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<blockquote data-quote="kronos182" data-source="post: 8386509" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Orion Interceptors</span></strong></p><p>Orion Interceptors were fast, moderately-armed starship used by the Orion Syndicate during the 22nd century, used as quick raiders and defense of Syndicate operations. The interceptor had a long, narrow hull, with rear mounted swept wings and beak-like forward section, that gave it a hawk-like appearance. The ships are armed with a single disruptor blaster mounted under the nose, have shields for defense. They are equipped with transporters, which were used to abduct people from other ships, teleporting them into cells to later be sold as slaves.</p><p></p><p><strong>Orion Interceptor (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Raider</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 5000 ft</p><p>Defense: 7 (-8 size +2 Dex +3 class)</p><p>Flat-Footed Defense: 4</p><p>Autopilot Defense: 6</p><p>Hardness: 15</p><p>Hit Dice: 10d20 (200 hp) shields 250 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: 70 ft</p><p>Weight: 100 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 3 plus 5 security/soldiers (trained +4)</p><p>Passenger Capacity: 9 (prisoners)</p><p>Cargo Capacity: 3 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 41</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>1 Disruptor Blaster Type 1 -3 ranged 7d12 (4000 ft, energy/fire, s)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, transporter, prisoner cells.</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 III, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 1 Disruptor Blaster Type 1</p><p>Grappling Systems: None</p><p></p><p><strong>Disruptor Blaster Type 1</strong></p><p>Disruptor blasters are early disruptor based weapons, 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 4d12 lower power or 7d12 full power shots.</p><p>Damage: 7d12, 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: 37</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</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>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>TWIN ENGINE SYSTEM (PL 6)</strong></p><p>During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.</p><p>A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.</p><p>This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.</p><p>Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: See text.</p><p>Purchase DC: 15.</p><p></p><p><strong>Improved Thrust</strong></p><p>Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.</p><p>NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)</p><p>Restrictions: Starship engines only.</p><p>Purchase DC: +2.</p><p></p><p><span style="font-size: 22px"><strong>Variants</strong></span></p><p><span style="font-size: 18px"><strong>Grazer</strong></span></p><p>This variant of the Orion Interceptor replaces the disruptor blaster with a pair of fire-linked ion cannons, used for disabling transports, shuttles and fighters.</p><p>Make the following changes to Orion Interceptor to Grazer:</p><p>Remove disruptor blaster type 1;</p><p>Add 2 fire-linked ion cannons (9d6 ion damage);</p><p>PDC: +1</p><p></p><p><strong>Ion Cannon</strong></p><p>Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance</p><p></p><p>Ion Cannon (PL6)</p><p>Damage: 6d6</p><p>Critical: 20x2</p><p>Damage Type: Energy (Electricity)</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 37</p><p>Restriction: Military (+3)</p><p></p><p><strong><span style="font-size: 18px">Striker</span></strong></p><p>The striker variant of the Orion Interceptor strips out the warp drive and a pair of concussion missile launchers are added, providing the craft with heavier strike capabilities.</p><p>Make the following changes to Orion Interceptor to make a Striker:</p><p>Remove Warp Drive;</p><p>Add 2 fire-linked concussion missile launchers (10 missiles each);</p><p>PDC: +0</p><p></p><p><strong>Concussion Missiles</strong></p><p>Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.</p><p></p><p>Concussion Missile (PL6)</p><p>Damage: 10d10</p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of shuttle types or smaller.</p><p></p><p></p><p><strong><span style="font-size: 26px">Orion Brigand Cruiser</span></strong></p><p>The Brigand class cruiser are fielded by the Orion Syndicate in the late 2300s and early 2400s, and is one of the heaviest ships in their fleet. A curved arrowhead like forward sections followed with a slightly narrower middle section with a larger rear section. The warp nacelles are mounted in pods just below the centerline of the ship about midway along the ship. Armed with two disruptor cannons capable of forward fire only, four disruptor arrays with two mounted on the dorsal side with two underneath to provide best coverage, with two photon torpedoes divided with one forward and rear. The torpedo launchers, while normally only capable of firing single torpedoes, the forward launcher is capable of firing several torpedoes in a short burst of several torpedoes, occasionally, at a single target.