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<blockquote data-quote="kronos182" data-source="post: 6828671" data-attributes="member: 6668634"><p>New Defensive System</p><p></p><p>Shield Energy Sink System</p><p>Shield energy sink system is designed with a special 'self-sacrifice' capacity in the event that shields should take too much damage and overload, acting like a circuit breaker. In the event the ship's shields take catastrophic damage and failing, the energy sink system absorbs the damage and burns out. The burnt out capacitor-fuse is ejected and allows the shield to continue as normal.</p><p></p><p>This system functions in two conditions. The first is if the ship is subjected to a critical hit, which normally bypasses shields, it has a 50% chance of the shields absorbing the damage instead. The second condition is if the shields would suffer a massive amount of damage, equal to the number of HD the ship has, the system will negate the damage equal to the number of HD it has. If a ship has 200 HD and suffers 215 points of damage, the system will engage and negate 200 points of damage. This makes the energy sink system only attractive on larger ships, especially since the capacitor-fuse takes up a fair bit of space, and several are mounted on a ship in the system. One capacitor is used when either condition is met. They do not do both. If a critical hit would do 300 points of damage, one capacitor-fuse would blow attempting to absorb the critical hit to the shield (makes the 50% chance), then a second one would blow if the ship had less than 300 HD.</p><p>Ships are equipped with 10 capacitor-fuses. Minimum ship type is upper range of Light (destroyer) or mediumweight ships. Up to two shield energy sink systems can be installed on a ship, each one taking up 1 available defensive system.</p><p>PDC: 15 + one half ship base Purchase DC of the ship for the system. Capacitor-fuses have a PDC of 25 each.</p><p>Res: Mil (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>MINESWEEPER SUITE (PL7)</p><p>In addition to extra ablative armor or shielding, a vessel outfitted as a minesweeper boasts a large electronics suite designed to prevent a mine from detonating. Dampener</p><p>fields suppress the trigger mechanisms of nearby mines and pinpoint sensors enable the location – and remote deactivation – of a mine. Minesweeping is not a fast process and a vessel that tries to hurry the procedure is just as likely to trigger the minefield as it is to disable it.</p><p>Use of the minesweeper suite requires a successful Computer Use check by the operator for each square of mines to be deactivated. The DC for this check is determined by the</p><p>mine. To clear a square of mines takes a number of minutes equal to the DC of the check. The process may be hurried – the DC of the check increases by 2 for every minute the</p><p>time is reduced by. Failure of the check by 10 or more indicates a catastrophic failure resulting in the minefield detonating as normal.</p><p>A ship equipped with a minesweeper suite gains a +10 enhancement bonus to sensor checks and has the sensor range doubled when detecting mines. As well, its weapons</p><p>gain a +4 equipment bonus to hit when targeting mines. Checks made to detect a ship with a minesweeper suite gain a +5 bonus due to the increased electronic noise produced by the equipment. The electronic noise is produced even when the suite is not in use and cannot be voluntarily suppressed.</p><p>Purchase DC: 9 + starship sensor PDC installed.</p><p>Restriction: Mil (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Graviton Refractive Hull (PL 8)</p><p>Starships with this modification have had the hulls of their vessels treated to emit a low powered graviton scattering field making it more difficult for starships with any type of tractor beam to lock on to them.</p><p>Starships or star bases with this modification can make a Pilot check (DC 20) to avoid being effected by the tractor beam. If the roll fails, the starship or star base is affected as normal by the tractor beam.</p><p>Purchase DC: 5 + one-eighth the base purchase DC of the starship</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Helium-3 Plasma Drive (PL 6)</p><p>The helium-3 plasma drive is an upgraded version of the fusion torch engine (see Chapter 7: Starships in d20 Future). Helium-3, though harder to acquire than hydrogen, has a much higher rate of fusion, giving a starship using this fuel a higher mass-thrust ratio. Because of the enormous amount of radiation expelled from the engine of a starship using this fuel, this drive can never be used in an atmosphere. A ship that uses the helium-3 plasma drive as its primary source of propulsion must refuel after either four battles or one interplanetary trip. Fuel for the helium-3 plasma drive has a purchase DC of 25.</p><p>Minimum Ship Size: Colossal.</p><p>Tactical Speed Bonus: +1,000 feet (+2 squares).</p><p>Purchase DC: 10 + one-half the base purchase DC of the starship.