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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Cadet T'Laan

T'Laan is an incredibly intelligent vulcan cadet in Starfleet Academy from the Kelvin Timeline. Though she had initially wanted to return to her people and help in the settling of New Vulcan, her experience with her fellow cadets convinced her to stay in the academy and Starfleet. She specializes in the science division and has a specialty in shielding technology, finding new ways to improve or find new uses for shielding technology. T'Laan is currently looking for new shielding methods and will work with Federation or independent allies

Cadet T'Laan
Smart Ord 2/Dedicated 1
CR: 2;
Type: Medium sized Vulcan;
HD: 2d6+2 plus 1d6+1 HP ;
Mass: 12;
Init: +3;
Speed: 35 ft;
Defense: , touch , flat-footed (+3 Dex, +1 Class);
BAB: +1;
Grap: +1;
Attack: +1 melee (1d3 nonlethal, unarmed strike), or +4 ranged type 1 phaser (varies);
Full Attack: +1 melee (1d3 nonlethal, unarmed strike), or +4 ranged type 1 phaser (varies);
Special Attacks:
SQ: Vulcan traits, Objective Defense, Thorough Scans
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +1, Ref +, Will +2;
AP: 0;
Rep: +2;
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 11, Cha 10;
Occupation: Academic (Computer Use, Knowledge Technology, Research)
Skills: Computer Use +12, Concentration +1, Decipher Script +5, Investigate +3, Knowledge (physical sciences) +10, Knowledge (technology) +13, Listen +6, Profession +4, Read/Write English, Read/Write Vulcan, Read/Write (Andorian), Repair +7, Research +8, Search +7, Speak English, Speak Vulcan, Spot +3, Survival +2*
Feats: Educated , Personal Firearms Proficiency, Simple Weapons Proficiency, Planetary Adaptation: Barren World, Nerve Pinch.
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), , Type 1 phaser (TOS/Kelvin Timeline era), comm badge with built in universal translator.

Objective Defense
T'Laan can with a full round action and a Computer Use check DC 20 can improve the shields of a ship she is part of the bridge crew by giving the Shields DR 20 vs kinetic weapons for 1d6+1 rounds. For every 5 points she beats the DC, the DR is increased by +2 and duration by 1 round.

Thorough Scans
If T'Laan is operating the sensors, when scanning other ships, gains +2 to Computer Use checks to use the sensors and increases the range by 10%.

