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CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
I suggest stating out the Oberth-class starship from Star Trek. Apparently it can be operated by as few as five people. The original variant doesn't have much in way of armament, but the version used in the 25th Century/Star Trek Online has an armament roughly equivalent to the Miranda-class light cruiser. They are also used by civilians, so its not impossible for PCs to get their hands on one. However it was geared towards scientific missions, meaning the PCs would either have to remodel the laboratories for different purposes or have a significant amount of the ship be pretty much useless to them, though this may be less of a problem with the 25th Century version, since those are supposed to be highly modular.

I also think I found something that may be of interest: https://tfwiki.net/wiki/Transformers:_Crossovers
 

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kronos182

Adventurer
I suggest stating out the Oberth-class starship from Star Trek. Apparently it can be operated by as few as five people. The original variant doesn't have much in way of armament, but the version used in the 25th Century/Star Trek Online has an armament roughly equivalent to the Miranda-class light cruiser. They are also used by civilians, so its not impossible for PCs to get their hands on one. However it was geared towards scientific missions, meaning the PCs would either have to remodel the laboratories for different purposes or have a significant amount of the ship be pretty much useless to them, though this may be less of a problem with the 25th Century version, since those are supposed to be highly modular.

I also think I found something that may be of interest: https://tfwiki.net/wiki/Transformers:_Crossovers

The original Oberth would be a not bad.. and those in the TNG era were a bit more modular than those in TOS/Original Movie ear. Also wouldn't be hard to convert labs into things like repair bays or the like.. all depends on what the PCs need..
Hmm.. I just got an idea for a company and some stuff to create that goes with the idea of creating stuff PCs would actually use.

Oh yeah, those transformers based on other characters. I've got Obi, Yoda, boba fett and clone pilot as an ARC-170
 

kronos182

Adventurer
Hey marcoasalazarm, I had a thought..
I know due to the Cluless virus and everything that it brought, that virtually anything that's ever been created in fiction could become reality.. but within the 'universes' what would the standard level/eras be.. Like for Star Wars, I'd consider the time frame of the Original Trilogy to be the 'standard' level of tech/society for anything Star Wars.. so all Clone War era or older is considered old, and cheaper, or rare (depending on item), and anything from the new movies, or Legend from more than 10 years post Battle of Endor is future tech for Star Wars, and would be harder to get.
Star Trek would be TNG/DS9 and Voyager would be main time line for Star Trek, with TOS, Discovery and Enterprise being old, and stuff like Star Trek Online with the 25th century stuff being future.

Just a thought so we have a general standard level of tech for things from different universes/fictions so PCs at least have an idea of what to expect when they enter say Federation or Klingon space (at least the basic idea of what they'd see or encounter).

What you think?
 

kronos182

Adventurer
Oberth Class

The Oberth class is a small older Federation starship used by Starfleet and civilians as a scout or science vessel, with some transport variants available. The 394 foot long vessel was unusual in design during the 2280s when it was first commissioned, in that had a unique split hull design, with an upper primary hull that was composed mainly of the saucer section, which was mounted onto a rear extension that mounts the impulse drive and warp drive nacelles to either side. The secondary hull was connected to the primary hull at the nacelles by reinforced pylons. The secondary hull itself was oblong in shape. Overall, the Oberth was only thirteen decks, with the primary hull containing the bridge, living spaces, anteroom located opposite the bridge, several of the main science labs and computer rooms, and the transporter room which had a capacity of 5 people. The secondary hull contained main engineering in the center, with anti-matter storage below it, more labs, storage areas, the main computer core, a small shuttle bay at the rear, the primary sensors and deflector dish at the front. The primary airlocks were located on the sides of the secondary hull. 8 escape pods that could hold 9 people were spread around the ship, with the majority being mounted on the primary hull. The shuttle bay could hold two shuttles of up to 30 feet long each, or one shuttle up to 50 feet without difficulty.
Oberths lacked in armaments and defensive systems, equipped with minimal shielding and armed with a single phaser bank at the front, which many science vessels used for cutting asteroids for samples. A probe launcher is fitted at the front of the secondary hull, which could support photon torpedoes with minor modifications and the targeting computers upgraded to accommodate them. The Oberth class was one of the first to feature heavy automation, allowing it to run with as few crew as 5, or up to the standard of 80 crew members. Oberth's can typically carry about 6 months of supplies before requiring resupplying without having to use any cargo space, but typically their matter/anti-matter supplies can last up to 3 years, depending on their missions and amount of travelling they do.

