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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7471196" data-attributes="member: 6668634"><p>Oberth Class </p><p></p><p>The Oberth class is a small older Federation starship used by Starfleet and civilians as a scout or science vessel, with some transport variants available. The 394 foot long vessel was unusual in design during the 2280s when it was first commissioned, in that had a unique split hull design, with an upper primary hull that was composed mainly of the saucer section, which was mounted onto a rear extension that mounts the impulse drive and warp drive nacelles to either side. The secondary hull was connected to the primary hull at the nacelles by reinforced pylons. The secondary hull itself was oblong in shape. Overall, the Oberth was only thirteen decks, with the primary hull containing the bridge, living spaces, anteroom located opposite the bridge, several of the main science labs and computer rooms, and the transporter room which had a capacity of 5 people. The secondary hull contained main engineering in the center, with anti-matter storage below it, more labs, storage areas, the main computer core, a small shuttle bay at the rear, the primary sensors and deflector dish at the front. The primary airlocks were located on the sides of the secondary hull. 8 escape pods that could hold 9 people were spread around the ship, with the majority being mounted on the primary hull. The shuttle bay could hold two shuttles of up to 30 feet long each, or one shuttle up to 50 feet without difficulty.</p><p>Oberths lacked in armaments and defensive systems, equipped with minimal shielding and armed with a single phaser bank at the front, which many science vessels used for cutting asteroids for samples. A probe launcher is fitted at the front of the secondary hull, which could support photon torpedoes with minor modifications and the targeting computers upgraded to accommodate them. The Oberth class was one of the first to feature heavy automation, allowing it to run with as few crew as 5, or up to the standard of 80 crew members. Oberth's can typically carry about 6 months of supplies before requiring resupplying without having to use any cargo space, but typically their matter/anti-matter supplies can last up to 3 years, depending on their missions and amount of travelling they do.</p><p> </p><p>Oberth Class (Federation (PL6)</p><p>Type: Light</p><p>Subtype: Corvette (Scout/Science Vessel)</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 2 (-8 size)</p><p>Flat-Footed Defense: </p><p>Autopilot Defense: 6</p><p>Hardness: 15</p><p>Hit Dice: 30d20 (600 hp) shields 200 hp</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 393 ft</p><p>Weight: 7500 tons</p><p>Targeting System Bonus:</p><p>Crew: 5 to 80</p><p>Passenger Capacity: varies</p><p>Cargo Capacity: 200 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 45</p><p>Restriction:</p><p></p><p>Attack: </p><p>Type 4 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc only; or probe launcher -8 ranged (varies by probe, could launch photon torpedoes)</p><p></p><p>Attack of Opportunity: </p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), science labs, tractor beam, replicators, shuttle bay</p><p>Engines: thrusters, ion engines, warp drive (max warp 5)</p><p>Armour: ditanium</p><p>Defense Systems: shields, autopilot</p><p>Sensors: Class IV, Science Sensors</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 1 type 4 phaser, probe launcher</p><p>Grappling Systems: tractor beam</p><p></p><p>Science Labs</p><p>The ship is equipped with extensive scientific labs for various types of studies and experiments, depending on their configuration. Grants users +2 to any science related Knowledge, Computer Use, Craft (chemical, electrical, mechanical or pharmaceutical), or checks to study space related phenomenon (blackholes, nebulas, etc).</p><p></p><p>Science Sensors</p><p>These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to spatial anomalies, such as gravity anomalies, subspace wakes, etc. Grants +2 to sensor checks to study or detect any type of spatial anomaly. Grants +2 to pilot Reflex saves to avoid space related hazards, +2 to Navigate checks to pilot to plot courses. Sensor range is tripled. </p><p></p><p>Probe Launcher</p><p>This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth typically carries 20 probes of various types including generic scientific probes, 2 subspace probes, and other depending on mission profile. The navigator or science station officer can fire a single probe as a standard action.</p><p></p><p></p><p>Phaser Type 4</p><p>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 3d10 as a free action once per round.