CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
D5 Class Klingon Battle Cruiser

A class of battle cruiser in service with the Klingon Imperial Fleet during the mid-22nd century. Built along the lines of classic Klingon design, a small 'pod' front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with disruptors and photon torpedoes, with excellent armour, including dispersive armour in critical locations, and shielding for protection, with a top light speed of Warp 6. The forward section contained both a disruptor and photon torpedo launcher, a dorsal disruptor array mounted on the neck, and a belly mounted turret of twin heavy disruptor cannons. A small superstructure is fitted on the top at the rear of the main section, located above the impulse engines, which includes the shuttle bay, with room for two standard sized shuttles.
The D5 class was often used to patrol areas of the Klingon Empire, especially along the borders, and as such were equipped with standard multi-spectral sensors, allowing the ships to scan not only for enemy craft but conduct minor scientific scans.

Older models, ready for decommissioning, were sometimes converted to freighters, stripping out the belly disruptor cannons, along with other systems, with much automation installed. Finally 8 under-slung deuterium tanks, capable of carrying over 80,000 liters of deuterium are fitted to the underside.

In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D5s, and created splinter groups of raiders, attacking the Federation and others.
The Klingon Empire itself manufactures D5s for export since the technology is obsolete, although they produce and use the freighter variant for their own purposes as well as export.

D5 Class (PL6)
Type: Mediumweight
Subtype: Battlecruiser
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 2 (3 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 60 vs direct energy, 20 vs projectile, missile/area
Hit Dice: 175d20 (3500 hp) shield 4375 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 689 ft
Weight: 98,700 tons
Targeting System Bonus: +3
Crew: 70
Passenger Capacity: 20 (typically dedicated soldiers)
Cargo Capacity: 2000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil (+3)

Attack:
Disruptor cannon -6 ranged 12d12, and disruptor array plasma cannon -10 ranged 10d12; or
Disruptor array -5 ranged (10d12, turret) and -10 photon torpedo (varies); or
Fire-linked 2 heavy disruptors -7 ranged (21d12, turret)
Attack of Opportunity:

Standard PL(6-7) Design Spec:, Agile ship, transporters,
Engines: thrusters, ion engine, Warp Drive (Warp 6)
Armour: Dispersive armour
Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer
Sensors: Class IV, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 1 disruptor cannon type 1, 1 disruptor array type 1, 2 photon torpedo launchers (40 torpedoes each), fire-linked twin heavy disruptor cannons
Grappling Systems: tractor beam

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.

Disruptor Cannon Type 1
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

Disruptor Array Type 1
Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots.
Damage: 10d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 42
Restriction: Mil (+3)

Heavy Disruptor Cannon Type 1
Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 10 points of hardness/DR, suffers -2 to attack rolls.
Damage: 14d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 43
Restriction: Mil (+3)
Note: -2 to attack rolls, ignores 10 points of hardness/DR.

Dispersive Armour
A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design.
Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons).
Tactical Speed Penalty: -500 ft (-1 square)
Base Purchase Modifier: 17 + one-half base purchase DC of the starship.

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)

Variant

D5 Freighter
This variant of the D5 is altered to function as a freighter, stripping out most of the weapons, adding additional cargo modules to the lower hull. Many older D5s or ones to be decommissioned are converted to the freighter variant. The ships are heavily automated, allowing them to
Make the following changes to the D5 to make the freighter variant:
Remove rear (1) photon torpedo launcher;
Remove Fire-linked heavy disruptor cannons;
Reduce Hit Dice to 150d20 (3000 hp);
Reduce Crew to 15;
Increase cargo capacity to 8500 tons;
PDC: 58
Res: Lic (+2)
 
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kronos182

Adventurer
D4 Class Klingon Patrol Ship

The D4 Class is a small Klingon patrol ship, from the Kelvin Timeline, with a narrow body, two wings that can pivot up or down for improved atmospheric maneuverability, and various thrusters for incredible maneuverability in space. Armed with twin disruptors mounted on the top of the wings, close to the wing junctures with the fuselage, and four hatches on its underside to allow the rapid deployment of troops from rappelling lines. These ships are usually deployed in groups of 2 to 4, where one will bait a target while the other three strike from hidden positions or move in and out of strike range, harassing larger targets.