Racial Traits
Feats:
Vulcans gain the Planetary Adaptation: Barren World feat (d20 Future pg 13), gaining +4 to Survival checks and Constitution checks against starvation and thirst. Vulcans can go without water and food 4 days before needing to make checks. Vulcans can gain the Nerve Pinch feat (d20 Future, pg 13) without meeting the normal requirements after reaching level 3 as one of the feats they can select.
Psionic Skills: Vulcans automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration.)
Psionic Abilities: Vulcans are naturally gifted in psionics. Vulcans, with some training (typically at least 40 years old), will have the following psionic powers: Lesser Mindlink, Force Mindlink, Detect Thoughts, Detect Psionics. However these abilities require that the Vulcan touch the recipient except Detect Psionic, and able to use these powers with no power points 3 plus Int modifier times per day, and takes 1d4 rounds to use the power. This is in addition to any other psionics the character may be able to cast from other psionic classes. Vulcans who don't take any psionic classes will have a base of 4+ Int modifier power points. Vulcans that take psionic classes gain a bonus 10 power points if starting at level one with a psionic class, plus at any level they gain in a psionic class they gain +1 power points per level.
Lowlight Vision: Vulcans can see farther in low-light conditions than other races.
Low Oxygen Adaptation: Vulcans can function fine while within a low oxygen environment, and when using stored oxygen, such as while wearing an environmental sealed suit such as a space suit, they can extend the breathable time by 25% since they require less air. However this makes them more susceptible to air borne toxins, however if they failed their save to the toxins or poisons they can make another save the next round at +1 due to their powerful immune system.
Inner Eyelids: Vulcans have an inner eyelid that protects their eyes, while in conditions with dirt, sand and other particles in the air, such as in desert environments, they are not affected as their eyes are protected. This also gives them protection against harsh lighting conditions, such as flash grenades or extremely bright light, such as in deserts or on planets with brighter normal sun light. Grants +2 to all such saves.
Mental Training: Vulcans, as part of their training to suppress their emotions and follow logic, are also able to, through will power, able to control much of their bodily functions. Making a Concentration check, the Vulcan is able to perform several feats: DC 15 and entering a trance-like state, able to increase their healing ability to Fast 1 for 1d4 rounds +1 round per round of additional concentration to a maximum of 10 additional rounds; DC 18, able to enhance either their Strength or Dexterity by +2 for 1d4 rounds; DC 20, enter a trance-like state for 2d6 rounds and able to purge their body of any poisons or toxins that have a save DC less than 17. Diseases and poisons or toxins with a save DC higher than 17 require the Vulcan to enter the trance for 2d6 hours.
Logic: Due to their training in logic and suppressing their emotions, Vulcans gain Concentration, Diplomacy and up to two Knowledge skills as class skills, and if they already are class skills they gain +1 bonus to those checks. If a Vulcan make a Concentration check DC 16 before attempting any Craft or Research checks, for every 5 points they beat the Concentration DC grants a +1 bonus to those checks as the Vulcan is super focused and using their logic to assist in making those skills/attempts more efficient.
 
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Hinthas

Explorer
Absolutely LOVE coming to this thread! So much awesome stuff from the videogames I've played over the years. Has anyone ever figured out an approximation of the Spider Tanks from Watch Dogs?
 


kronos182

Adventurer
Sparrow
A stubby looking light jet with four projectile weapons, two under the nose is pods, two under the wings. A potent laser is mounted in the nose but has limited payload. While the wings are short, they are nearly the length of the craft which helps provide decent lift, with two tiny rear wings and short tail. The Sparrow isn't particularly fast, but surprisingly maneuverable, and decently armoured. A few variants are available. The Sparrow is about 6 squares long, fuselage is 2 squares wide, with a total wingspan of 5 squares wide, providing full cover to the pilot.

Crew: 1
Passengers: 0
Cargo: 30 lbs
Init: -3
Maneuver: -2
Top Speed: 350 (35)
Defense: 7
Hardness: 15
Hit Points: 35
Size: G
Purchase DC: 41
Restriction: Mil (+3)
Accessories: 5 hour air supply, military radio, 4 20mm cannons, 1 laser
Notes: Can not fire 20mm cannons while the heavy laser is firing, nor fire laser while using 20mm cannons.

WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
20mm cannons (4 fire-linked8d1020Ballistic150 ftS100 rds ea
Heavy Laser8d8*20Fire200 ftSIngle*20 shots

Heavy Laser
This laser fires a heavy beam for 3 rounds instead of a single blast, but suffers -2 to attack rolls, plus an additional -2 for every 20 difference in speed the target is faster than the Sparrow, or a +1 to strike for every 10 difference in speed the Sparrow is faster than the target. If it strikes the same target each round successfully, deals an additional +2d8 damage each additional strike, for a maximum of 12d8 on the third successful round of striking. On the second round of successfully striking the target, the critical damage modifier is increased to x3, and if a second critical strike on the third round the critical modifier is x4.

