• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

CORELINE (D20 Modern/D20 BESM Setting).

Ok, working on a Valorian (from “Dino Riders”) species write up. I think it should not be so hard (I guess it may end up going “inspired by” more than following the show 100%).

Human-like humanoid alien species with some kind of animal empathy power. Think I will represent it as a bonus to animal handling rolls and a version of Lesser Telepathy that works only on animals (the Telepathy powers say that you need a willing subject to accept the telepathy and they always went “whoah, be cool, I’m not going to hurt you, I’m approaching you calmly…” before using the telepathy in the show. They also seemingly need the target to be able to understand you - talk the same language and such - but I guess it’s either the “Valorian talking mentally” effect as an animation shorthand or it’s a min-max, telepathy only works on animals but they understand you quite well).

They always wore this gadget around their necks that was a mix of radio and what gave them their telepathy (Wikipedia says the necklaces had the name of AMP ("Amplified Mental Projector")). So probably meet it halfway - without the AMP, it’s Limited Telepathy. With the AMP, it’s plain Telepathy. The AMP also works as a(n Eighties) military-grade radio/comm-link (range of, say, 100 miles, encrypted audio?).

This or they get an innate ability similar to the Wildlord's “Animal Empathy” (from Urban Arcana), with the AMP giving a psionic bonus and if they choose Wildlord as a Prestige Class… bonus to the Wildlord Animal Empathy Diplomacy rolls to get an animal to like you?
 

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Montauk
As NOD was a largely decentralized organization, commanders needed a means to command their forces and communicate while close to the battlefields, without relaying on fixed relays that could be detected and easily destroyed by the GDI, especially with its space based stations. Thus NOD created the subterranean Montauk, a tunneling vehicle that looks like many high speed trains, made up of several cars. While it can tunnel on its own, which takes time, NOD created a network of major tunnels around the world to allow Montauk's to move faster along these tunnels.
Within its hull is a mobile command center, with sophisticated communications systems, C&C systems, during the Second Tiberium War a CABAL interface, and communication links to major NOD facilities and forces. The first car has the driver and main systems, as well as the primary digging systems, systems to store, recycle and purify oxygen, water and other supplies and crew quarters. The next car contains the C&C and communications systems, quarters for the commander and assistances, along with some supplies and additional air and water recycling and purification systems. The next two cars are additional quarters, supplies and other systems to run the vehicle. Along the sides of all the cars are additional digging systems to help move the dirt from the front to behind the vehicle. Equipped with three periscopes that have drills to allow them to reach the surface, while the Montauk is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Montauk is also unarmed, relying on stealth as its form of protection, as well as heavy armour.
The NOD Montauk is made up of four cars, each five squares wide and ten squares long, providing full cover for the crew. The first car has two doors, one each side, while the other cars have two on each side, with the last car having a large door at the rear, to allow crew or passengers to board or disembark as a full action. The Montauk can detach each car if they are damaged, but as the Montauk is expensive, it is rare to do so. Montauk's, when maintained, can carry enough supplies for 5 months, and the oxygen systems are good for 10 months before needing to be recharged and cleaned out.

NOD Montauk (PL5)
Crew: 10 for vehicle, 12 C&C crew
Passengers: 10 (typically military commanders or troops to act as security)
Cargo: 5 tons
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5)
Defense: 8
Hardness: 20
Hit Points: 400 (each car 100)
Size: Colossal
Purchase DC: 52
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, long range radio, C&C suite.
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.

C&C Suite
Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.

Variants

Monpac
This variant of the Montauk is a rare version, has much of its systems stripped to improve speed and passenger capacity to make it a much larger subterranean APC.

Crew: 10
Passengers: 75 (25 in each of the 3 cars, none in the first car)
Cargo: 2 tons if carrying passengers, or 20 tons in each empty car
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 20 (2) underground, if in tunnel network 60 (6)
Defense: 8
Hardness: 20
Hit Points: 400 (each car 100)
Size: Colossal
Purchase DC: 51
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 1 week supplies, 1 months oxygen.

Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.

GunTauk
This variant of the MonTauk that only two examples exist. Instead of being a mobile command unit, the vehicle is fitted with weapons making it one of the most powerful subterranean vehicles at the time. The second and fourth cars are fitted with dual 90mm cannons each, while the third car is fitted with missile launcher system that can attack ground and air targets. These weapons make it powerful like the Mammoth tank, but doesn't have the power of the 120mm cannons.

Crew: 10 for vehicle, 12 weapon crew
Passengers: 5
Cargo: 5 tons
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5)
Defense: 8
Hardness: 20
Hit Points: 420 (each car 105)
Size: Colossal
Purchase DC: 53
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, 2 dual 90mm cannon turrets,

Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.


WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
4 Variable Cell Launchersvaries20variesVariesSVaries
Fire-linked 90mm Cannons (2)10d1220x2BallisticSemiSemi200 rds ea

4 Variable Cell Launchers
These missile launchers are able to fit nearly any missile that can be launched from the ground, including TOW Javelin, Milan and similar missiles, mini-rocket and mini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rockets or 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, with 5 more reloads for each launcher inside. Reloading a launcher takes the auto-loading system 30 seconds (5 rounds). Changing the type of missile/rocket loaded in a cell tanks Repair check DC 15 and 5 minutes of work.
Each launcher can target a single target, or can be fired in pairs or all four launchers can be fired at the same target, increase damage, blast radius by 50% and increase Reflex save by +2 for two, or damage and blast radius +100%, Reflex Save increased by +4

90mm Cannons
Two cars are fitted with 2 fire-linked 90mm cannons, which can be fitted with different ammunition. The ammunition can be split into 3 different types, 100 for 1, 50 for another, and 50 for a third, or only two types, 100 for each type. Each turret operates separately from the other, but can target the same target in the same round, doing so gives the second cannon a +1 bonus to attack rolls.

90mm Cannon Ammunition (damage is for single round, increase by 50% round down, Reflex saves +2, radiuses increased by 25% for both two barrels)
APDS - Deals 7d12 ballistic damage, ignores 10 points of hardness/DR. PDC 20 for 10 rounds
High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds.
Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds.
Tiberium Gas Round - These rounds are designed to break open on contact and fill a 30 foot radius area with Tiberium Gas. Deals 4d6 ballistic damage to target struck. If the attack roll misses by 1 to 5, strikes the ground within 1d4x10 feet past the target and releasing the gas. If the attack roll misses by 6 or more, the round strikes 2d4x10 feet in a random direction (roll d8 for 8 compass points around the intended target), striking the ground and releasing the gas. PDC 23 for 10 rounds.
 

Hydra Assault Armour
This power armour uses Hydra's Power Armour Mk2 as a base, but designed slightly differently, with a dome head, similar to some of the Hulk Buster armours, heavier and bulker armour is mounted. Instead of the arms having hands, below the elbows are thick block forearms that are actually four barrel mini-rocket system, typically loaded with two tubes of HEAT or anti-armour rockets, one tube of fragmenting rockets, and the fourth can be any other type depending on mission profile. Mounted on the shoulders are repulsor blasters. While lighter than the ones on the other Hydra power armours, they are on mini turrets with increased field of fire to provide protection from infantry that get close. The heavy armour allows it to approach without worrying about being disabled as it can shrug off most weapons.
These armours are used for assaulting fortifications, anti-vehicle or even extremely tough, but slower super powered beings, striking with their rocket launchers, and soaking hits from more vulnerable infantry.

Hydra Assault Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 80
Base Speed: 25 ft.
Height: 8.5 ft.
Weight: 460 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 20
Max Dex Bonus: +1
Armour Check Penalty: -8
Purchase DC: 39
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, 2 4-barrel mini-rocket launchers (25 rockets each barrel), 2 repulsor blasters turrets. Weight of power armour does not count against wearer's weight capacity.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: 4-barrel mini-rocket launcher
Right arm: 4-barrel mini-rocket launcher
Shoulder: Power Core
Torso: Cockpit

Repulsor Blaster
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
Damage: 3d8 laser / 4d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S, A / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Mini-Rocket Launchers
These 4 tube launchers store the rockets all within the tubes, with special venting to prevent the following rockets from being set off. Each tube contains 25 rockets which all rockets in a tube have to be the same type, but each tube can be of a different type. Unfortunately only a single rocket can be fired at a time from the launchers, as a safety measure to prevent any other rocket from be accidentally detonated within the launcher.

Power Core
The Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.
 

Augments
Augments are beings that are biologically altered to be physically and/or mentally superior to their base species. The most famous, and infamous, is Khan Noonien Singh, leading a group of fellow Augments during the Eugenics Wars before escaping Earth on the S.S. Botany Bay. Due to the Eugenics Wars, the tyrannical rule of the Augments, augmentation on Earth was banned, which continued in the creation of the United Federation of Planets.
After the Eugenics Wars, the next major incident with Human Augments was the Augment Crisis in the 22nd century when Dr Arik Soong continued augment development with the embryos stored from the Eugenics Wars and a group he raised stole more embryos from Cold Station 12, attacked and stole a Klingon ship. The Augments and Dr. Soong were destroyed and apprehended by the crew of the NX-01 Enterprise.
Following this was the Augments the Klingons created using Human Augment DNA, also settled by the crew of the NX-01 Enterprise. The next major incident was when the crew of the U.S.S. Enterprise captained by James T. Kirk discovered the S.S. Botany Bay, waking the sleeping Augments lead by Khan Noonien Singh, who briefly took control of the Enterprise. Khan was encountered again when he took control of the U.S.S. Reliant and stole the Genesis Device and attacked the U.S.S. Enterprise.
Another famous Augment was Dr Julian Bashir who served on Deep Space Nine as Chief Medical Officer.

