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<blockquote data-quote="kronos182" data-source="post: 9204938" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">D'kyr type</span></strong></p><p>The D'kyr type was a Vulcan High Command combat cruiser, with a flattened conical shaped hull that flared out and around the circular warp nacelles and coming back together at the aft section of the ship, where the impulse engines were placed. The hull had a copper colour while the nacelles emitted a blue glow. Armed with 6 particle beam emitters and photonic torpedoes with deflector shield technology. They also have tractor beam technology, which allows easy retrieval of shuttle craft. The circular warp nacelle, when not in use or when launching a shuttle of which it carried two, would fold back into the hull. In the space inside the circular warp nacelle an auxiliary ship of up to 180 m (590 ft) can be docked, typically a Tal'Kyr support craft, but can only dock or launch when the nacelle is folded away. While the ships were first used in the 2150s, they served for many years with upgrades over the years, although they went from the main cruisers used by Vulcan High Command, after Vulcan joined the United Federation of Planets, these were regulated to defense roles for Vulcan and its colonies, or converted science vessels.</p><p></p><p>In combat if against a single target, or if against a group targeting the most powerful target, firing a barrage of photon torpedoes with four phasers. Following rounds will consist of firing phasers four and a pair, firing torpedoes every 2 rounds. Against multiple smaller targets, phasers will be used in pairs only to conserve power.</p><p></p><p><strong>D'kyr type (PL6-7)</strong></p><p>Type: Mediumweight</p><p>Subtype: Cruiser</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3000 ft</p><p>Defense: 11 (-8 size +5 Class +4 Dex) +1 Dodge</p><p>Flat-Footed Defense: 7 (-8 size +5 Class)</p><p>Autopilot Defense: 6 (-8 size +4 autopilot)</p><p>Hardness: 25</p><p>Hit Dice: 160d20 3200 hp, shields 4000 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: 1968 ft</p><p>Weight: 86,500 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 147 (expert +8)</p><p>Passenger Capacity: 70</p><p>Cargo Capacity: 6,500 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 64</p><p>Restriction: Military (+3), Vulcan</p><p></p><p>Attack:</p><p>Photonic Torpedo -1 ranged (10d20 for 1, varies for # fired) and 4 Fire-linked phaser type 3 -6 ranged (20d10 fire/energy, 5000 ft); or</p><p>4 fire-linked phaser type 3 -1 ranged (20d10 fire/energy, 5000 ft) and 2 fire-linked phaser type 3 -6 ranged (15d20 fire/energy, 5000 ft)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Bonuses</p><p>+5 Fort save vs radiation, 25% critical hits converts to regular hits</p><p></p><p>Standard PL(7) Design Spec: sickbay, shuttle bay (2 shuttles, plus carry 1 craft in opening of warp nacelle), Agile ships, Easy To Repair, Swiss-Army Tech, Shield Dependent, rotating warp nacelle, Rapid Fire Torpedo Launchers.</p><p>Engines: thrusters, warp drive (max warp 7, cruising 5.5)</p><p>Armour: Duranium</p><p>Defense Systems: shields, autopilot, radiation shielding, damage control (3d10), light fortification</p><p>Sensors: Class IV sensors, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 6 phaser type 3, 2 photonic torpedo launchers (110 torpedoes each)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Rotating Warp Nacelle</strong></p><p>The circular warp nacelle rotates from a vertical position when in use, to a horizontal position, which allows shuttles to and docked ships to launch or land. This takes a full round action. Once rotated to active position, vertical, the ship can jump to warp the next round.</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>Rapid Fire Photonic Torpedo Launchers</strong></p><p>The launchers are configured to fire variable numbers of torpedoes in groups of 1, 2, 4 and 8, however it takes some time to load, requiring 2 rounds to reload the launchers. Each doubling of the number of torpedoes increases damage by 50% of the base damage (5d10).