Sparrow Mk2
The Mk2 has a slight upgrade in weapons and armour, making it slightly slower than the original.
Make the following changes to a Sparrow to make a Sparrow Mk2:
Increase hit points to 40;
Reduce speed to 340 (34);
Replace 2 nose 20mm cannons with 2 30mm cannons;
Heavy Laser capacity increased to 25;
PDC +1.
Note: Can not fire 30mm cannons with any other weapons.
NameDamageCriticalDamage TypeRange IncrRate of FireMagazine
20mm Cannon (2 fire-linked)6d1020Ball150 ftS120 rds ea
30mm Cannons (2 fire-linked)6d1220Ball150 ftS

Sparrow Mk3
The Mk3 is similar to the original Sparrow but instead of changing weapons, it has other improvements in improved engines for increased speed, an improved targeting systems. The Mk3 also has a defensive system that releases multiple laser blasts around it to ward off farther attacks.
Make the following changes to a Sparrow mk1 to make a Mk3:
Increase speed to 375 (37);
Gain +1 to attack rolls for all built-in weapons;
Add Defense Burst;
PDC +1.

Defense Burst
This devise has multiple laser emitters that when the equipped vehicle suffers a certain amount of damage, fires and fills an area around the vehicle with laser fire. When the vehicle suffers 50% damage (17 points of damage after damage reduction) it fires, dealing 4d8 points of fire damage to a 100 ft radius area, Reflex save DC 16 for half.
 

kronos182

Adventurer
Bunker
Bunkers are a classic form of Terran defense, made of a short, domed structure atop a square base, with a single armoured door at the rear. Each side has a port that allows 4 to 6 marines inside to fire through while being completely protected, although heavier armoured units, such as firebats and and marauder armoured marines take up the space of 2 marines. Bunkers are typically 25 ft by 25 ft (5 squares by 5 squares) at their base and about 15 feet tall. The Bunker provides nine-tenth cover for its occupants.
Several additions and modifications can be applied to the basic bunker to make them more effective.
Bunkers have 100 hit points, Defense 6, hardness 20. PDC 29. The armoured door has 50 hit points and hardness 20, and a Computer Use check DC 30 to pick the electronic lock. Occupants inside receiver +10 cover bonus to Defense and +4 cover bonus to Reflex saves. Occupants firing through the firing ports suffer -1 to their attack rolls. Bunkers are typically equipped with additional supplies and ammunition, with typically 50 magazines for the C-14 Impaler gauss rifle, 10 tanks for firebats and 5 reloads for the marauder armour's auto factory for its grenade launchers, typically 5 to 10 days of rations for up to 6 people and additional air resupplies for powered armour for another 5 days for 6 people. The firing ports can be sealed when not in combat and the bunker has air and power for 15 days before needing resupplying. A single SCV with 5 tons of minerals can assemble a basic bunker in 1 hour.

Bunker Modifications

Defensive Turret

Advanced turrets have a built into them to aid in their defense. The turret mounts an auto turret system with a gauss cannon and its targeting system. The bunker gains 20 additional hit points, plus the auto turret that functions on its own.
Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 10000 rd box (PDC 16 box of 20)
Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile.
Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile.
PDC: +3

Projectile Accelerator
Bunkers on advanced military bases are often fitted with projectile accelerators that enhances the shots fired from the weapons of occupants that are used with them. Equipped bunkers grant +1 to attack rolls and +5 damage to projectile weapons to the occupants using their hand weapons firing through the firing ports.
PDC: +1

Fire Suppression System
The bunker is equipped with a set of fire suppression drones that are released upon the bunker suffering more than 30 points of damage. The drones can repair 10 hit points to the bunker each round to a maximum of 75 hit points, and can't repair above the bunker's maximum hit points. Refilling this system costs PDC 19.
PDC: +2

Spotlights
Up to 4 spotlights on pivots and turntables can be fitted, each with a range of 200 ft, lighting up a 20 foot area.
PDC: +1

Fortified Bunker
The bunker is reinforced to better resist attacks and absorb more damage. Adds 50 hit points and increases hardness by +3.
PDC: +3

Neosteel Armour
The armour of the bunker is reinforced with neosteel plating, increasing Defense to 7 and increases hardness to +5.
PDC: +4
 

kronos182

Adventurer
A few Chimera variants from WH40K

Storm Chimera
The Storm Chimera is a rare variant used by the regiments of the Death Korps of Krieg. The preferred combat doctrine of the Death Korps holds that either its troops not be reliant on mechanized transports, or its regiments utilise much larger and heavier transports such as the Gorgon for heavy assaults. As such, the Chimera sees limited use in the Death Korps and most commonly as the Storm Chimera. This configuration is issued to specialized frontline assault units and is simply an up-armoured standard Chimera with extensive ablative armour plating to increase its endurance. It is always armed with a turret mounted autocannon.

