Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9059384" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Aakenn Class Freighter</span></strong></p><p>The Aakenn class is a type of freighter produced by the United Federation of Planets during the mid to late 2200s. It has a curved hull design, rounded front that widens towards the back, raising upwards to the back which contains the main cargo holds and impulse engines. A shuttlebay on the underside holds up to 6 shuttles. Two pylons extend from the edges of the sides downwards to join at the single warp nacelle. Armed with only a pair of phasers, one fore and one aft, and shields.</p><p></p><p><strong>Aakenn Class (Federation (PL6)</strong></p><p>Type: Light</p><p>Subtype: Freighter</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000</p><p>Defense: 7</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 15</p><p>Hit Dice: 34d20 (680 hp) shields 850 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: 623 ft</p><p>Weight: 70,640 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 54 (trained +4)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 15,000 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 54</p><p>Restriction: Federation allied, Licenced</p><p></p><p>Attack:</p><p>Type 3 Phaser -3 ranged 10d10 (5000 ft, energy/fire, s)</p><p></p><p>Attack of Opportunity:</p><p>none</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (6 shuttles)</p><p>Engines: thrusters, ion engines, warp drive (max warp 7, cruising warp 5)</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: 2 type 3 phaser</p><p>Grappling Systems: tractor beam</p><p></p><p><strong><span style="font-size: 26px">Variants</span></strong></p><p><strong><span style="font-size: 22px">Mk2</span></strong></p><p>The Aakenn Mk2 introduced in the 2250s only saw improvements in the warp engines improving the warp speed to Warp 9 and cruising speed of Warp 8, although it was discovered the improved engines and the hull required more maintenance for the improved speeds.</p><p>Make following changes to Aakenn:</p><p>Increase Max warp to Warp 9, cruising speed Warp 8;</p><p>Requires basic maintenance every 2 weeks, if not done this regularly, increase Repair DC by 25% and time required by 50%.</p><p>PDC: +1</p><p></p><p><strong><span style="font-size: 22px">Mk3</span></strong></p><p>The Aakenn Mk3 is similar to the Mk2 but had some hull reinforcement to try and compensate for the higher stress of the higher speed engines, although this didn't have the desired effect, but did make it a little more robust against the rare pirate attacks.</p><p>Modify Mk2 with following changes:</p><p>Increase Hit Dice to 36d20 (720 hp), shields to 900;</p><p>PDC +1</p><p></p><p><strong><span style="font-size: 22px">Mk4</span></strong></p><p>The Aakeen Mk2 had lower speed Warp engines, but with greater endurance and required less maintenance than those in the Mk2 and 3s, with a slightly larger crew requirements, but the hull was slightly enlarged with larger cargo holds, and improved phasers to type 4s.</p><p>Make following changes to Aakenn, Mk2 or Mk3:</p><p>Increase Hit Dice to 37d20 (740 hp), shields to 925 hp;</p><p>Crew increased to 58;</p><p>Max Warp 8, cruising speed Warp 6, repairs to warp engines have DC reduced by -2;</p><p>Increased cargo to 16,500 tons;</p><p>Increased weight to 71,840 tons;</p><p>Replace Phaser Type 3 to Type 4;</p><p>PDC +2</p><p></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>Phaser Type 4</strong></p><p>Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.</p><p>Damage: 12d10</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 5500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 35</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Agile Ships</strong></p><p>All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</p><p></p><p><strong>Easy to Repair</strong></p><p>Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.</p><p></p><p><strong>Swiss-Army Tech</strong></p><p>Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.</p><p></p><p><strong>Shield Dependent</strong></p><p>Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9059384, member: 6668634"] [B][SIZE=7]Aakenn Class Freighter[/SIZE][/B] The Aakenn class is a type of freighter produced by the United Federation of Planets during the mid to late 2200s. It has a curved hull design, rounded front that widens towards the back, raising upwards to the back which contains the main cargo holds and impulse engines. A shuttlebay on the underside holds up to 6 shuttles. Two pylons extend from the edges of the sides downwards to join at the single warp nacelle. Armed with only a pair of phasers, one fore and one aft, and shields. [B]Aakenn Class (Federation (PL6)[/B] Type: Light Subtype: Freighter Size: Colossal (-8) Tactical Speed: 3000 Defense: 7 Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 15 Hit Dice: 34d20 (680 hp) shields 850 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 623 ft Weight: 70,640 tons Targeting System Bonus: +3 Crew: 54 (trained +4) Passenger Capacity: 10 Cargo Capacity: 15,000 tons Grapple Modifier: +16 Base PDC: 54 Restriction: Federation allied, Licenced Attack: Type 3 Phaser -3 ranged 10d10 (5000 ft, energy/fire, s) Attack of Opportunity: none Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (6 shuttles) Engines: thrusters, ion engines, warp drive (max warp 7, cruising warp 5) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class III Communications: radio transceiver, subspace array Weapons: 2 type 3 phaser Grappling Systems: tractor beam [B][SIZE=7]Variants[/SIZE] [SIZE=6]Mk2[/SIZE][/B] The Aakenn Mk2 introduced in the 2250s only saw improvements in the warp engines improving the warp speed to Warp 9 and cruising speed of Warp 8, although it was discovered the improved engines and the hull required more maintenance for the improved speeds. Make following changes to Aakenn: Increase Max warp to Warp 9, cruising speed Warp 8; Requires basic maintenance every 2 weeks, if not done this regularly, increase Repair DC by 25% and time required by 50%. PDC: +1 [B][SIZE=6]Mk3[/SIZE][/B] The Aakenn Mk3 is similar to the Mk2 but had some hull reinforcement to try and compensate for the higher stress of the higher speed engines, although this didn't have the desired effect, but did make it a little more robust against the rare pirate attacks. Modify Mk2 with following changes: Increase Hit Dice to 36d20 (720 hp), shields to 900; PDC +1 [B][SIZE=6]Mk4[/SIZE][/B] The Aakeen Mk2 had lower speed Warp engines, but with greater endurance and required less maintenance than those in the Mk2 and 3s, with a slightly larger crew requirements, but the hull was slightly enlarged with larger cargo holds, and improved phasers to type 4s. Make following changes to Aakenn, Mk2 or Mk3: Increase Hit Dice to 37d20 (740 hp), shields to 925 hp; Crew increased to 58; Max Warp 8, cruising speed Warp 6, repairs to warp engines have DC reduced by -2; Increased cargo to 16,500 tons; Increased weight to 71,840 tons; Replace Phaser Type 3 to Type 4; PDC +2 [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]Phaser Type 4[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 5500 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 35 Restriction: Mil (+3) [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%. [B]Swiss-Army Tech[/B] Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration. [B]Shield Dependent[/B] Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top