Oberth Class (Federation (PL6)
Type: Light
Subtype: Corvette (Scout/Science Vessel)
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 30d20 (600 hp) shields 200 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 393 ft
Weight: 7500 tons
Targeting System Bonus:
Crew: 5 to 80
Passenger Capacity: varies
Cargo Capacity: 200 tons
Grapple Modifier: +16
Base PDC: 45
Restriction:

Attack:
Type 4 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc only; or probe launcher -8 ranged (varies by probe, could launch photon torpedoes)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), science labs, tractor beam, replicators, shuttle bay
Engines: thrusters, ion engines, warp drive (max warp 5)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class IV, Science Sensors
Communications: radio transceiver, subspace array
Weapons: 1 type 4 phaser, probe launcher
Grappling Systems: tractor beam

Science Labs
The ship is equipped with extensive scientific labs for various types of studies and experiments, depending on their configuration. Grants users +2 to any science related Knowledge, Computer Use, Craft (chemical, electrical, mechanical or pharmaceutical), or checks to study space related phenomenon (blackholes, nebulas, etc).

Science Sensors
These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to spatial anomalies, such as gravity anomalies, subspace wakes, etc. Grants +2 to sensor checks to study or detect any type of spatial anomaly. Grants +2 to pilot Reflex saves to avoid space related hazards, +2 to Navigate checks to pilot to plot courses. Sensor range is tripled.

Probe Launcher
This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth typically carries 20 probes of various types including generic scientific probes, 2 subspace probes, and other depending on mission profile. The navigator or science station officer can fire a single probe as a standard action.


Phaser Type 4
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 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: Huge
Purchase DC: 35
Restriction: Mil (+3)


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)



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.
 

kronos182

Adventurer
R2 Series Astromech Droid

The R2 Series Astromech were produced by Industrial Automation were designed for use in starfighters to act as co-pilots, navigators and assist in battlefield repairs to keep the fighters in combat longer. They came equipped with several tool arms, internal cargo storage units, on board navi-comp for calculating hyperspace jumps as well as store several pre-calculated jump co-ordinates, comp-link probe for linking to computer systems. While the droids can make noises, they can't speak, making beeps, squeaks, squeals and other noises, which can be translated by most translator droids, and some humanoids can learn to understand the basics of this form of communication, however they are able to transmit large amounts of information this way, which these types of droids use to communicate vast technical information back and forth. Many owners modify these droids with any number of additional tools, equipment or abilities, including jet thrusters for limited flight on a planet or for zero-g maneuvering, weapons, or specialized equipment.

CR: 1
Size: Small (3 ft, 2 inches)
Hit Points: 1d10+5 (15)
Init: +1
Speed: 15 ft, 30 wheels
Defense: 11 (+1 Dex, +1 Size)
Hardness:
BAB/Grp: +0
Attack: unarmed +2 melee 1d3+1
FS/Reach: 5/5 ft
Special Attacks:
Special Qualities:
Saves: Fort +0 , Reflex +1 , Will +0
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 10, Cha 5
Skills: Computer Use +8, Craft Electrical +6, Craft Mechanical +8, Knowledge Technology +6, Listen +2, Navigate +4, Pilot (Ultralight) +5, Repair +8, Search +4, Spot +4
Feats: Starship Operations: Ultralight, Gearhead