Chimera (PL6, Imperium of Man)
Crew: 3
Passengers: 12
Cargo: 550 lb with full passengers, tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26*
Hit Points: 56*
Size: Huge (-2 size)
Purchase DC: 42
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent. Pintle mount weapon option, user is exposed with only half cover. Ablative armour
Ablative Armour - Extra armour is bolted to the vehicle, which is designed to ablate and reduce damage to the vehicle. This armour grants an additional +35 hit points and additional +5 to hardness but reduces speed to 65 (6), 20 (2) on water. Each strike to the vehicle reduces the bonus hit points first and each strike reduces the additional hardness by 1 per strike. Once the bonus hit points and hardness is reduced to zero, damage is done directly to the hull, and speed goes back to normal levels
Weapons: Autocannon turret, heavy bolter.
WeaponDamageCriticalDamage TypeRange IncRate of FireAmmo
Autocannon4d1020x2Ball150 ftA150
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A500
Lasgun (6)3d820x2Fire80 ftSUnlimited

Hellhound
The Hellhound is a flame-thrower tank that uses the Chimera chassis, replacing the multi laser with an inferno cannon, replacing the troop compartment with an armoured pressurized fuel tank for the inferno cannon. These vehicles are useful to clear enemies out of cover, making them excellent anti-infantry vehicles. However the vehicles are prone to exploding when taking fire and the tank is ruptured.

Hellhound (PL6)
Crew: 3
Passengers: 0
Cargo: 250 lb tow 6 tons
Init: -2
Maneuver: -2
Top Speed: 77 (7) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 56
Size: Huge (-2 size)
Purchase DC: 42
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried externally, trailer hitch.
Notes: Attacks from explosive ammunition have their critical threat range increased by 1, and on a successful critical hit, the vehicle suffers an additional 50% damage.
Weapons: Inferno cannon turret, hull mounted heavy bolter or heavy flamer
WeaponDamageCriticalDamage TypeReflex DCRange IncrRate of FireMagazine
Inferno Cannon6d6-Fire1760 ft cone or
100 ft line, 10 ft wide
Single75 shots
Heavy Bolter3d12+4 +2d620x2Ball100 ftS, A400 rds
or Heavy Flamer4d6-Fire1560 ft long, 10 ft wide line
Single20 shots


Bane Wolf
This minor adaptation of the Hellhound replaces the Inferno cannon with a Chem Cannon and the vehicle is coated in a chemically inert coating to protect it from its own weapon. The chem cannon fires a line of acid instead of fire, making it deadly against even creatures that are fire resistant.
Make the following changes to the Hellhound to make a Bane Wolf:
Replace Inferno Cannon with Chem Cannon;
Add Acid Resistance 20.

Chem Cannon
This weapon appears visually similar to the Inferno cannon, except it is modified to fire a stream of potent acid.

Chem Cannon (PL5 Exotic Weapons Proficiency, Imperium of Man)
Damage: 4d6
Critical: 20x2
Damage Type: Acid
Range Increment: 100 ft long line, 10 feet wide, Reflex DC 17 for half
Rate of Fire: Single
Size: Large
Weight: 55 lbs
Ammo: 150 shots
Purchase DC: 25 Mil (+3) Imperium of Man
Note: Continues to deal damage each round, but reduced by 1 die until reduced to 0 die. Can be stopped with an anti-acid agent (a base chemical) applied as a full round action.
 

