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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7043777" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 12px">Universe Rules</span></span></p><p></p><p><span style="font-family: 'Calibri'">In Coreline where fiction has become reality, many of the rules of physics have been bent, broken or re-written. However, many of these fictional universes still follow some set of rules, which applies to technology, people or even energies. The following are a number of known rules that apply to items, people or anything that comes from a specific fictional universe.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 12px">Star Wars</span></strong></span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Automation</strong></span></p><p><span style="font-family: 'Calibri'">Many starships have extensive automation, reducing crew requirements from other universes. For ships that require a crew larger than 10, reduce number of crew by 10%.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Droids</strong></span></p><p><span style="font-family: 'Calibri'">Droids, or Star Wars robots, seem to be generally either smarter, or have higher skills for their particular field, depending on their class. Star Wars droids/robots have +1 Int and gain +2 to 2 skills related to their function.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Shields</strong></span></p><p><span style="font-family: 'Calibri'">Most shields in Star Wars come in two types: Ray and Particle. Ray shields protect against energy attacks, while Particle against physical attacks. Most starships and vehicles will have both, but some have particular strong types of one or the other. If a vehicle or device just says it has shields, it is considered to have the equivalent Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks. Particle shields function similar to Magnetic shields, protecting against physical attacks but also grant DR, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary. Ray shields function similar to particle shields, providing bonus HP against energy attacks, but also grant energy resistance, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary, such as anti personal ray shielding may have ER of 50, but covers a small area. </span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Starship Weapons</strong></span></p><p><span style="font-family: 'Calibri'">Many Star Wars ships will have a few more weapons than normal for their size, generally in fire-linked sets. Ultralight ships can have up to 3 extra weapons, as long as they are part of a fire-link or battery set. Light starships can have up to 6 extra weapons as long as they are part of a set. Mediumweight ships can have up to 15 extra weapons as long as they are part of a set. Heavy starships can have up to 24 extra weapons as long as they are part of a set. Superheavy starships can have up to 36 extra weapons as long as they part of a set. These extra weapons can be part of multiple different sets, such as multiple batteries or several weapon fire-linked sets. Weapons with fire-links are selective fire-linked,meaning a weapon set of 4 lasers can fire all four at once, or two or singularly. Switching between different fire-links is a free action.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Hyperdrives</strong></span></p><p><span style="font-family: 'Calibri'">Hyperdrives are devices that propel a starship into Hyperspace, an alternate dimension connected to real space, that allows ships to cross lightyears in minutes. However objects with large gravity wells, such as planets, stars, blackholes,etc, cause interference with a ship traveling in hyperspace, pulling them out, or preventing them from jumping into hyperspace. Hyperdrives are a separate engine system from the ships main drives, and come in different speeds using an x multiplier, with the smaller number meaning greater speed. Many ships will have a lower speed back up hyperdrive. The lowest hyperdrive is x10, while the fastest is x0.1, which is considered to be experimental.</span></p><p><span style="font-family: 'Calibri'">Most civilian ships will have x5 to x3, while military ships will have x2 to x1.</span></p><p><span style="font-family: 'Calibri'">Hyperdrive equipped ships have the following speed depending on the class of hyperdrive:</span></p><p>[TABLE="width: 1"]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Hyperdrive</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Years/ hour</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x10</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">1</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x9</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x8</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">4</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x7</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">6</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">8</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">10</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">14</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x3</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">16</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x2</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">20</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x1.5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">24</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x1.25</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">28</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x1</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">32</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x0.75</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">36</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x0.5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">40</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x0.25</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">44</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x0.2</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">48</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">x0.1</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">52</span>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p></p><p><span