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<blockquote data-quote="kronos182" data-source="post: 9228767" data-attributes="member: 6668634"><p>Star Trek Star Ship equipment</p><p></p><p><strong><span style="font-size: 26px">Defense/Hull Systems</span></strong></p><p><strong>Structural Integrity Field Generator (PL 7)</strong></p><p>The Structural Integrity Field, or SIF, generator creates a type of magnetic field that helps reinforce the ship, combined with environmental containment fields, prevent the ship from breaking up after suffering damage. The field can be activated as an attack of opportunity by the engineer after the ship has suffered at least 10% damage, or as a standard action, for a maximum of 2 minutes (20 rounds, with a 5 minute cool down afterwards, which can be reduced by 1 minute with a Repair check DC 25, taking 6 rounds), granting temporary HP up to maximum of 75% of the ship's maximum HP, and regenerates these temporary hit points at a rate of 20 hit points per round, but can't exceed the ship's maximum hit points. While operational, energy weapons one energy weapon system has damage reduced by 2 die, reduce range increment by 500 ft. If the ship is reduced to one-quarter its max hit points, one energy weapon system is automatically disabled to pull power to ensure environmental fields are running to prevent crew casualties as the ship suffers damage. If the ship is reduced to 0 hit points, and as long as there is power, the ship doesn't start to break up until it reaches -50 hit points, doesn't regenerate HP, and the ship doesn't lose additional hit points, thus greatly extending the time for crew to evacuate safely, provided power is still provided to the SIF. If the ship suffers damage in this state, it will break up as normal.</p><p>Minimum Ship Size: Gargantuan.</p><p>PDC: 19 + one-half ship base purchase DC.</p><p></p><p><strong>Improved SIF Generator</strong></p><p>An improved version of the SIF, able to regenerate the temporary hit points at a rate of 40 HP per round, and can remain operating for 2.5 minutes (25 rounds) before requiring a 4 minute cooldown, reducing time by 1 minute requires a Repair check DC 25 taking 6 rounds to complete.</p><p>Minimum Ship Size: Gargantuan</p><p>PDC: 21 + one-half ship base purchase DC.</p><p></p><p><strong>Tetraburium Armour</strong></p><p>Tetraburnium is a metallic alloy that is capable of withstanding extreme amounts of heat and pressure. The equipped ship is capable of surviving the pressure of gas giants or even the depths of the ocean. Damage from ram attacks and collisions is reduced by 25%, heat damage from planetary reentry is reduced to 25% (round up) if angle is too steep (failed Pilot check to re-enter fails by more than 5), completely negated if angle is good or is off. When entering a planet with high gravity, the ship will not survive damage until 20Gs, and can survive being 4 miles under water.</p><p>Minimum Ship Size: Huge.</p><p>Hardness: 30, 100 vs fire, gravity based weapons.</p><p>Tactical Speed Penalty: -500 ft</p><p>Weight: One-tenth weight of ship.</p><p>Base Purchase Modifier: 22 + one half base PDC of starship.</p><p>Restriction: Rare +5</p><p></p><p><strong>Diburnium-Osmium Armour (PL7-8)</strong></p><p>Diburnium-Osmium Armour is an alloy that resembles red rock and his highly resistant to phaser and disruptor type weapons.</p><p>Hardness: 30, 100 vs phasers, phase cannons, and disruptors</p><p>Tactical Speed Penalty: -1000 ft</p><p>Weight: One-quarter the weight of starship (round down).</p><p>Base Purchase Modifier: 22 + one half base PDC of starship.</p><p>Restriction: Rare +5</p><p></p><p><strong>Electroceramic Hull Plating (PL7)</strong></p><p>This armour is made up of a ceramic composite material that is electrified, providing good protection against plasma and tetryon weapons. The armour also provides the benefits of a particle field, energy weapons fired at an equipped ship suffer a -2 penalty to attack.</p><p>Hardness: 20, 50 against plasma and tetryon based weapons (in the name or description).</p><p>Tactical Speed Penalty: None.</p><p>Weight: One-tenth the weight of the starship (rounded down).</p><p>Purchase DC: 17 + one half the base purchase DC of the starship.</p><p>Restriction: Res +2</p><p></p><p><strong>Shield Array</strong></p><p>A type of shield that has less power than standard Federation shields, but has improved resistances. Provides 15 hp per HD, but has energy resistance 50 against beam weapons, phasers (including pulse phasers, phase cannons), but not energy from missile, torpedo and mine type weapons. Regenerates at 5 HP per round that the shield doesn't take damage.