Lord Zack

Explorer
Hmm... I'm imagining a Terran-built version of the Hellhound optimized for anti-Zerg use. Like a "Mar Sara- pattern Hellhound." (Or Korhal-pattern, or Valhalla-pattern, etc.)
 


Lord Zack

Explorer
Well, it would have Neo-Steel Armor like most terran vehicles. The Inferno Cannon would remain, but the secondary weapon would be replaced with a gauss cannon. The engine is replaced with one based on that allows it to operate on a variety of fuels. Reckless terran engineers sometimes tinker with the Inferno Cannon to allow it to project a more intense, focused flame for a limited. This can be dangerous if not done properly, but increases the damage at the cost of spreading the flame over a smaller area.
 

kronos182

Adventurer
Well, it would have Neo-Steel Armor like most terran vehicles. The Inferno Cannon would remain, but the secondary weapon would be replaced with a gauss cannon. The engine is replaced with one based on that allows it to operate on a variety of fuels. Reckless terran engineers sometimes tinker with the Inferno Cannon to allow it to project a more intense, focused flame for a limited. This can be dangerous if not done properly, but increases the damage at the cost of spreading the flame over a smaller area.
What name would you give this variant? I can stat it up in a few min, just need a name.
 

kronos182

Adventurer
Imperial Guardsman

The soldiers of the Imperium are the Imperial Guardsman, the largest coherent fighting force in their galaxy, serving as the Imperium of Man's primary combat force and first line of defence from the myriad threats which threaten the existence of the human race. Made up of billions of men and women filling various roles from ground soldiers to vehicle crews. The rank and file are the Guardsman, which are mostly enlisted soldiers, but there are also conscripted members who have very little training and are rushed into combat, and the penal soldiers.
Guardsmen are used enmass, and depending on the commander, they can be used as cannon fodder, throwing wave after wave against an enemy, or used to put up a wall of laser fire, but they are not used in precision strikes, they are known as the Hammer of the Emperor.
While individually Guardsman are not very lethal, enmass where they can bring mass volleys of laser fire, heavy weapons and artillery, they can be quite deadly. Guardsman are typically found in teams of 6 or squads of 12, with a Sargent, with up to 2 wielding special or heavy weapons such as plasma rifles, flamers, melta weapons. Groups over 24 will have a higher level commander such as a commissar.

Imperial Guard Low-Level (Tough Ord 1/Strong Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d10+2 plus 1d8+2, 14 HP
Mass: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex +2 class +3 flak jacket)
Base Attack Bonus: +1
Grapple: +3
Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Full Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Special Attack: Fix Bayonets!
Special Qualities: For the Emperor!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Man
Saves: Fort +4, Ref +1, Will +0
Rep: +1
Abilities: Str 14, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +4, Drive +4, Intimidate +5, Listen +2, Profession +1, Read/Write English, Search +1, Speak English, Speak Italian, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possession: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.

Imperial Guardsman Mid-Level (Tough Ord 3/Strong Ord 3)
CR: 5
Size: Medium
Type: Human
Hit Dice: 3d10+6 plus 3d8+6, HP 45
Mass: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex +4 class +3 flak jacket)
Base Attack Bonus: +5
Grapple: +7
Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Full Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Special Attack: Fix Bayonets
Special Qualities: For the Emperor
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Mankind
Saves: Fort +6, Ref +3, Will +2
Rep: +2
Abilities: Str 15, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +6, Jump +1*, Listen +3, Profession +5, Read/Write English, Read/Write Italian, Search +2, Speak English, Spot +5, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.

For the Emperor!
Imperial Guardsman fight for a greater cause of the Emperor of Mankind and the Imperium, and as such they fight better as a group. Guardsman as long as they are in groups of at least 6 gain +1 to saves against fear and mind effects. Also they fight as one unit, if a group of 6 (or more) fight together against the same target, make 1 attack roll using the highest attack bonus +1 per 3 Guardsman in the group up to a maximum of 24 members (maximum +8 to attack roll), dealing 3d8 +1d8 per 3 Guardsman. When fighting as a group, pool hit points, increase Defense and saves by +1 per 3 Guardsman. When enough hit points are reduced to equal 3 Guardsman, reduce bonuses as if 3 Guardsman less.

