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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
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: 9364254" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">D7 Class Klingon Battle Cruiser</span></strong></span></p><p><span style="font-family: 'Calibri'">A class of battle cruiser in service with the Klingon Imperial Fleet during the 23rd century, introduced by Chancellor L'Rell after the Klingon-Federation War in 2257. Built along the lines of classic Klingon design, a bulbous front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with 2 fixed forward disruptors and a photon torpedo launcher, with excellent armour, and shielding for protection, with a top light speed of Warp 9, if only for 20 minutes, typically cruises at warp 7 to 8. The forward section contained the primary photon torpedo launcher, a magnetic pulse emitter, while disruptor cannons were fitted to the joining point of the warp nacelle pylons meet the main body. A small superstructure is fitted on the top at the rear of the main section, located above the four-ported impulse engines giving it decent maneuverability, which includes the shuttle bay, with room for four to six standard sized shuttles. The D7 lacked cloaking devices, as after the Klingon-Federation War rendered them somewhat useless thanks to the U.S.S. Discovery, although versions would see cloaking devices installed again after fixing the vulnerabilities of the original designs.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D7s, and created splinter groups of raiders, attacking the Federation and others.</span></p><p><span style="font-family: 'Calibri'">The Klingon Empire itself manufactures D7s for export, since the technology is obsolete, in limited quantities for a few of its allies and a number were unloaded on the Black Market to gain some quick capital in the first year after the 23 Hours.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>D7 Class (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Mediumweight</span></p><p><span style="font-family: 'Calibri'">Subtype: Cruiser</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 3000 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 11 (10 -8 size, +5 class +4 Dex) 12 with +1 Dodge</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: 30</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 190d20 (3800 hp) shield 4750 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: 748 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 120,600 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 430 (expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 20-100 (typically dedicated soldiers)</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 8000 tons</span></p><p><span style="font-family: 'Calibri'">Carried Craft: 4 shuttles</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 64</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack:</span></p><p><span style="font-family: 'Calibri'">Fire-linked Disruptor cannon type 2 -2 ranged 18d12, 4500 ft and Fire-linked Disruptor cannon type 2 -7 ranged 18d12, 4500 ft;</span></p><p><span style="font-family: 'Calibri'">Or photon torpedo launcher -1 ranged 12d20 - and Fire-linked Disruptor cannon type 2 -6 ranged 18d12, 4500 ft;</span></p><p><span style="font-family: 'Calibri'">Or Magnetic Pulse Emitter -5 ranged (special, 5000 ft) and photon torpedo launcher -6 ranged 12d20 -</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'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6-7) Design Spec:, Agile ship, transporters, shuttlebay (6 shuttles)</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, Warp Drive 8 (Warp 9 20 min)</span></p><p><span style="font-family: 'Calibri'">Armour: vanadam</span></p><p><span style="font-family: 'Calibri'">Defense Systems: shields, autopilot, damage control system (3d10)</span></p><p><span style="font-family: 'Calibri'">Sensors: Class IV, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Radiotransceiver, subspace transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 disruptor cannon type 2, 1 photon torpedo launcher (100 torpedoes), magnetic pulse emitter</span></p><p><span style="font-family: 'Calibri'">Grappling Systems: tractor beam</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">D7s will try to lead combat with the Magnetic Pulse emitter followed with a photon torpedo to rip through weakened shielding, then following attacks will alternate between two disruptor cannon attacks and disruptor cannon with photon torpedo.</span></p><p><span style="font-family: 'Calibri'">If more than one D7 working together, they will stagger their Magnetic Pulse emitter attacks so that the multiple strikes overwhelm the target's containment fields causing warp core breach faster so the group can focus on next target. One ship will typically try to draw the fire of the target while the other moves to a position to make its next magnetic pulse attack, then the second target will draw the target's attention while the first ship will break off for its magnetic pulse while cloaking.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">D7 mk2</span></strong></span></p><p><span style="font-family: 'Calibri'">The second version of the D7 saw improvements in weapons and redesigned impulse engines, improved shields, but reduced warp speed. The disruptor cannons are replaced with heavy disruptor cannon type 2s, still fixed forward plus two disruptor array type 2s are installed to allow it to attack foes in all directions, heavier shields are installed, the magnetic pulse emitter was removed on newly built ones, although refitted ones retained it. Cloaking devices were also installed on mk2s after a short lived alliance between the Klingon Empire and the Romulan Star Empire was made before it broke down, which provided the Romulans with D7s.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to D7 to make a D7 mk2:</span></p><p><span style="font-family: 'Calibri'">Replace shields with heavy shields, increase shield hit points to shield 5700 hp;</span></p><p><span style="font-family: 'Calibri'">Replace disruptor type 2 with heavy disruptor cannons type 2;</span></p><p><span style="font-family: 'Calibri'">Add 2 Disruptor Array Type 2s;</span></p><p><span style="font-family: 'Calibri'">Remove Magnetic Pulse on newly built ones, optional on refitted models;</span></p><p><span style="font-family: 'Calibri'">Reduce maximum warp speed to Warp 7.5;</span></p><p><span style="font-family: 'Calibri'">Add Cloaking Device;</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>Combat</strong></span></p><p><span style="font-family: 'Calibri'">D7 mk2 follow similar tactics as the originals, except instead of using the magnetic pulse weapon, they'll start combat cloaked if they can, or after a phaser and photon torpedo attack, will cloak to move into a better position to make its next attack. Groups will cloak half its forces and alternate between groups attacking and cloaked to regenerate shields and make repairs if required.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Akif Class</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the D7 were D7s sold to the Romulan Star Empire, modified with Romulan operating systems and fitted with a cloaking device. These were only used by the Romulan Star Empire during the 23rd century when the Klingons and Romulans had an alliance, before relations broke down.