</p><p></p><p><strong>Photonic Torpedo</strong></p><p>Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30</p><p>Restriction: Mil (+3)</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>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></p><p><strong><span style="font-size: 22px">D'kyr 2200s Refit</span></strong></p><p>This refit of the D'kyr saw improvements in many systems, improving speed in both sublight and warp, phasers upgraded to Type 4s and the photonic torpedoes are replaced with photon torpedoes. The mechanism for the rotating warp nacelle was improved to be faster, reducing the time it takes to fold to allow docked ships to launch or land faster. The 2200 Refit also added a secondary deflector dish, which allowed the D'kyr to fill other roles, including more science related ones, combined with the Tal'kyr further augmented these rolls. While not a front line combat unit as Starfleet was created, in the early 2200s this refit served along side United Earth and other species ships to fill the fleets that form Starfleet. In the later half, the ships saw more use patrolling only Vulcan controlled systems or acting as second line combat ships to support Starfleet starships, seeing action in several conflicts with the Klingons, including the Klingon War.</p><p>Make following changes to D'kyr to make 2200s Refit</p><p>Increase HD to 162d20 (3240 hp), shields to 4050 hp;</p><p>Reduce crew to 130;</p><p>Increase tactical speed to 3500 ft;</p><p>Increase Max Warp speed to Warp 8;</p><p>Replace Damage Control with Improved Damage Control (4d10)</p><p>Replace Phaser Type 3 with Phaser Type 4;</p><p>Replace Photonic Torpedo Launchers with Photon Torpedo Launchers;</p><p>Rotating Nacelle takes standard action;</p><p>Add Secondary Deflector Array;</p><p>PDC +2 Mil +3</p><p></p><p></p><p><strong><span style="font-size: 22px">D'kyr 2400s Refit</span></strong></p><p>The D'kyr hull saw use far longer than expected, with minor upgrades over time, with a second major refit/redesign done in the late 2300s and early 2400s. Besides having the advances of the 2200s Refit, it had more upgrades towards a science vessel than combat, with improved sensors, speed and facilities to fulfill its new role. To protect the D'kyr from dangers, both combat and in its scientific studies, it has advanced shielding with regenerating systems.</p><p>Make following changes to D'kyr or 2200s Refit D'kyr to make 2400s Refit:</p><p>Add all benefits of 2200s Refit;</p><p>Reduce Crew compliment to 120;</p><p>Increase Passenger Capacity to 80;</p><p>Increase Max Warp speed to 9.5, cruising speed 6.5;</p><p>Replace shields with Heavy Shields, Shield HP change to 6075 hp;</p><p>Shields regenerate 20 HP per round;</p><p>Replace Class IV sensors with Class VI;</p><p>Add Astrometrics, Advanced Science Lab;</p><p>Add Emergency Warp Jump;</p><p>PDC: +3 Res +2</p><p></p><p><strong>Secondary Deflector Array</strong></p><p>Deflector Arrays are used to protect ships from microscopic debris, asteroids and other objects that might collide with the ship, especially at warp speeds. The dish is also capable of projecting other types of energies, such as gravitons, antiprotons, etc, allowing it to be used in multiple different ways for scientific research or other purposes. One such purpose is extending the basic deflections ability, and extend the main shields of the ship around a target ship nearby. When an engineer uses the Restore Shield option, increase the number of HD by 25%, rounding down, when angling shields, the damage on the shielded side is reduced by 75% (round down), instead of normal half. Tractor beam range is doubled, and grants a +2 to grapple checks with the tractor beam.</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>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>Astrometrics</strong></p><p>This system is a dedicated set of extra sensors, computer systems tied into the navigation and main sensors, designed for studying space, nebulas, asteroids and other stellar phenomenon. These systems also aid in better navigation and mapping stellar routes. Provides +6 to Computer Use checks to study stellar phenomenon, nebulas, asteroids, etc. Provides +4 to all Navigation based checks, and +2 to Pilot checks to avoid stellar hazards, +6 to Knowledge: Physical Sciences, ship sensor range is doubled. Requires 1 crew per starship type, 50 tons per ship type, removes 1 weapon system, may add an additional sensor system, PDC 34.</p><p></p><p><strong>Advanced Science Lab</strong></p><p>This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days.