View attachment Ferengi_D%27vor.webp
D'Vor
The D'Vor freighter is a Ferengi design from the mid 2200s to mid 2300s, with classic Ferengi insect design, with a rounded body, forward section that looks like a pair of mandibles, large crescent rear section that contains the impulse and warp nacelles incorporated into the design. It has ample cargo space, easily modifiable and mounts a potent mining laser that has a setting designed to cut and extract raw latnium more efficiently than any other mining laser on the market. The basic D'Vor comes with one 5 person transporter and a large cargo transporter, capable of atmospheric flight and landing, with two large cargo doors, a shuttle bay that can hold a large cargo shuttle. Can operate with a crew as small as 3, but optimal crew is 12, and depending on modifications, can carry up to another 100 passengers depending on how much cargo is sacrificed. Medical facilities are minimal.
While the original design stopped being produced in the mid 2300s, updated versions were produced, and some ships remained in service for over a century. The ships were highly modifiable, making them a favourable craft for many merchants and some pirates.
D'Vor Freighter (PL6-7)
Type: Ultralight
Subtype: freighter
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 9
Hardness: 20
Hit Dice: 20d20 (400 HP), 500 HP shields
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 195 ft
Weight: 310 tons
Targeting System Bonus: +0
Crew: 3-12 (trained +4)
Passenger Capacity: 10-100
Cargo Capacity: 380 tons
Grapple Modifier: +16
Base PDC: 50, within Ferengi space or allies 40-45.
Restriction: Lic (+1)
Attack:
Phaser -6 ranged (2d10-10d10) or
Photon Torpedo +6 ranged (3d20-12d20)
Attack of Opportunity:
Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, food replicator, fast shield regeneration, mining laser, latninum extractor
Engines: thrusters, ion engine Warp Drive (max warp 3.5, 700 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 3), photon torpedo (10 torpedoes)
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%.
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.
Fast Shield Regeneration
The shields automatically regenerate at a rate of 10 HP per round without any action of the crew. When the crew actively restores the shields, doubles the number of HD normally would restore (HD equal to Intelligence modifier).
Latinum Extractor
When mining latinum, increases the rate of cutting through material to reach the latinum by 50% and extracts up to 1 ton per round.
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)
Mining Laser
This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickle, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).
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)
D'Vor 2300
This is an upgraded version with a faster warp drive, shields have improved regeneration over previous models, but otherwise remains the same with minor updates to keep up with the times.
Make the following changes:
Increase Warp Speed to 4;
Warp Range is 750 light years;
Fast Shield Regen 15 HP/round.
PDC: +1