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<blockquote data-quote="kronos182" data-source="post: 7794649" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>D5 Class Klingon Battle Cruiser</strong></span></p><p></p><p>A class of battle cruiser in service with the Klingon Imperial Fleet during the mid-22nd century. Built along the lines of classic Klingon design, a small 'pod' front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with disruptors and photon torpedoes, with excellent armour, including dispersive armour in critical locations, and shielding for protection, with a top light speed of Warp 6. The forward section contained both a disruptor and photon torpedo launcher, a dorsal disruptor array mounted on the neck, and a belly mounted turret of twin heavy disruptor cannons. A small superstructure is fitted on the top at the rear of the main section, located above the impulse engines, which includes the shuttle bay, with room for two standard sized shuttles.</p><p>The D5 class was often used to patrol areas of the Klingon Empire, especially along the borders, and as such were equipped with standard multi-spectral sensors, allowing the ships to scan not only for enemy craft but conduct minor scientific scans.</p><p></p><p>Older models, ready for decommissioning, were sometimes converted to freighters, stripping out the belly disruptor cannons, along with other systems, with much automation installed. Finally 8 under-slung deuterium tanks, capable of carrying over 80,000 liters of deuterium are fitted to the underside.</p><p></p><p>In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D5s, and created splinter groups of raiders, attacking the Federation and others.</p><p>The Klingon Empire itself manufactures D5s for export since the technology is obsolete, although they produce and use the freighter variant for their own purposes as well as export.</p><p></p><p><strong>D5 Class (PL6)</strong></p><p>Type: Mediumweight</p><p>Subtype: Battlecruiser</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 2 (3 with +1 Dodge)</p><p>Flat-Footed Defense: 2</p><p>Autopilot Defense: 6</p><p>Hardness: 60 vs direct energy, 20 vs projectile, missile/area</p><p>Hit Dice: 175d20 (3500 hp) shield 4375 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: 689 ft</p><p>Weight: 98,700 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 70</p><p>Passenger Capacity: 20 (typically dedicated soldiers)</p><p>Cargo Capacity: 2000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 60</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>Disruptor cannon -6 ranged 12d12, and disruptor array plasma cannon -10 ranged 10d12; or</p><p>Disruptor array -5 ranged (10d12, turret) and -10 photon torpedo (varies); or</p><p>Fire-linked 2 heavy disruptors -7 ranged (21d12, turret)</p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6-7) Design Spec:, Agile ship, transporters,</p><p>Engines: thrusters, ion engine, Warp Drive (Warp 6)</p><p>Armour: Dispersive armour</p><p>Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer</p><p>Sensors: Class IV, targeting system</p><p>Communications: Radiotransceiver, subspace transceiver</p><p>Weapons: 1 disruptor cannon type 1, 1 disruptor array type 1, 2 photon torpedo launchers (40 torpedoes each), fire-linked twin heavy disruptor cannons</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Agile Ships</strong></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><strong>Easy to Repair</strong></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><strong>Swiss-Army Tech</strong></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><p></p><p><strong>Shield Dependent</strong></p><p>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.</p><p></p><p><strong>Disruptor Cannon Type 1</strong></p><p>Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.</p><p>Damage: 12d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</p><p></p><p><strong>Disruptor Array Type 1</strong></p><p>Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots.</p><p>Damage: 10d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Heavy Disruptor Cannon Type 1</strong></p><p>Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 10 points of hardness/DR, suffers -2 to attack rolls.</p><p>Damage: 14d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 43</p><p>Restriction: Mil (+3)</p><p>Note: -2 to attack rolls, ignores 10 points of hardness/DR.</p><p></p><p><strong>Dispersive Armour</strong></p><p>A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design.</p><p>Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons).</p><p>Tactical Speed Penalty: -500 ft (-1 square)</p><p>Base Purchase Modifier: 17 + one-half base purchase DC of the starship.</p><p></p><p><strong>Photon Torpedo</strong></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><span style="font-size: 22px"><strong>Variant</strong></span></p><p></p><p><span style="font-size: 18px"><strong>D5 Freighter</strong></span></p><p>This variant of the D5 is altered to function as a freighter, stripping out most of the weapons, adding additional cargo modules to the lower hull. Many older D5s or ones to be decommissioned are converted to the freighter variant. The ships are heavily automated, allowing them to</p><p>Make the following changes to the D5 to make the freighter variant:</p><p>Remove rear (1) photon torpedo launcher;</p><p>Remove Fire-linked heavy disruptor cannons;</p><p>Reduce Hit Dice to 150d20 (3000 hp);</p><p>Reduce Crew to 15;</p><p>Increase cargo capacity to 8500 tons;</p><p>PDC: 58</p><p>Res: Lic (+2)</p></blockquote><p></p>