In Coreline, the Klingon Empire uses the D4s to patrol border systems, or sells them to allied systems. Many have turned up in pirate and raider groups as the ships make excellent rapid strike craft

D4 Class (PL6)
Type: Ultralight
Subtype: System Patrol Craft
Size: Colossal (-8)
Tactical Speed: 4500 ft, 2000 (200) vehicle scale atmospheric, perfect maneuverability, able to hover
Defense: 2 (3 with +1 Dodge)
Flat-Footed Defense: 2
Autopilot Defense: 6
Hardness: 30
Hit Dice: 15d20 (300 hp) shields 375 hp
Initiative Modifier: +1
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 101 ft
Weight: 40,000 lbs
Targeting System Bonus: +3
Crew: 2
Passenger Capacity: 6
Cargo Capacity: 400 lbs
Grapple Modifier: +8
Base PDC: 54
Restriction: Mil (+3)

Attack:
2 Fire-linked Disruptor cannon -6 ranged 18d12

Attack of Opportunity:

Bonuses: Due to the design, the D4 enjoys a +2 bonus to Pilot checks for stunt maneuvers, and +1 Initiative.

Standard PL(6-7) Design Spec:, Agile ship, transporters, rappel lines, drop doors, improved thrust (2)
Engines: thrusters, Warp Drive (Warp 4)
Armour: vanadium
Defense Systems: shields, autopilot, sensor jammer
Sensors: Class IV, targeting system
Communications: Radiotransceiver, subspace transceiver
Weapons: 2 fire-linked disruptor cannons type 1
Grappling Systems: none

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.

Disruptor Cannon Type 1
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Note: -1 to attack

Drop Doors & Rappel Lines
The D4 is equipped with four small hatches on its underside with rappelling lines that allow 4 troops to drop up to 30 feet on the lines with no falling damage, without the ship having to land. The lines can be used to raise troops from the ground using the same lines. Lifting a medium sized creature up 20 feet per round. The lines are 60 feet long.
 

kronos182

Adventurer
Y-Wing

The Y-Wing is a series of starfighter/bombers developed and built by Koensayr Manufacturing, first seeing use during the Clone War, then used by the Rebel Alliance during the age of the Galactic Empire 20 years later. Known for being a tough, if slow craft, with good armour, shielding and equipped with two lasers and usually 2 ion cannons in a turret, as well as proton torpedo launchers. The main advantage of the Y-Wing as a bomber is the hyperdrive, allowing it to strike distant targets without the need of a carrier to ferry them to their target.
Although several different models of Y-Wing existed, they all followed a similar design, a thick, armoured fuselage, with two rear mounted engines on short struts that stuck out the rear.

BTL-B Y-Wing
The first of the Y-wings developed, built as a bomber, with a crew of 2 plus an astromech. The pilot sat in the main cockpit in the forward section, with the second crewmember in a bubble turret manning a pair of ion cannons for defense. The pilot flew the craft, plus manned the two forward lasers and controlled the proton torpedoes, or bombs, depending on which was loaded. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.


BTL-B Y-Wing (PL6)
Type: Ultralight
Subtype: Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 30
Hit Dice: 11d20 (220 hp) shields 90 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 110,700 lbs
Targeting System Bonus: +3
Crew: 2 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 36
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single)

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-A4 Y-Wing
The later and common Y-wing variant is the A4, designed as a light bomber or assault starfighter. The most significant difference over the -B is the craft is shorter, a little faster, lacks a gunner, and the ion cannons mounted in a turret on top at the rear of the cockpit, although many pilots would lock the turret in a forward or rear position so they wouldn't have to divide their attention directing the turret. The Y-Wing began taking on a slightly more narrower look, to reduce weight, and many users even removed some of the outer panels for easy of access of components. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.

BTL-A4 Y-Wing (PL6)
Type: Ultralight
Subtype: Light Bomber/Assault Craft
Size: Colossal (-8)
Tactical Speed: 3500 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 28
Hit Dice: 10d20 (200 hp) shields 85
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 52.5 ft
Weight: 99,900 lbs
Targeting System Bonus: +3
Crew: 1 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 37
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);
Or 2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-S3 Y-Wing
The later and common Y-wing variant is the S3, an upgrade of the original -B model. The most significant difference over the -B is the craft is the gunner sits behind the pilot in an extended cockpit, and the ion cannons mounted in a turret on top at the rear of the cockpit. The Y-Wing began taking on a slightly more narrower look, to reduce weight, and many users even removed some of the outer panels for easy of access of components. The astromech was used for conducting repairs and as a navigator, calculating and holding hyperspace coordinates.

