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<blockquote data-quote="kronos182" data-source="post: 9060305" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Saladin Class Destroyer</span></strong></p><p>The Saladin class is a destroyer produced by the United Federation of Planets during the 23rd century. To save some time in development and logistics, the Saladin uses the same saucer as the Constitution class, but lacks the secondary hull and has a single warp nacelle below the hull. The deflector array/sensors hangs below the center of the saucer in front of the pylon connecting the nacelle. Without the mass of the secondary hull, the Saladin is faster than the Constitution, but lacks the range as it doesn't have the space for the extra anti-matter and supplies. The Saladin is armed with three pairs of phasers, with one pair forward on the underside of the hull, the other two pairs on the upper hull sides. A pair of photon torpedoes mounted on the upper forward hull round out the offensive systems, with shields providing protection.</p><p>The Saladin has a saucer diameter of 417 feet, with total length of 795 feet with the nacelle, height of 197 ft, total of 15 decks.</p><p></p><p><strong>Saladin Class (Federation (PL6)</strong></p><p>Type: Light</p><p>Subtype: Destroyer</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 11</p><p>Flat-Footed Defense: 7</p><p>Autopilot Defense: 7</p><p>Hardness: 20</p><p>Hit Dice: 78d20 (1560 hp) shields 1950 hp</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +5</p><p>Pilot's Dex Modifier: +4</p><p>Gunner's Attack Bonus: +4</p><p>Length: 623 ft</p><p>Weight: 73,640 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 80 (expert +8)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 500 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 60</p><p>Restriction: Federation Military (+3)</p><p></p><p>Attack:</p><p>2 fire-linked Type 3 Phaser -1 ranged 15d10 (5000 ft, energy/fire, s) and 2 fire-linked type 3 phaser -6 ranged 15d10 (5000 ft, energy/fire, s);</p><p>Or 2 fire-linked photon torpedoes -1 ranged 12d20 (-, energy) and 2 fire-linked phaser -6 ranged 15d10 (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), brig (10 prisoners)</p><p>Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7)</p><p>Armour: Heavy Ditanium Alloy</p><p>Defense Systems: shields, improved autopilot, damage control (2d10)</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 6 type 3 phasers, 2 photon torpedo launchers (100 torpedoes each)</p><p>Grappling Systems: tractor beam</p><p>Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired.</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>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>Heavy Ditanium Alloy (PL5-6)</strong></p><p>Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.</p><p>Hardness: 20</p><p>Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</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><span style="font-size: 18px">Saladin Refit</span></strong></p><p>The Saladins Refit saw some improvements, similar to the Constitution class, improved phasers, warp drive, computer systems. With these improvements, the sensor/deflector dish that hang from the bottom of the hull is now integrated into the hull, removing that weakness from the design. The Refit is also incorporates Duranium into the design, making the starship more resilient. With the improvements, the phasers can be linked together to all fire in the forward arc instead of only a single pair, giving it a heavier strike capability in the forward arc, improving the chance of a quick kill, but reduces its ability to fire in other arcs.</p><p>Make following changes to Saladin:</p><p>Increase Hit Dice to 79d20 (1580), shields to 1975;</p><p>Replace heavy ditanium alloy armour with duranium (hardness changes to 25);</p><p>Replace Phaser Type 3 with Phaser Type 4 (18d10, 5500 ft, semi);</p><p>Replace targeting system with improved targeting system (increase attack rolls by +2);</p><p>Increase torpedo payload to 120 for each launcher;</p><p>Add All Weapons Forward;</p><p>Remove critical hit strike sensor/deflector dish penalties;</p><p>PDC +1</p><p></p><p><strong>All Weapons Forward</strong></p><p>The weapons officer can fire all the phasers at a target in the forward arc, increasing damage, as well as fire the photon torpedoes rapidly. Suffering -2 to attack roll, as a full round attack, dealing 24d10 with critical on 19-20x2, and can immediately fire photon torpedoes with a +2 bonus.