CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Orion Corvette (TOS/Alternate Universe era)
Orion(1).jpg

The Orion corvette is a nimble smuggling vessel built by the Orions, able to slip through blockades, and strong enough to hold its own against most patrol ships. Its oblong frame is decently armoured, with the warp nacelles hidden in the lower bulges on each side, protecting them from stray hits. It has ample cargo space to move plenty of cargo, and requiring a small crew but has space for a large boarding party for raids. Armed with multiple Disruptor Blaster Type 1 turrets and a single photon torpedo launcher. The turrets are laid out so that two can attack a single target in any arc. The small shuttle bay can hold two small shuttles or one larger shuttle like a troop transport or boarding ship. The Corvette can enter a planet's atmosphere and land.

Orion Corvette Class (PL6)
Type: Ultralight
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4500
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 18d20 (360 hp) shields 450 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 140 ft
Weight: 430 tons
Targeting System Bonus: +3
Crew: 5 to 20
Passenger Capacity: Up to 30
Cargo Capacity: 70 tons
Grapple Modifier: +16
Base PDC: 45
Restriction: Res (+2)

Attack:
2 Fire-linked Disruptor Blaster Type 1 -5 ranged 13d12 (4000 ft, energy/fire, s) and
2 Fire-linked Disruptor Blaster Type 1 -10 ranged 13d12 (4000 ft, energy/fire, s) and;
Or 2 Fire-linked Disruptor Blaster Type 1 -5 ranged 13d12 (4000 ft, energy/fire, s) and
Photon Torpedo -10 ranged 12d20 (energy)

Attack of Opportunity:

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, transporter, Sickbay, tractor beam, shuttle bay.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III, targeting system
Communications: radio transceiver, subspace array
Weapons: 4 Disruptor Blaster Type 1, 1 Photon Torpedo launcherGrappling Systems: tractor beam

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)

Disruptor Blaster Type 1
Disruptor blasters are early disruptor based weapons, 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 4d12 lower power or 9d12 full power shots.
Damage: 12d12, 20x3
Damage Type: Fire/Energy
Range Increment: 4000 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Mil (+3)
Note: -1 to attack

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.

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.

TWIN ENGINE SYSTEM (PL 6)
During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.
 

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kronos182

Adventurer
Envoy Class Light Freighter/Survey Ship
The Envoy is a long range, fast light freighter which has potent sensor suite for a civilian ship produced by the same companies that made the old J and Y-Class freighters. The two warp 4 nacelles are below the main body, with a single cargo module behind the main body. There are two large airlocks on either side of the main body ahead of the cargo module, with an even larger airlock at the rear of the cargo module for particular large cargos. A single phase cannon turret is mounted on the top of the cargo module, and it is one of the first civilian craft fitted with shields, but still retains the polarized hull plating.

Envoy Freighter (PL 6)
Type: Ultra Light
Subtype: freighter
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6 (-8 size, +4 autopilot)
Hardness: 15
Hit Dice: 16d20 (320 hp), 200 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: ‪160 ft (total)
Weight: 300 tons
Targeting System Bonus:
Crew: 3
Passenger Capacity: 5
Cargo Capacity: 320
Grapple Modifier: +16
Base PDC: 48
Restriction: Lic (+1)

Attack:
Phased Cannon Turret -8 ranged 12d10, 20, fire, 5000 ft, single

Attack of Opportunity:

Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot, light shields
Sensors: Class III
Communications: radio transceiver, drivesat comm array
Weapons: phased cannon turret
Grappling Systems: grapplers x1

Light Shields
These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).PDC: Shield type -2.Restriction: None
Note: Can be combined with Advanced Shield versions.

Phased Cannon
Phased cannons are the precursor to phaser weapons, a phased energy beam weapon that had variable energy output. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Mil (+3)

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.

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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Reposting this Weapons Gadget from the first page:

NEW WEAPONS GADGET:
Charged Firearm
A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.
Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).
A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).
Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).
Purchase DC Modifier: +2 (Military Only).
 

kronos182

Adventurer
Reposting this Weapons Gadget from the first page:

NEW WEAPONS GADGET:
Charged Firearm
A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.
Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).
A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).
Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).
Purchase DC Modifier: +2 (Military Only).

I forgot there was this gadget.. when I made the Spectre I based it on the charge rifle in Future Tech.. I could update it to use this gadget instead later.
 







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