Frame: biodroid
Locomotion: legs (pair, with retractable third) with wheels (tripod configuration)
Manipulators: 1 grapple claw, multiple extendable tools
Armour: None
Superstructure:
Sensors: Class VI
Skill Software: Skill Net (+4): Craft Electrical, Mechanical, Knowledge Technology, Treat Injury, Skill Net (+2) Computer Use, Pilot, Search, Repair
Feat Software: Starship Operations: Ultralight, Gearhead
Accessories: Int upgrade x2, Dex upgrade, internal storage (20 lbs), complink, tool mount x4 (mounted on body), vocalizer, mechanicomp sensor, electricomp sensor, fusion torch, arc welder, motion sensor, grappler tag with 50 ft of duracable, sensor periscope (2 foot reach), video & photo recorders, holo projector & recorder, radio, electrical tool kit deluxe, mechanical tool kit deluxe, multipurpose tool, fire extinguisher (6 uses) heuristic processors, magnetic feet, navi-comp
PDC: 25

Heuristic Processor
The R2 series droids are able to learn new skills and feats, and take on ordinary classes (see d20 modern pg 270 Support Characters), but must relate to the medical field in some way.
 

kronos182

Adventurer
Steve Rogers, Captain America Earth 12131, aka Stevie Rogers Major America

Steve Rogers, the young weak man that became the first Super Soldier, known famously as Captain America. Due to the 23 Hours, several versions, and even multiple copies of the same versions, appeared. True to Captain America's heroism and selflessness, they all helped anyway they could to save people, and unfortunately, many died, or simply vanished.
One of those versions of Steve Rogers, a version from Earth 12131 (based on the game Marvel Avengers Alliance), survived, and continued to work with the United States of America's government and is currently working with one of the many versions of the Avengers that is focusing on hunting down elements of A.I.M., Hydra and any other evil powers that are searching for the few fragments of ISO-8 that managed to come to Coreline Earth. To separate himself from any other Captain Americas, he changed his name to Stevie Rogers was promoted by the US Army to the rank of Major. His uniform is modelled similar to the one from the Captain America: Civil War movie, only with darker colours and upgraded with additional armour plating and equipment to bring him more up to date with technology, and integrate into the U.S. Military data and communication networks.
Personality wise, very similar to the Captain America from the Avengers Assemble, a team player and leader, working well with his teammates, easily switching from defensive or offensive actions and co-ordinating combined attacks. Stevie is more willing to use guns and kill when necessary than other Captain Americas, but will usually shot to wound, or when there are no civilians nearby risking innocent bystanders. While on mission he is all business, focused on the mission and getting his team home safe, and protecting innocents from evil groups such as A.I.M., Hydra and other groups. Stevie Rogers is a little obsessed with disbanding both Hydra and A.I.M. most of all, but works to rid Coreline of all evil groups, including AOH, or at least the more violent groups of AOH, that he spends a lot of time looking for them, even spending many off hours investigating sightings or reports.
He is currently leading a small Avengers offshoot team with several other members from Earth 12131, plus a few other members not from his Earth, called The 31st. He is currently in a relationship with fellow 31st member Katelyn Bishop, although with his obsession with finding and ending A.I.M. and such groups does put some strain on their relationship.

Stevie Rogers, Major America
4 Strong/Charismatic 3/Tough 2
Type: Super Soldier Human
Size: Medium
CR: 12
Hit Points: 4d10+20 hp plus 3d10+20 plus 2d10+10; 97
Mas: 20
Init: +5
Speed: 35 ft
Defense: 26, 17 Touch (+7 Class +5 Dex +4 Equipment)
BAB/Grp: +6/+1 /+11
FS/Reach: 5 ft/ 5 ft
Attacks: Shield strike +11 melee 1d8+8 bludgeoning or slashing and Unarmed Strike +5 melee 1d4+8; or Colt M1911 +12/+7 ranged 2d6+1 ballistic.
Special Attacks: Shield Throw, Leading Strike, Shield Strike Special Qualities: Enhanced Durability, Enhanced Healing, Enhanced Strength, Heightened Scenes, Heightened Mental Acuity, Heightened Reflexes, Mental Resilience, Toxin Resistance, DR 1/-, War Hero, Defensive Stance, Shield Guard, Assemble!, Take Charge
Allegiances: US Army, Avengers, Super Heroes, The 31st, S.H.I.E.L.D.
Saves: Fort +11, Reflex +10, Will +5
Reputation: +3
Abilities: Str 20 (originally 9), Dex 20 (originally 12), Con 20 (originally 8), Int 16 (originally 14), Wis 16 (originally 14), Cha 14 (originally 12)
Skills: Balance +8, Bluff +4, Climb +9, Diplomacy +7, Drive +8, Gather Information +7, Intimidate +6, Jump +9, Knowledge Tactics +7, Listen +9, Move Silently +11, Profession Soldier +5, Search +9, Spot +11, Survival +7, Swim +9 Treat Injury +6
Feats: Simple Weapons Proficiency, Power Attack, Exotic Weapon Proficiency (Shield), Armour Proficiency Light, Personal Firearms Proficiency, Combat Martial Arts, Combat Expertise, Combat Reflexes, Cleave
Talents: Melee Smash, Improved Melee Smash, Coordinate, Inspiration, Damage Reduction
Possessions: Vibranium Shield, Custom Colt M1911 (.45), 4 magazines, Major America armour, 3 frag grenades, 3 sonic pulse grenades, fast first aid kit
Action Points: 19