</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 square)</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>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><span style="font-size: 18px">Saladin Kelvin Timeline</span></strong></p><p>This Saladin is from the Kalvin Timeline, which has slightly different technologies. The Kelvin Saladin is 25% larger, the phaser turrets are more external than those in the Prime Timeline, plus there are a number of smaller turrets that are used as a point defense system.</p><p>Make following changes to Saladin:</p><p>Increase Hit Dice to 81d20 (1620 hp) shields 2025 hp</p><p>Length increases to 778.75 ft;</p><p>Weight increases to 110,460 tons;</p><p>Crew increases to 92 (expert +8)</p><p>Cargo Capacity increases to 575 tons;</p><p>Replace Type 3 phasers with Type 4 (18d10);</p><p>Add point defense system (2d12x10, fire/energy damage);</p><p>Add Relentless Assault;</p><p>Remove Agile Ships</p><p>PDC +2</p><p></p><p><strong>Kelvin Starships</strong></p><p>Starships in the Kelvin timeline are not as agile as the Prime, losing the Agile Ships ability. However the Kelvin ships are also a little tougher, having only -1 less hit dice due to the Shield Dependent ability instead of -2.</p><p>Ships also have 15% larger crews, and can have 2 more weapons than normal (typically as part of a fire-link), however weapons are a little more exposed due to the technology not being as streamlined or miniaturized as in the Prime, meaning on the optional critical hit results table (d20 Future pg 112) damaged and destroyed weapons is increased by 10%. If not using the optional critical hit results table, on a critical hit, there is a 25% chance a weapon is damaged and inoperable, with a 10% chance 1 weapon is destroyed.</p><p></p><p><strong>Relentless Assault</strong></p><p>As a standard action, the engineer can divert massive amounts of energy from the ship's engines and divert it to the weapons, temporarily shutting down the warp drive. For the following 5 rounds, the warp drive is unavailable, however the ship's phasers deal 50% more damage, have range increased by +1000 feet, and the gunner can make additional attacks with the phasers up to their Dex modifier or a maximum of 4 additional attacks at -5 to attack roll for each additional attack. After the 5 rounds, the warp drive is available, but the phasers lose the fire-linked for 2 rounds (dealing only 12d10).</p><p></p><p><strong><span style="font-size: 18px">Zeus</span></strong></p><p>The Zeus is a Saladin produced by the GDI combined with their own technologies to function as protection for their off planet colonies and assets, as well as a mobile orbital strike unit. The Zeus is a modified Saladin Refit, with reinforcing and improved maneuvering thrusters for flight in the upper atmosphere of planets, although it can't land. Other upgrades includes several railgun turrets installed to allow for varied attacks, not relying on only the phasers and photon torpedoes, especially since the GDI is unable to produce the anti-matter to fuel the ship and arm the torpedoes and must purchase it. The railguns can be switched to act as a point defense system for additional protection against smaller craft or against ships with large missile/torpedo payloads. Other additions include a drop pod launch tube to allow the insertion of limited ground troops in the event the transporter is unavailable, such as during an ion storm in the area. With the major addition being an ion cannon based on the cannons used in their satellites and orbital stations that were controlled by an Ion Control Center, only the Zeus is capable of firing it without such a facility. Unfortunately the weapon is semi fixed forward, requiring the ship to be facing in the direction of the target, either the target is in space or on the ground. The ion cannon has two fire modes, a large area, or a focused beam for more precision strikes. Due to the drain of energy from the ion cannon, the Zeus can't use the phasers at the same time it attacks with the ion cannon, unless it temporarily shuts down the warp drive, but with the railguns, it isn't defenseless if power isn't diverted. The shields are not quite as powerful as a Saladin Refit, but still provides more protection than any other GDI previous space craft.