Not all Augments are created equally, as some are failed experiments. Typically Augments will have enhanced physical abilities such as increased strength, reflexes, speed; or mental abilities from new perfect recall, increased mental speeds and intelligence. While most Augments are human, a few other groups, such as the Klingons and Romulans have created their own Augments.

Racial Traits:
Ability Modifiers:
+1 Strength, +1 Intelligence, -2 Charisma. Augments typically have enhanced physical and mental abilities, they can have issues interacting with non Augments, as many feel themselves superior.
Size: Augments generally remain the same size as their base race.
Speed: +5 ft. Depending on augmentation, Augments are generally a little faster than their base species.
Racial Skills: +1 Gather Information, +1 Listen, +1 Spot. Augments generally are better at finding and gathering information, enhanced senses.
Enhanced Immune System: +1 Fort save against diseases , viruses and poisons. Most Augments have an enhanced immune system.
Reputation: Augments are generally feared and hated due to the Eugenics Wars. Gains +1 Reputation and +1 to Intimidation checks.
ECL: +2

Augmentations
Depending on the type of augmentation desired, some can be random or selected through specific changes, from the change below, which are added to the base Augment stat bonuses.
Roll on table, 1d4 times, 2 benefits and 2 penalties for randomized augmentations, or select for a specific build. If any penalties negate a benefit, re-roll. These benefits stack with the base bonuses to the Augment. If an augmentation doesn't exist, can use other special abilities found on monsters/npcs.


Roll

Benefit Augmentation

ECL

Penalty Augmentation

ECL

1

Enhanced Strength

+1

Weakened Strength

-1

2

Great Strength

+2

Lesser Strength

-2

3

Mighty Strength

+3

Weakling

-3

4

Enhanced Reflexes

+1

Slowed Reflexes

-1

5

Great Reflexes

+2

Slow Reflexes

-2

6

Incredible Reflexes

+3

Diminished Reflexes

-3

7

Enhanced Health

+1

Weakened Health

-1

8

Great Health

+2

Lesser Health

-2

9

Mighty Health

+3

Diminished Health

-3

10

Enhanced Healing

+1

Reduced Healing

-1

11

Fast Healing

+2

Poor Healing

-2

12

Greater Fast Healing

+3

Easily Injured

-3

Enhanced Strength
The Augment gains +2 Strength.

Great Strength
The Augment gains +4 Strength.

Mighty Strength
The Augment gains +6 Strength.

Weakened Strength
The Augment suffers -2 Strength.

Lesser Strength
The Augment suffers -4 Strength.

Weakling
The Augment suffers -6 Strength. Minimum of Strength 6.

Enhanced Reflexes
The Augment gains +2 Dexterity.

Great Reflexes
The Augment gains +4 Dexterity.

Incredible Reflexes
The Augment gains +6 Dexterity.

Slowed Reflexes
The Augment suffers -2 Dexterity.

Slow Reflexes
The Augment suffers -4 Dexterity.

Diminished Reflexes
The Augment Suffers -6 Dexterity. Minimum of Dexterity 6.

Enhanced Health
The Augment gains +2 Constitution.

Great Health
The Augment gains +4 Constitution.

Mighty Health
The Augment gains +6 Constitution.

Weakened Health
The Augment suffers -2 Constitution.

Lesser Health
The Augment suffers -4 Constitution.

Diminished Health
The Augment suffers -6 Constitution.

Enhanced Healing
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Fast Healing
The Augment gains fast healing equal to half their Constitution modifier, round down, to a minimum of 1.

Greater Fast healing
The Augment gains fast healing equal to their Constitution modifier (minimum of 1).

Reduced Healing
The Augment heals slower than normal, heals half as much as normal, rounding down.

Poor Healing
The Augment natural ability to heal doesn't work. Unable to heal naturally when resting. Can only regain hit points from the Treat Injury skill or other means of healing.

Easily Injured
The Augment's body is quite frail. Suffers 10% more damage (rounding down) from physical damage (slashing, piercing, bludgeoning, crushing, falling, concussive) sources.
 

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)
 


I don't think they would oppress them certainly, but there would be a certain wariness. Starfleet's rules about the genetically modified would forbid Coordinators from joining. However, I could see the Federation allowing their geneticists to try to help fix the problems with Coordinator fertility.
 

As Coordinators are created by genetic modifications, Starfleet is a hard no. In the Federation general, they will be not be trusted, barred from a lot of jobs, especially in government or a lot of research roles.
They'd be better off not letting their status be known, or have some good vetting, or there will be a lot of restrictions.
THE UFP in Coreline may be more tolerant, but will most likely be on a case by case basis, or specific groups. Still be watched, as the Eugenics Wars and Khan, including into Kirk's era (boh prime and kelvin) caused a lot of issues.
 

Into the Woods

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