</p><p>Damage: 12d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 35</p><p>Restriction: Mil (+3)</p><p></p><p></p><p>Photon Torpedo</p><p>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. </p><p> 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. </p><p>Damage: varies</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p></p><p></p><p></p><p>Agile Ships</p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p>Easy to Repair</p><p>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%.</p><p></p><p>Swiss-Army Tech</p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7471196, member: 6668634"] Oberth Class The Oberth class is a small older Federation starship used by Starfleet and civilians as a scout or science vessel, with some transport variants available. The 394 foot long vessel was unusual in design during the 2280s when it was first commissioned, in that had a unique split hull design, with an upper primary hull that was composed mainly of the saucer section, which was mounted onto a rear extension that mounts the impulse drive and warp drive nacelles to either side. The secondary hull was connected to the primary hull at the nacelles by reinforced pylons. The secondary hull itself was oblong in shape. Overall, the Oberth was only thirteen decks, with the primary hull containing the bridge, living spaces, anteroom located opposite the bridge, several of the main science labs and computer rooms, and the transporter room which had a capacity of 5 people. The secondary hull contained main engineering in the center, with anti-matter storage below it, more labs, storage areas, the main computer core, a small shuttle bay at the rear, the primary sensors and deflector dish at the front. The primary airlocks were located on the sides of the secondary hull. 8 escape pods that could hold 9 people were spread around the ship, with the majority being mounted on the primary hull. The shuttle bay could hold two shuttles of up to 30 feet long each, or one shuttle up to 50 feet without difficulty. Oberths lacked in armaments and defensive systems, equipped with minimal shielding and armed with a single phaser bank at the front, which many science vessels used for cutting asteroids for samples. A probe launcher is fitted at the front of the secondary hull, which could support photon torpedoes with minor modifications and the targeting computers upgraded to accommodate them. The Oberth class was one of the first to feature heavy automation, allowing it to run with as few crew as 5, or up to the standard of 80 crew members. Oberth's can typically carry about 6 months of supplies before requiring resupplying without having to use any cargo space, but typically their matter/anti-matter supplies can last up to 3 years, depending on their missions and amount of travelling they do. Oberth Class (Federation (PL6) Type: Light Subtype: Corvette (Scout/Science Vessel) Size: Colossal (-8) Tactical Speed: 3000 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 Hardness: 15 Hit Dice: 30d20 (600 hp) shields 200 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 393 ft Weight: 7500 tons Targeting System Bonus: Crew: 5 to 80 Passenger Capacity: varies Cargo Capacity: 200 tons Grapple Modifier: +16 Base PDC: 45 Restriction: Attack: Type 4 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc only; or probe launcher -8 ranged (varies by probe, could launch photon torpedoes) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), science labs, tractor beam, replicators, shuttle bay Engines: thrusters, ion engines, warp drive (max warp 5) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class IV, Science Sensors Communications: radio transceiver, subspace array Weapons: 1 type 4 phaser, probe launcher Grappling Systems: tractor beam Science Labs The ship is equipped with extensive scientific labs for various types of studies and experiments, depending on their configuration. Grants users +2 to any science related Knowledge, Computer Use, Craft (chemical, electrical, mechanical or pharmaceutical), or checks to study space related phenomenon (blackholes, nebulas, etc). Science Sensors These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to spatial anomalies, such as gravity anomalies, subspace wakes, etc. Grants +2 to sensor checks to study or detect any type of spatial anomaly. Grants +2 to pilot Reflex saves to avoid space related hazards, +2 to Navigate checks to pilot to plot courses. Sensor range is tripled. Probe Launcher This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth typically carries 20 probes of various types including generic scientific probes, 2 subspace probes, and other depending on mission profile. The navigator or science station officer can fire a single probe as a standard action. Phaser Type 4 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 3d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 5500 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 35 Restriction: Mil (+3) 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) 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. [/QUOTE]
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