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<blockquote data-quote="kronos182" data-source="post: 8185728" data-attributes="member: 6668634"><p>A couple variants on the NX-Class</p><p></p><p><strong><span style="font-size: 26px">Terran NX</span></strong></p><p>The Terran NX is from the Mirror Universe, built by the Terran Empire. Visually it looks very similar to the normal NX, however it has heavier armour and more weapons. Instead of recreational areas, the ship had expanded brigs, agony booths and expanded barracks for more troops.</p><p></p><p><strong>Terran NX-Class (PL6)</strong></p><p>Type: Mediumweight</p><p>Subtype: cruiser</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: 17</p><p>Hit Dice: 135d20 (2700 hp)</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 738 ft</p><p>Weight: 95,000 tons</p><p>Targeting System Bonus: +5</p><p>Crew: 83</p><p>Passenger Capacity: 70 troops</p><p>Cargo Capacity: 3,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 59</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>2 fire-linked Pulsed Phased cannon +1 ranged 18d10, and 2 fire-linked pulsed phased cannon -4 ranged 18d10; or</p><p>2 fire-linked Pulsed Phased cannon +1 ranged 18d10 and -5 photonic torpedo 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only)</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, Emergency Tactics, Launch all Torpedoes, +4 Pilot checks</p><p>Engines: thrusters, ion engines, warp drive (max warp 5.2)</p><p>Armour: ditanium</p><p>Defense Systems: polarized hull plating, autopilot</p><p>Sensors: Class III, improved targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)</p><p>Grappling Systems: grapplers x2</p><p></p><p><strong>Pulsed Phased Cannon</strong></p><p>These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.</p><p>Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them 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: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Photonic Torpedo</strong></p><p>Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Emergency Tactics</strong></p><p>The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.</p><p></p><p><strong>Launch All Torpedoes</strong></p><p>The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.</p><p></p><p></p><p><strong><span style="font-size: 26px">NX Refit</span></strong></p><p>The NX Refit is an alternate reality possibility of the extension of the NX service life, extending it into the 23rd century and acts as a possible bridge in ship design to the dual hull design that is the staple of Federation starship design in the 23rd and 24th centuries. The NX has a secondary hull added that is connected to the lower rear section of the saucer with pylons that connect to the original pylons adding addition structural support, however the rear joining section is removed, with the impulse engines moved to the rear of the saucer portion.</p><p>The secondary hull mounts an addition and more powerful deflector, a larger and more powerful warp drive is installed, improving the ship's speed up to warp 8. Additional science labs and sensors are added, as well as increased crew, increased size for crew quarters. Most of the ship's systems have been upgraded to 23rd century levels, with better transporters, installation of food synthesizers (predecessors to replicators), the phased cannons are replaced with phasers and photonic torpedoes are replaced with photon torpedoes. Instead of two shuttle pods held under the saucer, there is a shuttle bay mounted in the rear of the lower hull, able to hold up to 4 shuttle craft. The grapplers are replaced with a single tractor beam. An experimental weapon system was added to the NX-Refit, the Point Defense Bombardment Warhead.</p><p></p><p><strong>NX-Class Refit (PL6-7)</strong></p><p>Type: Mediumweight</p><p>Subtype: light cruiser/explorer</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: 17</p><p>Hit Dice: 140d20 (2800 hp), shields (3500 hp)</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 738 ft</p><p>Weight: 95,000 tons</p><p>Targeting System Bonus: +5</p><p>Crew: 110 Trained</p><p>Passenger Capacity: 100</p><p>Cargo Capacity: 5,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 60</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>2 fire-linked phaser type 4 +0 ranged 18d10, and 2 fire-linked phaser type 4 -5 ranged 18d10; or</p><p>2 fire-linked phaser type 4 -0 ranged 18d10 and -5 photon torpedo 12d20; or</p><p>Point Defense Bombardment Warhead +0 ranged 14d20</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, +4 Pilot checks, hanger (room for 4 shuttles)</p><p>Engines: thrusters, ion engines, warp drive (max warp 8 for 10 hours, cruising speed warp 6.5)</p><p>Armour: ditanium</p><p>Defense Systems: autopilot, shields</p><p>Sensors: Class III, improved targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: 8 phaser type 4, 2 photon torpedo launchers (typically 150 torpedoes per launcher), point defense bombardment warhead (typically 10 warheads)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Phaser Type 4</strong></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><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><strong>Point Defense Bombardment Warhead</strong></p><p>This large photon torpedo is equipped with photon micro torpedoes that are fired against any targets between the firing ship and the main target. If no other ships are within range, these micro torpedoes attack the primary target, overwhelming any point defense systems the target may have. The main torpedo does not have a variable yield, it is fixed, as are the micro torpedoes.</p><p>The warhead launches up to 10 micro torpedoes, able to attack any enemy in a 10,000 ft wide line between the firing ship and the target which attack at 1d20+6 attack roll to hit, dealing 3d20 points of energy damage, and if the targets have a point defense system, it must defend against each torpedo, including the main warhead.</p><p>The main warhead deals 14d20 points of damage to the target, plus half damage to 500 ft area, Reflex DC 19 for half damage.</p><p>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><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></blockquote><p></p>