</p><p>Requires a crew of 2 per ship type, takes up 70 tons of cargo per ship type, remove 1 weapon system, may add an additional sensor, PDC 40.</p><p></p><p><strong>Heavy Shields</strong></p><p>These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).</p><p>PDC: Shield type +2</p><p>Restriction: Res +2</p><p>Note: Can be combined with Advanced Shield versions.</p><p></p><p><strong>Emergency Warp Jump</strong></p><p>The Warp drive is upgraded from previous versions, plus has a capacitor system to allow it to jump to warp speed for a short period in an emergency, even when the warp nacelle is rotated into the hull to allow ships to land/take off. As a free action, even as a reaction, the pilot can launch the ship to Warp 1 for 2 rounds, with the computer automatically plotting a course. This is enough to cause the ship to leave a star system. However after the jump, the warp drive is inoperable for 1d4 rounds. Which can be reduced with Repair check DC 20 by 1 round, with additional round for every 5 points over the DC.</p><p></p><p></p><p><strong><span style="font-size: 26px">Tal'Kyr Class</span></strong></p><p>The Tal'Kyr is a Vulcan support craft, larger than most shuttles, usually carried by a D'kyr cruiser. The ship is a long oblong, with a pointed front, and flat bottom. A circular warp nacelle system attached at the top of the hull about one-third from the rear of the ship, circling down below the hull. At the bottom of the circular nacelle is a second, smaller oblong structure, with deflector array mounted above it. Measuring 480 ft, with a crew of 25, the ships easily fit within the space in the center of the warp nacelle of the D'Kyr. The ships are armed, but very lightly, with a set of fixed forward plasma cannons, another pair of plasma cannons in a turret, with a single photonic torpedo launcher. As a support craft, it supports the ship that carries it and any allies, using tractor beams and structural integrity fields to repair a target's shield or hull.</p><p></p><p><strong>Tal'Kyr (PL6-7)</strong></p><p>Type: Ultralight* (while length puts it in Light type, the narrow design keeps the weight and overall dimensions within Ultralight).</p><p>Subtype: Scout/Support</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 3500 (1500 ((150)) atmosphere)</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot) +1 Dodge</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 25</p><p>Hit Dice: 13d20 (260 hp), shields 325 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: 480.5 ft</p><p>Weight: 730 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 25 Trained (+4)</p><p>Passenger Capacity: 5</p><p>Cargo Capacity: 40 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 48</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>Photonic Torpedo launcher -3 ranged (10d20, energy) and 2 fire-linked plasma cannons -8 ranged front arc only (21d8, fire, 3000 ft, single); or</p><p>2 fire-linked plasma cannon -3 ranged front arc only (21d8, fire, 3000 ft, single) and 2 fire-linked light plasma cannons -8 ranged turret (15d8, fire); or</p><p>Photonic torpedo launcher -3 ranged (10d20, energy) and 2 fire-linked light plasma cannons -8 ranged turret (15d8, fire)</p><p></p><p>Attack of Opportunity:</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</p><p>Engines: thrusters, ion engines, warp drive (max warp 6.5, cruising 4.5)</p><p>Armour: Duranium</p><p>Defense Systems: shields, autopilot, radiation shielding</p><p>Sensors: Class IV Sensor, targeting system</p><p>Communications: radio transceiver, subspace array</p><p>Weapons: 2 fire-linked plasma cannons, 2 fire-linked plasma cannons (turret), photonic torpedo launcher (5 torpedoes)</p><p>Grappling Systems: tractor beam</p><p></p><p><strong>Enhance Shields</strong></p><p>The ship must be within 500 ft of target ship, as a full round action, making a ranged touch attack, fires a beam which repairs or enhances the shields of the target. With a successful touch attack, the target's shields repair 10% of max HP with a Repair check DC 18. If the shields of the target are already at max, gain a bonus 10% (round down) for 2 rounds. The ship doing the shield repair/enhancement suffers -2 to Defense. The repair rate and other modifications can be made to shields if the person on the ship has skills to do so. This ability can be used 10 rounds in a row before requiring a 5 round cool down.