</p><p>The Brigand cruiser is also designed to quickly divert extra power to its engines, giving it a boost in speed for quick getaways, or for intercepting targets, but this also reduces weapons power and available for short periods of time. The shuttle bay typically carries 4 shuttles or similar sized craft, and 3 interceptors. A stealth screen helps the Brigand get close and also help it get away if necessary.</p><p></p><p><strong>Orion Brigand Cruiser (PL6)</strong></p><p>Type: Mediumweight</p><p>Subtype: cruiser</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500</p><p>Defense: 7 (-8 size +2 Dex +3 Class)</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 6</p><p>Hardness: 25</p><p>Hit Dice: 150d20 (3000 hp), 3750 hp shields</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: 843 ft</p><p>Weight: 243,000 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 83 (trained +4)</p><p>Passenger Capacity: 50 (troops), 100 prisoners</p><p>Cargo Capacity: 15,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 56</p><p>Restriction: Mil +3</p><p></p><p>Attack:</p><p>Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Disruptor Array Type 2 --8 ranged 11d12 (turret); or</p><p>Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Photon Torpedo --8 ranged 12d20; or</p><p>Disruptor Array Type 2 --3 ranged 11d12 (turret) and Disruptor Array Type 2 --8 ranged 11d12 (turret)</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), twin engine, Swiss Army Tech, shuttle bay, Torpedo High Yield, Emergency Power to Engines, transporters</p><p>Engines: thrusters, ion engines, warp drive (max warp 8.5)</p><p>Armour: ditanium</p><p>Defense Systems: shields, autopilot, stealth screen (sensors -10, 50% mines can't detect, half concealment 20% miss chance)</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: Disruptor cannon x2, disruptor array x4, photon torpedo launchers x2 (typically 75 torpedoes per launcher at ready, another 50 +2d20 in storage, takes 2 min to reload)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Torpedo High Yield</strong></p><p>The weapons officer can fire multiple torpedoes at once as a full round action against a single target, doubling the number of torpedoes several times up to a maximum of 8 torpedoes. Suffers -1 per doubling of torpedoes, increasing damage by 75% (rounding down) of one torpedo. Example 2 torpedoes suffers -2 to attack, dealing 21d20 damage.</p><p></p><p><strong>Emergency Power to Engines</strong></p><p>As a move equivalent action, the engineer can transfer power from emergency systems and a little from weapons to the engines. The ship gains +1500 ft to speed, but energy weapons deal 2 less die of damage and can only fire once per round. This lasts for 5 rounds, after which the weapons still suffer -2 die of damage for 2 more rounds. Can not use again for 5 rounds as emergency batteries recharge. Outside of combat, can boost Warp Speed to Warp 9 for 30 minutes, but then has to drop to Warp 6 for an hour before can attempt to go any faster.</p><p></p><p><strong>Disruptor Cannon Type 3</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, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots.</p><p>Damage: 14d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Semi, Automatic</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</p><p></p><p><strong>Disruptor Array Type 2</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 11d12 full power shots.</p><p>Damage: 11d12, 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: 43</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Duranium (PL6)</strong></p><p>Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.</p><p>Hardness: 25</p><p>Tactical Speed Penalty -500 ft (-1 squar)</p><p>Weight: One-tenth the weight of the starship (rounded down)</p><p>Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.</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>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>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>TWIN ENGINE SYSTEM (PL 6)</strong></p><p>During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.</p><p>A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.</p><p>This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.</p><p>Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.</p><p>Minimum Ship Size: Gargantuan.</p><p>Tactical Speed Bonus: See text.</p><p>Purchase DC: 15.</p><p></p><p><strong><span style="font-size: 26px">Variants</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Pillager</span></strong></p><p>The Pillager is a variant of the Brigand cruiser, reducing cargo to nearly nothing, and the shuttle bay down to a single shuttle, and increasing the number of photon torpedo launchers, turning it into a torpedo cruiser. The Orion Syndicate uses these during mercenary work where survivors and salvage aren't necessary, as well as protecting their home world and major colonies and other facilities. Pillagers are able to unleash massive amounts of torpedoes at once that a single one is a significant threat to whole squadrons of starships, watching one fire full spread from all 9 forward launchers is like watching a sun going nova. The additional 8 launchers are divided 4 a side along the centerline of the forward section, giving it an incredible destructive capability.