Fix Bayonets!
The Guardsman can make a charge attack firing the lasgun first at -2 to attack roll, then making a melee attack with the bayonet attached to the lasgun with the normal +2 to attack roll and -2 to Defense, but on a successful strike deals double damage. This ability works with For the Emperor!

Lasgun
The lasgun is the Imperium of Man's standard laser rifle. It is a simple and reliable design that has been around for centuries and produced in the millions. It comes with iron sights and can alter its power level for a weaker shot, but increases the number of shots available, and has a bayonet lug for fitting a knife under the barrel for melee combat. The power packs for these weapons can be recharged by a number of ways, including sitting in the sun, normal recharging, or even placed in a high heat source such as a campfire.

Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.
 

kronos182

Adventurer
A couple of Star Trek races.

Bajorans
Bajorans are a race of humanoids that looks similar to humans except they have 4 to 7 creases across their nose. Their race once had a very rich and advanced culture, with advances in science, math, philosophy and the arts and they are a very spiritual people, however that was almost virtually destroyed during the Cardassian Occupation.
Today, most Bajorans are survivors of the Cardassian Occupation. Many helped the resistance in some way, from actually fighting to providing support in the form of information, equipment or causing distractions.
Bajorans have their surname, or family name first, followed by their personal name.
Racial Traits:
Medium: As Medium creatures, Bajorans have no special bonuses or penalties due to their size.
Racial Skills: Bajorans are a very spiritual and religious people with a rich culture and incredible art, gaining +2 to Knowledge (Theology and Philosophy) and +1 to 1 Perform of choice.
Occupation Survivors: Due to the Cardassian Occupation, Bajorans have learned to survive on little and make improvised weapons. Gain +2 to Survival checks and one of the following feats: Jack of All Trades, Salvage, Hated Enemy, Twitchy, Militia.

HATED ENEMY
Your time spent fighting a particular enemy has left you bitter and angry, and you thirst for revenge against them.
Prerequisite: Must be a veteran of a war or occupation, fought against your hated foe.
Benefit: Select a single faction or race as your hated foe. You gain a +1 morale bonus to attack and damage rolls when fighting your hated foe, as well as to Will saves to resist fear effects. However you are irrational with respect to your foe and are incapable of dealing with them in a non-violent manner. You incur a -2 circumstance penalty to all checks made when dealing with your foe in peaceful circumstances.

TWITCHY
A lifetime waiting to be ambushed has left you permanently on edge.
Prerequisite: Must have fought in a war or occupation
Benefit: You gain a +2 circumstance bonus to Initiative rolls and Reflex saves, but incur a -2 penalty to all checks that require a degree of patience or concentration on account of your infuriatingly restless nature. You are also likely to over-react, drawing a gun before a situation demands it or pulling the trigger too soon when waiting in ambush.

Militia
You served in a local militia, training with common weapons, improvised and ancient weapons.
Benefit: Gains Archaic Weapon proficiency, Personal Weapons Proficiency.


Andorian
Andorians are a race of humanoids, one of the founding races of the Federation of Planets although they are a militaristic race. They come from an icy moon of Andoria, they have blue-skin with white or silver hair and have two antenna that come out of the top of their heads. They have a higher metabolic rate than humans, and thus can tire faster than humans, but they can survive cold temperatures that humans can not, from freezing cold to high temperatures.
Their antennae, which are able to move and bend, and amongst Andorians and those that studied them, could get a rough idea of what the Andorian was feeling emotionally by watching the antennae. Their function helped with balance and spatial awareness and sense their surroundings.

