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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8185978" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Oberth Class mk2</span></strong></p><p></p><p>The mk2 of the Oberth Class is a minor upgrade to the original Oberth, mostly featuring more modern equipment, increased automation to allow an even smaller crew, improved warp drive for greater distance and slightly improved speed. The mk2 has a few new abilities that are due to the upgrades including enhanced plasma manifold. The probe launcher is upgraded to a full photon torpedo launcher and the type 4 phasers are upgraded to type 5 for enhanced defensive capabilities with an additional emitter mounted on the rear to cover that arc from attack. The mk2 can be run by as few as 3 people, and with the improvements can carry up to an additional 10 crew over the original specialist crew.</p><p></p><p><strong>Oberth Class (Federation (PL6)</strong></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: 32d20 (640 hp) shields 600 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: 3 to 90</p><p>Passenger Capacity: varies</p><p>Cargo Capacity: 220 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 46</p><p>Restriction: Lic (+1)</p><p></p><p>Attack:</p><p>Type 5 Phaser -8 ranged 12d10 (6000 ft, energy/fire, s); 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, Enhanced Plasma Manifold</p><p>Engines: thrusters, ion engines, warp drive (max warp 7)</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: 2 type 5 phaser, photon torpedo launcher</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Science Labs</strong></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><strong>Science Sensors</strong></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><strong>Probe Launcher</strong></p><p>This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth mk2 typically carries 50 probes of various types including generic scientific probes, 4 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><strong>Phaser Type 5</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. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.</p><p>Damage: 12d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 6000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 36</p><p>Restriction: Mil (+3)</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>Enhanced Plasma Manifold</strong></p><p>The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended.</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: 8185978, member: 6668634"] [B][SIZE=7]Oberth Class mk2[/SIZE][/B] The mk2 of the Oberth Class is a minor upgrade to the original Oberth, mostly featuring more modern equipment, increased automation to allow an even smaller crew, improved warp drive for greater distance and slightly improved speed. The mk2 has a few new abilities that are due to the upgrades including enhanced plasma manifold. The probe launcher is upgraded to a full photon torpedo launcher and the type 4 phasers are upgraded to type 5 for enhanced defensive capabilities with an additional emitter mounted on the rear to cover that arc from attack. The mk2 can be run by as few as 3 people, and with the improvements can carry up to an additional 10 crew over the original specialist crew. [B]Oberth Class (Federation (PL6)[/B] 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: 32d20 (640 hp) shields 600 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: 3 to 90 Passenger Capacity: varies Cargo Capacity: 220 tons Grapple Modifier: +16 Base PDC: 46 Restriction: Lic (+1) Attack: Type 5 Phaser -8 ranged 12d10 (6000 ft, energy/fire, s); 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, Enhanced Plasma Manifold Engines: thrusters, ion engines, warp drive (max warp 7) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class IV, Science Sensors Communications: radio transceiver, subspace array Weapons: 2 type 5 phaser, photon torpedo launcher Grappling Systems: tractor beam [B]Science Labs[/B] 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). [B]Science Sensors[/B] 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. [B]Probe Launcher[/B] This is a device for launching various probes for scientific purposes, but could be modified easily to launch photon torpedoes. The Oberth mk2 typically carries 50 probes of various types including generic scientific probes, 4 subspace probes, and other depending on mission profile. The navigator or science station officer can fire a single probe as a standard action. [B]Phaser Type 5[/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. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 6000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 36 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]Enhanced Plasma Manifold[/B] The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended. [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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