</p><p></p><p><strong>Repair Hull</strong></p><p>The ship must be within 500 ft of the target ship, and as a full round action making a ranged touch attack, fires a beam that is part Structural Integrity Field and Tractor Beam along with materials from replicators. A successful ranged touch attack will repair the target instantly 3d20 HP with a Repair check DC 16. However if the target is moving more than 500 ft, the repaired HP is reduced by half. While repairing, the ship suffers -3 to Defense. The amount of HP repair can be increased by 1d20 for every 10 points the DC is beaten. Other abilities, skills can be used to increase the HP repaired if the person is on the ship doing the repairs. This ability can be used 10 rounds in a row before requiring a 5 round cool down.</p><p></p><p></p><p><strong>Photonic Torpedo</strong></p><p>Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30</p><p>Restriction: Mil (+3)</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>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></p><p><strong><span style="font-size: 22px">Tal'Kyr 2200s Refit</span></strong></p><p>The first major upgrade to the Tal'kyr, allowing it to be useful along with the D'kyr. It saw improvements in engines, slight improvement in hull reinforcement, and weapons were upgraded with modern versions. It's ability to repair and enhance shields are also upgraded.</p><p>Make following changes to Tal'kyr:</p><p>Decrease crew compliment to 21;</p><p>Increase speed to 4000 ft;</p><p>Increase Warp max speed to 7.5, cruising remains same;</p><p>Increase HD to 15d20 (300 hp), shields 375 hp;</p><p>Add Damage Control (1d10);</p><p>Replace 2 fire-linked plasma cannons with 2 fire-linked phaser type 3;</p><p>Replace 2 fire-linked light plasma cannons with 2 fire-linked phaser type 3;</p><p>Replace photonic torpedo launcher with photon torpedo launcher (6 torpedoes);</p><p>Enhance Shields now repairs/enhance 20% (round down);</p><p>Repair Hull now repairs 4d20 HP;</p><p>PDC +1.</p><p></p><p><strong><span style="font-size: 22px">Tal'Kyr 2400s Refit</span></strong></p><p>The second major upgrade to the Tal'kyr, allowing it to be useful along with the D'kyr. It saw improvements in warp engines, automation, and its support systems are boosted.</p><p>Make the following changes to Tal'kyr, add all bonuses from 2200s Refit:</p><p>Decrease crew compliment to 14;</p><p>Increase passenger capacity to 15;</p><p>Change Damage Control to Improved Damage Control (2d10);</p><p>Increase Warp max speed to 9, cruising 7.5;</p><p>Enhance Shields now repairs/enhance 25% (round down);</p><p>Repair Hull now repairs 6d20 HP;</p><p>Add Astrometrics;</p><p>PDC +2</p></blockquote><p></p>
[QUOTE="kronos182, post: 9204938, member: 6668634"] [B][SIZE=7]D'kyr type[/SIZE][/B] The D'kyr type was a Vulcan High Command combat cruiser, with a flattened conical shaped hull that flared out and around the circular warp nacelles and coming back together at the aft section of the ship, where the impulse engines were placed. The hull had a copper colour while the nacelles emitted a blue glow. Armed with 6 particle beam emitters and photonic torpedoes with deflector shield technology. They also have tractor beam technology, which allows easy retrieval of shuttle craft. The circular warp nacelle, when not in use or when launching a shuttle of which it carried two, would fold back into the hull. In the space inside the circular warp nacelle an auxiliary ship of up to 180 m (590 ft) can be docked, typically a Tal'Kyr support craft, but can only dock or launch when the nacelle is folded away. While the ships were first used in the 2150s, they served for many years with upgrades over the years, although they went from the main cruisers used by Vulcan High Command, after Vulcan joined the United Federation of Planets, these were regulated to defense roles for Vulcan and its colonies, or converted science vessels. In combat if against a single target, or if against a group targeting the most powerful target, firing a barrage of photon torpedoes with four phasers. Following rounds will consist of firing phasers four and a pair, firing torpedoes every 2 rounds. Against multiple smaller targets, phasers will be used in pairs only to conserve power. [B]D'kyr