Combat
Major America is a combat expert, specializing in use of a shield and unarmed combat. While he is also skilled in the use of firearms, he prefers not to use them unless necessary. He has developed a number of unique combat maneuvers that center around the use of his shield and unarmed combat, knocking opponents off balance for quick counter strikes.


Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.
Each level when rolling for Hit Points, if the roll is below 5, instead gains 5, plus any bonus from Con.

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Enhanced Strength (Ex) 
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.

Heightened Senses (Ex)
The recipient's senses are heightened, granting +2 bonus to Listen, Spot, Search.

Heightened Mental Acuity (Ex)
Pick two skills that use Int, Wis or Cha, they are now class skills and gain a +2 bonus.

Heightened Reflexes (Ex)
Gains +2 bonus to Reflex saves.

Mental Resilience (Ex)
The recipient has their mental defenses enhanced, gaining a +2 to all saves against mental attacks (includes but not limited to suggestions, compulsion, illusions, intimidation, possession, and any other attacks that affect the mind, including ability drain and damage to Int, Wis and Cha).

Toxin Resistance (Ex)
The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons.

War Hero
Stevie Rogers is a hero from WWII, granting him +5 Reputation with militaries, governments and history buffs. When using Coordinate or Inspiration talents on anyone with military affiliation the range, bonuses and duration are tripled, and can Coordinate or Inspire 3 people per Character Level.

Defensive Stance
As long as Stevie Rogers has his shield in hand, any attack that would deal damage to him, he can make a Reflex save DC attack roll that hit him, and position his shield to block and absorb the damage. Failed save takes damage as normal.

Shield Throw
Major America has developed a technique to throw his shield, striking several targets, and have it return back to him. As a full round attack, he can throw the shield a total distance of 100 ft which includes the return distance to him, striking up to 6 targets, who must be within 20 ft of the previous target struck. He makes one attack roll at his normal ranged attack bonus -2 for each target struck after the first one. If the total roll is enough to strike each target, they all take damage 1d8+3 bludgeoning, and are exposed, and the shield returns, as long as the total distance travelled is 100 ft or less, and Stevie makes a Reflex save DC his attack roll to catch the shield. An exposed character leaves themselves open to attacks of opportunities. Actions that normally do not provoke an attack of opportunity now do, such as exceptionally powerful melee attacks or being tripped by an invisible opponents. GM's digression, a Power Attack using all of the character's Base Attack Bonus for damage could qualify to make the character exposed. Typically lasts 1 round.
If the attack roll isn't enough to strike a target, it merely bounces of their armour, or a nearby target, and increases Stevie's Reflex save DC to catch the shield by +2 per missed target.
If a target that the shield misses has Combat Reflexes feat and hasn't used up their attacks of opportunities for the round, they can attempt to attack the shield with a melee attack at -5 to attack roll, a successful hit knocks the shield off course, causing it to hit the ground or nearby object and stop, while a missed attack simply misses the shield.

Leading Strike
As a full round action, Major America makes an unarmed melee strike against a target at -5 to attack roll, and deals damage like normal, but the target must make a Reflex save DC Major America's attack roll + damage dealt, or is now considered Fumbling for 1d4 rounds. A fumbling character provokes attacks of opportunities when performing any action, including those that don't normally provoke attacks of opportunity, don't add their Dex modifier to Defense, and suffer -2 to attack rolls and any skill checks that require fine control.

