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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8819536" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Ha'Tak</span></strong></p><p>The Ha'tak is a class of Goa'uld spacecraft that make up their main space fleet. The Ha'tak consists of two sections: the main section is a golden triangle-based pyramid built into the center of the vessel, evocative of an Egyptian pyramid, containing the majority of the primary systems as well as the command areas and Glider bay. Built around the pyramid is a much larger, triangle-shaped superstructure, which wraps around the center of the pyramid. The outer structure houses the vessel's 60 staff weapons. At the base of the central pyramid on the same side of the bridge is the Death Glider bay, which launches Death Gliders at speed to allow rapid interception. Death Gliders are stored in racks with the wings folded down to allow easy storage of the twelve wings of fighters (216 fighters) and three wings of Al'keshs (72 Al'kesh). For defense Ha'taks have respectable armour, but not impressive, as they make use of protective energy shielding instead. There are barracks for 2000 jaffa troops, which are able to transport to a planet's surface by 15 transport rings (5 40 ft diameter and 10 20 ft diameter). The ships also have several sarcophagi for healing injuries, but are typically only reserved for Goa'uld themselves or high ranking Jaffa. The ships have surprisingly fast sublight speeds for their size, and have hyperdrives for faster than light travel between systems. An interesting feature is the entire craft can be run by as few as twelve people, but typically have a crew of around 100 to 200, not counting pilots and troops.</p><p>Some Ha'taks are hundreds to thousands of years old, depending on the system load/owner that owns the Ha'tak and the resources they have available.</p><p></p><p><strong>Ha'tak (PL7)</strong></p><p>Type: mediumweight</p><p>Subtype: cruiser</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 7</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 25, 50 vs energy except acid</p><p>Hit Dice: 200d20 (4000 hp), shields 5000 hp</p><p>Initiative Modifier: +6</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 2296.6 ft</p><p>Weight: 1,050,400 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 12-250 (trained +4)</p><p>Passenger Capacity: 50, 2000 troops</p><p>Cargo Capacity: 700,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 66</p><p>Restriction: Mil +3, Goa'uld Lic +1</p><p></p><p>Attack:</p><p>Battery of 5 Capital Staff Cannons +1 ranged (10d10+8, 5000 ft) and</p><p>Battery of 5 Capital Staff Cannons -4 ranged (10d10+8, 5000 ft); or</p><p>Battery of 5 Capital Staff Cannons +1 ranged (10d10+8, 5000 ft) and</p><p>Plasma Bomb (bombing run only), +0 (18d8)</p><p></p><p>Can have up to 5 additional gunners firing battery of 5 Capital Staff cannons, depending on how many crew are operating craft and if prepared for war. 2 batteries can fire in any direction at a time.</p><p></p><p>Attack of Opportunity:</p><p>none</p><p></p><p>Standard PL (7) Design Spec: transport rings, hanger (launch 4 fighters per round or 1 al'kesh)</p><p>Engines: thrusters, induction engine, hyperspace generator</p><p>Armour: naquadah</p><p>Defense Systems: radiation shielding, shield, autopilot, self-destruct system</p><p>Sensors: Class III, targeting system</p><p>Communications: Laser Transceiver, radio transceiver</p><p>Weapons: 12 batteries of 5 capital staff cannons, plasma bombs (2000 bombs, use damage of plasma missiles)</p><p>Grappling Systems: none</p><p></p><p><strong>Special Note:</strong> Age. Some Ha'taks are very old, with some serving for over 5000 years. For every 500 years the ship has been around, reduce hit dice by 2 (affects shields), and for every 500 years reduce gunner attack bonus by -1 as each battery is reduced by 1 capital staff cannon, and reduce hardness by -1. These rules are ignored if the Ha'tak is owned by extremely wealthy owner that can keep the ship up to modern specs and well repaired.</p><p></p><p><strong>Capital Staff Cannon</strong></p><p>The Capital Staff cannon is a heavier version of the staff cannon used on Ha'taks and other capital ships. Able to scale damage from 4d10+2 to maximum damage of 10d10+8, scaling damage by 1d10+1.</p><p></p><p>Damage: 4d10+2 to 10d10+8 (fire)</p><p>Critical: 20</p><p>Range Increment: 500 feet (in space 5000 ft, can attack planetary targets from orbit)</p><p>Rate Of Fire: Single</p><p>Min Ship Size: gargantuan.</p><p>Purchase DC: 20</p><p>Restriction: Military (+3)</p><p>Rules: When the blast hits, it ‘explodes’ with a 20-foot burst radius, dealing damage to anything on it (Reflex save DC 16 for half except target struck).</p><p></p><p><strong>Naquadah Armour</strong></p><p>Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid.</p><p>Hardness: 25, 50 against energy attacks except acid.</p><p>Tactical Speed Penalty: -500 ft (-1 square)</p><p>Weight: One-quarter the weight of the starship (rounded up).</p><p>PDC: 20 + one-half the base PDC of the starship.</p><p>Restriction: Military - Rare (+3 to +4)</p><p></p><p><strong>Goa'uld Shields</strong></p><p>Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points).</p><p>PDC 19 + one-half base PDC of ship</p><p>Res: Military (+3), Goa'uld Lic (+1)</p><p></p><p><strong>Transportation Rings</strong></p><p>Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings.</p><p>Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large.</p><p>Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported.