Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9342418" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Hermes Class Scout</span></strong></span></p><p><span style="font-family: 'Calibri'">The Hermes is based on the Saladin class hull, but strips out most of the weapons and has more powerful sensors installed, used as scouts and early surveyors in Starfleet. The Hermes externally is virtually identical to the Saladin, except for missing four phasers and the torpedo launchers, the sensor dish is slightly larger. This makes logistics much lower for areas where Saladins and Hermes both operate out of, and training crew between the two classes is greatly reduced.</span></p><p><span style="font-family: 'Calibri'">The Hermes has a saucer diameter of 417 feet, with total length of 795 feet with the nacelle, height of 197 ft, total of 15 decks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hermes Class (Federation (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light</span></p><p><span style="font-family: 'Calibri'">Subtype: Scout</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 3500 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 11 </span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 7</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 7</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 75d20 (1500 hp) shields 1850 hp</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +4</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +4</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Length: 623 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 73,640 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 60 (expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 10</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 500 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 58</span></p><p><span style="font-family: 'Calibri'">Restriction: Federation Military (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack: </span></p><p><span style="font-family: 'Calibri'">2 fire-linked Type 3 Phaser -1 ranged 15d10 (5000 ft, energy/fire, s) and 2 fire-linked type 3 phaser -6 ranged 15d10 (5000 ft, energy/fire, s);</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity: </span></p><p><span style="font-family: 'Calibri'">none</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, Enhanced Sensors, replicators, shuttle bay (3 shuttles), brig (10 prisoners)</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7)</span></p><p><span style="font-family: 'Calibri'">Armour: Heavy Ditanium Alloy</span></p><p><span style="font-family: 'Calibri'">Defense Systems: shields, improved autopilot, damage control (2d10)</span></p><p><span style="font-family: 'Calibri'">Sensors: Class IV, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: radio transceiver, subspace array</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 type 3 phasers</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: tractor beam</span></p><p><span style="font-family: 'Calibri'">Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Phaser Type 3</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Damage: 10d10</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 5000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 33</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Ditanium Alloy (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Enhanced Sensors</strong></span></p><p><span style="font-family: 'Calibri'">The sensors on the equipped ship are more powerful than standard, able to operate at double the range of normal for their class, and grants +2 to Computer Use checks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Agile Ships</strong></span></p><p><span style="font-family: 'Calibri'">All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Easy to Repair</strong></span></p><p><span style="font-family: 'Calibri'">Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Swiss-Army Tech</strong></span></p><p><span style="font-family: 'Calibri'">Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Shield Dependent</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Variants</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Cygnus Subclass</span></strong></span></p><p><span style="font-family: 'Calibri'">The Cygnus is a Hermes variant designed for command and diplomatic couriers. The ships have improved communications, Control and Command systems and guest quarters and spaces for diplomatic meetings, and guest quarters are improved and lavish for diiplomats.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Hermes or Hermes Refit:</span></p><p><span style="font-family: 'Calibri'">Increase crew capacity to 90 (usually diplomats and their staff);</span></p><p><span style="font-family: 'Calibri'">Increase passenger capacity to 30;</span></p><p><span style="font-family: 'Calibri'">Reduce cargo capacity to 350 tons;</span></p><p><span style="font-family: 'Calibri'">Add Diplomatic Suite;</span></p><p><span style="font-family: 'Calibri'">Add C&C Suite;</span></p><p><span style="font-family: 'Calibri'">PDC: +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Diplomatic Suite</strong></span></p><p><span style="font-family: 'Calibri'">The ship has improved built in translator systems, databases and other amenities for improved diplomatic relations. Federation diplomats assigned to the ship gain +2 to their checks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>C&C Suite</strong></span></p><p><span style="font-family: 'Calibri'">Captains, or higher ranked officers operating on the ship, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Hermes Refit</span></strong></span></p><p><span style="font-family: 'Calibri'">The Hermes Refit released in the 2270s, saw some improvements, similar to the Constitution class, improved phasers, warp drive, computer systems. With these improvements, the sensor/deflector dish that hang from the bottom of the hull is now integrated into the hull, removing that weakness from the design. The Refit is also incorporates Duranium into the design, making the starship more resilient. With the improvements, the phasers can be linked together to all fire in the forward arc instead of only a single pair, giving it a heavier strike capability in the forward arc, improving the chance of a quick kill, but reduces its ability to fire in other arcs.