United Earth Intrepid Class
An Earth designed ship produced before the formation of the Federation as an alternate to the NX class, in case the Warp 5 engine failed. A smaller ship designed more for defense of Earth and its colonies, the Intrepid was originally a bit slower, with only a max speed of Warp 3.5, with a half saucer primary hull section that didn’t have as many science labs or passenger quarters, as the ship was built more for combat. The impulse engines were at the end of the engineering hull which is attached to the rear and underside of the saucer section, with the pylons that attach the warp nacelles angle up and back placing the nacelles above the saucer. Due to the heat of the nacelles, the parts of the hull under the nacelles are for storage only, and radiator fins were added to the rear of the nacelles. Internally, the ship was laid out similar to the NX class, using many of the same systems, allowing for less logistics and retooling of shipyards to switch between the two for repairs or production runs. It has 7 decks, with the bridge being at the top deck, and two small hangers in the lower decks that each hold a single shuttle pod. An airlock on each side of the saucer section, which is close to the cargo bays at the rear of the saucer section allows for quick loading and unloading of supplies. The ship is equipped with cargo bays close to the airlocks, a sickbay with morgue, and a transporter, although it was used almost exclusively for transporting cargo and not people. The ship also included an armoury which was where weapons for security officers and was also connected to the spatial, or photonic torpedo launchers.
Originally only armed with several plasma cannons (heavier than the ones carried on the NX as the Intrepid was designed as a combat craft), two phase cannons and two spatial torpedo launcher facing forward with polarized hull plating for protection. The plasma cannons had full coverage, while the phased cannons can only cover the front half of the ship. Later upgrades replaced the warp drive with a newer Warp 5 drive for a maximum speed of Warp 5.6, the plasma cannons and phase cannons replaced with pulsed phased cannons, and the spatial torpedoes replaced with photonic torpedoes. The armour was slightly upgraded as well for a minor upgrade in protection.
In Coreline a few of these vessels exist, which were used heavily during the chaos of the 23 Hours and for a while afterwards to escort cargo convoys and as system patrol craft while newer and better ships were being built. Starfleet sells these to allied members who are of equivalent tech level as the Intrepid and NX-classes to increase their defensive forces. A few small groups of mercenaries have a few Intredpids, and have modified them. Starfleet has a few left in operation as test beds and training ships.
Intrepid-Class (United Earth) (PL6)
Type: Mediumweight
Subtype: light cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 100d20 (2000 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 541 ft
Weight: 75,000 tons
Targeting System Bonus: +3
Crew: 46
Passenger Capacity: 5
Cargo Capacity: 1,000 tons
Grapple Modifier: +16
Base PDC: 56
Restriction: Mil +3
Attack:
Phased cannon -5 ranged 12d10 (18d10 fire-linked) front arc only, and plasma cannon -10 ranged 14d8; or
Phased cannon -5 ranged 12d10 (18d10 fire-linked) front arc only and spatial torpedo -10 ranged 18d8 ; or
Plasma cannon -5 ranged 14d8 (21d8 fire-linked) any direction, and plasma cannon -10 ranged 14d8 (21d8 fire-linked) any direction
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech
Engines: thrusters, ion engines, warp drive (max warp 3.5)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 6 light plasma cannon turrets, 2 phase cannons, 2 spatial torpedo launchers (typically 60 torpedoes per launcher)
Grappling Systems: grapplers x2
New Starship Equipment
Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)
Spatial Torpedo
Spatial torpedoes are larger versions of spatial charges, capable of carrying a larger charge and affecting a larger area.
At its lowest setting, the torpedo can do 5d8 to a single target, or deal this damage to a 1000 ft square (on a planet 1000 ft radius maximum), and can increase damage by 1 die up to a maximum of 18d8, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 15 for half damage when set for area damage. The damage can be to the maximum radius, or to a single target, in which case to a single target the weapon gains ignore hardness/damage +1/die over 3. So if damage is set to 4d8 and affects only a single target gains ignore hardness/Dr 2
Damage: varies
Damage Type: Fire/Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 28
Restriction: Mil (+3)
Polarized Hull Plating Defensive System
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Intrepid-Class mk2
The mk2 is an upgraded version of the original Intrepid, boasting improved hull plating and weapons, removing the plasma cannons entirely, replaced with more phased cannons for better all round coverage, and installing pulse phased cannons, which were more powerful and has faster rate of fire.
Make the following changes to the NX-Class to turn it into a mk2:
Increase Hit Dice to 115d20 (2300 hp);
Remove plasma weapons;
Increase number of phased cannons to 8, allows 2 firelinked to fire at a single target in any direction. Capable of targeting 3 different targets at once without serious power drains;
Add two firelinked pulsed phased cannons, can only fire in front arc only;
Replace spatial torpedoes with photonic torpedoes, typically carrying 80 per launcher (can still carry spatial torpedoes as back up or if photonic not available);
Replace targeting system with improved targeting system (total +5 bonus to attack rolls from targeting system);
IncreaseWarp Speed to 5.6;
Increase PDC to 57.
New Equipment
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30
Restriction: Mil (+3)