Racial Traits
Ability Modifiers: +2 Strength, -2 Charisma. Andorians are strong and their warrior ways and aggression can make them difficult to understand or interact with.
Medium: As Medium creatures, Andorians have no special bonuses or penalties due to their size.
Speed: Andorians base land speed is 30 feet.
Racial Skills: +1 Balance, +1 Spot and +1 Survival skills. Andorian antenna help their balance and notice things around them. If one antenna is damaged, they lose the bonus, but they regrow in 9 months without treatment. Living on a harsh icy moon they learn how to survive in harsh conditions.
Planetary Adaptation: Cold World. Andorians come from an icy moon, granting them +4 on Fort saves against extreme cold (but don't gain cold resistance as per d20 Future pg 13), however Andorians also can survive warmer temperatures than humans, up to 40 degrees Celsius without issues, but do not gain the Hot Planet adaptation.
Training: As a warrior race, all Andorians are taught how to use a number of traditional weapons, granting all Andorians Simple Weapon Proficiency, and proficiency in the Andorian weapons, plus gain +1 racial bonus in melee combat.
ECL: +1
 

Lord Zack

Explorer
What name would you give this variant? I can stat it up in a few min, just need a name.
I figure they would just call it the Hellhound and would adapt the Imperium convention to distinguish it- i.e. "Planet"-pattern. is would be wherever the design was first designed, possibly Korhal, since some weapons development occurs there.
 

kronos182

Adventurer
Starcraft variant of the Hellhound

Korhal Pattern Hellhound
The Korhal Pattern Hellhound are hellhounds that are modified or built on the world of Korhal using Dominion technology. The differences primarily include improved control system to allow a crew of 2 to man the vehicle, typically plated in light neo-steel armour and re-enforcing around the tanks, life support systems are expand. The inferno cannon is typically kept, and the hull-mounted heavy bolter is replaced with a gauss cannon. Many vehicle upgrades available to Dominion forces can be added to the Korhal Pattern

Hellhound, Korhal Pattern (PL6)
Crew: 2
Passengers: 0
Cargo: 250 lb tow 6 tons
Init: -1
Maneuver: -2
Top Speed: 80 (8) / 30 (3) on water
Defense: 8
Hardness: 26
Hit Points: 58
Size: Huge (-2 size)
Purchase DC: 42
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 10 hour air supply (can be expanded with additionally tanks carried externally, trailer hitch.
Notes:
Weapons: Inferno cannon turret, hull mounted gauss cannon
WeaponDamageCriticalDamage TypeReflex DCRange IncrRate of FireMagazine
Inferno Cannon6d6-Fire1750 ft cone, or
100 ft long 10 ft wide line
Single75 shots
Gauss Cannon5d1220x2Ballistic150 ftA2000 rds

Options
The Korhal pattern can use many of the options available to Imperial vehicles plus several from the Dominion of Man.

Vanadium Plating
A different type of armour plating for the vulture. Adds +1 hardness and +2 hit points. This can be applied 3 times, with penalties and bonuses stacking.
PDC: 21 (Mil +3)

Regenerative Bio-Steel
A new type of hull plating that was developed by Egon Stetmann aboard the Hyperion after studying the cellular structure of Zerg organisms. It uses regenerative nanobots to slowly repair the hull. The equipped vehicle can repair 1 hit point every 1d4 rounds.
PDC: 25 (Rare +4)

Twin-Linked Flamethrower
The Inferno cannon turret is modified with a twin mount, doubling the width of the attacks. The cone attack is 50 feet long but 100 feet wide, and when in line mode reaches 150 feet and 20 feet wide. Reflex save DC in both modes is increased to 19. The number of shots is reduced to 50 as more fuel is used up.
PDC: 25

Thermite Filaments
This upgrade laces the flames with small bits of thermite, allowing the flames to burn through light armour doing additional damage to a target's vitals. The weapon now gains ignore 4 points of hardness/DR, Targets without hardness/DR but have equipment bonus to Defense, ignores 3 points of that bonus. Deals an extra 1d6 points of damage.
PDC: +3
 




Hinthas

Explorer
Not yet.. I'd got to find a wikia for it and look it over then start plugging away.