</p><p>PDC: 40 Mil +3</p><p></p><p><strong>Regenerative Shield Array</strong></p><p>This type of shield array is modified for fast regeneration. Provides only 15 hp per HD, energy resistance 30 against beam weapons, any type of phaser. Regenerates 20 hp per round. Restoring shields action, or any other abilities that help restore shield hp are increased by 50% rounding down.</p><p>PDC: 42 Mil +3</p><p></p><p><strong>Covariant Shield Array</strong></p><p>The covariant shield array is a type of shield that is more powerful, but has a slow regeneration rate. Provides 40 hp per HD, has energy resistance against energy weapons (beam, pulse, etc) except missile, torpedo and mine type weapons. Shield regenerates at 5 HP every 5 rounds, and when engineer attempts to restore shields, restores half the normal amount.</p><p>Can only be installed on ships with warp drives.</p><p>PDC: 43 Mil +3</p><p></p><p><strong>Ablative Shield Generator (PL 8-9)</strong></p><p>In an alternate timeline where Voyager returned to the Alpha Quadrant in much later than it actually did, Starfleet developed the Ablative Shield Generator, which creates an incredibly strong metallic shell around the equipped ship. This device consists of 4 major components: Subspace divergence field generators, modified transporter pattern buffer, molecular pattern storage unit, and emitter array. All together, it creates a layer of an incredibly durable, yet thin, metal that lines the hull, with shutters that rotate and retract over openings for torpedo launchers and similar parts of the ship. Unfortunately, this system requires an immense amount of power, and the material used to create the 'shield' is difficult to produce, and store, the ablative shield generator is only installed on a few ships, which have massive power reserves, and can only operator for limited periods of time.</p><p>Once activated, the ship gains a set of temporary hit points equal to it's normal hit points + 25% with a hardness of 100. When these temporary hit points are depleted the system shuts down and the ship takes damage as normal. If the ship suffers a critical hit while the system is running, 10% of the damage bleeds through to the main hit points of the ship, but the ship's normal hardness is also counted. The system can only remain active for a maximum of 5 minutes on most warp drive equipped ships, and requiring a 1 minute cool down. Damage to the ablative shield generator's temporary hit points are regained only after the system has been shut down for at least 5 minutes, at a rate of 10 hit points per minute the system is shut down and the ship is still powered up.</p><p>Weight: 10% of the starship</p><p>PDC: 50 plus three quarters base starship PDC.</p><p>Restriction: Rare (+5), Starfleet top secret.</p><p></p><p><strong>Plasma Shield (United Earth/Federation Star Trek PL 6)</strong></p><p>After the destruction of the Xindi planet killing weapon, the development of new defensive technologies took priority. Plasma shields create a concentrated magnetic field a distance from the hull that is filled of hydrogen plasma, which is used to help scatter particle beams before they strike the hull. Early Federation and Starfleet ships used this in combination of polarized hull plating to protect starships from energy weapons before full shielding technology was developed. Unfortunately plasma shields are not as effective against projectiles or photon torpedoes.</p><p>While active, the plasma shield provides an increase in hardness of +20 against energy weapons but not against physical weapons such as bullets, missiles, torpedoes, which stacks with Polarized Hull Plating. If a ship is struck by plasma weapons, the damage is reduced by 50% before factoring in total hardness. Many civilian ships will forgo polarized hull plating as plasma shields are cheaper, and require less energy than the hull plating.</p><p>PDC: 28</p><p>Restriction: Licenced (+1)</p><p></p><p><strong><span style="font-size: 26px">Engines</span></strong></p><p><strong>Hyper-Impulse</strong></p><p>The Hyper-Impulse project was meant to improve speeds of starships above the 0.25c threshold before the effects of Einstein's Theory of Relativity began having drastic effects on the ship and crew. These impulse engines (similar to Ion Engines) have a subspace generator designed into them, although weaker than one used in warp drives, to create a low level subspace bubble around the craft to allow it to move faster. A bonus effect of this is the craft can for short periods significantly increase its speed, the pilot makes use of the Afterburn maneuver, for up to a maximum of 5 rounds before it requires a 1d4+1 round cooldown. Federation ships built after 2370 can make use of this technology.