</p><p>Make the following changes to a Brigand to create a Pillager:</p><p>Reduce cargo to 3,000 tons;</p><p>Reduce shuttle capacity to 1 shuttle, no interceptors can be carried;</p><p>Increase photon torpedo launcher count to 10, each with 100 torpedoes at the ready, another 75 each in storage;</p><p>Each of the 9 forward launchers are capable of Torpedo High Yield attack, and can be fire linked in groups of 2, 4, and 8;</p><p>Full Spread attack option;</p><p>PDC +3.</p><p>Primary attacks would be Photon torpedo -3 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked), and Photon Torpedo --8 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked).</p><p></p><p><strong>Full Spread</strong></p><p>As part of a full round attack, the weapons officer can target up to 9 targets, suffering -1 to attack roll per target above 2, and each can be the target of a Torpedo High Yield attack, with it's attack penalties stacking. Each target can not be more than 5000 ft from another target, and all must be in the forward half of the ship's facing arc. Up to 2 launchers can target the same target, counting as a fire-link, increasing damage by 50%.</p><p></p><p></p><p><strong><span style="font-size: 22px">Highwayman</span></strong></p><p>This variant of the Brigand fitted with technology from the Star Wars Universe. While it still mounts the base weapons of the Brigand, it also carries a number of laser turrets for a point defense system, several ion cannons are fitted to assist in disabling craft without causing damage, as well as pair of concussion missile launchers for anti-fighter defense. The Highwayman is fitted with a mid grade hyperdrive to allow it to escape from areas where warp drives don't function, but hyperdrives still work.</p><p>The Orion Syndicate only has a few of these ships, but a few are appearing in mercenary groups that have access to all the necessary technologies.</p><p>Make the following changes to a Brigand to create a Highwayman:</p><p>Reduce cargo by 50%;</p><p>Add point defense system, 3d12x10 fire damage, +3 attack, 20% chance to destroy missiles and torpedoes;</p><p>Add 4 fire-linked (in set of 2) concussion missile launchers (50 missiles each);</p><p>Add 2 light capital ion cannon turrets;</p><p>Add Hyperdrive x5;</p><p>PDC: +4</p><p></p><p></p><p><strong>Concussion Missiles</strong></p><p>Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.</p><p></p><p>Concussion Missile (PL6)</p><p>Damage: 10d10</p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of shuttle types or smaller.</p><p></p><p><strong>Light Capital Ion Cannon</strong></p><p>Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per 2 rounds. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance</p><p></p><p>Light Capital Ion Cannon (PL6)</p><p>Damage: 12d6, deals 25% more damage to shields</p><p>Critical: 20x2</p><p>Damage Type: Energy (Electricity)</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 39</p><p>Restriction: Military (+3)</p><p></p><p>expanding a little on Lord Zack's idea a while back...</p><p></p><p><strong><span style="font-size: 22px">Five for Beytan V</span></strong></p><p></p><p>Beytan V is a Federation mining world, not far from the Solar System. Unfortunately with the state of interstellar affairs on Coreline many worlds, security is at a premium. Beytan V was considered vulnerable at the best of times and now with recent conflicts Starfleet is spread thin. Beytan V has been threatened by Orion pirates, which are secretly backed by the Zann Consortium who are seeking to increase their influence in the Vulcan by taking control of the worlds's mineral resources. So the foreman, Brian Vanderberg, has sought out independent security to help protect the colony. Unfortunately the pirates, with weapons imported from the GFFA prove to be difficult to fend off.</p><p></p><p>Depending on what the players have available, or what resources they can call upon, the Orions may send 1 to 1d4+1 Orion Interceptors with a single Orion Corvette.</p><p>They must disable, or destroy the corvette before it can reach orbit (takes about 15 rounds of combat unless it is rushing to 10), where it will beam down troops, then the PCs must either keep fighting what forces are still in space, or head to the planet to engage ground forces.</p><p>If the players have a light capital ship and fighters (or equivalent craft), can have number of interceptors increase, or replaced with more corvettes and a Brigand replace the corvette. Must disable the Brigand before it reaches orbit in 20 rounds before it begins beaming troops to the ground.</p><p></p><p>If the players have access to multiple capital ships, either they own themselves, or NPC assistance, can have 1d4 brigands (of various types) with 1d4+2 or 2d4+1 corvettes and and 2d6 interceptors, GM disgression.</p><p></p><p>If the capital ship reaches orbit and beams down troops, 2d6 to 3d20+10, depending on ship and how many, can beam troops to the ground which will begin to attack any defensive positions and move to secure the mines and prepare shipments for beaming up.