BTL-S3 Y-Wing (PL6)
Type: Ultralight
Subtype: Bomber
Size: Colossal (-8)
Tactical Speed: 3000 ft, 218 (21) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 28
Hit Dice: 12d20 (240 hp) shields 90
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 75.6 ft
Weight: 105,400 lbs
Targeting System Bonus: +3
Crew: 2 + 1 astromech
Passenger Capacity: 0
Cargo Capacity: 250 lbs
Grapple Modifier: +8
Base PDC: 38
Restriction: Res (+2)

Attack: 2 fire-linked laser -5 ranged (9d8, 20, fire, 3000 ft, s/a);
Or 2 fire-linked proton torpedoes -5 ranged (15d12, 20, energy, 5000 ft, single);

Gunner
2 battery ion cannons -4 ranged (6d6, 20, elect, 300 ft, single)

Attack of Opportunity:

Standard PL(6) Design Spec: Twin Engine, heavy load
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class III, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 fire-linked Laser cannons, 2 battery ion cannons (turret), 2 proton torpedo launchers (10 torpedoes or 20 bombs each)
Grappling Systems: None

BTL-S3B Y-Wing
The S3B Y-Wing is identical to the S3 except the ion cannons are replaced with a pair of lasers.
Make the following changes to S3 to make S3B:
Replace Ion Cannons to Laser,
Gunner has 2 battery laser cannons, -4 ranged (6d8, 20, fire, 3000 ft, s/a).

Heavy Y-Wing
An experimental Y-Wing developed by the Alliance to Restore the Republic, modified the S3 with four engines, thickened the body to hold expanded proton torpedo magazines. The lasers are replaced with heavy lasers, an ion cannon is added to the front below the lasers, while the turreted ion cannons are replaced by lasers, with an added ion cannon. This allowed the Heavy Y-wing to deal heavy damage, and also capture a variety of targets. Unfortunately, the engineers were not able to allow the each crew member to use both lasers and ions at the same time. This variant saw limited use amongst some Rebel groups and a few were sold to, or stolen by mercenaries and pirates.
Make the following changes to a BTL-S3 to make a Heavy Y-Wing:
Increase Hit Dice to 14d20 (270 hp), shields 105;
Increase Hardness to 32;
Replace Lasers with 2 heavy fire-linked lasers (12d8);
Add 1 forward ion cannon;
Replace turret ion cannons to 2 battery lasers;
Add one ion cannon to gunner turret;
Increase proton torpedo payload to 15 each (30 total, or 60 bombs);
PDC 39

New Equipment
Heavy Shields

These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2

Ion Cannon
Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance

Ion Cannon (PL6)
Damage: 6d6
Critical: 20x2
Damage Type: Energy (Electricity)
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)

Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Advanced Shields
Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship.
For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD.
Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD.
PDC: Shield type has PDC increased by +5.
Res: Mil (+3)
 

Lord Zack

Explorer
Anyone familiar with Toontown Online? I think adding some of the elements of that game to Coreline might be interesting. The Cogs, the weaponized jokes, etc.
 

Never played that one. But OTOH, it's been like a billion years since we have done anything regarding "Toon" Fictions within the Core Timeline (heck, I think we have a few Toon-specific Feats someplace 'round here (I think), but we have never done a "Generic Cartoon Character" Race of any kind (there's some, like Thundarians, that COULD be considered "cartoons", but the canon they come from has a few specific rules and details about them which means that it's supposed to be weird to put them in the same pedestal as, say, Bugs Bunny unless you are going for a "you all look the same to me" kind of statement... and HOOH, boy, is that asking for trouble).

"Weaponized Jokes" is something like the climax of "Who Framed Roger Rabbit?" and that "Monty Python" sketch, right? Or do they do something different in that game?
 

Lord Zack

Explorer
Here is the TV Tropes page: Toontown Online (Video Game) - TV Tropes

The "weaponized jokes" are called gags and can include stuff like dropping an anvil on someone, or throwing a pie in someone's face. The robotic Cog enemies are especially susceptible to these, because they can't take a joke, or something like that. I can't remember exactly how it was put, since it's been so long since I actually played the game.