type (PL6-7)[/B] Type: Mediumweight Subtype: Cruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 11 (-8 size +5 Class +4 Dex) +1 Dodge Flat-Footed Defense: 7 (-8 size +5 Class) Autopilot Defense: 6 (-8 size +4 autopilot) Hardness: 25 Hit Dice: 160d20 3200 hp, shields 4000 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 1968 ft Weight: 86,500 tons Targeting System Bonus: +3 Crew: 147 (expert +8) Passenger Capacity: 70 Cargo Capacity: 6,500 tons Grapple Modifier: +16 Base PDC: 64 Restriction: Military (+3), Vulcan Attack: Photonic Torpedo -1 ranged (10d20 for 1, varies for # fired) and 4 Fire-linked phaser type 3 -6 ranged (20d10 fire/energy, 5000 ft); or 4 fire-linked phaser type 3 -1 ranged (20d10 fire/energy, 5000 ft) and 2 fire-linked phaser type 3 -6 ranged (15d20 fire/energy, 5000 ft) Attack of Opportunity: Bonuses +5 Fort save vs radiation, 25% critical hits converts to regular hits Standard PL(7) Design Spec: sickbay, shuttle bay (2 shuttles, plus carry 1 craft in opening of warp nacelle), Agile ships, Easy To Repair, Swiss-Army Tech, Shield Dependent, rotating warp nacelle, Rapid Fire Torpedo Launchers. Engines: thrusters, warp drive (max warp 7, cruising 5.5) Armour: Duranium Defense Systems: shields, autopilot, radiation shielding, damage control (3d10), light fortification Sensors: Class IV sensors, targeting system Communications: radio transceiver, subspace array Weapons: 6 phaser type 3, 2 photonic torpedo launchers (110 torpedoes each) Grappling Systems: tractor beam [B]Rotating Warp Nacelle[/B] The circular warp nacelle rotates from a vertical position when in use, to a horizontal position, which allows shuttles to and docked ships to launch or land. This takes a full round action. Once rotated to active position, vertical, the ship can jump to warp the next round. [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]Rapid Fire Photonic Torpedo Launchers[/B] The launchers are configured to fire variable numbers of torpedoes in groups of 1, 2, 4 and 8, however it takes some time to load, requiring 2 rounds to reload the launchers. Each doubling of the number of torpedoes increases damage by 50% of the base damage (5d10). [B]Photonic Torpedo[/B] Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30 Restriction: Mil (+3) [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]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]D'kyr 2200s Refit[/SIZE][/B] This refit of the D'kyr saw improvements in many systems, improving speed in both sublight and warp, phasers upgraded to Type 4s and the photonic torpedoes are replaced with photon torpedoes. The mechanism for the rotating warp nacelle was improved to be faster, reducing the time it takes to fold to allow docked ships to launch or land faster. The 2200 Refit also added a secondary deflector dish, which allowed the D'kyr to fill other roles, including more science related ones, combined with the Tal'kyr further augmented these rolls. While not a front line combat unit as Starfleet was created, in the early 2200s this refit served along side United Earth and other species ships to fill the fleets that form Starfleet. In the later half, the ships saw more use patrolling only Vulcan controlled systems or acting as second line combat ships to support Starfleet starships, seeing action in several conflicts with the Klingons, including the Klingon War. Make following changes to D'kyr to make 2200s Refit Increase HD to 162d20 (3240 hp), shields to 4050 hp; Reduce crew to 130; Increase tactical speed to 3500 ft; Increase Max Warp speed to Warp 8; Replace Damage Control with Improved Damage Control (4d10) Replace Phaser Type 3 with Phaser Type 4; Replace Photonic Torpedo Launchers with Photon Torpedo Launchers; Rotating Nacelle takes standard action; Add Secondary Deflector Array; PDC +2 Mil +3 [B][SIZE=6]D'kyr 2400s Refit[/SIZE][/B] The D'kyr hull saw use far longer than expected, with minor upgrades over time, with a second major refit/redesign done in the late 2300s and early 2400s. Besides having the advances of the 2200s Refit, it had more upgrades towards a science vessel than combat, with improved sensors, speed and facilities to fulfill its new role. To protect the D'kyr from dangers, both combat and in its scientific studies, it has advanced shielding with regenerating systems. Make following changes to D'kyr