</p><p></p><p>If the PCs can set up a beaming scattering field, or other means of preventing teleportation to the planet, the Orions will send the corvette (if that is the capital ship) into the atmosphere to land, or launch shuttles each carrying up to 12 soldiers plus 2 crew members, which will need to be destroyed before landing, or engage the ground forces.</p><p></p><p>Ground forces will typically be armed with light disruptors or Imperial (Star Wars) blasters, and shuttles may include older Imperial shuttles such as Lambda class.</p><p></p><p>As a reward, the PCs may collect salvage from the Orion ships, could be paid with 1 ton per 2 level (average of group) of dilithium crystals (refined or raw).</p></blockquote><p></p>
[QUOTE="kronos182, post: 8386509, member: 6668634"] [B][SIZE=7]Orion Interceptors[/SIZE][/B] Orion Interceptors were fast, moderately-armed starship used by the Orion Syndicate during the 22nd century, used as quick raiders and defense of Syndicate operations. The interceptor had a long, narrow hull, with rear mounted swept wings and beak-like forward section, that gave it a hawk-like appearance. The ships are armed with a single disruptor blaster mounted under the nose, have shields for defense. They are equipped with transporters, which were used to abduct people from other ships, teleporting them into cells to later be sold as slaves. [B]Orion Interceptor (PL6)[/B] Type: Ultralight Subtype: Raider Size: Colossal (-8) Tactical Speed: 5000 ft Defense: 7 (-8 size +2 Dex +3 class) Flat-Footed Defense: 4 Autopilot Defense: 6 Hardness: 15 Hit Dice: 10d20 (200 hp) shields 250 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 70 ft Weight: 100 tons Targeting System Bonus: +3 Crew: 3 plus 5 security/soldiers (trained +4) Passenger Capacity: 9 (prisoners) Cargo Capacity: 3 tons Grapple Modifier: +16 Base PDC: 41 Restriction: Res (+2) Attack: 1 Disruptor Blaster Type 1 -3 ranged 7d12 (4000 ft, energy/fire, s) Attack of Opportunity: Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, improved thrust x2, Shield Dependent, transporter, prisoner cells. Engines: thrusters, ion engines, warp drive (max warp 5) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class III, targeting system Communications: radio transceiver, subspace array Weapons: 1 Disruptor Blaster Type 1 Grappling Systems: None [B]Disruptor Blaster Type 1[/B] Disruptor blasters are early disruptor based weapons, 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 4d12 lower power or 7d12 full power shots. Damage: 7d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 37 Restriction: Mil (+3) Note: -1 to attack [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]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]TWIN ENGINE SYSTEM (PL 6)[/B] During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15. [B]Improved Thrust[/B] Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed. NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.) Restrictions: Starship engines only. Purchase DC: +2. [SIZE=6][B]Variants[/B][/SIZE] [SIZE=5][B]Grazer[/B][/SIZE] This variant of the Orion Interceptor replaces the disruptor blaster with a pair of fire-linked ion cannons, used for disabling transports, shuttles and fighters. Make the following changes to Orion Interceptor to Grazer: Remove disruptor blaster type 1; Add 2 fire-linked ion cannons (9d6 ion damage); PDC: +1 [B]Ion Cannon[/B] Ion cannons are a type of energy weapon used to disable a target for capture. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance Ion Cannon (PL6) Damage: 6d6 Critical: 20x2 Damage Type: Energy (Electricity) Range Increment: 3000 ft Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 37 Restriction: Military (+3) [B][SIZE=5]Striker[/SIZE][/B] The striker variant of the Orion Interceptor strips out the warp drive and a pair of concussion missile launchers are added, providing the craft with heavier strike capabilities. Make the following changes to Orion Interceptor to make a Striker: Remove Warp Drive; Add 2 fire-linked concussion missile launchers (10 missiles each); PDC: +0 [B]Concussion Missiles[/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [B][SIZE=7]Orion Brigand Cruiser[/SIZE][/B] The Brigand class cruiser are fielded by the Orion Syndicate in the late 2300s and early 2400s, and is one of the heaviest ships in their fleet. A curved arrowhead like forward sections followed with a slightly narrower middle section with a larger rear section. The warp nacelles are mounted in pods just below the centerline of the ship about midway along the ship. Armed with two disruptor cannons capable of forward fire only, four disruptor arrays with two mounted on the dorsal side with two underneath to provide best coverage, with two photon torpedoes divided with one forward and rear. The torpedo launchers, while normally only capable of firing single torpedoes, the forward launcher is capable of firing several torpedoes in a short burst of several torpedoes, occasionally, at a single target. The