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<blockquote data-quote="kronos182" data-source="post: 8855136" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Turas</span></strong></p><p>The Turas is another ship built by the same company that built the Realta in the Kelvin Timeline of Star Trek. Similar to the Realta, the ship consists of a circular primary hull, with a split in the front running half the length, within which is the sensors and deflector dish. At the ear of the saucer a pair of pylons angle up and outwards upon which a pair of warp nacelles are mounted. About one quarter of the length from the end of the nacelles a set of pylons angle down and inwards that connect to a small secondary hull structure, containing the warp core, main engineering, and additional impulse engine thrusters. This allows for greater internal space in the saucer for other systems ad cargo, and to easily eject the warp core in the case of a critical failure.</p><p> The saucer contains the bridge, crew quarters, cargo holds, main systems, a modest sickbay, a four person transporter and a heavier cargo transporter in the main cargo hold, with 15 2 person escape pods as standard. The Turas was built to be both a general purpose and light combat ship, used by small security forces, planet defense forces for anti-pirate work. The Turas shares the modular design of the Realta before it, making it a likely upgrade for users of the Realta, with a maximum warp speed of Warp 4, requiring a base crew of at least 5. The ship is lightly armed with three Type 2 phasers, one covering the forward top half, one covering the forward bottom half, and the other the rear half. Under the rear of the saucer is a hanger which can support a single shuttle.</p><p></p><p><strong>Turas Class (Earth/Federation (PL6))</strong></p><p>Type: Ultralight</p><p>Subtype: Fast Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500</p><p>Defense: 2 (-8 size)</p><p>Flat-Footed Defense:</p><p>Autopilot Defense: 6</p><p>Hardness: 15</p><p>Hit Dice: 14d20 (280 hp) shields 350 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus:</p><p>Pilot's Dex Modifier:</p><p>Gunner's Attack Bonus:</p><p>Length: 189 ft</p><p>Weight: 480 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 5 to 20</p><p>Passenger Capacity: 30*</p><p>Cargo Capacity: 225 tons*</p><p>Grapple Modifier: +16</p><p>Base PDC: 45</p><p>Restriction: Lic +1</p><p></p><p>Attack:</p><p>Type 3 Phaser -5 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc; or</p><p>Type 3 Phaser -5 ranged 12d10 (5500 ft, energy/fire, s) front and Type 3 phaser -10 ranged 12d10 (5500 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), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser. +1 attack vs interceptor, fighter (and similar types) subtype craft</p><p>Engines: thrusters, ion engines, warp drive (max warp 4)</p><p>Armour: ditanium</p><p>Defense Systems: shields, autopilot</p><p>Sensors: Class III,</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 3 type 3 phaser</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Phaser Type 3</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 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.</p><p>Damage: 10d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 33</p><p>Restriction: Res (+2)</p><p></p><p><strong>Mining Laser</strong></p><p>This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickle, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).</p><p></p><p><strong>Agile Ships</strong></p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p><strong>Easy to Repair</strong></p><p>Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.</p><p></p><p><strong>Swiss-Army Tech</strong></p><p>Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.</p><p></p><p><strong>Shield Dependent</strong></p><p>Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.</p><p></p><p><strong><span style="font-size: 22px">Variants</span></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Turas Mk2</span></strong></p><p>The Mk2 Turas takes advantage of a number of upgrades in technology, including improved warp engines for greater speed of warp 5.5, improved hull materials used in construction, improved shield generators. A fourth phaser is added to provided additional firepower, allowing it to fire-link two phasers in the forward and rear arcs.