DY-100
The DY-100 was a class of early space going vessels developed by Earth to be used as a sleeper ship to carry humanity to the stars and cargo transports within system. The ships are heavily automated, able to maintain ship systems for decades without requiring any crew, while the crew was in cryostasis or requiring few crew on the cargo hauls within the Sol system.
The ships have a flattened cylinder body with a pointed front, a raised angle fin on top just past the nose cone. At the mid point a blockish half cylinder hangs under the hull, with a large horizontal rectangular engine block at the rear. One main deck, running the whole length of the ship, with cargo pods on either side at the rear ahead of the engine pod. The fin or tower, contains a command deck near the top, with a couple of decks for limited crew quarters for the first crew to awaken from cryostasis to check ship systems before waking the rest of the crew. The cylinder section contains the main cryostasis chambers and cargo holds. The ships are powered by large nuclear reactors and limited to sublight speeds, taking years to reach their destinations. The ships are very tolerant to modifications and many examples exist that are drastically different internally from their original specifications.
One of the most famous of the class is the SS Botany Bay, which housed the Augment Khan and his followers that escaped from Earth during the Eugenic Wars, later discovered by the U.S.S. Enterprise captained by James T. Kirk. In the Kelvin Timeline, the ship was found by that timeline's version of Section 31 and only woke Khan, keeping the rest of the crew in stasis.
DY-100 (PL5-Early 6)
Type: light
Subtype: hauler
Size: colossal (-8)
Tactical Speed: 2500 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 20d20 (400 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 341.2 ft
Weight: 2900 tons
Targeting System Bonus: +0
Crew: 6, also computer controlled/automated
Passenger Capacity: 150 cryogenic, 50 standard
Cargo Capacity: 1,000 tons
Grapple Modifier: +16
Base PDC: 39
Restriction: None
Attack:
Attack of Opportunity:
Standard PL(5) Design Spec: automated control, cryostasis pods
Engines: thrusters, fusion torch
Armour: alloy plating
Defense Systems: autopilot system
Sensors: Class I
Communications: Radio transceiver, laser transceiver
Weapons: None
Grappling Systems: None
Automated Control
The ship has advanced automated systems that allows the ship's computer to control and maintain all the systems without any crew for years, allowing a small crew to rest in cryostasis pods for long journeys across the vast distance between planets and systems. The system functions as an autopilot and acts as a Trained crew, except for combat, it is treated as Untrained (for Defense and attack bonuses only).
SS Botany Bay Kelvin Timeline
Much like the crew that operated it, the Botany Bay is a relic from humanity's distant past. The Botany Bay has revolutionary, for its time, nuclear fission technology that was believed to be a completely self-sufficient energy source and a powerful X-25 network computer system that allowed for its automated systems to run the ship for centuries without any need for crew. After Khan was awakened in the Kelvin timeline, and Khan escaped and rescued the rest of his crew, they made many upgrades to the aging ship. Some of the upgrades were improvements to its engines, the addition of warp engines, that were surprisingly fast compared to other ships of the time. Other upgrades include shield generators stolen from the Federation and a photon torpedo launcher, upgraded sensors on par or even better than many Federation starships. The torpedo systems are shielded against being detected, allowing it to surprise any opponents. Its warp drive is also incredibly responsive, allowing it to jump to warp quickly, and drop out just as fast, allowing it to warp into and out of a system after a precision strike with its torpedo launcher.
SS Botany Bay Kelvin (PL5-Early 6)
Type: light
Subtype: hauler
Size: colossal (-8)
Tactical Speed: 3500 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 5
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: 328.1 ft
Weight: 3400 tons
Targeting System Bonus: +3
Crew: 6, also computer controlled/automated
Passenger Capacity: 100 cryogenic, 50 standard
Cargo Capacity: 1,000 tons
Grapple Modifier: +16
Base PDC: 47
Restriction: Unique
Attack:
photon torpedo launcher -2 ranged (varies, typically 12d20 to single target) (the attack bonus is using a basic crew, changed if crewed with Khan's inner circle)
Attack of Opportunity:
Standard PL(5) Design Spec: automated control, improved thrust x3, data miner, shielded weapon, quick warp
Engines: thrusters, fusion torch, warp drive (warp 8 for 4 hours, cruising warp 6.5)
Armour: alloy plating
Defense Systems: autopilot system, shields
Sensors: Class III, targeting system
Communications: Radio transceiver, laser transceiver
Weapons: photon torpedo launcher (30 torpedoes)
Grappling Systems: None
Combat
The Botany Bay uses its shielded weapon systems to allow it to pretend to be an unarmed, out of date transport, letting potential threats get close then fire torpedoes before jumping to warp speeds. It can use its quick warp ability to jump around the battlefield, giving it the ability to out maneuver its opponents.
Data Miner
The ship's computer system upgraded to allow it to hack other computer systems and download, or even upload information. Grants +10 to Computer Use checks when attempting to hack other computer systems of other ships, stations, etc.
Automated Control
The ship has advanced automated systems that allows the ship's computer to control and maintain all the systems without any crew for years, allowing a small crew to rest in cryostasis pods for long journeys across the vast distance between planets and systems. The system functions as an autopilot and acts as a Trained crew, except for combat, it is treated as Untrained (for Defense and attack bonuses only).
Shielded Weapon
The weapon systems of the ship is shielded against scans, all scans to detect weapons suffer -10 to the checks, and if the check isn't more than 5 over the minimum, scans report a weaker version and only a few warheads.
Quick Warp
The ship is able to quickly jump to warp speed (typically warp 1.5) and out of warp as a free action, which can be part of another move (Pilot check DC 19).
The pilot can use this ability to use its warp drive to move quickly across a combat area, with a Pilot check DC 25, with additional +1 for every enemy ship within 1000 ft and any other navigational hazards in the area, the pilot can perform a warp jump, moving the ship up to 15,000 ft as part of move action.
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.
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.
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)