This version of the Realta Mk2 was modified by Adventure Corp to create a starship that can be used by adventure or mercenary group as a mobile base of operations, fitted with as much automation as possible, but also room for a decent sized crew and passengers as well as cargo. Some of the cargo space has been purposed to a general repair shop, which can hold a vehicle up to the size of a large van. The secondary hull is that of the -M series, allowing for larger shuttles, or a pair of shuttles, and easier transportation of cargo from shuttlebay to cargo holds or repair shop. A standard medbay replaces the basic one, plus a 10 person brig is installed, plus several sections are left available for modification for installation of additional systems such as labs, special workshops or equipment. Adventure Corp installed a basic projectile based point defense system and chaff system for added defense. While the ship doesn't come with a targeting system, Adventure Corp offers a 25% discount to install on brand new purchases, or 10% on ones purchased without the system with the receipt of original purchase.
Realta-AC Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 7
Hardness: 15
Hit Dice: 14d20 (280 hp) shields 350 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 500 tons
Targeting System Bonus:
Crew: Min 3, optimal 6 or more.
Passenger Capacity: 20 + 10 prisoners
Cargo Capacity: 75 tons
Grapple Modifier: +16
Base PDC: 45
Restriction:
Attack:
Type 3 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc.
Attack of Opportunity:
Point Defense system -8 ranged 1d12x10 ballistic
Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: shields, autopilot, point defense system, chaff launcher (5 bundles)
Sensors: Class III,
Communications: radio transceiver, subspace array
Weapons: 3 type 3 phaser
Grappling Systems: tractor beam
Standard Workshop
This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even craft, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger.
Requires a crew of 4 per ship type, uses up 70 tons of cargo, minimum ship size gargantuan, PDC 38.
Realta-Q
This version of the Realta is heavily modified for combat and to conceal its weapons until they are deployed. The -Q is deployed within convoys to act as surprise heavy defense for the convoy against pirates and mercenaries. Using the Mk2 as a base, the -Q has a reinforced hull, sensor shielding to conceal its weapons, which include 4 Type 4 phasers for excellent coverage of all angles, the mining laser is replaced with a photon torpedo launcher, a laser point defense system. A set of four heavy plasma cannons are fitted forward for a heavy frontal assault. To round out the enhancements, more powerful impulse engines are fitted to allow it to intercept pirates before they can get too close to a convoy.
Realta-Q Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter, Q-Ship
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 7
Hardness: 17
Hit Dice: 14d20 (280 hp) shields 525 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 520 tons
Targeting System Bonus: +3
Crew: 20
Passenger Capacity: 10 prisoners
Cargo Capacity: 25 tons
Grapple Modifier: +16
Base PDC: 45
Restriction:
Attack:
2 fire-linked Type 4 Phaser -5 ranged 18d10 (5500 ft, energy/fire, s) front or rear arc, or Photon Torpedo launcher -8 ranged (varies, 10 torpedoes);
Or 4 fire-linked Heavy Plasma Cannons -5 ranged 36d8 (4,000 ft, fire, single) fixed forward)
Attack of Opportunity:
Point Defense system -8 ranged 1d12x10 fire
Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, sensor shielding.
Engines: thrusters, upgraded ion engines, warp drive (max warp 5)
Armour: ditanium
Defense Systems: heavy shields (30 hp/HD), autopilot, point defense system
Sensors: Class III, targeting system mk1
Communications: radio transceiver, subspace array
Weapons: 4 type 4 phaser, 4 fire-linked heavy plasma cannons, 1 photon torpedo launcher
Grappling Systems: tractor beam
Sensor Shielding
The ship is designed to disguise or hide parts of its equipment or interior from sensor scans. While weapons are not active, any scans to detect what weapons the ship has, or armour suffer -8 to their checks. A failed scan will only reveal the ship has standard equipment for its base type, and basic cargo that the crew inputs (food stuffs, basic construction matarial, etc).
PDC: 25 + one-quarter base PDC of the ship, Restriction: Mil or Illegal (+3 to +4).
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)