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<blockquote data-quote="kronos182" data-source="post: 9138403" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">D3 Class Klingon Interceptor</span></strong></p><p>The D3, an early predecessor to the bird of prey style of craft, with a small forward section, shaped like an arrow head, attached by a narrow section to the rear section that has large wings and engine block. The warp nacelles are mounted near the ends of the wings. Originally used as an escort and bombardment craft, it was retasked as an interceptor and scout due to its speed. Armed with a pair of light disruptors and a single photon torpedo launcher, it is larger than the D4, allowing it carry more supplies for extended scouting missions. The D3 was used, and partly developed to fight Romulans, it is fairly effective against their craft, even if an older model. This craft was produced in the Kelvin Timeline, in the late 2200s and early 2300s.</p><p></p><p>In Coreline, the Klingon Empire sold off many of these ships to gain capital, and use some for defense of low priority systems or give some to allies to bolster their borders. Many of these ships have ended up the hands of pirates, mercenaries and adventures. The Romulans, while knowing these ships are obsolete, in the wrong hands can be quite troublesome and stop any that get too close to their borders, which can result in either the crew being detained, questioned and released after paying fees if they are deemed not a threat, or destroyed on sight if they resist.</p><p></p><p><strong>D3 Class (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Escort/Interceptor</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4000 ft, 1800 (180) vehicle scale atmospheric, able to hover</p><p>Defense: 7 (8 with +1 Dodge)</p><p>Flat-Footed Defense: 2</p><p>Autopilot Defense: 6</p><p>Hardness: 30</p><p>Hit Dice: 17d20 (340 hp) shields 425 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: 251 ft</p><p>Weight: 85,000 lbs</p><p>Targeting System Bonus: +3</p><p>Crew: 6 (trained +4)</p><p>Passenger Capacity: 10</p><p>Cargo Capacity: 10 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 56</p><p>Restriction: Mil (+3) Klingon Empire</p><p></p><p>Attack:</p><p>2 Fire-linked Disruptor cannon -4 ranged 18d12 (4000 ft); or</p><p>Proton Torpedo launcher -3 ranged, varies</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p>Due to the design, the D3 enjoys a +1 bonus to Pilot checks for stunt maneuvers, and +1 Initiative.</p><p>Deals +30% more damage against Romulan ships.</p><p></p><p>Standard PL(6-7) Design Spec:, Agile ship, transporters</p><p>Engines: thrusters, Warp Drive (Warp 8, cruising Warp 7.5)</p><p>Armour: vanadium</p><p>Defense Systems: shields, autopilot, sensor jammer</p><p>Sensors: Class IV, targeting system</p><p>Communications: Radiotransceiver, subspace transceiver</p><p>Weapons: 2 fire-linked disruptor cannons type 2, 1 photon torpedo launcher (20 photon torpedoes)</p><p>Grappling Systems: none</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>Disruptor Cannon Type 2</strong></p><p>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.</p><p>Damage: 12d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi, Automatic</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 42</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</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><span style="font-size: 26px">D'ama Class Battlecruiser</span></strong></p><p>The D'ama class was the first to use the distinctive design well known in the D7 and K'Tinga class battlecruisers built in the 22nd century and early 23rd century (from a pre-Discovery Timeline). With a forward section that is mostly spherical with command station on top, attached to a long neck to a rear section with broad wings that attach to the warp nacelles. The impulse engines mounted in the center of the rear, with a shuttle bay mounted on the top of the rear section, capable of holding four shuttles. The wings of the D'ama have a very low angle down before bending down more shortly before the ends so the warp nacelles hang well below the main structure, and angle back at a 45 degree angle, giving it one of the more 'sleeker' of the battlecruisers using this design. The warp drive was capable of pushing the vessel up to Warp 8, but cruising speed was only Warp 7.