</p><p>Minimum Ship Size: Huge</p><p>Tactical Speed Bonus: +1000 ft (+2 square), Afterburner +4000 ft</p><p>Purchase DC: 18 + one-half the base PDC of the starship</p><p></p><p><strong>Combat Impulse Engines</strong></p><p>Combat impulse engines are designed to provide speed and maneuverability at a low power level, and optimized for combat vessels. While providing good speed and maneuverability, they are not able to be enhanced much by rerouting power. In addition to providing speed, the Combat Impulse Engines negate the first -500 ft speed penalty from armour, provides a +2 to Pilot checks for maneuvers, and an additional +1 Dodge bonus to Defense that stacks with Agile Ships. Rerouting power to engines, other abilities or equipment that boost speed are half as effective, round down to nearest 250 ft. Rerouting power from the engines only provides half the penalty to speed.</p><p>Minimum Ship Size: Huge</p><p>Tactical Speed Bonus: +1500 ft (+3 square)</p><p>PDC: 21 + one-half the base PDC of the starship</p><p></p><p><strong>Tetryon-Plasma Impulse Engines</strong></p><p>This type of impulse engine is designed for small craft, such as fighters, shuttles and similar sized craft. These engines can release a tetryon-plasma field, which interferes with impulse engines.</p><p>As a standard action, the pilot, or another bridge crew can release a tetryon-plasma field behind the craft that fills a 1000 ft foot (2 square) wide sphere. Ships that pass through this field must make a Fort save DC 20 or their engines shut down for 1d4+1 rounds, a successful save reduces speed by half, any penalties to Dodge or Pilot checks are negated for 1d4 rounds.</p><p>Minimum Ship Size: Large, not effective on ships over 100 ft.</p><p>Tactical Speed Bonus: +1500 ft (+3 square)</p><p>PDC: 22 + one-quarter the base PDC of the starship.</p><p></p><p><strong>Emergency Warp Power Cell</strong></p><p>The Emergency Warp Power Cell was developed as a means to allow starships that had to eject their warp cores, or the warp cores are so badly damaged that they are inoperable, a means of getting to somewhere to effect repairs or a planet where the crew can wait for rescue. The EWPC in simplest terms is a large scale matter/antimatter fuel cell, similar to those used in photon torpedoes. Its designed to be placed within the existing power conduits where the missing warp core used to be. While conventional warp cores use dilithium to create an efficient focusing lens for the annihilation reaction, the EWPC uses a stable heavy isotope, element 115 to generate the antiprotons as it is bombarded with high energy protons, turning to element 116 which decays and releases antimatter particles to generate enough power to propel a ship to warp speeds. Unfortunately the EWPC has a limited fuel source, and only generates a limited amount of power compared to most warp cores. It does allow a ship to maintain Warp 4 and travel up to 15 light years.</p><p>Weight: 1 ton</p><p>PDC: 29</p><p>Restriction: Lic (+1)</p><p></p><p><strong>Field Stabilizing Warp Core</strong></p><p>This type of warp core has extra field coils incorporated in its design, which allows for improved field control and strength. Ship max warp speed is increased by 10%, can't exceed Warp 9.75, cruising speed increases by 1. Equipped shields gain a bonus +5 HP per 5 HD of the ship. Other devices that create a field have range or area of effect increased by 10%, round down, fixed values increase by 10%, round down, and variable numbers gain +1 per die.</p><p>PDC: 25 + one-half base PDC of starship.</p><p>Restriction: Res (+2)</p><p></p><p><strong>Overcharged Warp Core</strong></p><p>This type of Warp Core is built for increased power, but are slower, commonly found on support vessels. This extra power is well suited to allow craft to tow ships or objects much larger than then equipped ship, providing power to disabled starships and even small space stations, and an array of other tasks that require large amounts of power. Maximum Warp speed is reduced by 1, if equipped with a tractor beam, able to affect targets one type above the equipped ship, plus gains a +8 to Grapple checks with the tractor beam. When redirecting power, the penalties to the system drawn from are halved, the systems power redirected to are increased a further 50%.</p><p>Alternatively, the system power is drawn from can have the normal penalty, and the power redirected can be sent to two different systems at half the normal amount of redirecting power.