</p><p>Make the following changes of a Turas to make a Turas Mk2. Both -M and -P version of the Mk2 exist, with similar modifications of the original</p><p>Weight increased to 490 tons;</p><p>Hit Dice increase to 15d20 (300 hp) shields 375 hp</p><p>Crew minimum to 4;</p><p>Cargo Capacity reduced to 200 tons;</p><p>Increase Passenger Capacity to 40;</p><p>Add 1 additional Phaser Type 3;</p><p>Change sickbay to standard medbay;</p><p>Replace Warp engine with max warp speed of Warp 5.5;</p><p>PDC: 46</p><p></p><p><strong><span style="font-size: 18px">Turas-Q</span></strong></p><p>This version of the Turas is heavily modified for combat and to conceal its weapons until they are deployed. The -Q is deployed within convoys to act as surprise heavy defense for the convoy against pirates and mercenaries. Using the Mk2 as a base, the -Q has a reinforced hull, sensor shielding to conceal its weapons, which include 4 Type 4 phasers for excellent coverage of all angles, the mining laser is replaced with a photon torpedo launcher, a laser point defense system. A set of four heavy plasma cannons are fitted forward for a heavy frontal assault. To round out the enhancements, more powerful impulse engines are fitted to allow it to intercept pirates before they can get too close to a convoy.</p><p></p><p><strong>Turas-Q Class (Earth/Federation (PL6))</strong></p><p>Type: Ultralight</p><p>Subtype: Fast Freighter, Q-Ship</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4000 ft</p><p>Defense: 2 (-8 size)</p><p>Flat-Footed Defense:</p><p>Autopilot Defense: 7</p><p>Hardness: 18</p><p>Hit Dice: 18d20 (360 hp) shields 675 hp</p><p>Initiative Modifier: +2</p><p>Pilot's Class Bonus:</p><p>Pilot's Dex Modifier:</p><p>Gunner's Attack Bonus:</p><p>Length: 134 ft</p><p>Weight: 520 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 24</p><p>Passenger Capacity: 10 prisoners</p><p>Cargo Capacity: 25 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 47</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 fire-linked Type 4 Phaser -5 ranged 18d10 (5500 ft, energy/fire, s) front or rear arc, or Photon Torpedo launcher -8 ranged (varies, 10 torpedoes);</p><p>Or 4 fire-linked Heavy Plasma Cannons -5 ranged 36d8 (4,000 ft, fire, single) fixed forward)</p><p></p><p>Attack of Opportunity:</p><p>Point Defense system -8 ranged 1d12x10 fire</p><p></p><p>Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, sensor shielding, +2 vs ultralight subtypes fighter, interceptor (and similar sized craft).</p><p>Engines: thrusters, upgraded ion engines, warp drive (max warp 5)</p><p>Armour: ditanium</p><p>Defense Systems: heavy shields (30 hp/HD), autopilot, point defense system</p><p>Sensors: Class III, targeting system mk1</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 4 type 4 phaser, 4 fire-linked heavy plasma cannons, 1 photon torpedo launcher</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Sensor Shielding</strong></p><p>The ship is designed to disguise or hide parts of its equipment or interior from sensor scans. While weapons are not active, any scans to detect what weapons the ship has, or armour suffer -8 to their checks. A failed scan will only reveal the ship has standard equipment for its base type, and basic cargo that the crew inputs (food stuffs, basic construction matarial, etc).</p><p>PDC: 25 + one-quarter base PDC of the ship, Restriction: Mil or Illegal (+3 to +4).</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></blockquote><p></p>
[QUOTE="kronos182, post: 8855136, member: 6668634"] [B][SIZE=7]Turas[/SIZE][/B] The Turas is another ship built by the same company that built the Realta in the Kelvin Timeline of Star Trek. Similar to the Realta, the ship consists of a circular primary hull, with a split in the front running half the length, within which is the sensors and deflector dish. At the ear of the saucer a pair of pylons angle up and outwards upon which a pair of warp nacelles are mounted. About one quarter of the length from the end of the nacelles a set of pylons angle down and inwards that connect to a small secondary hull structure, containing the warp core, main engineering, and additional impulse engine thrusters. This allows for greater internal space in the saucer for other systems ad cargo, and to easily eject the warp core in the case of a critical failure. The saucer contains the bridge, crew quarters, cargo holds, main systems, a modest sickbay, a four person transporter and a heavier cargo transporter in the main cargo hold, with 15 2 person escape pods as standard. The Turas was built to be both a general purpose and light combat ship, used by small security forces, planet defense forces for anti-pirate work. The Turas shares the modular design of the Realta before it, making it a likely upgrade for users of the Realta, with a maximum warp speed of Warp 4, requiring a base crew of at least 5. The ship is lightly armed with three Type 2 phasers, one covering the forward top half, one covering the forward bottom half, and the other the rear half. Under the rear of the saucer is a hanger which can support a single shuttle. [B]Turas Class (Earth/Federation (PL6))[/B] Type: Ultralight Subtype: Fast Freighter Size: Colossal (-8) Tactical Speed: 3500 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 Hardness: 15 Hit Dice: 14d20 (280 hp) shields 350 hp Initiative Modifier: +2 Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 