style="font-family: 'Calibri'">While Hyperspace is fast, it is difficult to plot a course through, as one has to plot around planets, suns, black holes and other stellar objects that interfere with hyperspace travel. Most people use well established, and mapped hyperspace routes. Plotting a course through hyperspace requires a powerful computer, or storage space for a set of preprogrammed jump coordinates, usually stored in anastromech on small ships such as starfighters. Plotting a course requires a Navigate check DC 15 for well known locations, 20 for location not well known, 25 for relatively unknown system, takes a move action, then the Navigational Computer (Navi Comp) will take 1 +1d4 rounds for not well known, +1d6+2 for relatively unknown locations. If travelling along a well established route,reduce this time by 1d4-1 rounds. Higher quality Navi Comps can take less time as they have more power. </span></p><p><span style="font-family: 'Calibri'">If the user has access to hyperspace maps of at least part of the route, this can reduce the time by 2 rounds. </span></p><p></p><p></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><strong>WH40K </strong></span></span></p><p><span style="font-family: 'Calibri'">Ships from this universe are large, heavily armoured, armed, but require large crews, but are works of art, while vehicles are usually heavily armoured and equipped with heavy weapons.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Big Guns</strong></span></p><p><span style="font-family: 'Calibri'">Weapons on WH40K vehicles and ships are large and powerful, dealing an extra die of damage. </span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Heavy Armour</strong></span></p><p><span style="font-family: 'Calibri'">The armour of the WH40K universe is strong, gaining +2 DR/hardness per size category over small,this includes up into starship types.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Little Automation</strong></span></p><p><span style="font-family: 'Calibri'">Ships and large vehicles require larger crews, many of which may be lobotomized cyborgs known as servitors, requiring 25% more crew.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Lost Knowledge</strong></span></p><p><span style="font-family: 'Calibri'">Those of the WH40K universe have lost a lot of knowledge, making it difficult to repair damage. Repair DCs are increased by +5 and times by 50%. Someone not from the WH40K can attempt to repair such devices, even if the technology is quite familiar to them, but will still treat them as Alien technology and take penalties to their checks.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Machine Spirit</strong></span></p><p><span style="font-family: 'Calibri'">The Tech Priests of Mars believe that all technology is a form or sign from the God Emperor of Mankind, and thus believe it is holy, except some types which are unholy. A member of the Adeptus Mechanius, or a Space Marine Tech, can perform a prayer before battle in an attempt to appease the machine spirit. Requires a Knowledge: Theology & Philosophy DC 15 +1/size category, and 1 minute +1d4 minutes /size category of the object to preform the prayer and apply oils, ointments and burn candles, additional Techs or Priests reduce the time by 1 minute for every 2 helpers. A successful check will grant the item a bonus of +1 to any one feature of the item, such as +1 to attack roll or damage, or increase a save the item provides by +1, or increase speed or range by 10%. For every 5 points above the DC the prayer succeeds by, grants an additional bonus of the same amount to the same feature or to another feature/ability. This bonus lasts up to 1 hour / 5 levels of the main praying Tech Priest or Tech Marine. For instance, a Tech Priest prays to the machine spirit of a bolt gun, size large DC 17, and succeeds with a 23, thus can improve 2 features, deciding to boost attack roll by 1 for better accuracy and range by 10%.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Ammo Carriers</strong></span></p><p><span style="font-family: 'Calibri'">Vehicles and ships will dedicate as much space to ammunition as possible, increasing ammo capacity by 25%.</span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><strong>Star Trek</strong></span></span></p><p><span style="font-family: 'Calibri'">Technology of the Star Trek universe is generally lighter, faster, and more maneuverable, and cleaner. The technology is also more adaptable or easier to repair or jury-rig into doing something it wasn't necessarily designed to do.