</p><p>The equipped starship can remotely provided power to a target ship or station, as a full action with a Computer check DC 20 and Repair check DC 19, able to power most of the target's systems except engines, defensive systems and energy weapons are at half power (half damage, range). If the equipped ship is attacked, a Computer check DC 24 is required each round the ship suffers damage while providing power to the target. Equipment or crew abilities that enhance target gain a 10%, round down, bonus.</p><p>PDC: 24 + one-half base PDC of starship.</p><p>Restriction: Lic (+1)</p><p></p><p><strong><span style="font-size: 26px">Other/Miscellaneous</span></strong></p><p><strong>RCS Accelerator</strong></p><p>The Reaction Control System Accelerator adds a series of magnetic field coils to force the thrust from the RCS system through artificial smaller openings, improving maneuverability</p><p>Requires RCS system installed first.</p><p>Mk1 Grants +1 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using up an attack of opportunity once per round. PDC 16; Mk2 Grants +2 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using up an attack of opportunity, up to twice per round. PDC 17; Mk3 Grants +2 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using an attack of opportunity, up to three times per round, gains an additional +1 to Dodge as long as the ship was moving. PDC 18.</p><p></p><p><strong>Secondary Deflector Array</strong></p><p>Deflector Arrays are used to protect ships from microscopic debris, asteroids and other objects that might collide with the ship, especially at warp speeds. The dish is also capable of projecting other types of energies, such as gravitons, antiprotons, etc, allowing it to be used in multiple different ways for scientific research or other purposes. One such purpose is extending the basic deflections ability, and extend the main shields of the ship around a target ship nearby. When an engineer uses the Restore Shield option, increase the number of HD by 25%, rounding down, when angling shields, the damage on the shielded side is reduced by 75% (round down), instead of normal half. Tractor beam range is doubled, and grants a +2 to grapple checks with the tractor beam.</p><p></p><p><strong>Graviton Deflector Array</strong></p><p>This deflector array, can be primary or secondary, improves the use of gravitons and tractor beams. Range of tractor beams increases by 50%, +4 to Grapple checks with tractor beams, and the ship is considered one type larger than it is. Shields or armour that use gravitons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Graviton sensors gain +2 to checks, and ranged increase by 25% (round down). Graviton type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Sensor Jammers gain a +2 bonus.</p><p>PDC: 51 Mil +3</p><p></p><p><strong>Positron Deflector Array</strong></p><p>This deflector array, can be primary or secondary, improves the use of positrons, shields, Structural Integrity Fields. Shields or armour that use positrons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Positron sensors gain +2 to checks, and ranged increase by 25% (round down). Positron type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Shield regeneration increases by 50% (round down), shield restore action and abilities are also increased by 50% (round down), Structural Integrity Fields also gain 50% bonus, rounding down. For example the Tal'kyr Enhance Shield and Repair both gain at 50% increase</p><p>PDC: 51 Mil +3</p><p></p><p><strong>Neutrino Deflector Array</strong></p><p>This deflector array, can be primary or secondary, improves the use of neutrinos. Enemy ships trying to use tractor beams against the equipped ship suffer -4 to attack rolls and Grapple checks to target and immobile the equipped ship. Shields or armour that use neutrinos gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Positron sensors gain +2 to checks, and ranged increase by 25% (round down), grants +4 to checks to detect cloaked objects. Neutrino type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Against attacks that drain energy, such as EMPs, ion weapons, etc, gain +4 to saves, and on a failed save, are half as effective.</p><p>PDC: 51 Mil +3</p><p></p><p><strong>Tachyon Deflector Array</strong></p><p>This deflector array, can be primary or secondary, improves the use of tachyons, improving cloaks and energy draining weapons. When cloaking devices operable, imposes -4 to enemy sensors to detect the cloaked ship, plus the ship can extend its cloaking area to ships docked with it or within its space if they are smaller than it, but loses the penalty imposed to enemy sensors. Shields or armour that use tachyons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Tachyon sensors gain +2 to checks, and ranged increase by 25% (round down). Tachyon type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment.</p><p>PDC: 52 Mil +3</p><p></p><p><strong>Resonating Secondary Deflector</strong></p><p>This deflector can only be a secondary deflector array, and enhances abilities that enhance or repair. Any ability the equipped ship has that can repair or enhance another ship, station, or bridge crew with similar abilities, gains a 25% boost to fixed numbers and duration, variable numbers increase in die size (d4 becomes d6, etc), if at d20 increase by +1 die.</p><p>PDC: 53 Mil +3</p></blockquote><p></p>