or 2200s Refit D'kyr to make 2400s Refit: Add all benefits of 2200s Refit; Reduce Crew compliment to 120; Increase Passenger Capacity to 80; Increase Max Warp speed to 9.5, cruising speed 6.5; Replace shields with Heavy Shields, Shield HP change to 6075 hp; Shields regenerate 20 HP per round; Replace Class IV sensors with Class VI; Add Astrometrics, Advanced Science Lab; Add Emergency Warp Jump; PDC: +3 Res +2 [B]Secondary Deflector Array[/B] Deflector Arrays are used to protect ships from microscopic debris, asteroids and other objects that might collide with the ship, especially at warp speeds. The dish is also capable of projecting other types of energies, such as gravitons, antiprotons, etc, allowing it to be used in multiple different ways for scientific research or other purposes. One such purpose is extending the basic deflections ability, and extend the main shields of the ship around a target ship nearby. When an engineer uses the Restore Shield option, increase the number of HD by 25%, rounding down, when angling shields, the damage on the shielded side is reduced by 75% (round down), instead of normal half. Tractor beam range is doubled, and grants a +2 to grapple checks with the tractor beam. [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]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]Astrometrics[/B] This system is a dedicated set of extra sensors, computer systems tied into the navigation and main sensors, designed for studying space, nebulas, asteroids and other stellar phenomenon. These systems also aid in better navigation and mapping stellar routes. Provides +6 to Computer Use checks to study stellar phenomenon, nebulas, asteroids, etc. Provides +4 to all Navigation based checks, and +2 to Pilot checks to avoid stellar hazards, +6 to Knowledge: Physical Sciences, ship sensor range is doubled. Requires 1 crew per starship type, 50 tons per ship type, removes 1 weapon system, may add an additional sensor system, PDC 34. [B]Advanced Science Lab[/B] This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days. Requires a crew of 2 per ship type, takes up 70 tons of cargo per ship type, remove 1 weapon system, may add an additional sensor, PDC 40. [B]Heavy Shields[/B] These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1). PDC: Shield type +2 Restriction: Res +2 Note: Can be combined with Advanced Shield versions. [B]Emergency Warp Jump[/B] The Warp drive is upgraded from previous versions, plus has a capacitor system to allow it to jump to warp speed for a short period in an emergency, even when the warp nacelle is rotated into the hull to allow ships to land/take off. As a free action, even as a reaction, the pilot can launch the ship to Warp 1 for 2 rounds, with the computer automatically plotting a course. This is enough to cause the ship to leave a star system. However after the jump, the warp drive is inoperable for 1d4 rounds. Which can be reduced with Repair check DC 20 by 1 round, with additional round for every 5 points over the DC. [B][SIZE=7]Tal'Kyr Class[/SIZE][/B] The Tal'Kyr is a Vulcan support craft, larger than most shuttles, usually carried by a D'kyr cruiser. The ship is a long oblong, with a pointed front, and flat bottom. A circular warp nacelle system attached at the top of the hull about one-third from the rear of the ship, circling down below the hull. At the bottom of the circular nacelle is a second, smaller oblong structure, with deflector array mounted above it. Measuring 480 ft, with a crew of 25, the ships easily fit within the space in the center of the warp nacelle of the D'Kyr. The ships are armed, but very lightly, with a set of fixed forward plasma cannons, another pair of plasma cannons in a turret, with a single photonic torpedo launcher. As a support craft, it supports the ship that carries it and any allies, using tractor beams and structural integrity fields to repair a target's shield or hull. [B]Tal'Kyr (PL6-7)[/B] Type: Ultralight* (while length puts it in Light type, the narrow design keeps the weight and overall dimensions within Ultralight). Subtype: Scout/Support Size: Colossal (-8) Tactical Speed: 3500 (1500 ((150)) atmosphere) Defense: 7 (-8 size +2 Dex +3 Pilot) +1 Dodge Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 25 Hit Dice: 13d20 (260 hp), shields 325 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 