Does this help?
 

kronos182

Adventurer
A couple variants on the NX-Class

Terran NX
The Terran NX is from the Mirror Universe, built by the Terran Empire. Visually it looks very similar to the normal NX, however it has heavier armour and more weapons. Instead of recreational areas, the ship had expanded brigs, agony booths and expanded barracks for more troops.

Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 17
Hit Dice: 135d20 (2700 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 83
Passenger Capacity: 70 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3

Attack:
2 fire-linked Pulsed Phased cannon +1 ranged 18d10, and 2 fire-linked pulsed phased cannon -4 ranged 18d10; or
2 fire-linked Pulsed Phased cannon +1 ranged 18d10 and -5 photonic torpedo 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only)

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +4 Pilot checks
Engines: thrusters, ion engines, warp drive (max warp 5.2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2

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)

Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.

Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.


NX Refit
The NX Refit is an alternate reality possibility of the extension of the NX service life, extending it into the 23rd century and acts as a possible bridge in ship design to the dual hull design that is the staple of Federation starship design in the 23rd and 24th centuries. The NX has a secondary hull added that is connected to the lower rear section of the saucer with pylons that connect to the original pylons adding addition structural support, however the rear joining section is removed, with the impulse engines moved to the rear of the saucer portion.
The secondary hull mounts an addition and more powerful deflector, a larger and more powerful warp drive is installed, improving the ship's speed up to warp 8. Additional science labs and sensors are added, as well as increased crew, increased size for crew quarters. Most of the ship's systems have been upgraded to 23rd century levels, with better transporters, installation of food synthesizers (predecessors to replicators), the phased cannons are replaced with phasers and photonic torpedoes are replaced with photon torpedoes. Instead of two shuttle pods held under the saucer, there is a shuttle bay mounted in the rear of the lower hull, able to hold up to 4 shuttle craft. The grapplers are replaced with a single tractor beam. An experimental weapon system was added to the NX-Refit, the Point Defense Bombardment Warhead.

NX-Class Refit (PL6-7)
Type: Mediumweight
Subtype: light cruiser/explorer
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 17
Hit Dice: 140d20 (2800 hp), shields (3500 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 110 Trained
Passenger Capacity: 100
Cargo Capacity: 5,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3

Attack:
2 fire-linked phaser type 4 +0 ranged 18d10, and 2 fire-linked phaser type 4 -5 ranged 18d10; or
2 fire-linked phaser type 4 -0 ranged 18d10 and -5 photon torpedo 12d20; or
Point Defense Bombardment Warhead +0 ranged 14d20

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, +4 Pilot checks, hanger (room for 4 shuttles)
Engines: thrusters, ion engines, warp drive (max warp 8 for 10 hours, cruising speed warp 6.5)
Armour: ditanium
Defense Systems: autopilot, shields
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 phaser type 4, 2 photon torpedo launchers (typically 150 torpedoes per launcher), point defense bombardment warhead (typically 10 warheads)
Grappling Systems: tractor beam

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)

Point Defense Bombardment Warhead
This large photon torpedo is equipped with photon micro torpedoes that are fired against any targets between the firing ship and the main target. If no other ships are within range, these micro torpedoes attack the primary target, overwhelming any point defense systems the target may have. The main torpedo does not have a variable yield, it is fixed, as are the micro torpedoes.
The warhead launches up to 10 micro torpedoes, able to attack any enemy in a 10,000 ft wide line between the firing ship and the target which attack at 1d20+6 attack roll to hit, dealing 3d20 points of energy damage, and if the targets have a point defense system, it must defend against each torpedo, including the main warhead.
The main warhead deals 14d20 points of damage to the target, plus half damage to 500 ft area, Reflex DC 19 for half damage.
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.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.
 
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