Shield Guard
While Major America has his shield in hand, he can pick a friendly within 10 feet of him and apply his shield bonus and half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, or use his shield offensively.

Assemble!
When within 30 feet of any member of the Avengers or the 31st that attacks an opponent within 30 ft of Major America, he can immediately attack that target, using up one of his attacks of opportunities for the round, at base attack bonus -5, as long as he is able to attack that target.

Take Charge
When using his Coordinate talent, Major America can chose instead of providing a +1 bonus to attacks and skill checks, can instead grant one of two abilities with a successful Cha check DC 15: 1 Ranged Awareness, granting all affected allies +1 Dodge bonus to ranged attacks; 2 Offensive Operations, granting all affected allies the ability to use an attack of opportunity against an opponent within 30 feet that damages an ally within 30 ft with a melee attack.

Shield Strike
Major America leaps to attack a target within 15 feet as a full round attack and drops down on target hitting with shield, and dealing damage to the target and damaging those nearby. Major America must make a successful Jump Check DC 17 followed by melee attack at -4, but a successful attack deals 3d8+12 bludgeoning damage, critical x3 to the target struck, plus deals 1d6 concussion damage in a 10 ft area, Reflex DC 15 for half damage. If the attack misses its initial target, the concussion damage is still dealt.

Vibranium Shield
Major America's shield is made of a nearly indestructible material known as vibranium, which he uses as both a means of defense and as an offensive weapon. Vibranium has the unique ability to absorb or amplify sonic energy, rendering nearly any sonic attacks against Major America greatly reduced.
The shield has a large white star and several blue and white circles on it, similar to the shield Steve Rogers used in the movie Winter Soldier.

Vibranium Shield (PL5)
Size: Medium item
Type: Shield
Equipment Bonus: +4
Nonprof. Bonus: +2
Armour Penalty: -1
Weight: 3 lbs
Purchase DC: 34
Restriction: Unique +5
Notes: Vibranium, Grants wielder Sonic Resistance 15, Shield has DR 20, Shield attacks deals 1d8 bludgeoning damage.
Major America can use the edge of the shield to strike with, allowing him to deal slashing damage if he choses instead of bludgeoning.

Custom Colt M1911
Major America's hand weapon of choice is the service pistol he used during WWII, a .45 Colt M1911. It has been customized for him personally, with such modifications as expanded magazine, better accuracy, range and damage.

Major America's Custom Colt M1911 (.45 autoloader)
Damage: 2d6+1
Critical: 20
Damage Type: ballistic
Range Increment: 60 ft
Rate of Fire: S
Size: Small
Weight: 4 lbs
Ammo: 14 box
Purchase DC: 23 Unique (+4)
Notes: Customized +1 to attack for Major America, -1 to anyone else, expanded magazine gadget, improved damage gadget, extended range gadget.

Major America's Armour
This armour is a full body jump suit made of advanced ballistic material including kevlar and titanium, allowing excellent resistance and protection with freedom of movement. Additional plates protect the torso, arms and legs. The helmet includes a military radio, cell phone, display glasses with built in binoculars, night vision goggles, and anti glare protection against flash grenades. A card computer mounted on the left arm handles the communications and allows Major America to view mission updates on his helmet's display glasses. Multiple pockets and holsters allow for quick access to magazines, grenades and other tools. A quick release mount on his back allows for quick drawing and holstering the shield. A flash light is mounted on the left arm and helmet.
This armour is modelled similar to that Captain America wore in Civil War, only with darker shades.

Major America's Armour (PL5-6)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +6
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 6 lbs
Purchase DC: 20
Restriction: Mil (+3)
Notes: +4 to saves vs flash grenades and gaze attacks, darkvision 60 ft (-4 search and spot when active).
Accessories: Military radio, cell phone, GPS, card computer, display glasses, binoculars, 2 flashlights (left arm and helmet mounted), night vision goggles.
 

kronos182

Adventurer
Phasers
Phasers are the main handheld energy weapons used by the Federation for over 100 years. Most phasers have several power settings, including a stun setting. Not many advancements have been made in hand phaser technology other than accuracy, power consumption, although more modern models, especially in the rifles have more powerful settings and range.