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Agile Ships</strong></span></p><p><span style="font-family: 'Calibri'">All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Easy to Repair</strong></span></p><p><span style="font-family: 'Calibri'">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%.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Swiss-Army Tech</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'"><strong></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Shield Dependent</strong></span></p><p><span style="font-family: 'Calibri'"><strong></strong></span><span style="font-family: 'Calibri'">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. will have shields . 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.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Warp Speed</strong></span></p><p><span style="font-family: 'Calibri'">Warp drives allow Star Trek ships to move faster than light by wrapping the ship in a bubble of subspace which wraps the space around it, allowing it travel at incredible speeds. While not quite as fast as hyperdrives, a warp drive equipped ship is able to jump to FTL speeds far faster, and make course corrections far easier. A ship can use its warp drive closer to a planet than ships with hyperdrives, however it is dangerous to just blindly jump to warp while within a solar system.</span></p><p><span style="font-family: 'Calibri'">Engaging the warpdrive is a move action, but to calculate a course only requires the use of at least a Class II sensor system and a standard action with a Navigate check DC14. Warp speeds are as following:</span></p><p>[TABLE="width: 1"]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Warp Speed</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Cruising Speed</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">1</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x1</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">2</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">3</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x4</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x6</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x10</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x13</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">7</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x16</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">8</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x20</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">9</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x25</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">9.5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Light Speed x28</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">10</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Theoretical </span>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p><span style="font-family: 'Calibri'">Unfortunately, while light speed can be quick, a ship with a warp drive can not travel at high warp for extended periods, as it puts a lot of stress on the drive and systems. Most ships will have a maximum warp speed, and can only maintain that speed for 3+1d4 hours typically before safety systems force the ship to slow to a cruising speed of at least 2 speeds lower.</span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Personal Weapons</strong></span></p><p><span style="font-family: 'Calibri'">Energy weapons in the Star Trek universe have variable power levels, able to scale back their power for less damage, reducing damage by 1 die down to a single die of damage, and include the Stun module gadget. Switching to stun or changing the power level is a free action that can be done once a round.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 7043777, member: 6668634"] [FONT=Calibri][SIZE=3]Universe Rules[/SIZE][/FONT] [FONT=Calibri]In Coreline where fiction has become reality, many of the rules of physics have been bent, broken or re-written. However, many of these fictional universes still follow some set of rules, which applies to technology, people or even energies. The following are a number of known rules that apply to items, people or anything that comes from a specific fictional universe.[/FONT] [FONT=Calibri][B][SIZE=3]Star Wars[/SIZE][/B][/FONT] [FONT=Calibri][B]Automation[/B][/FONT] [FONT=Calibri]Many starships have extensive automation, reducing crew requirements from other universes. For ships that require a crew larger than 10, reduce number of crew by 10%.[/FONT] [FONT=Calibri][B]Droids[/B][/FONT] [FONT=Calibri]Droids, or Star Wars robots, seem to be generally either smarter, or have higher skills for their particular field, depending on their class. Star Wars droids/robots have +1 Int and gain +2 to 2 skills related to their function.[/FONT] [FONT=Calibri][B]Shields[/B][/FONT] [FONT=Calibri]Most shields in Star Wars come in two types: Ray and Particle. Ray shields protect against energy attacks, while Particle against physical attacks. Most starships and vehicles will have both, but some have particular strong types of one or the other. If a vehicle or device just says it has shields, it is considered to have the equivalent Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks. Particle shields function similar to Magnetic shields, protecting against physical attacks but also grant DR, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary. Ray shields function similar to particle shields, providing bonus HP against energy attacks, but also grant energy resistance, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary, such as anti personal ray shielding