</p><p>PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter.</p><p></p><p><strong>Hyperspace Generator</strong></p><p>This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace.</p><p></p><p></p><p><strong><span style="font-size: 22px">Adventure Ideas</span></strong></p><p>Party is hired to confirm rumours of derelict ha'tak in a remote system, supposedly abandoned after suffering major damage during a Jaffa revolt breaking away from Goa'uld System Lord, or after suffering damage in some fight.</p><p>If the players have their own ship, they are given an area to search, about 1d4 systems to search as coordinates aren't precise. If players don't have their own ship, 2 systems are provided for them to search.</p><p>Once located, they must determine the ship's condition and catalog any salvage onboard. Ship is about 2d4x50 years old, has only 25% hp.</p><p>Possible ideas of what happens when they arrive:</p><p>There is a 10% chance another group has found the ship and are trying to salvage it themselves, 30% chance some sort of space creature(s) living aboard and doesn't take kindly to invaders. 10% chance the crew are dead but are actually zombies (scale to party level of how many zombies there are). 10% chance ship is not a derelict and owned by some pirate group (players might be able to escape via negotiation, running or fighting (ship is not at 100%, suffering from rules of age). 10% chance ship is near some sort of hazard (nebula, blackhole it is slowly drifting towards, in an asteroid field, etc). 10% chance the ship is not a derelict and is fully active and part of a larger fleet only 10 minutes away by hyperspace. 20% chance, no major problems, ship is dead in space and basic hazards from a heavy damaged ship (possible small explosions from equipment failures, falling debris inside if gravity is restored, debris field around the ship making approaching it dangerous).</p></blockquote><p></p>
[QUOTE="kronos182, post: 8819536, member: 6668634"] [B][SIZE=7]Ha'Tak[/SIZE][/B] The Ha'tak is a class of Goa'uld spacecraft that make up their main space fleet. The Ha'tak consists of two sections: the main section is a golden triangle-based pyramid built into the center of the vessel, evocative of an Egyptian pyramid, containing the majority of the primary systems as well as the command areas and Glider bay. Built around the pyramid is a much larger, triangle-shaped superstructure, which wraps around the center of the pyramid. The outer structure houses the vessel's 60 staff weapons. At the base of the central pyramid on the same side of the bridge is the Death Glider bay, which launches Death Gliders at speed to allow rapid interception. Death Gliders are stored in racks with the wings folded down to allow easy storage of the twelve wings of fighters (216 fighters) and three wings of Al'keshs (72 Al'kesh). For defense Ha'taks have respectable armour, but not impressive, as they make use of protective energy shielding instead. There are barracks for 2000 jaffa troops, which are able to transport to a planet's surface by 15 transport rings (5 40 ft diameter and 10 20 ft diameter). The ships also have several sarcophagi for healing injuries, but are typically only reserved for Goa'uld themselves or high ranking Jaffa. The ships have surprisingly fast sublight speeds for their size, and have hyperdrives for faster than light travel between systems. An interesting feature is the entire craft can be run by as few as twelve people, but typically have a crew of around 100 to 200, not counting pilots and troops. Some Ha'taks are hundreds to thousands of years old, depending on the system load/owner that owns the Ha'tak and the resources they have available. [B]Ha'tak (PL7)[/B] Type: mediumweight Subtype: cruiser Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 7 Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 25, 50 vs energy except acid Hit Dice: 200d20 (4000 hp), shields 5000 hp Initiative Modifier: +6 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 2296.6 ft Weight: 1,050,400 tons Targeting System Bonus: +3 Crew: 12-250 (trained +4) Passenger Capacity: 50, 2000 troops Cargo Capacity: 700,000 tons Grapple Modifier: +16 Base PDC: 66 Restriction: Mil +3, Goa'uld Lic +1 Attack: Battery of 5 Capital Staff Cannons +1 ranged (10d10+8, 5000 ft) and Battery of 5 Capital Staff Cannons -4 ranged (10d10+8, 5000 ft); or Battery of 5 Capital Staff Cannons +1 ranged (10d10+8, 5000 ft) and Plasma Bomb (bombing run only), +0 (18d8) Can have up to 5 additional gunners firing battery of 5 Capital Staff cannons, depending on how many crew are operating craft and if prepared for war. 2 batteries can fire in any direction at a time. Attack of Opportunity: none Standard PL (7) Design Spec: transport rings, hanger (launch 4 fighters per round or 1 al'kesh) Engines: thrusters, induction engine, hyperspace generator Armour: naquadah Defense Systems: radiation shielding, shield, autopilot, self-destruct system Sensors: Class III, targeting system Communications: Laser Transceiver, radio transceiver Weapons: 12 batteries of 5 capital staff cannons, plasma bombs (2000 bombs, use damage of plasma missiles) Grappling Systems: none [B]Special Note:[/B] Age. Some Ha'taks are very old, with some serving for over 5000 years. For every 500 years the ship has been around, reduce hit dice by 2 (affects shields), and for every 500 years reduce gunner attack bonus by -1 as each battery is reduced by 1 capital staff cannon, and reduce hardness by -1. These rules are ignored if the Ha'tak is owned