</p><p>D'ama's were armed with only a pair of disruptor cannons, on the forward section of the rear hull, and four photon torpedo launchers, two forward and two rear. The forward torpedo launchers were fitted in the forward pod in the lower part of the sphere section.</p><p>Measuring at 672.5 feet long, 426.5 feet wide and 147.6 feet tall, it was one of the larger vessels of the time, and was quite successful that at least 2 newer ship designs used a very similar hull, with changes as new technologies were developed.</p><p></p><p><strong>D'ama Class (PL6)</strong></p><p>Type: Mediumweight</p><p>Subtype: Cruiser</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 7 (-8 size, +3 Class +2 Dex) 8 with +1 Dodge</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 6</p><p>Hardness: 30</p><p>Hit Dice: 150d20 (3000 hp) shield 3750 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: 672.5 ft</p><p>Weight: 100,800 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 295 (trained +4)</p><p>Passenger Capacity: 20-150 (typically dedicated soldiers)</p><p>Cargo Capacity: 7000 tons</p><p>Carried Craft: 4 shuttles</p><p>Grapple Modifier: +16</p><p>Base PDC: 62</p><p>Restriction: Mil (+3)</p><p></p><p>Attack:</p><p>2 Fire-linked Disruptor cannon type 2 --4 ranged 18d12, 4500 ft (fore)</p><p>Or 2 Fire-linked proton torpedo launcher -3 ranged (damaged x1.5, typically 18d20) fore or aft</p><p></p><p><strong>Combat</strong></p><p>During the height of their use, D'ama's would patrol systems individually or in pairs as few except for the Federation or Romulan Empire main ships could stand up to these ships. They would lead in with photon torpedoes then blast with their disruptors. Firing torpedoes every other round unless the target isn't particularly powerful.</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6-7) Design Spec:, Agile ship, transporters, shuttlebay</p><p>Engines: thrusters, Warp Drive (Warp 8 for 10 hours, cruising Warp 6.5)</p><p>Armour: vanadam</p><p>Defense Systems: shields, autopilot, damage control system (3d10)</p><p>Sensors: Class III, targeting system</p><p>Communications: Radiotransceiver, subspace transceiver</p><p>Weapons: 2 disruptor cannon type 2, 4 photon torpedo launchers (100 torpedoes),</p><p>Grappling Systems: tractor beam</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>Disruptor Cannon Type 2</strong></p><p>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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 14d12 full power shots.</p><p>Damage: 12d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</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><span style="font-size: 22px">D'ama mk2</span></strong></p><p>The second version of the D'ama, introduced in the early to mid 23rd century, was upgraded with improved warp drive to give it a higher cruising speed and increase maximum warp speed duration, as well as a weapons upgrade replacing the Type 2 Disruptors with Type 2 heavy disruptors, with the addition of a Type 2 disruptor in a turret mounted at the rear of the 'neck' to give it a large field of cover. The crew compliment was also increased to 305 to help man the extra weapon systems.</p><p>Make the following changes to D'ama to make a D'ama mk2:</p><p>Increase Hit Die to 155d20 (3100 hp), shields 3875 hp</p><p>Replace disruptor type 2 with heavy disruptor cannons type 2 (additional -1 to attack rolls);</p><p>Add 2 fire-linked Disruptor Type 2s in turret;</p><p>Warp 8 maximum duration now 16 hours, cruising Warp 7;</p><p>PDC: +2</p><p></p><p><strong>Heavy Disruptor Cannon Type 2</strong></p><p>Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 15 points of hardness/DR, suffers -2 to attack rolls.</p><p>Damage: 16d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4500 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 45</p><p>Restriction: Mil (+3)</p><p>Note: -2 to attack rolls, ignores 15 points of hardness/DR.</p><p></p><p><strong><span style="font-size: 26px">Tajtiq Class Attack Ship</span></strong></p><p>The Tajtiq was a small fighter-type ship built by the Imperial Klingon Defense Force and used from 2150 to 2250. These small 230 ft long craft had a narrow hull with a sharp rounded nose. Two triangular wings swept up, then down at the ends where the Disruptors were mounted. A single torpedo launcher with a limited payload was fitted to the nose. These craft were used for quick strikes and attack craft in fleets and could also act as escorts for larger battlecruisers.