may have ER of 50, but covers a small area. [/FONT] [FONT=Calibri][B]Starship Weapons[/B][/FONT] [FONT=Calibri]Many Star Wars ships will have a few more weapons than normal for their size, generally in fire-linked sets. Ultralight ships can have up to 3 extra weapons, as long as they are part of a fire-link or battery set. Light starships can have up to 6 extra weapons as long as they are part of a set. Mediumweight ships can have up to 15 extra weapons as long as they are part of a set. Heavy starships can have up to 24 extra weapons as long as they are part of a set. Superheavy starships can have up to 36 extra weapons as long as they part of a set. These extra weapons can be part of multiple different sets, such as multiple batteries or several weapon fire-linked sets. Weapons with fire-links are selective fire-linked,meaning a weapon set of 4 lasers can fire all four at once, or two or singularly. Switching between different fire-links is a free action.[/FONT] [FONT=Calibri][B]Hyperdrives[/B][/FONT] [FONT=Calibri]Hyperdrives are devices that propel a starship into Hyperspace, an alternate dimension connected to real space, that allows ships to cross lightyears in minutes. However objects with large gravity wells, such as planets, stars, blackholes,etc, cause interference with a ship traveling in hyperspace, pulling them out, or preventing them from jumping into hyperspace. Hyperdrives are a separate engine system from the ships main drives, and come in different speeds using an x multiplier, with the smaller number meaning greater speed. Many ships will have a lower speed back up hyperdrive. The lowest hyperdrive is x10, while the fastest is x0.1, which is considered to be experimental.[/FONT] [FONT=Calibri]Most civilian ships will have x5 to x3, while military ships will have x2 to x1.[/FONT] [FONT=Calibri]Hyperdrive equipped ships have the following speed depending on the class of hyperdrive:[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Hyperdrive[/FONT][/TD] [TD] [FONT=Calibri]Light Years/ hour[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x10[/FONT][/TD] [TD] [FONT=Calibri]1[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x9[/FONT][/TD] [TD] [FONT=Calibri]2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x8[/FONT][/TD] [TD] [FONT=Calibri]4[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x7[/FONT][/TD] [TD] [FONT=Calibri]6[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x6[/FONT][/TD] [TD] [FONT=Calibri]8[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x5[/FONT][/TD] [TD] [FONT=Calibri]10[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x4[/FONT][/TD] [TD] [FONT=Calibri]14[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x3[/FONT][/TD] [TD] [FONT=Calibri]16[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x2[/FONT][/TD] [TD] [FONT=Calibri]20[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x1.5[/FONT][/TD] [TD] [FONT=Calibri]24[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x1.25[/FONT][/TD] [TD] [FONT=Calibri]28[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x1[/FONT][/TD] [TD] [FONT=Calibri]32[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x0.75[/FONT][/TD] [TD] [FONT=Calibri]36[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x0.5[/FONT][/TD] [TD] [FONT=Calibri]40[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x0.25[/FONT][/TD] [TD] [FONT=Calibri]44[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x0.2[/FONT][/TD] [TD] [FONT=Calibri]48[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]x0.1[/FONT][/TD] [TD] [FONT=Calibri]52[/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri]While Hyperspace is fast, it is difficult to plot a course through, as one has to plot around planets, suns, black holes and other stellar objects that interfere with hyperspace travel. Most people use well established, and mapped hyperspace routes. Plotting a course through hyperspace requires a powerful computer, or storage space for a set of preprogrammed jump coordinates, usually stored in anastromech on small ships such as starfighters. Plotting a course requires a Navigate check DC 15 for well known locations, 20 for location not well known, 25 for relatively unknown system, takes a move action, then the Navigational Computer (Navi Comp) will take 1 +1d4 rounds for not well known, +1d6+2 for relatively unknown locations. If travelling along a well established route,reduce this time by 1d4-1 rounds. Higher quality Navi Comps can take less time as they have more power. [/FONT] [FONT=Calibri]If the user has access to hyperspace maps of at least part of the route, this can reduce the time by 2 rounds. [/FONT] [FONT=Calibri][SIZE=3][B]WH40K [/B][/SIZE][/FONT] [FONT=Calibri]Ships from this universe are large, heavily armoured, armed, but require large crews, but are works of art, while vehicles are usually heavily armoured and equipped with heavy weapons.[/FONT] [FONT=Calibri][B]Big Guns[/B][/FONT] [FONT=Calibri]Weapons on WH40K vehicles and ships are large and powerful, dealing an extra die of damage. [/FONT] [FONT=Calibri][B]Heavy Armour[/B][/FONT] [FONT=Calibri]The armour of the WH40K universe is strong, gaining +2 DR/hardness per size category over small,this includes up into starship types.[/FONT] [FONT=Calibri][B]Little Automation[/B][/FONT] [FONT=Calibri]Ships and large vehicles require larger crews, many of which may be lobotomized cyborgs known as servitors, requiring 25% more crew.