by extremely wealthy owner that can keep the ship up to modern specs and well repaired. [B]Capital Staff Cannon[/B] The Capital Staff cannon is a heavier version of the staff cannon used on Ha'taks and other capital ships. Able to scale damage from 4d10+2 to maximum damage of 10d10+8, scaling damage by 1d10+1. Damage: 4d10+2 to 10d10+8 (fire) Critical: 20 Range Increment: 500 feet (in space 5000 ft, can attack planetary targets from orbit) Rate Of Fire: Single Min Ship Size: gargantuan. Purchase DC: 20 Restriction: Military (+3) Rules: When the blast hits, it ‘explodes’ with a 20-foot burst radius, dealing damage to anything on it (Reflex save DC 16 for half except target struck). [B]Naquadah Armour[/B] Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid. Hardness: 25, 50 against energy attacks except acid. Tactical Speed Penalty: -500 ft (-1 square) Weight: One-quarter the weight of the starship (rounded up). PDC: 20 + one-half the base PDC of the starship. Restriction: Military - Rare (+3 to +4) [B]Goa'uld Shields[/B] Goa'uld use shield technology that protects against physical and energy attacks in all directions of the ship. Goa'uld shields provide a number of bonus hit dice (20 hit points per hit die) equal to starship's overall hit dice for ships of ultralight and light starship types. Ships of mediumweight and larger gain bonus hit die (20 hit points per hit die) equal to one and one-quarter (1.25), rounding down, overall hit dice for the starship. If the ship is in an atmosphere of a planet, shields are only three-quarters (3/4) as effective (only 75% of normal shield hit points). PDC 19 + one-half base PDC of ship Res: Military (+3), Goa'uld Lic (+1) [B]Transportation Rings[/B] Transportation rings are a form of technology originally designed by the Ancients but used by other races, such as the Goa'uld, which consist of a set of five rings that float above each other forming a column approximately 7 to 8 feet high, and range in size of 6 feet to 20 feet in diameter. They are typically housed in concealed holes in the ground or ceiling of a ship or building, and are able to transport what is inside the confines of the rings to a receiving set at either preprogrammed, or selectable receiving location by converting the mater within into a matter stream in a visible pulse of light to the receiving set. If there happens to be something within the receiving set of rings at the time the sending set activates, what is in the receiving set is sent to the sending sent. This allows quick transfer of cargo or personnel at the same time. On starships, a set are dropped from the ship to the ground and what is in the set inside the ship appears in the set that lowers to the ground, then the rings float back up to the ship, allowing ships to drop ships without landing, only requiring them to hover for several seconds as they drop the rings, transport and recall the rings. Rings only have of on a planet or to ships within orbit. In theory they could reach orbiting celestial bodies, such as an orbiting moon, as long as the orbit isn't too large. Takes 1 full round to deploy rings, teleport what is within the rings, and retract the rings. Targets being transported gain a +4 cover bonus to Defense with a 15% miss chance from the cover of the rings and the bright flash of light from the transport beam for the round they are being transported. PDC: 26 for standard 6 ft diameter, +2 PDC for each additional +1 foot diameter up to 20 max. Takes up 2000 lbs of cargo for standard rings, +500 per additional 1 foot in diameter. [B]Hyperspace Generator[/B] This hyperspace generator allows the craft to jump into hyperspace making interstellar travel possible, able to travel at five times the speed of light (lightspeed x5), jumping to hyperspace requires a Navigate check as normal plus a move action for the ship to actually jump to hyperspace. [B][SIZE=6]Adventure Ideas[/SIZE][/B] Party is hired to confirm rumours of derelict ha'tak in a remote system, supposedly abandoned after suffering major damage during a Jaffa revolt breaking away from Goa'uld System Lord, or after suffering damage in some fight. If the players have their own ship, they are given an area to search, about 1d4 systems to search as coordinates aren't precise. If players don't have their own ship, 2 systems are provided for them to search. Once located, they must determine the ship's condition and catalog any salvage onboard. Ship is about 2d4x50 years old, has only 25% hp. Possible ideas of what happens when they arrive: There is a 10% chance another group has found the ship and are trying to salvage it themselves, 30% chance some sort of space creature(s) living aboard and doesn't take kindly to invaders. 10% chance the crew are dead but are actually zombies (scale to party level of how many zombies there are). 10% chance ship is not a derelict and owned by some pirate group (players might be able to escape via negotiation, running or fighting (ship is not at 100%, suffering from rules of age). 10% chance ship is near some sort of hazard (nebula, blackhole it is slowly drifting towards, in an asteroid field, etc). 10% chance the ship is not a derelict and is fully active and part of a larger fleet only 10 minutes away by hyperspace. 20% chance, no major problems, ship is dead in space and basic hazards from a heavy damaged ship (possible small explosions from equipment failures, falling debris inside if gravity is restored, debris field around the ship making approaching it dangerous). 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