Brigand cruiser is also designed to quickly divert extra power to its engines, giving it a boost in speed for quick getaways, or for intercepting targets, but this also reduces weapons power and available for short periods of time. The shuttle bay typically carries 4 shuttles or similar sized craft, and 3 interceptors. A stealth screen helps the Brigand get close and also help it get away if necessary. [B]Orion Brigand Cruiser (PL6)[/B] Type: Mediumweight Subtype: cruiser Size: Colossal (-8) Tactical Speed: 3500 Defense: 7 (-8 size +2 Dex +3 Class) Flat-Footed Defense: 5 Autopilot Defense: 6 Hardness: 25 Hit Dice: 150d20 (3000 hp), 3750 hp shields Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 843 ft Weight: 243,000 tons Targeting System Bonus: +3 Crew: 83 (trained +4) Passenger Capacity: 50 (troops), 100 prisoners Cargo Capacity: 15,000 tons Grapple Modifier: +16 Base PDC: 56 Restriction: Mil +3 Attack: Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Disruptor Array Type 2 --8 ranged 11d12 (turret); or Disruptor cannon Type 3 -4 ranged 14d12 (21d12 firelinked, front arc only), and Photon Torpedo --8 ranged 12d20; or Disruptor Array Type 2 --3 ranged 11d12 (turret) and Disruptor Array Type 2 --8 ranged 11d12 (turret) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), twin engine, Swiss Army Tech, shuttle bay, Torpedo High Yield, Emergency Power to Engines, transporters Engines: thrusters, ion engines, warp drive (max warp 8.5) Armour: ditanium Defense Systems: shields, autopilot, stealth screen (sensors -10, 50% mines can't detect, half concealment 20% miss chance) Sensors: Class III, targeting system Communications: radio transceiver, drivesat comm array Weapons: Disruptor cannon x2, disruptor array x4, photon torpedo launchers x2 (typically 75 torpedoes per launcher at ready, another 50 +2d20 in storage, takes 2 min to reload) Grappling Systems: tractor beam [B]Torpedo High Yield[/B] The weapons officer can fire multiple torpedoes at once as a full round action against a single target, doubling the number of torpedoes several times up to a maximum of 8 torpedoes. Suffers -1 per doubling of torpedoes, increasing damage by 75% (rounding down) of one torpedo. Example 2 torpedoes suffers -2 to attack, dealing 21d20 damage. [B]Emergency Power to Engines[/B] As a move equivalent action, the engineer can transfer power from emergency systems and a little from weapons to the engines. The ship gains +1500 ft to speed, but energy weapons deal 2 less die of damage and can only fire once per round. This lasts for 5 rounds, after which the weapons still suffer -2 die of damage for 2 more rounds. Can not use again for 5 rounds as emergency batteries recharge. Outside of combat, can boost Warp Speed to Warp 9 for 30 minutes, but then has to drop to Warp 6 for an hour before can attempt to go any faster. [B]Disruptor Cannon Type 3[/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, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots. Damage: 14d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Semi, Automatic Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) Note: -1 to attack [B]Disruptor Array Type 2[/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 11d12 full power shots. Damage: 11d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 43 Restriction: Mil (+3) [B]Duranium (PL6)[/B] Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft. Hardness: 25 Tactical Speed Penalty -500 ft (-1 squar) Weight: One-tenth the weight of the starship (rounded down) Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies. [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]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]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]TWIN ENGINE SYSTEM (PL 6)[/B] During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship. A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate. This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide. Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft. Minimum Ship Size: Gargantuan. Tactical Speed Bonus: See text. Purchase DC: 15. [B][SIZE=7]Variants[/SIZE] [SIZE=6]Pillager[/SIZE][/B] The Pillager is a variant of the Brigand cruiser, reducing cargo to nearly nothing, and the shuttle bay down to a single shuttle, and increasing the number of photon torpedo launchers, turning it into a torpedo cruiser. The Orion Syndicate uses these during mercenary work where survivors and salvage aren't necessary, as well as protecting their home world and major colonies and other facilities. Pillagers are able to unleash massive amounts of torpedoes at once that a single one is a significant threat to whole squadrons of starships, watching one fire full spread from all 9 forward launchers is like watching a sun going nova. The additional 8 launchers are divided 4 a side along the centerline of the forward section, giving it an incredible destructive capability. Make the following changes to a Brigand to create a Pillager: Reduce cargo to 3,000 tons; Reduce shuttle capacity to 1 shuttle, no interceptors can be carried; Increase photon torpedo launcher count to 10, each with 100 torpedoes