[/FONT] [FONT=Calibri][B]Lost Knowledge[/B][/FONT] [FONT=Calibri]Those of the WH40K universe have lost a lot of knowledge, making it difficult to repair damage. Repair DCs are increased by +5 and times by 50%. Someone not from the WH40K can attempt to repair such devices, even if the technology is quite familiar to them, but will still treat them as Alien technology and take penalties to their checks.[/FONT] [FONT=Calibri][B]Machine Spirit[/B][/FONT] [FONT=Calibri]The Tech Priests of Mars believe that all technology is a form or sign from the God Emperor of Mankind, and thus believe it is holy, except some types which are unholy. A member of the Adeptus Mechanius, or a Space Marine Tech, can perform a prayer before battle in an attempt to appease the machine spirit. Requires a Knowledge: Theology & Philosophy DC 15 +1/size category, and 1 minute +1d4 minutes /size category of the object to preform the prayer and apply oils, ointments and burn candles, additional Techs or Priests reduce the time by 1 minute for every 2 helpers. A successful check will grant the item a bonus of +1 to any one feature of the item, such as +1 to attack roll or damage, or increase a save the item provides by +1, or increase speed or range by 10%. For every 5 points above the DC the prayer succeeds by, grants an additional bonus of the same amount to the same feature or to another feature/ability. This bonus lasts up to 1 hour / 5 levels of the main praying Tech Priest or Tech Marine. For instance, a Tech Priest prays to the machine spirit of a bolt gun, size large DC 17, and succeeds with a 23, thus can improve 2 features, deciding to boost attack roll by 1 for better accuracy and range by 10%.[/FONT] [FONT=Calibri][B]Ammo Carriers[/B][/FONT] [FONT=Calibri]Vehicles and ships will dedicate as much space to ammunition as possible, increasing ammo capacity by 25%.[/FONT] [FONT=Calibri][SIZE=3][B]Star Trek[/B][/SIZE][/FONT] [FONT=Calibri]Technology of the Star Trek universe is generally lighter, faster, and more maneuverable, and cleaner. The technology is also more adaptable or easier to repair or jury-rig into doing something it wasn't necessarily designed to do.[/FONT] [FONT=Calibri][B]Agile Ships[/B][/FONT] [FONT=Calibri]All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.[/FONT] [FONT=Calibri][B]Easy to Repair[/B][/FONT] [FONT=Calibri]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%.[/FONT] [FONT=Calibri][B]Swiss-Army Tech[/B][/FONT] [FONT=Calibri]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. [B] Shield Dependent [/B][/FONT][FONT=Calibri]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. will have shields . 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.[/FONT] [FONT=Calibri][B]Warp Speed[/B][/FONT] [FONT=Calibri]Warp drives allow Star Trek ships to move faster than light by wrapping the ship in a bubble of subspace which wraps the space around it, allowing it travel at incredible speeds. While not quite as fast as hyperdrives, a warp drive equipped ship is able to jump to FTL speeds far faster, and make course corrections far easier. A ship can use its warp drive closer to a planet than ships with hyperdrives, however it is dangerous to just blindly jump to warp while within a solar system.[/FONT] [FONT=Calibri]Engaging the warpdrive is a move action, but to calculate a course only requires the use of at least a Class II sensor system and a standard action with a Navigate check DC14. Warp speeds are as following:[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Warp Speed[/FONT][/TD] [TD] [FONT=Calibri]Cruising Speed[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]1[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x1[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]2[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]3[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x4[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]4[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x6[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]5[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x10[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]6[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x13[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]7[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x16[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]8[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x20[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]9[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x25[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]9.5[/FONT][/TD] [TD] [FONT=Calibri]Light Speed x28[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]10[/FONT][/TD] [TD] [FONT=Calibri]Theoretical [/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri]Unfortunately, while light speed can be quick, a ship with a warp drive can not travel at high warp for extended periods, as it puts a lot of stress on the drive and systems. Most ships will have a maximum warp speed, and can only maintain that speed for 3+1d4 hours typically before safety systems force the ship to slow to a cruising speed of at least 2 speeds lower.[/FONT] [FONT=Calibri][B]Personal Weapons[/B][/FONT] [FONT=Calibri]Energy weapons in the Star Trek universe have variable power levels, able to scale back their power for less damage, reducing damage by 1 die down to a single die of damage, and include the Stun module gadget. Switching to stun or changing the power level is a free action that can be done once a round.[/FONT] [/QUOTE]
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