</p><p></p><p><strong>Tajtiq Class (PL6)</strong></p><p>Type: Ultralight</p><p>Subtype: Escort/Interceptor</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft, 1600 (160) vehicle scale atmospheric, able to hover</p><p>Defense: 7 (8 with +1 Dodge)</p><p>Flat-Footed Defense: 2</p><p>Autopilot Defense: 6</p><p>Hardness: 60 vs energy, 20 vs physical</p><p>Hit Dice: 17d20 (340 hp) shields 425 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: 230 ft</p><p>Weight: 75,000 lbs</p><p>Targeting System Bonus: +3</p><p>Crew: 5 (trained +4)</p><p>Passenger Capacity: 3</p><p>Cargo Capacity: 1 tons</p><p>Grapple Modifier: +8</p><p>Base PDC: 53</p><p>Restriction: Mil (+3) Klingon Empire</p><p></p><p>Attack:</p><p>2 Fire-linked Disruptor cannon type 1 -4 ranged 18d12 (4000 ft); or</p><p>Proton Torpedo launcher -3 ranged, varies</p><p></p><p><strong>Combat</strong></p><p>These craft are used to patrol allied systems or scout ahead of small fleets. They will work with D'amas, striking and distracting larger targets so the D'amas can strike with their multiple photon torpedo launchers and heavier disruptors. They will also attack lighter craft before they have a chance to attack the slower D'amas. Captains of Tajtiqs will use the photon torpedo for a first strike, and when they are guaranteed a clean hit, due to their limited payload.</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses:</p><p></p><p>Standard PL(6-7) Design Spec:, Agile ship, transporters</p><p>Engines: thrusters, Warp Drive (Warp 6.5, cruising Warp 5.5)</p><p>Armour: dispersive armour</p><p>Defense Systems: shields, autopilot</p><p>Sensors: Class III, targeting system</p><p>Communications: Radiotransceiver, subspace transceiver</p><p>Weapons: 2 fire-linked disruptor cannons type 1, 1 photon torpedo launcher (20 photon torpedoes)</p><p>Grappling Systems: none</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>Disruptor Cannon Type 1</strong></p><p>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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.</p><p>Damage: 12d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</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>Dispersive Armour</strong></p><p>A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design.</p><p>Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons).</p><p>Tactical Speed Penalty: -500 ft (-1 square)</p><p>Base Purchase Modifier: 17 + one-half base purchase DC of the starship.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9138403, member: 6668634"] [B][SIZE=7]D3 Class Klingon Interceptor[/SIZE][/B] The D3, an early predecessor to the bird of prey style of craft, with a small forward section, shaped like an arrow head, attached by a narrow section to the rear section that has large wings and engine block. The warp nacelles are mounted near the ends of the wings. Originally used as an escort and bombardment craft, it was retasked as an interceptor and scout due to its speed. Armed with a pair of light disruptors and a single photon torpedo launcher, it is larger than the D4, allowing it carry more supplies for extended scouting missions. The D3 was used, and partly developed to fight Romulans, it is fairly effective against their craft, even if an older model. This craft was produced in the Kelvin Timeline, in the late 2200s and early 2300s. In Coreline, the Klingon Empire sold off many of these ships to gain capital, and use some for defense of low priority systems or give some to allies to bolster their borders. Many of these ships have ended up the hands of pirates, mercenaries and adventures. The Romulans, while knowing these ships are obsolete, in the wrong hands can be quite troublesome and stop any that get too close to their borders, which can result in either the crew being detained, questioned and released after paying fees if they are deemed not a threat, or destroyed on sight if they resist. [B]D3 Class (PL6)[/B] Type: Ultralight Subtype: Escort/Interceptor Size: Colossal (-8) Tactical Speed: 4000 ft, 1800 (180) vehicle scale atmospheric, able to hover Defense: 7 (8 with +1 Dodge) Flat-Footed Defense: 2 Autopilot Defense: 6 Hardness: 30 Hit Dice: 17d20 (340 hp) shields 425 