</p><p></p><p><strong>Zeus Class (GDI (PL6)</strong></p><p>Type: Light</p><p>Subtype: Destroyer</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 ft</p><p>Defense: 11</p><p>Flat-Footed Defense: 7</p><p>Autopilot Defense: 7</p><p>Hardness: 25</p><p>Hit Dice: 79d20 (1580 hp), shields to 1580 hp</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +5</p><p>Pilot's Dex Modifier: +4</p><p>Gunner's Attack Bonus: +4</p><p>Length: 623 ft</p><p>Weight: 75,890 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 80 (expert +8)</p><p>Passenger Capacity: 20 soldiers</p><p>Cargo Capacity: 50 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 64</p><p>Restriction: GDI Military (+3)</p><p></p><p>Attack:</p><p>2 fire-linked Type 4 Phaser -1 ranged 18d10 (5500 ft, energy/fire, s) and 2 fire-linked type 4 phaser -6 ranged 18d10 (5500 ft, energy/fire, s);</p><p>Or 2 fire-linked photon torpedoes -1 ranged 12d20 (-, energy) and 2 fire-linked phaser -6 ranged 18d10 (5500 ft, energy/fire, s);</p><p>Or 2 fire-linked Type 4 Phaser -1 ranged 18d10 (5500 ft, energy/fire, s) and 2 fire-linked rail cannon 9d12 (3,000 ft, ballistic, s);</p><p>Or Ion Cannon* -3 ranged and 2 fire-linked rail cannon 9d12 (3000 ft, ballistic, s)</p><p></p><p>Attack of Opportunity:</p><p>Point Defense System* (2d12x10, ballistic)</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), drop pod tube</p><p>Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7)</p><p>Armour: Heavy Ditanium Alloy</p><p>Defense Systems: shields, improved autopilot, damage control (2d10)</p><p>Sensors: Class III, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 6 type 4 phasers, 2 photon torpedo launchers (100 torpedoes each), 12 rail cannons, GDI ion cannon</p><p>Grappling Systems: tractor beam</p><p>Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired.</p><p></p><p><strong>All Weapons Forward</strong></p><p>The weapons officer can fire all the phasers at a target in the forward arc, increasing damage, as well as fire the photon torpedoes rapidly. Suffering -2 to attack roll, as a full round attack, dealing 24d10 with critical on 19-20x2, and can immediately fire photon torpedoes with a +2 bonus.</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 square)</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>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><p></p><p><strong>Ion Cannon</strong></p><p>The ion cannon is a particle weapon developed by the GDI, not to be confused with the ion weaponry from the Star Wars universe. It fires a powerful beam of energy that affects a large area. The ion cannon mounted on the Zeus can be used in two modes, a wide beam that damages all within its area, or a narrower, focused beam for precision strikes.</p><p>The wide beam mode, when used in space affects a 500 foot wide, 20,000 ft long area, dealing 12d100 energy, Reflex save DC 19 for half damage, targets that have more than 500 ft within the beam suffer 25% more damage for every 500 ft within the beam, and their Reflex save is reduced by -1 for every 500 ft in the beam. Can only be fired once every 5 rounds unless warp power is diverted to power weapons, and can't fire phasers in same round as the ion cannon. When used against a planet, the beam affects all within a 250 ft diameter area from orbit to the ground, only dealing 10d100 damage, Reflex save DC 18 for half damage, plus the area affected is effected by an EMP.</p><p>In focused beam mode, used in space only, suffers -2 to attack roll, deals 20d20 energy, 18-20x3, ignoring 100 points of hardness. Can only be fired once every 5 rounds unless warp power is diverted to power weapons, can't fire phasers in the same round as the ion cannon.</p><p></p><p><strong>Rail Cannons</strong></p><p>The Zeus has a dozen rail cannons fire-linked in pairs, and can be used offensively or set to defensive mode as a point defense system. Switching between the two modes is a move action that can only be done once per round.