at the ready, another 75 each in storage; Each of the 9 forward launchers are capable of Torpedo High Yield attack, and can be fire linked in groups of 2, 4, and 8; Full Spread attack option; PDC +3. Primary attacks would be Photon torpedo -3 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked), and Photon Torpedo --8 ranged 12d20 (18d20 firelinked, or 24d20 4 firelinked). [B]Full Spread[/B] As part of a full round attack, the weapons officer can target up to 9 targets, suffering -1 to attack roll per target above 2, and each can be the target of a Torpedo High Yield attack, with it's attack penalties stacking. Each target can not be more than 5000 ft from another target, and all must be in the forward half of the ship's facing arc. Up to 2 launchers can target the same target, counting as a fire-link, increasing damage by 50%. [B][SIZE=6]Highwayman[/SIZE][/B] This variant of the Brigand fitted with technology from the Star Wars Universe. While it still mounts the base weapons of the Brigand, it also carries a number of laser turrets for a point defense system, several ion cannons are fitted to assist in disabling craft without causing damage, as well as pair of concussion missile launchers for anti-fighter defense. The Highwayman is fitted with a mid grade hyperdrive to allow it to escape from areas where warp drives don't function, but hyperdrives still work. The Orion Syndicate only has a few of these ships, but a few are appearing in mercenary groups that have access to all the necessary technologies. Make the following changes to a Brigand to create a Highwayman: Reduce cargo by 50%; Add point defense system, 3d12x10 fire damage, +3 attack, 20% chance to destroy missiles and torpedoes; Add 4 fire-linked (in set of 2) concussion missile launchers (50 missiles each); Add 2 light capital ion cannon turrets; Add Hyperdrive x5; PDC: +4 [B]Concussion Missiles[/B] Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. [B]Light Capital Ion Cannon[/B] Light capital ion cannons are a type of energy weapon used to disable a target for capture mounted on capital ships. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per 2 rounds. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance Light Capital Ion Cannon (PL6) Damage: 12d6, deals 25% more damage to shields Critical: 20x2 Damage Type: Energy (Electricity) Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 39 Restriction: Military (+3) expanding a little on Lord Zack's idea a while back... [B][SIZE=6]Five for Beytan V[/SIZE][/B] Beytan V is a Federation mining world, not far from the Solar System. Unfortunately with the state of interstellar affairs on Coreline many worlds, security is at a premium. Beytan V was considered vulnerable at the best of times and now with recent conflicts Starfleet is spread thin. Beytan V has been threatened by Orion pirates, which are secretly backed by the Zann Consortium who are seeking to increase their influence in the Vulcan by taking control of the worlds's mineral resources. So the foreman, Brian Vanderberg, has sought out independent security to help protect the colony. Unfortunately the pirates, with weapons imported from the GFFA prove to be difficult to fend off. Depending on what the players have available, or what resources they can call upon, the Orions may send 1 to 1d4+1 Orion Interceptors with a single Orion Corvette. They must disable, or destroy the corvette before it can reach orbit (takes about 15 rounds of combat unless it is rushing to 10), where it will beam down troops, then the PCs must either keep fighting what forces are still in space, or head to the planet to engage ground forces. If the players have a light capital ship and fighters (or equivalent craft), can have number of interceptors increase, or replaced with more corvettes and a Brigand replace the corvette. Must disable the Brigand before it reaches orbit in 20 rounds before it begins beaming troops to the ground. If the players have access to multiple capital ships, either they own themselves, or NPC assistance, can have 1d4 brigands (of various types) with 1d4+2 or 2d4+1 corvettes and and 2d6 interceptors, GM disgression. If the capital ship reaches orbit and beams down troops, 2d6 to 3d20+10, depending on ship and how many, can beam troops to the ground which will begin to attack any defensive positions and move to secure the mines and prepare shipments for beaming up. If the PCs can set up a beaming scattering field, or other means of preventing teleportation to the planet, the Orions will send the corvette (if that is the capital ship) into the atmosphere to land, or launch shuttles each carrying up to 12 soldiers plus 2 crew members, which will need to be destroyed before landing, or engage the ground forces. Ground forces will typically be armed with light disruptors or Imperial (Star Wars) blasters, and shuttles may include older Imperial shuttles such as Lambda class. As a reward, the PCs may collect salvage from the Orion ships, could be paid with 1 ton per 2 level (average of group) of dilithium crystals (refined or raw). [/QUOTE]
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