[QUOTE="kronos182, post: 9228767, member: 6668634"] Star Trek Star Ship equipment [B][SIZE=7]Defense/Hull Systems[/SIZE] Structural Integrity Field Generator (PL 7)[/B] The Structural Integrity Field, or SIF, generator creates a type of magnetic field that helps reinforce the ship, combined with environmental containment fields, prevent the ship from breaking up after suffering damage. The field can be activated as an attack of opportunity by the engineer after the ship has suffered at least 10% damage, or as a standard action, for a maximum of 2 minutes (20 rounds, with a 5 minute cool down afterwards, which can be reduced by 1 minute with a Repair check DC 25, taking 6 rounds), granting temporary HP up to maximum of 75% of the ship's maximum HP, and regenerates these temporary hit points at a rate of 20 hit points per round, but can't exceed the ship's maximum hit points. While operational, energy weapons one energy weapon system has damage reduced by 2 die, reduce range increment by 500 ft. If the ship is reduced to one-quarter its max hit points, one energy weapon system is automatically disabled to pull power to ensure environmental fields are running to prevent crew casualties as the ship suffers damage. If the ship is reduced to 0 hit points, and as long as there is power, the ship doesn't start to break up until it reaches -50 hit points, doesn't regenerate HP, and the ship doesn't lose additional hit points, thus greatly extending the time for crew to evacuate safely, provided power is still provided to the SIF. If the ship suffers damage in this state, it will break up as normal. Minimum Ship Size: Gargantuan. PDC: 19 + one-half ship base purchase DC. [B]Improved SIF Generator[/B] An improved version of the SIF, able to regenerate the temporary hit points at a rate of 40 HP per round, and can remain operating for 2.5 minutes (25 rounds) before requiring a 4 minute cooldown, reducing time by 1 minute requires a Repair check DC 25 taking 6 rounds to complete. Minimum Ship Size: Gargantuan PDC: 21 + one-half ship base purchase DC. [B]Tetraburium Armour[/B] Tetraburnium is a metallic alloy that is capable of withstanding extreme amounts of heat and pressure. The equipped ship is capable of surviving the pressure of gas giants or even the depths of the ocean. Damage from ram attacks and collisions is reduced by 25%, heat damage from planetary reentry is reduced to 25% (round up) if angle is too steep (failed Pilot check to re-enter fails by more than 5), completely negated if angle is good or is off. When entering a planet with high gravity, the ship will not survive damage until 20Gs, and can survive being 4 miles under water. Minimum Ship Size: Huge. Hardness: 30, 100 vs fire, gravity based weapons. Tactical Speed Penalty: -500 ft Weight: One-tenth weight of ship. Base Purchase Modifier: 22 + one half base PDC of starship. Restriction: Rare +5 [B]Diburnium-Osmium Armour (PL7-8)[/B] Diburnium-Osmium Armour is an alloy that resembles red rock and his highly resistant to phaser and disruptor type weapons. Hardness: 30, 100 vs phasers, phase cannons, and disruptors Tactical Speed Penalty: -1000 ft Weight: One-quarter the weight of starship (round down). Base Purchase Modifier: 22 + one half base PDC of starship. Restriction: Rare +5 [B]Electroceramic Hull Plating (PL7)[/B] This armour is made up of a ceramic composite material that is electrified, providing good protection against plasma and tetryon weapons. The armour also provides the benefits of a particle field, energy weapons fired at an equipped ship suffer a -2 penalty to attack. Hardness: 20, 50 against plasma and tetryon based weapons (in the name or description). Tactical Speed Penalty: None. Weight: One-tenth the weight of the starship (rounded down). Purchase DC: 17 + one half the base purchase DC of the starship. Restriction: Res +2 [B]Shield Array[/B] A type of shield that has less power than standard Federation shields, but has improved resistances. Provides 15 hp per HD, but has energy resistance 50 against beam weapons, phasers (including pulse phasers, phase cannons), but not energy from missile, torpedo and mine type weapons. Regenerates at 5 HP per round that the shield doesn't take