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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7794714" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>D4 Class Klingon Patrol Ship</strong></span></p><p></p><p>The D4 Class is a small Klingon patrol ship, from the Kelvin Timeline, with a narrow body, two wings that can pivot up or down for improved atmospheric maneuverability, and various thrusters for incredible maneuverability in space. Armed with twin disruptors mounted on the top of the wings, close to the wing junctures with the fuselage, and four hatches on its underside to allow the rapid deployment of troops from rappelling lines. These ships are usually deployed in groups of 2 to 4, where one will bait a target while the other three strike from hidden positions or move in and out of strike range, harassing larger targets.</p><p></p><p>In Coreline, the Klingon Empire uses the D4s to patrol border systems, or sells them to allied systems. Many have turned up in pirate and raider groups as the ships make excellent rapid strike craft</p><p></p><p><strong>D4 Class (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: System Patrol Craft</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4500 ft, 2000 (200) vehicle scale atmospheric, perfect maneuverability, able to hover</p><p>Defense: 2 (3 with +1 Dodge)</p><p>Flat-Footed Defense: 2</p><p>Autopilot Defense: 6</p><p>Hardness: 30</p><p>Hit Dice: 15d20 (300 hp) shields 375 hp</p><p>Initiative Modifier: +1</p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 101 ft</p><p>Weight: 40,000 lbs</p><p>Targeting System Bonus: +3</p><p>Crew: 2</p><p>Passenger Capacity: 6</p><p>Cargo Capacity: 400 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 54</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 Fire-linked Disruptor cannon -6 ranged 18d12</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses: Due to the design, the D4 enjoys a +2 bonus to Pilot checks for stunt maneuvers, and +1 Initiative.</p><p></p><p>Standard PL(6-7) Design Spec:, Agile ship, transporters, rappel lines, drop doors, improved thrust (2)</p><p>Engines: thrusters, Warp Drive (Warp 4)</p><p>Armour: vanadium</p><p>Defense Systems: shields, autopilot, sensor jammer</p><p>Sensors: Class IV, targeting system</p><p>Communications: Radiotransceiver, subspace transceiver</p><p>Weapons: 2 fire-linked disruptor cannons type 1</p><p>Grappling Systems: none</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>Drop Doors & Rappel Lines</strong></p><p>The D4 is equipped with four small hatches on its underside with rappelling lines that allow 4 troops to drop up to 30 feet on the lines with no falling damage, without the ship having to land. The lines can be used to raise troops from the ground using the same lines. Lifting a medium sized creature up 20 feet per round. The lines are 60 feet long.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7794714, member: 6668634"] [SIZE=7][B]D4 Class Klingon Patrol Ship[/B][/SIZE] The D4 Class is a small Klingon patrol ship, from the Kelvin Timeline, with a narrow body, two wings that can pivot up or down for improved atmospheric maneuverability, and various thrusters for incredible maneuverability in space. Armed with twin disruptors mounted on the top of the wings, close to the wing junctures with the fuselage, and four hatches on its underside to allow the rapid deployment of troops from rappelling lines. These ships are usually deployed in groups of 2 to 4, where one will bait a target while the other three strike from hidden positions or move in and out of strike range, harassing larger targets. In Coreline, the Klingon Empire uses the D4s to patrol border systems, or sells them to allied systems. Many have turned up in pirate and raider groups as the ships make excellent rapid strike craft [B]D4 Class (PL6)[/B] Type: Ultralight Subtype: System Patrol Craft Size: Colossal (-8) Tactical Speed: 4500 ft, 2000 (200) vehicle scale atmospheric, perfect maneuverability, able to hover Defense: 2 (3 with +1 Dodge) Flat-Footed Defense: 2 Autopilot Defense: 6 Hardness: 30 Hit Dice: 15d20 (300 hp) shields 375 hp Initiative Modifier: +1 Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 101 ft Weight: 40,000 lbs Targeting System Bonus: +3 Crew: 2 Passenger Capacity: 6 Cargo Capacity: 400 lbs Grapple Modifier: +8 Base PDC: 54 Restriction: Mil (+3) Attack: 2 Fire-linked Disruptor cannon -6 ranged 18d12 Attack of Opportunity: Bonuses: Due to the design, the D4 enjoys a +2 bonus to Pilot checks for stunt maneuvers, and +1 Initiative. Standard PL(6-7) Design Spec:, Agile ship, transporters, rappel lines, drop doors, improved thrust (2) Engines: thrusters, Warp Drive (Warp 4) Armour: vanadium Defense Systems: shields, autopilot, sensor jammer Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 fire-linked disruptor cannons type 1 Grappling Systems: none [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]Drop Doors & Rappel Lines[/B] The D4 is equipped with four small hatches on its underside with rappelling lines that allow 4 troops to drop up to 30 feet on the lines with no falling damage, without the ship having to land. The lines can be used to raise troops from the ground using the same lines. Lifting a medium sized creature up 20 feet per round. The lines are 60 feet long. [/QUOTE]
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