480.5 ft Weight: 730 tons Targeting System Bonus: +3 Crew: 25 Trained (+4) Passenger Capacity: 5 Cargo Capacity: 40 tons Grapple Modifier: +16 Base PDC: 48 Restriction: Res (+2) Attack: Photonic Torpedo launcher -3 ranged (10d20, energy) and 2 fire-linked plasma cannons -8 ranged front arc only (21d8, fire, 3000 ft, single); or 2 fire-linked plasma cannon -3 ranged front arc only (21d8, fire, 3000 ft, single) and 2 fire-linked light plasma cannons -8 ranged turret (15d8, fire); or Photonic torpedo launcher -3 ranged (10d20, energy) and 2 fire-linked light plasma cannons -8 ranged turret (15d8, fire) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, shield dependent Engines: thrusters, ion engines, warp drive (max warp 6.5, cruising 4.5) Armour: Duranium Defense Systems: shields, autopilot, radiation shielding Sensors: Class IV Sensor, targeting system Communications: radio transceiver, subspace array Weapons: 2 fire-linked plasma cannons, 2 fire-linked plasma cannons (turret), photonic torpedo launcher (5 torpedoes) Grappling Systems: tractor beam [B]Enhance Shields[/B] The ship must be within 500 ft of target ship, as a full round action, making a ranged touch attack, fires a beam which repairs or enhances the shields of the target. With a successful touch attack, the target's shields repair 10% of max HP with a Repair check DC 18. If the shields of the target are already at max, gain a bonus 10% (round down) for 2 rounds. The ship doing the shield repair/enhancement suffers -2 to Defense. The repair rate and other modifications can be made to shields if the person on the ship has skills to do so. This ability can be used 10 rounds in a row before requiring a 5 round cool down. [B]Repair Hull[/B] The ship must be within 500 ft of the target ship, and as a full round action making a ranged touch attack, fires a beam that is part Structural Integrity Field and Tractor Beam along with materials from replicators. A successful ranged touch attack will repair the target instantly 3d20 HP with a Repair check DC 16. However if the target is moving more than 500 ft, the repaired HP is reduced by half. While repairing, the ship suffers -3 to Defense. The amount of HP repair can be increased by 1d20 for every 10 points the DC is beaten. Other abilities, skills can be used to increase the HP repaired if the person is on the ship doing the repairs. This ability can be used 10 rounds in a row before requiring a 5 round cool down. [B]Photonic Torpedo[/B] Photonic torpedoes are early 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 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 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 19 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: 30 Restriction: Mil (+3) [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]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]Tal'Kyr 2200s Refit[/SIZE][/B] The first major upgrade to the Tal'kyr, allowing it to be useful along with the D'kyr. It saw improvements in engines, slight improvement in hull reinforcement, and weapons were upgraded with modern versions. It's ability to repair and enhance shields are also upgraded. Make following changes to Tal'kyr: Decrease crew compliment to 21; Increase speed to 4000 ft; Increase Warp max speed to 7.5, cruising remains same; Increase HD to 15d20 (300 hp), shields 375 hp; Add Damage Control (1d10); Replace 2 fire-linked plasma cannons with 2 fire-linked phaser type 3; Replace 2 fire-linked light plasma cannons with 2 fire-linked phaser type 3; Replace photonic torpedo launcher with photon torpedo launcher (6 torpedoes); Enhance Shields now repairs/enhance 20% (round down); Repair Hull now repairs 4d20 HP; PDC +1. [B][SIZE=6]Tal'Kyr 2400s Refit[/SIZE][/B] The second major upgrade to the Tal'kyr, allowing it to be useful along with the D'kyr. It saw improvements in warp engines, automation, and its support systems are boosted. Make the following changes to Tal'kyr, add all bonuses from 2200s Refit: Decrease crew compliment to 14; Increase passenger capacity to 15; Change Damage Control to Improved Damage Control (2d10); Increase Warp max speed to 9, cruising 7.5; Enhance Shields now repairs/enhance 25% (round down); Repair Hull now repairs 6d20 HP; Add Astrometrics; PDC +2 [/QUOTE]
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