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Saladin:</span></p><p><span style="font-family: 'Calibri'">Increase Hit Dice to 76d20 (1520), shields to 1875;</span></p><p><span style="font-family: 'Calibri'">Replace heavy ditanium alloy armour with duranium (hardness changes to 25);</span></p><p><span style="font-family: 'Calibri'">Replace Phaser Type 3 with Phaser Type 4 (18d10, 5500 ft, semi);</span></p><p><span style="font-family: 'Calibri'">Replace targeting system with improved targeting system (increase attack rolls by +2);</span></p><p><span style="font-family: 'Calibri'">Enhanced Sensors range now 2.5 times standard, and grants +4 to checks; </span></p><p><span style="font-family: 'Calibri'">PDC +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Duranium (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Hardness: 25</span></p><p><span style="font-family: 'Calibri'">Tactical Speed Penalty -500 ft (-1 square)</span></p><p><span style="font-family: 'Calibri'">Weight: One-tenth the weight of the starship (rounded down)</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Phaser Type 4</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d10</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 5500 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 35</span></p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 9342418, member: 6668634"] [FONT=Calibri][B][SIZE=7]Hermes Class Scout[/SIZE][/B] The Hermes is based on the Saladin class hull, but strips out most of the weapons and has more powerful sensors installed, used as scouts and early surveyors in Starfleet. The Hermes externally is virtually identical to the Saladin, except for missing four phasers and the torpedo launchers, the sensor dish is slightly larger. This makes logistics much lower for areas where Saladins and Hermes both operate out of, and training crew between the two classes is greatly reduced. The Hermes has a saucer diameter of 417 feet, with total length of 795 feet with the nacelle, height of 197 ft, total of 15 decks. [B]Hermes Class (Federation (PL6)[/B] Type: Light Subtype: Scout Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 11 Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 20 Hit Dice: 75d20 (1500 hp) shields 1850 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 623 ft Weight: 73,640 tons Targeting System Bonus: +3 Crew: 60 (expert +8) Passenger Capacity: 10 Cargo Capacity: 500 tons Grapple Modifier: +16 Base PDC: 58 Restriction: Federation Military (+3) Attack: 2 fire-linked Type 3 Phaser -1 ranged 15d10 (5000 ft, energy/fire, s) and 2 fire-linked type 3 phaser -6 ranged 15d10 (5000 ft, energy/fire, s); Attack of Opportunity: none Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, Enhanced Sensors, replicators, shuttle bay (3 shuttles), brig (10 prisoners) Engines: thrusters, ion engines, warp drive (max warp 8.5, cruising warp 7) Armour: Heavy Ditanium Alloy Defense Systems: shields, improved autopilot, damage control (2d10) Sensors: Class IV, targeting system Communications: radio transceiver, subspace array Weapons: 2 type 3 phasers Grappling Systems: tractor beam Note: On a critical hit, there is a 10% chance of striking the sensor/deflector dish, reducing sensor range and bonuses by half until repaired. [B]Phaser Type 3[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships. Damage: 10d10 Damage Type: Fire/Energy Range Increment: 5000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 33 Restriction: Res (+2) [B]Heavy Ditanium Alloy (PL5-6)[/B] Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space. Hardness: 20 Base Purchase Modifier: 14 + one-half base purchase DC of the starship. [B]Enhanced Sensors[/B] The sensors on the equipped ship are more powerful than standard, able to operate at double the range of normal for their class, and grants +2 to Computer Use checks. [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. [/FONT] [COLOR=black][FONT=Calibri][B]Shield Dependent[/B] Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.[/FONT][/COLOR] [FONT=Calibri] [B][SIZE=6]Variants[/SIZE] [SIZE=5]Cygnus Subclass[/SIZE][/B] The Cygnus is a Hermes variant designed for command and diplomatic couriers. The ships have improved communications, Control and Command systems and guest quarters and spaces for diplomatic meetings, and guest quarters are improved and lavish for diiplomats. Make following changes to Hermes or Hermes Refit: Increase crew capacity to 90 (usually diplomats and their staff); Increase passenger capacity to 30; Reduce cargo capacity to 350 tons; Add Diplomatic Suite; Add C&C Suite; PDC: +2 [B]Diplomatic Suite[/B] The ship has improved built in translator systems, databases and other amenities for improved diplomatic relations. Federation diplomats assigned to the ship gain +2 to their checks. [B]C&C Suite[/B] Captains, or higher ranked officers operating on the ship, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2. [B][SIZE=5]Hermes Refit[/SIZE][/B] The Hermes Refit released in the 2270s, saw some improvements, similar to the Constitution class, improved phasers, warp drive, computer systems. With these improvements, the sensor/deflector dish that hang from the bottom of the hull is now integrated into the hull, removing that weakness from the design. The Refit is also incorporates Duranium into the design, making the starship more resilient. With the improvements, the phasers can be linked together to all fire in the forward arc instead of only a single pair, giving it a heavier strike capability in the forward arc, improving the chance of a quick kill, but reduces its ability to fire in other arcs. Make following changes to Saladin: Increase Hit Dice to 76d20 (1520), shields to 1875; Replace heavy ditanium alloy armour with duranium (hardness changes to 25); Replace Phaser Type 3 with Phaser Type 4 (18d10, 5500 ft, semi); Replace targeting system with improved targeting system (increase attack rolls by +2); Enhanced Sensors range now 2.5 times standard, and grants +4 to checks; PDC +1 [B]Duranium (PL6)[/B] Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft. Hardness: 25 Tactical Speed Penalty -500 ft (-1 square) Weight: One-tenth the weight of the starship (rounded down) Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies. [B]Phaser Type 4[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 5500 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 35[/FONT] Restriction: Mil (+3) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top