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 251 ft Weight: 85,000 lbs Targeting System Bonus: +3 Crew: 6 (trained +4) Passenger Capacity: 10 Cargo Capacity: 10 tons Grapple Modifier: +8 Base PDC: 56 Restriction: Mil (+3) Klingon Empire Attack: 2 Fire-linked Disruptor cannon -4 ranged 18d12 (4000 ft); or Proton Torpedo launcher -3 ranged, varies Attack of Opportunity: Bonuses: Due to the design, the D3 enjoys a +1 bonus to Pilot checks for stunt maneuvers, and +1 Initiative. Deals +30% more damage against Romulan ships. Standard PL(6-7) Design Spec:, Agile ship, transporters Engines: thrusters, Warp Drive (Warp 8, cruising Warp 7.5) Armour: vanadium Defense Systems: shields, autopilot, sensor jammer Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 fire-linked disruptor cannons type 2, 1 photon torpedo launcher (20 photon torpedoes) Grappling Systems: none [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]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 [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][SIZE=7]D'ama Class Battlecruiser[/SIZE][/B] The D'ama class was the first to use the distinctive design well known in the D7 and K'Tinga class battlecruisers built in the 22nd century and early 23rd century (from a pre-Discovery Timeline). With a forward section that is mostly spherical with command station on top, attached to a long neck to a rear section with broad wings that attach to the warp nacelles. The impulse engines mounted in the center of the rear, with a shuttle bay mounted on the top of the rear section, capable of holding four shuttles. The wings of the D'ama have a very low angle down before bending down more shortly before the ends so the warp nacelles hang well below the main structure, and angle back at a 45 degree angle, giving it one of the more 'sleeker' of the battlecruisers using this design. The warp drive was capable of pushing the vessel up to Warp 8, but cruising speed was only Warp 7. D'ama's were armed with only a pair of disruptor cannons, on the forward section of the rear hull, and four photon torpedo launchers, two forward and two rear. The forward torpedo launchers were fitted in the forward pod in the lower part of the sphere section. Measuring at 672.5 feet long, 426.5 feet wide and 147.6 feet tall, it was one of the larger vessels of the time, and was quite successful that at least 2 newer ship designs used a very similar hull, with changes as new technologies were developed. [B]D'ama Class (PL6)[/B] Type: Mediumweight Subtype: Cruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 7 (-8 size, +3 Class +2 Dex) 8 with +1 Dodge Flat-Footed Defense: 5 Autopilot Defense: 6 Hardness: 30 Hit Dice: 150d20 (3000 hp) shield 3750 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 672.5 ft Weight: 100,800 tons Targeting System Bonus: +3 Crew: 295 (trained +4) Passenger Capacity: 20-150 (typically dedicated soldiers) Cargo Capacity: 7000 tons Carried Craft: 4 shuttles Grapple Modifier: +16 Base PDC: 62 Restriction: Mil (+3) Attack: 2 Fire-linked Disruptor cannon type 2 --4 ranged 18d12, 4500 ft (fore) Or 2 Fire-linked proton torpedo launcher -3 ranged (damaged x1.5, typically 18d20) fore or aft [B]Combat[/B] During the height of their use, D'ama's would patrol systems individually or in pairs as few except for the Federation or Romulan Empire main ships could stand up to these ships. They would lead in with photon torpedoes then blast with their disruptors. Firing torpedoes every other round unless the target isn't particularly powerful. Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, shuttlebay Engines: thrusters, Warp Drive (Warp 8 for 10 hours, cruising Warp 6.5) Armour: vanadam Defense Systems: shields, autopilot, damage control system (3d10) Sensors: Class III, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 disruptor cannon type 2, 4 photon torpedo launchers (100 torpedoes), Grappling Systems: tractor beam [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]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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 14d12 full power shots. Damage: 12d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Mil (+3) Note: -1 to attack [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][SIZE=6]D'ama mk2[/SIZE][/B] The second version of the D'ama, introduced in the early