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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9117597" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Arkonian Interceptor</span></strong></span></p><p><span style="font-family: 'Calibri'">This ship has a flat wing forward section with two 'blade' like structures on each side that jut forward and behind the wing body, with the command section mounted on a raised part in the middle of the wing body. A narrow rear section that extends above the hull with a slight fish tail-like structure, that contains the impulse engines. This smaller craft was used by the Arkonian military as an interceptor, armed with two torpedo launchers and a single disruptor.</span></p><p><span style="font-family: 'Calibri'">These ships are used to patrol the Arkonian home world and major colonies, or as rapid response craft, pirate interception and light escort craft. They race ahead of battleships to harass and distract larger targets to allow the battleships to approach without being attacked before unleashing their own weaponry and carried patrol craft. The ships were built in late 2200s as cheaper military craft to supplement the battleships and patrol craft before the Arkonian military developed replacements.</span></p><p> </p><p><span style="font-family: 'Calibri'">In combat these craft will fire all their weapons in the first round if possible, then switch to the disruptor the following round as the torpedo launchers have limited ammunition, typically used every other round. If working with Arkonian battleships and patrol ships, they will race ahead with the patrol ships, adding the heavier power of their photon torpedoes, typically working with one or two wings to flank opponents, leaving them open for when the battleships are in range. They will attack to disable when paired with battleships usually so the troops from the battleships can board the craft, but in wartime conditions and disabling isn't an option, they will attack the same target until destroyed, or if a battleship is suffering damage, move to attack its attacker.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Arkonian Interceptor (PL6-7)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Ultralight</span></p><p><span style="font-family: 'Calibri'">Subtype: Escort</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 7, 8 with dodge</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 5</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 5</span></p><p><span style="font-family: 'Calibri'">Hardness: 30</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 18d20 (360 hp) shield 180 hp</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +4</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Length: 190 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 856 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 20 (trained +4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 2</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 15 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 53</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack:</span></p><p><span style="font-family: 'Calibri'">2 Fire-Linked photon torpedoes -3 ranged varies, and Disruptor Type 2 cannon -8 ranged 12d12; or</span></p><p><span style="font-family: 'Calibri'">Disruptor Type 2 cannon -3 ranged (12d12) and Disruptor Type 1 cannon -8 ranged 12d12 (or photon torpedo (varies));</span></p><p> </p><p><span style="font-family: 'Calibri'">Attack of Opportunity: </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6-7) Design Spec:, Agile ship, transporters, sickbay, replicators</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, Warp Drive (Warp 6)</span></p><p><span style="font-family: 'Calibri'">Armour: Layered Heavy Ditanium Alloy</span></p><p><span style="font-family: 'Calibri'">Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Radiotransceiver, subspace transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 fire-linked photon torpedo launchers (50 torpedoes each), 1 Disruptor type 2</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: </span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Agile Ships</strong></span></p><p><span style="font-family: 'Calibri'">All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Easy to Repair</strong></span></p><p><span style="font-family: 'Calibri'">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%.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Swiss-Army Tech</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> </p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Shield Dependent</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">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.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Light Shields</strong></span></p><p><span style="font-family: 'Calibri'">These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).</span></p><p><span style="font-family: 'Calibri'">PDC: Shield type -2.</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'">Note: Can be combined with Advanced Shield versions.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Disruptor Cannon Type 2</strong></span></p><p><span style="font-family: 'Calibri'">Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 2 saw improvements in rate of fire and has three power levels, switching between 6d12, 9d12 or 12d12 full power shots.