damage. PDC: 40 Mil +3 [B]Regenerative Shield Array[/B] This type of shield array is modified for fast regeneration. Provides only 15 hp per HD, energy resistance 30 against beam weapons, any type of phaser. Regenerates 20 hp per round. Restoring shields action, or any other abilities that help restore shield hp are increased by 50% rounding down. PDC: 42 Mil +3 [B]Covariant Shield Array[/B] The covariant shield array is a type of shield that is more powerful, but has a slow regeneration rate. Provides 40 hp per HD, has energy resistance against energy weapons (beam, pulse, etc) except missile, torpedo and mine type weapons. Shield regenerates at 5 HP every 5 rounds, and when engineer attempts to restore shields, restores half the normal amount. Can only be installed on ships with warp drives. PDC: 43 Mil +3 [B]Ablative Shield Generator (PL 8-9)[/B] In an alternate timeline where Voyager returned to the Alpha Quadrant in much later than it actually did, Starfleet developed the Ablative Shield Generator, which creates an incredibly strong metallic shell around the equipped ship. This device consists of 4 major components: Subspace divergence field generators, modified transporter pattern buffer, molecular pattern storage unit, and emitter array. All together, it creates a layer of an incredibly durable, yet thin, metal that lines the hull, with shutters that rotate and retract over openings for torpedo launchers and similar parts of the ship. Unfortunately, this system requires an immense amount of power, and the material used to create the 'shield' is difficult to produce, and store, the ablative shield generator is only installed on a few ships, which have massive power reserves, and can only operator for limited periods of time. Once activated, the ship gains a set of temporary hit points equal to it's normal hit points + 25% with a hardness of 100. When these temporary hit points are depleted the system shuts down and the ship takes damage as normal. If the ship suffers a critical hit while the system is running, 10% of the damage bleeds through to the main hit points of the ship, but the ship's normal hardness is also counted. The system can only remain active for a maximum of 5 minutes on most warp drive equipped ships, and requiring a 1 minute cool down. Damage to the ablative shield generator's temporary hit points are regained only after the system has been shut down for at least 5 minutes, at a rate of 10 hit points per minute the system is shut down and the ship is still powered up. Weight: 10% of the starship PDC: 50 plus three quarters base starship PDC. Restriction: Rare (+5), Starfleet top secret. [B]Plasma Shield (United Earth/Federation Star Trek PL 6)[/B] After the destruction of the Xindi planet killing weapon, the development of new defensive technologies took priority. Plasma shields create a concentrated magnetic field a distance from the hull that is filled of hydrogen plasma, which is used to help scatter particle beams before they strike the hull. Early Federation and Starfleet ships used this in combination of polarized hull plating to protect starships from energy weapons before full shielding technology was developed. Unfortunately plasma shields are not as effective against projectiles or photon torpedoes. While active, the plasma shield provides an increase in hardness of +20 against energy weapons but not against physical weapons such as bullets, missiles, torpedoes, which stacks with Polarized Hull Plating. If a ship is struck by plasma weapons, the damage is reduced by 50% before factoring in total hardness. Many civilian ships will forgo polarized hull plating as plasma shields are cheaper, and require less energy than the hull plating. PDC: 28 Restriction: Licenced (+1) [B][SIZE=7]Engines[/SIZE] Hyper-Impulse[/B] The Hyper-Impulse project was meant to improve speeds of starships above the 0.25c threshold before the effects of Einstein's Theory of Relativity began having drastic effects on the ship and crew. These impulse engines (similar to Ion Engines) have a subspace generator designed into them, although weaker than one used in warp drives, to create a low level subspace bubble around the craft to allow it to move faster. A bonus effect of this is the craft can for short periods significantly increase its speed, the pilot makes use of the Afterburn maneuver, for up to a maximum of 5 rounds before it requires a 1d4+1 round cooldown. Federation ships built after 2370 can make use of this technology. Minimum Ship Size: Huge Tactical Speed Bonus: +1000 ft (+2 square), Afterburner +4000 ft Purchase DC: 18 + one-half the base PDC of the starship [B]Combat Impulse Engines[/B] Combat impulse engines are designed to