</p><p></p><p><strong>Drop Pod Launcher</strong></p><p>This device launches a drop pod from orbit, allowing 4 troops to make rapid deployment. The weapons officer makes an attack against the desired location on planet, with weather conditions and buildings adding penalties. A successful attack roll means the pod lands on target, while every -5 failed by puts the pod 100 ft off target in random direction (d8 for compass directions). If the pod lands on anything, it deals 5d6 half bludgeoning and half fire from the heat of atmospheric re-entry. The pod has 50 hit points, DR 25, Defense 19, is 15 foot diameter, 10 feet tall, weighs 1 ton, suffers no damage from atmospheric re-entry, carries 4 passengers plus gear they are carrying. It has sensor jammer, sensors suffer -5 and has one-half concealment (20% miss chance) against missiles.</p><p>Pod takes 4 rounds to reach planet surface from orbit, Zeus carries 4 pods.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9060305, member: 6668634"] [B][SIZE=7]Saladin Class Destroyer[/SIZE][/B] The Saladin class is a destroyer produced by the United Federation of Planets during the 23rd century. To save some time in development and logistics, the Saladin uses the same saucer as the Constitution class, but lacks the secondary hull and has a single warp nacelle below the hull. The deflector array/sensors hangs below the center of the saucer in front of the pylon connecting the nacelle. Without the mass of the secondary hull, the Saladin is faster than the Constitution, but lacks the range as it doesn't have the space for the extra anti-matter and supplies. The Saladin is armed with three pairs of phasers, with one pair forward on the underside of the hull, the other two pairs on the upper hull sides. A pair of photon torpedoes mounted on the upper forward hull round out the offensive systems, with shields providing protection. The Saladin has a saucer diameter of 417 feet, with total length of 795 feet with the nacelle, height of 197 ft, total of 15 decks. [B]Saladin Class (Federation (PL6)[/B] Type: Light Subtype: Destroyer Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 11 Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 20 Hit Dice: 78d20 (1560 hp) shields 1950 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 623 ft Weight: 73,640 tons Targeting System Bonus: +3 Crew: 80 (expert +8) Passenger Capacity: 10 Cargo Capacity: 500 tons Grapple Modifier: +16 Base PDC: 60 Restriction: Federation Military (+3) Attack: 2 fire-linked Type 3 Phaser -1 ranged 15d10 (5000 ft, energy/fire, s) and 2 fire-linked type 3 phaser -6 ranged 15d10 (5000 ft, energy/fire, s); Or 2 fire-linked photon torpedoes -1 ranged 12d20 (-, energy) and 2 fire-linked phaser -6 ranged 15d10 (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), brig (10 prisoners) Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7) Armour: Heavy Ditanium Alloy Defense Systems: shields, improved autopilot, damage control (2d10) Sensors: Class III, targeting system Communications: radio transceiver, subspace array Weapons: 6 type 3 phasers, 2 photon torpedo launchers (100 torpedoes each) Grappling Systems: tractor beam Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired. [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]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]Heavy Ditanium Alloy (PL5-6)[/B] Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space. Hardness: 20 Base Purchase Modifier: 14 + one-half base purchase DC of the starship. [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]Saladin Refit[/SIZE][/B] The Saladins Refit saw some improvements, similar to the Constitution class, improved phasers, warp drive, computer systems. With these improvements, the sensor/deflector dish that hang from the bottom of the hull is now integrated into the hull, removing that weakness from the design. The Refit is also incorporates Duranium into the design, making the starship more resilient. With the improvements, the phasers can be linked together to all fire in the forward arc instead of only a single pair, giving it a heavier strike capability in the forward arc, improving the chance of a quick kill, but reduces its ability to fire in other arcs. Make following changes to Saladin: Increase Hit Dice to 79d20 (1580), shields to 1975; Replace heavy ditanium alloy armour with duranium (hardness changes to 25); Replace Phaser Type 3 with Phaser Type 4 (18d10, 5500 ft, semi); Replace targeting system with improved targeting system (increase attack rolls by +2); Increase torpedo payload to 120 for each launcher; Add All Weapons Forward; Remove critical hit strike sensor/deflector dish penalties; PDC +1 [B]All Weapons Forward[/B] The weapons officer can fire all the phasers at a target in the forward arc, increasing damage, as well as