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi, Automatic</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 42</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Note: -1 to attack</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Photon Torpedo</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Damage: varies</span></p><p><span style="font-family: 'Calibri'">Damage Type: Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: -</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Layered Armour</strong></span></p><p><span style="font-family: 'Calibri'">The ship has layered and interlocking armour, granting a 50% increase to the hardness of the armour, as well as the benefits of Fortification, 50% chance to convert critical hits into regular hits.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Heavy Ditanium Alloy (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9117597, member: 6668634"] [FONT=Calibri][B][SIZE=7]Arkonian Interceptor[/SIZE][/B] This ship has a flat wing forward section with two 'blade' like structures on each side that jut forward and behind the wing body, with the command section mounted on a raised part in the middle of the wing body. A narrow rear section that extends above the hull with a slight fish tail-like structure, that contains the impulse engines. This smaller craft was used by the Arkonian military as an interceptor, armed with two torpedo launchers and a single disruptor. These ships are used to patrol the Arkonian home world and major colonies, or as rapid response craft, pirate interception and light escort craft. They race ahead of battleships to harass and distract larger targets to allow the battleships to approach without being attacked before unleashing their own weaponry and carried patrol craft. The ships were built in late 2200s as cheaper military craft to supplement the battleships and patrol craft before the Arkonian military developed replacements.[/FONT] [FONT=Calibri]In combat these craft will fire all their weapons in the first round if possible, then switch to the disruptor the following round as the torpedo launchers have limited ammunition, typically used every other round. If working with Arkonian battleships and patrol ships, they will race ahead with the patrol ships, adding the heavier power of their photon torpedoes, typically working with one or two wings to flank opponents, leaving them open for when the battleships are in range. They will attack to disable when paired with battleships usually so the troops from the battleships can board the craft, but in wartime conditions and disabling isn't an option, they will attack the same target until destroyed, or if a battleship is suffering damage, move to attack its attacker.[/FONT] [FONT=Calibri][B]Arkonian Interceptor (PL6-7)[/B] Type: Ultralight Subtype: Escort Size: Colossal (-8) Tactical Speed: 4000 ft Defense: 7, 8 with dodge Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 30 Hit Dice: 18d20 (360 hp) shield 180 hp Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 190 ft Weight: 856 tons Targeting System Bonus: +3 Crew: 20 (trained +4) Passenger Capacity: 2 Cargo Capacity: 15 tons Grapple Modifier: +16 Base PDC: 53 Restriction: Mil (+3) Attack: 2 Fire-Linked photon torpedoes -3 ranged varies, and Disruptor Type 2 cannon -8 ranged 12d12; or Disruptor Type 2 cannon -3 ranged (12d12) and Disruptor Type 1 cannon -8 ranged 12d12 (or photon torpedo (varies));[/FONT] [FONT=Calibri]Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, sickbay, replicators Engines: thrusters, Warp Drive (Warp 6) Armour: Layered Heavy Ditanium Alloy Defense Systems: shields, autopilot, damage control system (3d10), sensor jammer Sensors: Class III, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 fire-linked photon torpedo launchers (50 torpedoes each), 1 Disruptor type 2 Grappling Systems: [/FONT] [FONT=Calibri][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.[/FONT] [FONT=Calibri][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%.[/FONT] [FONT=Calibri][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.[/FONT] [COLOR=black][FONT=Calibri][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.[/FONT][/COLOR] [FONT=Calibri] [B]Light Shields[/B] These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1). PDC: Shield type -2. Restriction: None Note: Can be combined with Advanced Shield versions.[/FONT] [FONT=Calibri][B]Disruptor Cannon Type 2[/B] Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 2 saw improvements in rate of fire and has three power levels, switching between 6d12, 9d12 or 12d12 full power shots. Damage: 12d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi, Automatic Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) Note: -1 to attack[/FONT] [FONT=Calibri][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.[/FONT] [FONT=Calibri]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)[/FONT] [FONT=Calibri][B]Layered Armour[/B] The ship has layered and interlocking armour, granting a 50% increase to the hardness of the armour, as well as the benefits of Fortification, 50% chance to convert critical hits into regular hits.[/FONT] [FONT=Calibri][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.[/FONT] [/QUOTE]
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