189 ft Weight: 480 tons Targeting System Bonus: +3 Crew: 5 to 20 Passenger Capacity: 30* Cargo Capacity: 225 tons* Grapple Modifier: +16 Base PDC: 45 Restriction: Lic +1 Attack: Type 3 Phaser -5 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc; or Type 3 Phaser -5 ranged 12d10 (5500 ft, energy/fire, s) front and Type 3 phaser -10 ranged 12d10 (5500 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), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser. +1 attack vs interceptor, fighter (and similar types) subtype craft Engines: thrusters, ion engines, warp drive (max warp 4) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class III, Communications: radio transceiver, subspace array Weapons: 3 type 3 phaser Grappling Systems: tractor beam [B]Phaser Type 3[/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 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships. Damage: 10d10 Damage Type: Fire/Energy Range Increment: 5000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 33 Restriction: Res (+2) [B]Mining Laser[/B] This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickle, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship). [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%. [B]Swiss-Army Tech[/B] Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration. [B]Shield Dependent[/B] Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class. [B][SIZE=6]Variants[/SIZE] [SIZE=5]Turas Mk2[/SIZE][/B] The Mk2 Turas takes advantage of a number of upgrades in technology, including improved warp engines for greater speed of warp 5.5, improved hull materials used in construction, improved shield generators. A fourth phaser is added to provided additional firepower, allowing it to fire-link two phasers in the forward and rear arcs. Make the following changes of a Turas to make a Turas Mk2. Both -M and -P version of the Mk2 exist, with similar modifications of the original Weight increased to 490 tons; Hit Dice increase to 15d20 (300 hp) shields 375 hp Crew minimum to 4; Cargo Capacity reduced to 200 tons; Increase Passenger Capacity to 40; Add 1 additional Phaser Type 3; Change sickbay to standard medbay; Replace Warp engine with max warp speed of Warp 5.5; PDC: 46 [B][SIZE=5]Turas-Q[/SIZE][/B] This version of the Turas is heavily modified for combat and to conceal its weapons until they are deployed. The -Q is deployed within convoys to act as surprise heavy defense for the convoy against pirates and mercenaries. Using the Mk2 as a base, the -Q has a reinforced hull, sensor shielding to conceal its weapons, which include 4 Type 4 phasers for excellent coverage of all angles, the mining laser is replaced with a photon torpedo launcher, a laser point defense system. A set of four heavy plasma cannons are fitted forward for a heavy frontal assault. To round out the enhancements, more powerful impulse engines are fitted to allow it to intercept pirates before they can get too close to a convoy. [B]Turas-Q Class (Earth/Federation (PL6))[/B] Type: Ultralight Subtype: Fast Freighter, Q-Ship Size: Colossal (-8) Tactical Speed: 4000 ft Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 7 Hardness: 18 Hit Dice: 18d20 (360 hp) shields 675 hp Initiative Modifier: +2 Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 134 ft Weight: 520 tons Targeting System Bonus: +3 Crew: 24 Passenger Capacity: 10 prisoners Cargo Capacity: 25 tons Grapple Modifier: +16 Base PDC: 47 Restriction: Mil (+3) Attack: 2 fire-linked Type 4 Phaser -5 ranged 18d10 (5500 ft, energy/fire, s) front or rear arc, or Photon Torpedo launcher -8 ranged (varies, 10 torpedoes); Or 4 fire-linked Heavy Plasma Cannons -5 ranged 36d8 (4,000 ft, fire, single) fixed forward) Attack of Opportunity: Point Defense system -8 ranged 1d12x10 fire Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, sensor shielding, +2 vs ultralight subtypes fighter, interceptor (and similar sized craft). Engines: thrusters, upgraded ion engines, warp drive (max warp 5) Armour: ditanium Defense Systems: heavy shields (30 hp/HD), autopilot, point defense system Sensors: Class III, targeting system mk1 Communications: radio transceiver, subspace array Weapons: 4 type 4 phaser, 4 fire-linked heavy plasma cannons, 1 photon torpedo launcher Grappling Systems: tractor beam [B]Sensor Shielding[/B] The ship is designed to disguise or hide parts of its equipment or interior from sensor scans. While weapons are not active, any scans to detect what weapons the ship has, or armour suffer -8 to their checks. A failed scan will only reveal the ship has standard equipment for its base type, and basic cargo that the crew inputs (food stuffs, basic construction matarial, etc). PDC: 25 + one-quarter base PDC of the ship, Restriction: Mil or Illegal (+3 to +4). [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) [/QUOTE]
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