provide speed and maneuverability at a low power level, and optimized for combat vessels. While providing good speed and maneuverability, they are not able to be enhanced much by rerouting power. In addition to providing speed, the Combat Impulse Engines negate the first -500 ft speed penalty from armour, provides a +2 to Pilot checks for maneuvers, and an additional +1 Dodge bonus to Defense that stacks with Agile Ships. Rerouting power to engines, other abilities or equipment that boost speed are half as effective, round down to nearest 250 ft. Rerouting power from the engines only provides half the penalty to speed. Minimum Ship Size: Huge Tactical Speed Bonus: +1500 ft (+3 square) PDC: 21 + one-half the base PDC of the starship [B]Tetryon-Plasma Impulse Engines[/B] This type of impulse engine is designed for small craft, such as fighters, shuttles and similar sized craft. These engines can release a tetryon-plasma field, which interferes with impulse engines. As a standard action, the pilot, or another bridge crew can release a tetryon-plasma field behind the craft that fills a 1000 ft foot (2 square) wide sphere. Ships that pass through this field must make a Fort save DC 20 or their engines shut down for 1d4+1 rounds, a successful save reduces speed by half, any penalties to Dodge or Pilot checks are negated for 1d4 rounds. Minimum Ship Size: Large, not effective on ships over 100 ft. Tactical Speed Bonus: +1500 ft (+3 square) PDC: 22 + one-quarter the base PDC of the starship. [B]Emergency Warp Power Cell[/B] The Emergency Warp Power Cell was developed as a means to allow starships that had to eject their warp cores, or the warp cores are so badly damaged that they are inoperable, a means of getting to somewhere to effect repairs or a planet where the crew can wait for rescue. The EWPC in simplest terms is a large scale matter/antimatter fuel cell, similar to those used in photon torpedoes. Its designed to be placed within the existing power conduits where the missing warp core used to be. While conventional warp cores use dilithium to create an efficient focusing lens for the annihilation reaction, the EWPC uses a stable heavy isotope, element 115 to generate the antiprotons as it is bombarded with high energy protons, turning to element 116 which decays and releases antimatter particles to generate enough power to propel a ship to warp speeds. Unfortunately the EWPC has a limited fuel source, and only generates a limited amount of power compared to most warp cores. It does allow a ship to maintain Warp 4 and travel up to 15 light years. Weight: 1 ton PDC: 29 Restriction: Lic (+1) [B]Field Stabilizing Warp Core[/B] This type of warp core has extra field coils incorporated in its design, which allows for improved field control and strength. Ship max warp speed is increased by 10%, can't exceed Warp 9.75, cruising speed increases by 1. Equipped shields gain a bonus +5 HP per 5 HD of the ship. Other devices that create a field have range or area of effect increased by 10%, round down, fixed values increase by 10%, round down, and variable numbers gain +1 per die. PDC: 25 + one-half base PDC of starship. Restriction: Res (+2) [B]Overcharged Warp Core[/B] This type of Warp Core is built for increased power, but are slower, commonly found on support vessels. This extra power is well suited to allow craft to tow ships or objects much larger than then equipped ship, providing power to disabled starships and even small space stations, and an array of other tasks that require large amounts of power. Maximum Warp speed is reduced by 1, if equipped with a tractor beam, able to affect targets one type above the equipped ship, plus gains a +8 to Grapple checks with the tractor beam. When redirecting power, the penalties to the system drawn from are halved, the systems power redirected to are increased a further 50%. Alternatively, the system power is drawn from can have the normal penalty, and the power redirected can be sent to two different systems at half the normal amount of redirecting power. The equipped starship can remotely provided power to a target ship or station, as a full action with a Computer check DC 20 and Repair check DC 19, able to power most of the target's systems except engines, defensive systems and energy weapons are at half power (half damage, range). If the equipped ship is attacked, a Computer check DC 24 is required each round the ship suffers damage while providing power to the target. Equipment or crew abilities that enhance target gain a 10%, round down, bonus. PDC: 24 + one-half base PDC of starship. Restriction: Lic (+1) [B][SIZE=7]Other/Miscellaneous[/SIZE] RCS Accelerator[/B] The Reaction Control System Accelerator