I figure this Toontown is either part of Los Angeles's Toontown (from Who Framed Roger Rabbit?) or is in Anaheim California (Perhaps Anaheim International could secretly be working with the Cogs? Allowing them access to their production facilities in exchange for labor. Plenty of people might be willing to collude with or attempt to use the Cogs.). As an aside, it is possible that on Coreline the inner world of the Looney Toons from Space Jam, as well as Cool World from the movie of the same name, are parts of the same place and possibly connected to the Toontowns.
 
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Well, guess those are the big Toontowns, but I wonder if maybe there are smaller districts people call that way arranged on other cities. Guess they could be weaker dimensional barriers to those specific planes within those districts (although... well... Cool World? Hooh, that is definitely the Red Light District of town!)

Considering the Cogs (and admittedly the Weasels of WFRR), maybe there's an Extraordinary or Supernatural ability/weakness in some monsters, "Jokes Will Be The Death Of Them", in which any jokes or situations considered funny can kill them (extra damage/cannot apply Damage Reduction if they are attacked with a "Joke" weapon, they need to make a save otherwise they are going to be incapacitated with laughter, which can lead them them being open to attack/cannot prevent escapes (if the fail is critical, they either get (additional?) physical damage or they need to make a second save to prevent DEATH), character can make Performance rolls to make jokes, which enables the other aforementioned effects)?
 

kronos182

Adventurer
A couple of Y-wing variants

Gold 2 Variant
This variant is based on modifications to the BTL-A4 Y-Wing flown by Rebel Alliance pilot Tiree callsign Gold 2. The Gold 2 variant has some additional weight shed to make it lighter, while more powerful and additional maneuvering thrusters are added, making it far more maneuverable than any other Y-wing. While these additions makes the ship more maneuverable and responsive, it does make it harder to control for novice pilots.
Make the following changes to BTL-A4 Y-Wing to make a Gold 2 Variant:
Reduce Hit Points to 190 (shields remain the same);
Increase speed to 3750 ft;
Reduce weight to 98,450 lbs;
Add Quick Shield Angle;
PDC: 38
Note: Pilot gains +1 to Initiative, as long as the Y-wing moves the round before and the current round, gains +1 Dodge bonus to Defense. If the pilot has at least 5 ranks in Pilot, Feat Starship Operations (Ultralight), gains +2 bonus to Pilot checks. If the pilot has less than 5 ranks in Pilot, suffers -2 to Pilot checks.

Quick Shield Angle
The ship is able to angle its shielding in a particular direction, reinforcing the shielding in that direction, but removing the shield's protection in all others. As a move equivalent action, the pilot can angle the ship's shields fully in one direction (fore, aft, left, right), reducing the damage taken from attacks in that direction by three quarters (3/4) damage. For example if an attack would have done 100 points of damage, with the full shields angled, the attack would only do 25 points of damage. However damage from any other direction deals damage directly to the hull. Shields can be restored to full coverage as another move equivalent action. Shields can only be angled once per round.
Normally requires a Computer Use check DC 15 to remove shielding from one direction to reinforce another direction, with damage only reduced by half, as a standard action.


Trekker Variant
This variant of the BTL-S3 Y-Wing developed by group of mercenaries, called the Red Cloud, that had raided several older Starfleet bases, stealing as much technology as they could. The Trekker Y-Wing is fitted with older Federation technology, but it does make these Y-Wings more formidable than standard ones. The Trekker has a thickened hull and additional hull plating which is fitted with Polarized Hull Plating technology which gives the craft greater resilience, but drains a lot of power, and thus the craft is fitted with additional power generators. The cockpit is built up with additional armour and reinforcing, replacing the ion cannon with a Type 3 phaser turret, giving it a heavy punch, but has slow rate of fire due to the power limitations of the Y-Wing. The gunner controls the Polarized Hull Plating and the Type 3 phaser.
Make the following changes to a BTL-S3 Y-Wing to create a Trekker Y-Wing:
Increase hit dice to 13d20 (260 hit points), shields 98 hit points;
Decrease speed to 2750 ft;
Remove Ion Cannons;
Add Polarized Hull Plating;
Add Type 3 phaser turret;
PDC 40.
Note: The gunner can only fire the Phaser Type 3 once per round and suffers -2 to attack rolls, and the Polarized Hull Plating can only be active for 15 minutes instead of normal 30 minutes, before it requires being deactivated for 15 minutes.

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.

Phaser Type 3
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 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)
 

Obtained the Fifth Edition DnD Player's Handbook as a birthday gift. I really need to make heads or tails of this whole thing, you know? I'm too dang used to Third, overall.
 

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