Type 1 Phaser (TSO Era 2230-2330)
This small weapon easily fits in the palm of the hand, usually held between the thumb and first three fingers, designed with a total of four power settings, with one being stun. They had small power cells and had limited ammunition capacity.

Type 1 Phaser (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 1d6, 2d6, 3d6
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 20 ft
Rate of Fire: Semi
Size: Tiny
Weight: 1 lb
Ammo: 20 internal
Purchase DC: 15 Res (+2)
Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d6 uses 1 extra charge, thus a 3d6 shot uses 3 charges, stun setting uses 1 charge. Special dock for recharging, takes 2 hours to fully recharge.

Type 1 Phaser (TNG+ Era 2330+)
This is the modern version of the Type 1 phaser, has slightly improved damage, range and ammo capacity. It still follows the small design, making it easy to carry. These phasers can be programmed to fire automatically at set intervals.

Type 1 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Tiny
Weight: 1 lbs
Ammo: 30 internal
Purchase DC: 15 Res (+2)
Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be set to fire automatically at set intervals of once every round to once every minute, until shut off, or power cell is drained. Special dock for recharging, takes 2 hours to full recharge.

Type 2 TOS Era
The Type 2 is a larger handheld weapon designed more gun, a handle with trigger that contained a removeable power pack, with body above that contained a short barrel and control settings. This version had more power settings, as well as the beam width can be modified, and the weapon could be used as a cutting tool on lower settings, and included a disintegration setting.

Type 2 Phaser (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 4 lbs
Ammo: 40 box
Purchase DC: 16 Mil (+3)
Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.

Type 2 Phaser TNG+ Era
This is the modern version of the Type 2 phaser, featuring a much sleeker design, of a handle held more horizontally that flows into the form of a muzzle cowling and emitter. This era's Type 2 also had improvements in power and range, featured an illuminated power level readout. This version also included two levels of the stun setting.

Type 2 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 40 ft
Rate of Fire: Semi
Size: Small
Weight: 4 lbs
Ammo: 60 box
Purchase DC: 16 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15. The stun settings can also benefit from these beam width settings.
 

Concerning Star Trek and its disposition within Coreline: My personal belief was that the Fed as it appears on STO was the "current day" in terms of what is available and the earlier gear is, if not popping in from its specific era, then it was a replica.

Because of stuff like the Klingons being back to semi-separatism but still being chummers with the Feds (kind of) and the Romulans being... well... just a little bit less backstabbing. Then again, it's probably a matter of figuring out the best moment to strike isn't "just yet".

We can discuss this if you want, man, the "current day" being DS9/VOY also sounds cool.

Kronos: Really cool stuff. Especially starting up the abilities of the "Avengers Alliance" attacks for Cap.
 

kronos182

Adventurer
Concerning Star Trek and its disposition within Coreline: My personal belief was that the Fed as it appears on STO was the "current day" in terms of what is available and the earlier gear is, if not popping in from its specific era, then it was a replica.

Because of stuff like the Klingons being back to semi-separatism but still being chummers with the Feds (kind of) and the Romulans being... well... just a little bit less backstabbing. Then again, it's probably a matter of figuring out the best moment to strike isn't "just yet".

We can discuss this if you want, man, the "current day" being DS9/VOY also sounds cool.

Kronos: Really cool stuff. Especially starting up the abilities of the "Avengers Alliance" attacks for Cap.

I'm not as familiar with STO as I don't have the game.. but I can probably read up on it to get up to date on it.

Thanks. There's a couple of abilities that that Capt America doesn't have from the game, mostly due to the the different uniforms, and would make him a little too OP. I've got a few others in the works.
 

Lord Zack

Explorer
Star Trek Online is free, so if you like MMORPGs or games involving space ships I suggest you try it.

Another ship I suggest stating out is the B'rel-class Bird of Prey, with a crew complement of 6-12.
 

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