</p><p></p><p>Mass Driver Engine (PL 7)</p><p>Like the particle impulse engine, the mass driver engine uses an electromagnetic accelerator known as a mass driver to propel reaction mass to high velocities and expel it for thrust. The mass driver engine uses cosmic matter collected from space for its fuel. This is one of the two most commonly used starship engines in the Dark Horizons universe.</p><p>Minimum Ship Size: Colossal.</p><p>Tactical Speed Bonus: +1,500 feet (+3 squares).</p><p>Purchase DC: 10 + one-half the base purchase DC of the starship.</p><p></p><p>Direct Particle Drive (PL 7)</p><p>The direct particle drive uses an electromagnetic accelerator much like that used in the mass driver engine, only much smaller. The engine turns stored reaction mass into thrust by accelerating its particles and expelling them through vectored nozzles. Because the direct particle drive uses stored “fuel” for reaction mass and requires no oxygen,</p><p>it is effective for either atmospheric or space flights. However, when a starship uses this drive within an atmosphere, it loses the tactical speed bonus granted by the drive. A ship that uses the direct particle drive as its primary source of propulsion must refuel after either five battles or one interplanetary trip. Fuel for the direct particle drive has a</p><p>purchase DC of 27.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: +1000 feet (+2 square).</p><p>Purchase DC: 10 + one-half the base purchase DC of the starship.</p><p></p><p>Graviton Flux Engine (PL 7)</p><p>Designed for smaller starships that are intended only for short trips, the graviton flux engine gets its name from the fluctuations it creates in a gravitational field. The graviton flux engine cannot operate in the absence of a relatively strong gravitational field (such as that near a star or planet), but its technology works very well for shuttles and</p><p>launches.</p><p>Minimum Ship Size: Large.</p><p>Maximum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: +0 feet.</p><p>Purchase DC: 10 + one-half the base purchase DC of the starship.</p><p></p><p>[HR][/HR]</p><p></p><p>COMBAT WINGS (PL 6)</p><p>These advanced wings are structurally reinforced, enabling each wing to carry one additional beam, projectile, or missile weapon over the starship’s standard limit (see the future SRD). The standard design for a starship includes only two wings, though some unusual configurations sport four wings. The exact cost – and number of extra weapons the ship can carry – of this special system depends entirely on the ship’s design.</p><p>Maximum Ship Size: Gargantuan.</p><p>Purchase DC: 10 + one-quarter the base purchase DC of the starship (two wing designs); 18 +</p><p>one-quarter the base purchase DC of the starship (four wing designs).</p><p>Restriction: Military (+3) </p><p></p><p>[HR][/HR]</p><p></p><p>TWIN ENGINE SYSTEM (PL 6)</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: See text.</p><p>Purchase DC: 15.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6828671, member: 6668634"] New Defensive System Shield Energy Sink System Shield energy sink system is designed with a special 'self-sacrifice' capacity in the event that shields should take too much damage and overload, acting like a circuit breaker. In the event the ship's shields take catastrophic damage and failing, the energy sink system absorbs the damage and burns out. The burnt out capacitor-fuse is ejected and allows the shield to continue as normal. This system functions in two conditions. The first is if the ship is subjected to a critical hit, which normally bypasses shields, it has a 50% chance of the shields absorbing the damage instead. The second condition is if the shields would suffer a massive amount of damage, equal to the number of HD the ship has, the system will negate the damage equal to the number of HD it has. If a ship has 200 HD and suffers 215 points of damage, the system will engage and negate 200 points of damage. This makes the energy sink system only attractive on larger ships, especially since the capacitor-fuse takes up a fair bit of space, and several are mounted on a ship in the system. One capacitor is used when either condition is met. They do not do both. If a critical hit would do 300 points of damage, one capacitor-fuse would blow attempting to absorb the critical hit to the shield (makes the 50% chance), then a second one would blow if the ship had less than 300 HD. Ships are equipped with 10 capacitor-fuses. Minimum ship type is upper range of Light (destroyer) or mediumweight ships. Up to two shield energy sink systems can be installed on a ship, each one taking up 1 available defensive system. PDC: 15 + one half ship base Purchase DC of the ship for the system. Capacitor-fuses have a PDC of 25 each. Res: Mil (+3) [HR][/HR] MINESWEEPER SUITE (PL7) In addition to extra ablative armor or shielding, a vessel outfitted as a minesweeper boasts a large electronics suite designed to prevent a mine from detonating. Dampener fields suppress the trigger mechanisms of nearby mines and pinpoint sensors enable the location – and remote deactivation – of a mine. Minesweeping is not a fast process and a vessel that tries to hurry the procedure is just as likely to trigger the minefield as