[QUOTE="kronos182, post: 7794649, member: 6668634"] [SIZE=7][B]D5 Class Klingon Battle Cruiser[/B][/SIZE] A class of battle cruiser in service with the Klingon Imperial Fleet during the mid-22nd century. Built along the lines of classic Klingon design, a small 'pod' front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with disruptors and photon torpedoes, with excellent armour, including dispersive armour in critical locations, and shielding for protection, with a top light speed of Warp 6. The forward section contained both a disruptor and photon torpedo launcher, a dorsal disruptor array mounted on the neck, and a belly mounted turret of twin heavy disruptor cannons. A small superstructure is fitted on the top at the rear of the main section, located above the impulse engines, which includes the shuttle bay, with room for two standard sized shuttles. The D5 class was often used to patrol areas of the Klingon Empire, especially along the borders, and as such were equipped with standard multi-spectral sensors, allowing the ships to scan not only for enemy craft but conduct minor scientific scans. Older models, ready for decommissioning, were sometimes converted to freighters, stripping out the belly disruptor cannons, along with other systems, with much automation installed. Finally 8 under-slung deuterium tanks, capable of carrying over 80,000 liters of deuterium are fitted to the underside. In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D5s, and created splinter groups of raiders, attacking the Federation and others. The Klingon Empire itself manufactures D5s for export since the technology is obsolete, although they produce and use the freighter variant for their own purposes as well as export. [B]D5 Class (PL6)[/B] Type: Mediumweight Subtype: Battlecruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 2 (3 with +1 Dodge) Flat-Footed Defense: 2 Autopilot Defense: 6 Hardness: 60 vs direct energy, 20 vs projectile, missile/area Hit Dice: 175d20 (3500 hp) shield 4375 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 689 ft Weight: 98,700 tons Targeting System Bonus: +3 Crew: 70 Passenger Capacity: 20 (typically dedicated soldiers) Cargo Capacity: 2000 tons Grapple Modifier: +16 Base PDC: 60 Restriction: Mil (+3) Attack: Disruptor cannon -6 ranged 12d12, and disruptor array plasma cannon -10 ranged 10d12; or Disruptor array -5 ranged (10d12, turret) and -10 photon torpedo (varies); or Fire-linked 2 heavy disruptors -7 ranged (21d12, turret) Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, Engines: thrusters, ion engine, Warp Drive (Warp 6) Armour: Dispersive armour Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 1 disruptor cannon type 1, 1 disruptor array type 1, 2 photon torpedo launchers (40 torpedoes each), fire-linked twin heavy disruptor cannons Grappling Systems: tractor beam [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] 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%. [B]Swiss-Army Tech[/B] 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] 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. [B]Disruptor Cannon Type 1[/B] Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots. Damage: 12d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Mil (+3) Note: -1 to attack [B]Disruptor Array Type 1[/B] Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 10d12 full power shots. Damage: 10d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) [B]Heavy Disruptor Cannon Type 1[/B] Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 10 points of hardness/DR, suffers -2 to attack rolls. Damage: 14d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 43 Restriction: Mil (+3) Note: -2 to attack rolls, ignores 10 points of hardness/DR. [B]Dispersive Armour[/B] A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design. Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons). Tactical Speed Penalty: -500 ft (-1 square) Base Purchase Modifier: 17 + one-half base purchase DC of the starship. [B]Photon Torpedo[/B] 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) [SIZE=6][B]Variant[/B][/SIZE] [SIZE=5][B]D5 Freighter[/B][/SIZE] This variant of the D5 is altered to function as a freighter, stripping out most of the weapons, adding additional cargo modules to the lower hull. Many older D5s or ones to be decommissioned are converted to the freighter variant. The ships are heavily automated, allowing them to Make the following changes to the D5 to make the freighter variant: Remove rear (1) photon torpedo launcher; Remove Fire-linked heavy disruptor cannons; Reduce Hit Dice to 150d20 (3000 hp); Reduce Crew to 15; Increase cargo capacity to 8500 tons; PDC: 58 Res: Lic (+2) [/QUOTE]
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