fire the photon torpedoes rapidly. Suffering -2 to attack roll, as a full round attack, dealing 24d10 with critical on 19-20x2, and can immediately fire photon torpedoes with a +2 bonus. [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 square) 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]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][SIZE=5]Saladin Kelvin Timeline[/SIZE][/B] This Saladin is from the Kalvin Timeline, which has slightly different technologies. The Kelvin Saladin is 25% larger, the phaser turrets are more external than those in the Prime Timeline, plus there are a number of smaller turrets that are used as a point defense system. Make following changes to Saladin: Increase Hit Dice to 81d20 (1620 hp) shields 2025 hp Length increases to 778.75 ft; Weight increases to 110,460 tons; Crew increases to 92 (expert +8) Cargo Capacity increases to 575 tons; Replace Type 3 phasers with Type 4 (18d10); Add point defense system (2d12x10, fire/energy damage); Add Relentless Assault; Remove Agile Ships PDC +2 [B]Kelvin Starships[/B] Starships in the Kelvin timeline are not as agile as the Prime, losing the Agile Ships ability. However the Kelvin ships are also a little tougher, having only -1 less hit dice due to the Shield Dependent ability instead of -2. Ships also have 15% larger crews, and can have 2 more weapons than normal (typically as part of a fire-link), however weapons are a little more exposed due to the technology not being as streamlined or miniaturized as in the Prime, meaning on the optional critical hit results table (d20 Future pg 112) damaged and destroyed weapons is increased by 10%. If not using the optional critical hit results table, on a critical hit, there is a 25% chance a weapon is damaged and inoperable, with a 10% chance 1 weapon is destroyed. [B]Relentless Assault[/B] As a standard action, the engineer can divert massive amounts of energy from the ship's engines and divert it to the weapons, temporarily shutting down the warp drive. For the following 5 rounds, the warp drive is unavailable, however the ship's phasers deal 50% more damage, have range increased by +1000 feet, and the gunner can make additional attacks with the phasers up to their Dex modifier or a maximum of 4 additional attacks at -5 to attack roll for each additional attack. After the 5 rounds, the warp drive is available, but the phasers lose the fire-linked for 2 rounds (dealing only 12d10). [B][SIZE=5]Zeus[/SIZE][/B] The Zeus is a Saladin produced by the GDI combined with their own technologies to function as protection for their off planet colonies and assets, as well as a mobile orbital strike unit. The Zeus is a modified Saladin Refit, with reinforcing and improved maneuvering thrusters for flight in the upper atmosphere of planets, although it can't land. Other upgrades includes several railgun turrets installed to allow for varied attacks, not relying on only the phasers and photon torpedoes, especially since the GDI is unable to produce the anti-matter to fuel the ship and arm the torpedoes and must purchase it. The railguns can be switched to act as a point defense system for additional protection against smaller craft or against ships with large missile/torpedo payloads. Other additions include a drop pod launch tube to allow the insertion of limited ground troops in the event the transporter is unavailable, such as during an ion storm in the area. With the major addition being an ion cannon based on the cannons used in their satellites and orbital stations that were controlled by an Ion Control Center, only the Zeus is capable of firing it without such a facility. Unfortunately the weapon is semi fixed forward, requiring the ship to be facing in the direction of the target, either the target is in space or on the ground. The ion cannon has two fire modes, a large area, or a focused beam for more precision strikes. Due to the drain of energy from the ion cannon, the Zeus can't use the phasers at the same time it attacks with the ion cannon, unless it temporarily shuts down the warp drive, but with the railguns, it isn't defenseless if power isn't diverted. The shields are not quite as powerful as a Saladin Refit, but still provides more protection than any other GDI previous space craft. [B]Zeus Class (GDI (PL6)[/B] Type: Light Subtype: Destroyer Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 11 Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 25 Hit Dice: 79d20 (1580 hp), shields to 1580 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 623 ft Weight: 75,890 tons Targeting System Bonus: +3 Crew: 80 (expert +8) Passenger Capacity: 20 soldiers Cargo Capacity: 50 tons Grapple Modifier: +16 Base PDC: 64 Restriction: GDI Military (+3) Attack: 2 fire-linked Type 4 Phaser -1 ranged 18d10 (5500 ft, energy/fire, s) and 2 fire-linked type 4 phaser -6 ranged 18d10 (5500 ft, energy/fire, s); Or 2 fire-linked photon torpedoes -1 ranged 12d20 (-, energy) and 2 fire-linked phaser -6 ranged 18d10 (5500 ft, energy/fire, s); Or 2 fire-linked Type 4 Phaser -1 ranged 18d10 (5500 ft, energy/fire, s) and 2 fire-linked rail cannon 9d12 (3,000 ft, ballistic, s); Or Ion Cannon* -3 ranged and 2 fire-linked rail cannon 9d12 (3000 ft, ballistic, s) Attack of Opportunity: Point Defense System* (2d12x10, ballistic) 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), drop pod tube Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7) Armour: Heavy Ditanium Alloy Defense Systems: shields, improved autopilot, damage control (2d10) Sensors: Class III, targeting system Communications: radio transceiver, subspace array Weapons: 6 type 4 phasers, 2 photon torpedo launchers (100 torpedoes each), 12 rail cannons, GDI ion cannon Grappling Systems: tractor beam Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired. [B]All Weapons Forward[/B] The weapons officer can fire all the phasers at a target in the forward arc, increasing damage, as well as fire the photon torpedoes rapidly. Suffering -2 to attack roll, as a full round attack, dealing 24d10 with critical on 19-20x2, and can immediately fire photon torpedoes with a +2 bonus. [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 square) 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]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. [B]Ion Cannon[/B] The ion cannon is a particle weapon developed by the GDI, not to be confused with the ion weaponry from the Star Wars universe. It fires a powerful beam of energy that affects a large area. The ion cannon mounted on the Zeus can be used in two modes, a wide beam that damages all within its area, or a narrower, focused beam for precision strikes. The wide beam mode, when used in space affects a 500 foot wide, 20,000 ft long area, dealing 12d100 energy, Reflex save DC 19 for half damage, targets that have more than 500 ft within the beam suffer 25% more damage for every 500 ft within the beam, and their Reflex save is reduced by -1 for every 500 ft in the beam. Can only be fired once every 5 rounds unless warp power is diverted to power weapons, and can't fire phasers in same round as the ion cannon. When used against a planet, the beam affects all within a 250 ft diameter area from orbit to the ground, only dealing 10d100 damage, Reflex save DC 18 for half damage, plus the area affected is effected by an EMP. In focused beam mode, used in space only, suffers -2 to attack roll, deals 20d20 energy, 18-20x3, ignoring 100 points of hardness. Can only be fired once every 5 rounds unless warp power is diverted to power weapons, can't fire phasers in the same round as the ion cannon. [B]Rail Cannons[/B] The Zeus has a dozen rail cannons fire-linked in pairs, and can be used offensively or set to defensive mode as a point defense system. Switching between the two modes is a move action that can only be done once per round. [B]Drop Pod Launcher[/B] This device launches a drop pod from orbit, allowing 4 troops to make rapid deployment. The weapons officer makes an attack against the desired location on planet, with weather conditions and buildings adding penalties. A successful attack roll means the pod lands on target, while every -5 failed by puts the pod 100 ft off target in random direction (d8 for compass directions). If the pod lands on anything, it deals 5d6 half bludgeoning and half fire from the heat of atmospheric re-entry. The pod has 50 hit points, DR 25, Defense 19, is 15 foot diameter, 10 feet tall, weighs 1 ton, suffers no damage from atmospheric re-entry, carries 4 passengers plus gear they are carrying. It has sensor jammer, sensors suffer -5 and has one-half concealment (20% miss chance) against missiles. Pod takes 4 rounds to reach planet surface from orbit, Zeus carries 4 pods. [/QUOTE]
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