it is to disable it. Use of the minesweeper suite requires a successful Computer Use check by the operator for each square of mines to be deactivated. The DC for this check is determined by the mine. To clear a square of mines takes a number of minutes equal to the DC of the check. The process may be hurried – the DC of the check increases by 2 for every minute the time is reduced by. Failure of the check by 10 or more indicates a catastrophic failure resulting in the minefield detonating as normal. A ship equipped with a minesweeper suite gains a +10 enhancement bonus to sensor checks and has the sensor range doubled when detecting mines. As well, its weapons gain a +4 equipment bonus to hit when targeting mines. Checks made to detect a ship with a minesweeper suite gain a +5 bonus due to the increased electronic noise produced by the equipment. The electronic noise is produced even when the suite is not in use and cannot be voluntarily suppressed. Purchase DC: 9 + starship sensor PDC installed. Restriction: Mil (+3) [HR][/HR] Graviton Refractive Hull (PL 8) Starships with this modification have had the hulls of their vessels treated to emit a low powered graviton scattering field making it more difficult for starships with any type of tractor beam to lock on to them. Starships or star bases with this modification can make a Pilot check (DC 20) to avoid being effected by the tractor beam. If the roll fails, the starship or star base is affected as normal by the tractor beam. Purchase DC: 5 + one-eighth the base purchase DC of the starship Restriction: None [HR][/HR] Helium-3 Plasma Drive (PL 6) The helium-3 plasma drive is an upgraded version of the fusion torch engine (see Chapter 7: Starships in d20 Future). Helium-3, though harder to acquire than hydrogen, has a much higher rate of fusion, giving a starship using this fuel a higher mass-thrust ratio. Because of the enormous amount of radiation expelled from the engine of a starship using this fuel, this drive can never be used in an atmosphere. A ship that uses the helium-3 plasma drive as its primary source of propulsion must refuel after either four battles or one interplanetary trip. Fuel for the helium-3 plasma drive has a purchase DC of 25. Minimum Ship Size: Colossal. Tactical Speed Bonus: +1,000 feet (+2 squares). Purchase DC: 10 + one-half the base purchase DC of the starship. Mass Driver Engine (PL 7) Like the particle impulse engine, the mass driver engine uses an electromagnetic accelerator known as a mass driver to propel reaction mass to high velocities and expel it for thrust. The mass driver engine uses cosmic matter collected from space for its fuel. This is one of the two most commonly used starship engines in the Dark Horizons universe. Minimum Ship Size: Colossal. Tactical Speed Bonus: +1,500 feet (+3 squares). Purchase DC: 10 + one-half the base purchase DC of the starship. Direct Particle Drive (PL 7) The direct particle drive uses an electromagnetic accelerator much like that used in the mass driver engine, only much smaller. The engine turns stored reaction mass into thrust by accelerating its particles and expelling them through vectored nozzles. Because the direct particle drive uses stored “fuel” for reaction mass and requires no oxygen, it is effective for either atmospheric or space flights. However, when a starship uses this drive within an atmosphere, it loses the tactical speed bonus granted by the drive. A ship that uses the direct particle drive as its primary source of propulsion must refuel after either five battles or one interplanetary trip. Fuel for the direct particle drive has a purchase DC of 27. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: +1000 feet (+2 square). Purchase DC: 10 + one-half the base purchase DC of the starship. Graviton Flux Engine (PL 7) Designed for smaller starships that are intended only for short trips, the graviton flux engine gets its name from the fluctuations it creates in a gravitational field. The graviton flux engine cannot operate in the absence of a relatively strong gravitational field (such as that near a star or planet), but its technology works very well for shuttles and launches. Minimum Ship Size: Large. Maximum Ship Size: Gargantuan. Tactical Speed Bonus: +0 feet. Purchase DC: 10 + one-half the base purchase DC of the starship. [HR][/HR] COMBAT WINGS (PL 6) These advanced wings are structurally reinforced, enabling each wing to carry one additional beam, projectile, or missile weapon over the starship’s standard limit (see the future SRD). The standard design for a starship includes only two wings, though some unusual configurations sport four wings. The exact cost – and number of extra weapons the ship can carry – of this special system depends entirely on the ship’s design. Maximum Ship Size: Gargantuan. Purchase DC: 10 + one-quarter the base purchase DC of the starship (two wing designs); 18 + one-quarter the base purchase DC of the starship (four wing designs). Restriction: Military (+3) [HR][/HR] 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. [/QUOTE]
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