Federation Galileo Type Shuttlecraft
A standard issue shuttle aboard Starfleet ships and stations for interplanetary transportation when transporters were not usable. Originally deployed in the late-23rd century, these shuttles are considered older, but slightly newer models are still produced, and used by many civilians or sold to developing FTL capable societies.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 7, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 20 light years at a partly warp 3. These shuttles can be fitted with a pair of Type 4 phaser emitters.
This type of shuttle was produced for many years with slight updates over the years, with a production run from 2260 to approximately 2370, although later models started falling out of favour with Starfleet and was regulated to civilian use or sold to allies.
In Coreline, after the 23 Hours, Starfleet and the Federation discovered a large number of these shuttles on starbases, colonies and on some starships. They at first used them to shuttle people and supplies to help maintain order in the ensuing chaos of some of their colonies and other areas of their territory was suddenly invaded by other factions, before everything settled down. Now, while the shuttles are considered obsolete and contain no real sensitive or secret technologies, many are sold in civilian markets and even to some new allies, as long as the Prime Directive isn't violated (the allies have to have developed FTL technology, or some equivalent, such as jump gates or stargates). A few small civilian shipyards within Federation space have licensing to produce more Galileo type shuttles and parts for them as they are an improvement over the older Class F that lacked warp drives.
Galileo Type Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 5d20 (100 HP), 125 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 23.1 ft
Weight: 36,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 6
Cargo Capacity: 500-6000 lbs
Grapple Modifier:
Base PDC: 50, within Federation space or allies 40-45.
Restriction:
Attack:
Attack of Opportunity:
Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent
Engines: thrusters, ion engine Warp Drive (max warp 3, 20 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class II
Communications: radio transceiver
Weapons: none
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.
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)
Federation Type 6 Shuttlecraft
A short ranged shuttlecraft that is similar in shape to the Galileo type shuttles, only slightly smaller and has slightly more advanced technology.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 5, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 20 light years at a partly warp 3.
These shuttles can be fitted with a pair of Type 4 phaser emitters in the nose for special missions. Some shuttles were fitted with emergency transporters that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.
Type 6 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20Hit Dice: 5d20 (100 HP), 125 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 19.7 ft
Weight: 35,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 4
Cargo Capacity: 500-3000 lbs
Grapple Modifier:
Base PDC: 48, within Federation space or allies 38-44.
Restriction:
Attack:
Attack of Opportunity:
Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter
Engines: thrusters, ion engine Warp Drive (max warp 3, 20 light year range)
Armour: polymeric
Defense Systems:
Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
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.
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)
Federation Type 7 Shuttlecraft
The Type 7 shuttlecraft is a larger, short to mid range shuttle that can carrier larger cargo loads, typically used for cargo or personnel transport.
These shuttles had a duranium lined shell, shaped like a curved brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull, a single large impulse engine fitted to the middle of the rear. A large door on each side in front of the nacelles allows crew to enter or exit. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 10, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. They came standard with emergency transporter, although a full transporter can be installed, and a small food replicator comes standard. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 25 light years at a partly warp 2. These shuttles can be fitted with a pair of Type 5 phaser emitters.
While these shuttles came unarmed, they could be fitted with a pair of Type 5 phasers. The interior could be modified and fitted with different equipment for different missions.
Type 7 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 6d20 (120 HP), 150 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 27.8 ft
Weight: 38,300 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 8 (15 in emergency)
Cargo Capacity: 200 tons (with only 1 passenger)
Grapple Modifier:
Base PDC: 50, within Federation space or allies 40-45.
Restriction:
Attack:
Attack of Opportunity:
Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter, small food replicator
Engines: thrusters, ion engine Warp Drive (max warp 2, 25 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
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.
Phaser Type 5
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. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 6000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 36
Restriction: Mil (+3)
Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28