to mid 23rd century, was upgraded with improved warp drive to give it a higher cruising speed and increase maximum warp speed duration, as well as a weapons upgrade replacing the Type 2 Disruptors with Type 2 heavy disruptors, with the addition of a Type 2 disruptor in a turret mounted at the rear of the 'neck' to give it a large field of cover. The crew compliment was also increased to 305 to help man the extra weapon systems. Make the following changes to D'ama to make a D'ama mk2: Increase Hit Die to 155d20 (3100 hp), shields 3875 hp Replace disruptor type 2 with heavy disruptor cannons type 2 (additional -1 to attack rolls); Add 2 fire-linked Disruptor Type 2s in turret; Warp 8 maximum duration now 16 hours, cruising Warp 7; PDC: +2 [B]Heavy Disruptor Cannon Type 2[/B] Heavy Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, lacking any variable power settings, used for heavy assaults, but are even more inaccurate than normal disruptors. Ignores 15 points of hardness/DR, suffers -2 to attack rolls. Damage: 16d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 45 Restriction: Mil (+3) Note: -2 to attack rolls, ignores 15 points of hardness/DR. [B][SIZE=7]Tajtiq Class Attack Ship[/SIZE][/B] The Tajtiq was a small fighter-type ship built by the Imperial Klingon Defense Force and used from 2150 to 2250. These small 230 ft long craft had a narrow hull with a sharp rounded nose. Two triangular wings swept up, then down at the ends where the Disruptors were mounted. A single torpedo launcher with a limited payload was fitted to the nose. These craft were used for quick strikes and attack craft in fleets and could also act as escorts for larger battlecruisers. [B]Tajtiq Class (PL6)[/B] Type: Ultralight Subtype: Escort/Interceptor Size: Colossal (-8) Tactical Speed: 3000 ft, 1600 (160) vehicle scale atmospheric, able to hover Defense: 7 (8 with +1 Dodge) Flat-Footed Defense: 2 Autopilot Defense: 6 Hardness: 60 vs energy, 20 vs physical Hit Dice: 17d20 (340 hp) shields 425 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 230 ft Weight: 75,000 lbs Targeting System Bonus: +3 Crew: 5 (trained +4) Passenger Capacity: 3 Cargo Capacity: 1 tons Grapple Modifier: +8 Base PDC: 53 Restriction: Mil (+3) Klingon Empire Attack: 2 Fire-linked Disruptor cannon type 1 -4 ranged 18d12 (4000 ft); or Proton Torpedo launcher -3 ranged, varies [B]Combat[/B] These craft are used to patrol allied systems or scout ahead of small fleets. They will work with D'amas, striking and distracting larger targets so the D'amas can strike with their multiple photon torpedo launchers and heavier disruptors. They will also attack lighter craft before they have a chance to attack the slower D'amas. Captains of Tajtiqs will use the photon torpedo for a first strike, and when they are guaranteed a clean hit, due to their limited payload. Attack of Opportunity: Bonuses: Standard PL(6-7) Design Spec:, Agile ship, transporters Engines: thrusters, Warp Drive (Warp 6.5, cruising Warp 5.5) Armour: dispersive armour Defense Systems: shields, autopilot Sensors: Class III, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 fire-linked disruptor cannons type 1, 1 photon torpedo launcher (20 photon torpedoes) Grappling Systems: none [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]Disruptor Cannon Type 1[/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, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots. Damage: 12d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Mil (+3) Note: -1 to attack [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]Dispersive Armour[/B] A type of armour developed by the Klingons fitted to their ships. The armour is designed to disperse the energy of directed energy weapon, making them less effective, however it isn't as effective against area effect weapons or explosives such as photon torpedoes. The Klingons end up abandoning this type of armour after the D6 series of ships as their enemies discovered this weakness in the design. Hardness: 60 vs energy weapons (phasers, disruptors, laser, etc), 20 vs projectile, missile, torpedoes, mines and other area effect weapons (including photon torpedo style weapons). Tactical Speed Penalty: -500 ft (-1 square) Base Purchase Modifier: 17 + one-half base purchase DC of the starship. [/QUOTE]
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