[QUOTE="kronos182, post: 8185728, member: 6668634"] A couple variants on the NX-Class [B][SIZE=7]Terran NX[/SIZE][/B] The Terran NX is from the Mirror Universe, built by the Terran Empire. Visually it looks very similar to the normal NX, however it has heavier armour and more weapons. Instead of recreational areas, the ship had expanded brigs, agony booths and expanded barracks for more troops. [B]Terran NX-Class (PL6)[/B] Type: Mediumweight Subtype: cruiser Size: Colossal (-8) Tactical Speed: 3000 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 Hardness: 17 Hit Dice: 135d20 (2700 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 738 ft Weight: 95,000 tons Targeting System Bonus: +5 Crew: 83 Passenger Capacity: 70 troops Cargo Capacity: 3,000 tons Grapple Modifier: +16 Base PDC: 59 Restriction: Mil +3 Attack: 2 fire-linked Pulsed Phased cannon +1 ranged 18d10, and 2 fire-linked pulsed phased cannon -4 ranged 18d10; or 2 fire-linked Pulsed Phased cannon +1 ranged 18d10 and -5 photonic torpedo 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +4 Pilot checks Engines: thrusters, ion engines, warp drive (max warp 5.2) Armour: ditanium Defense Systems: polarized hull plating, autopilot Sensors: Class III, improved targeting system Communications: radio transceiver, drivesat comm array Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher) Grappling Systems: grapplers x2 [B]Pulsed Phased Cannon[/B] These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings. Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them 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: Gargantuan Purchase DC: 41 Restriction: Mil (+3) [B]Photonic Torpedo[/B] Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30 Restriction: Mil (+3) [B]Emergency Tactics[/B] The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half. [B]Launch All Torpedoes[/B] The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll. [B][SIZE=7]NX Refit[/SIZE][/B] The NX Refit is an alternate reality possibility of the extension of the NX service life, extending it into the 23rd century and acts as a possible bridge in ship design to the dual hull design that is the staple of Federation starship design in the 23rd and 24th centuries. The NX has a secondary hull added that is connected to the lower rear section of the saucer with pylons that connect to the original pylons adding addition structural support, however the rear joining section is removed, with the impulse engines moved to the rear of the saucer portion. The secondary hull mounts an addition and more powerful deflector, a larger and more powerful warp drive is installed, improving the ship's speed up to warp 8. Additional science labs and sensors are added, as well as increased crew, increased size for crew quarters. Most of the ship's systems have been upgraded to 23rd century levels, with better transporters, installation of food synthesizers (predecessors to replicators), the phased cannons are replaced with phasers and photonic torpedoes are replaced with photon torpedoes. Instead of two shuttle pods held under the saucer, there is a shuttle bay mounted in the rear of the lower hull, able to hold up to 4 shuttle craft. The grapplers are replaced with a single tractor beam. An experimental weapon system was added to the NX-Refit, the Point Defense Bombardment Warhead. [B]NX-Class Refit (PL6-7)[/B] Type: Mediumweight Subtype: light cruiser/explorer Size: Colossal (-8) Tactical Speed: 3000 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 Hardness: 17 Hit Dice: 140d20 (2800 hp), shields (3500 hp) Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 738 ft Weight: 95,000 tons Targeting System Bonus: +5 Crew: 110 Trained Passenger Capacity: 100 Cargo Capacity: 5,000 tons Grapple Modifier: +16 Base PDC: 60 Restriction: Mil +3 Attack: 2 fire-linked phaser type 4 +0 ranged 18d10, and 2 fire-linked phaser type 4 -5 ranged 18d10; or 2 fire-linked phaser type 4 -0 ranged 18d10 and -5 photon torpedo 12d20; or Point Defense Bombardment Warhead +0 ranged 14d20 Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, +4 Pilot checks, hanger (room for 4 shuttles) Engines: thrusters, ion engines, warp drive (max warp 8 for 10 hours, cruising speed warp 6.5) Armour: ditanium Defense Systems: autopilot, shields Sensors: Class III, improved targeting system Communications: radio transceiver, drivesat comm array Weapons: 8 phaser type 4, 2 photon torpedo launchers (typically 150 torpedoes per launcher), point defense bombardment warhead (typically 10 warheads) Grappling Systems: tractor beam [B]Phaser Type 4[/B] 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) [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) [B]Point Defense Bombardment Warhead[/B] This large photon torpedo is equipped with photon micro torpedoes that are fired against any targets between the firing ship and the main target. If no other ships are within range, these micro torpedoes attack the primary target, overwhelming any point defense systems the target may have. The main torpedo does not have a variable yield, it is fixed, as are the micro torpedoes. The warhead launches up to 10 micro torpedoes, able to attack any enemy in a 10,000 ft wide line between the firing ship and the target which attack at 1d20+6 attack roll to hit, dealing 3d20 points of energy damage, and if the targets have a point defense system, it must defend against each torpedo, including the main warhead. The main warhead deals 14d20 points of damage to the target, plus half damage to 500 ft area, Reflex DC 19 for half damage. 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) [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. [/QUOTE]
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