adds a series of magnetic field coils to force the thrust from the RCS system through artificial smaller openings, improving maneuverability Requires RCS system installed first. Mk1 Grants +1 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using up an attack of opportunity once per round. PDC 16; Mk2 Grants +2 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using up an attack of opportunity, up to twice per round. PDC 17; Mk3 Grants +2 to Pilot checks to perform stunts in addition to any bonuses from RCS and may perform any non offensive, except sideswipe, maneuver using an attack of opportunity, up to three times per round, gains an additional +1 to Dodge as long as the ship was moving. PDC 18. [B]Secondary Deflector Array[/B] Deflector Arrays are used to protect ships from microscopic debris, asteroids and other objects that might collide with the ship, especially at warp speeds. The dish is also capable of projecting other types of energies, such as gravitons, antiprotons, etc, allowing it to be used in multiple different ways for scientific research or other purposes. One such purpose is extending the basic deflections ability, and extend the main shields of the ship around a target ship nearby. When an engineer uses the Restore Shield option, increase the number of HD by 25%, rounding down, when angling shields, the damage on the shielded side is reduced by 75% (round down), instead of normal half. Tractor beam range is doubled, and grants a +2 to grapple checks with the tractor beam. [B]Graviton Deflector Array[/B] This deflector array, can be primary or secondary, improves the use of gravitons and tractor beams. Range of tractor beams increases by 50%, +4 to Grapple checks with tractor beams, and the ship is considered one type larger than it is. Shields or armour that use gravitons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Graviton sensors gain +2 to checks, and ranged increase by 25% (round down). Graviton type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Sensor Jammers gain a +2 bonus. PDC: 51 Mil +3 [B]Positron Deflector Array[/B] This deflector array, can be primary or secondary, improves the use of positrons, shields, Structural Integrity Fields. Shields or armour that use positrons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Positron sensors gain +2 to checks, and ranged increase by 25% (round down). Positron type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Shield regeneration increases by 50% (round down), shield restore action and abilities are also increased by 50% (round down), Structural Integrity Fields also gain 50% bonus, rounding down. For example the Tal'kyr Enhance Shield and Repair both gain at 50% increase PDC: 51 Mil +3 [B]Neutrino Deflector Array[/B] This deflector array, can be primary or secondary, improves the use of neutrinos. Enemy ships trying to use tractor beams against the equipped ship suffer -4 to attack rolls and Grapple checks to target and immobile the equipped ship. Shields or armour that use neutrinos gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Positron sensors gain +2 to checks, and ranged increase by 25% (round down), grants +4 to checks to detect cloaked objects. Neutrino type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. Against attacks that drain energy, such as EMPs, ion weapons, etc, gain +4 to saves, and on a failed save, are half as effective. PDC: 51 Mil +3 [B]Tachyon Deflector Array[/B] This deflector array, can be primary or secondary, improves the use of tachyons, improving cloaks and energy draining weapons. When cloaking devices operable, imposes -4 to enemy sensors to detect the cloaked ship, plus the ship can extend its cloaking area to ships docked with it or within its space if they are smaller than it, but loses the penalty imposed to enemy sensors. Shields or armour that use tachyons gain a 25% boost in fixed stats, or variable numbers gain an increased of die, or if at d20, increase number of die by +1. Tachyon sensors gain +2 to checks, and ranged increase by 25% (round down). Tachyon type weapons increase die type by 1 step (d6 becomes d8, etc), and if at d20 gain +2 die and +1 to attack rolls within first range increment. PDC: 52 Mil +3 [B]Resonating Secondary Deflector[/B] This deflector can only be a secondary deflector array, and enhances abilities that enhance or repair. Any ability the equipped ship has that can repair or enhance another ship, station, or bridge crew with similar abilities, gains a 25% boost to fixed numbers and duration, variable numbers increase in die size (d4 becomes d6, etc), if at d20 increase by +1 die. PDC: 53 Mil +3 [/QUOTE]
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