</span></p><p><span style="font-family: 'Calibri'">Make following changes to D7 to make Akif:</span></p><p><span style="font-family: 'Calibri'">Add cloaking Device;</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>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>Disruptor Cannon Type 2</strong></span></p><p><span style="font-family: 'Calibri'">Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, 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.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4500 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 41</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Note: -1 to attack</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Disruptor Array Type 2</strong></span></p><p><span style="font-family: 'Calibri'">Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 12d12 full power shots.</span></p><p><span style="font-family: 'Calibri'">Damage: 10d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 43</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Disruptor Cannon Type 2</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Damage: 16d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4500 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Colossal</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 45</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Note: -2 to attack rolls, ignores 15 points of hardness/DR.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magnetic Pulse</strong></span></p><p><span style="font-family: 'Calibri'">This is an experimental weapon developed by the Klingon Empire in an attempt to create an ultimate weapon. It failed to meet expectations, but if used wisely it can be a devastating weapon.</span></p><p><span style="font-family: 'Calibri'">This energy weapon fires a specialized pulse of energy contained within a magnetic field that upon impact with a target, it causes damage to the shields and partly passes through them to damage the hull. The weapon also destabilizes the magnetic containment fields of the anti-matter pods of ships with matter/anti-matter power sources. The weapon deals 5d20 points of energy damage to shields plus half damage direct to the hull, ignoring half the hardness provided by the armour unless the armour has a magnetic protection in it, or the ship has a magnetic field or shields activated, in which case damage to hull and shields is halved. The target hit must make a Fortitude save DC 17 +1 per times hit by the Magnetic Pulse. Ships get a base Fortitude save bonus based on type (ultralight -1, light +0, mediumweight +1, heavy +2, superheavy +3. Ships do not use pilot's Fortitude bonus or modifiers). On a failed save the target's anti-matter pods start to destabilize, causing power reductions, with a 50% chance of causing a warp core breach in 1d6+2 rounds. Engineers must make a Repair check DC 30 + 1/times the ship was struck with a Magnetic Pulse to repair the containment systems. During this time, the ship suffers -25% speed (rounding down to nearest 500 ft), reduce weapon damage by 25%, range by 25%.</span></p><p><span style="font-family: 'Calibri'">These weapons are large, and slow to fire, requiring at least a destroyer to mount even one (minimum ship size colossal, type light, subtype destroyer or larger) and takes up two weapons worth to the limit that the ship can carry. The weapon can only be fired once every other round, suffers -4 to attack rolls as the weapon is inaccurate.</span></p><p><span style="font-family: 'Calibri'">Damage: Special, see description</span></p><p><span style="font-family: 'Calibri'">Damage Type: Special, see description</span></p><p><span style="font-family: 'Calibri'">Range Increment: 5000 feet</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single, every other round</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Colossal (Light type: destroyer subtype or larger)</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 51</span></p><p><span style="font-family: 'Calibri'">Restriction: Rare Military (+5)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Photon Torpedo</strong></span></p><p><span style="font-family: 'Calibri'">Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.</span></p><p> <span style="font-family: 'Calibri'">At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.</span></p><p><span style="font-family: 'Calibri'">Damage: varies</span></p><p><span style="font-family: 'Calibri'">Damage Type: Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: -</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Shields</strong></span></p><p><span style="font-family: 'Calibri'">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).</span></p><p><span style="font-family: 'Calibri'">PDC: Shield type +2</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><span style="font-size: 22px">D7A K't'agga, aka Painbringer Class</span></strong></span></p><p><span style="font-family: 'Calibri'">The D7A K't'agga is a variant of the D7 battlecruiser, that is very similar in design, however it is slightly shorter, the rear hull is a little larger. It removes the torpedo launcher, carries 7 shuttles, up to 400 troops, allowing it to fill the role of a troop transport as well as combat vessel. To aid in the role of troop transport, the D7A comes with 3 standard transporters (6 person), 5 combat deployment (22 person), 1 evacuation (18 person) and 2 cargo transporters.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>D7A K't'agga Class (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Mediumweight</span></p><p><span style="font-family: 'Calibri'">Subtype: Cruiser</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 3000 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 7 (10 -8 size +3 class +2 dex) +1 Dodge</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 5</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 5</span></p><p><span style="font-family: 'Calibri'">Hardness: 30</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 170d20 (3400 hp) shield 4250 hp</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Length: 709 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 100,300 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 200 (trained +4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 20 + 320 troops</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 6000 tons</span></p><p><span style="font-family: 'Calibri'">Carried Craft: 7 shuttles</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 63</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack:</span></p><p><span style="font-family: 'Calibri'">Fire-linked Disruptor cannon type 2 -6 ranged (18d12, 20x3, fire/energy, 4500 ft) and disruptor array -11 ranged (10d12, 20x3, fire/energy, 4000 ft, turret); or</span></p><p><span style="font-family: 'Calibri'">Disruptor array type 2 -6 ranged (10d12, 20x3, fire/energy, 4000 ft, turret) and Disruptor array type 2 -11 ranged (10d12, 20x3, fire/energy, 4000 ft, turret)</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'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6-7) Design Spec:, Agile ship, combat transporters, shuttlebay (7 shuttles), barracks, medbay</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, Warp Drive 8 (cruising 6)</span></p><p><span style="font-family: 'Calibri'">Armour: vanadam</span></p><p><span style="font-family: 'Calibri'">Defense Systems: heavy shields, autopilot, damage control system (3d10)</span></p><p><span style="font-family: 'Calibri'">Sensors: Class IV, targeting system</span></p><p><span style="font-family: 'Calibri'">Communications: Radiotransceiver, subspace transceiver</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 disruptor cannon type 2, 2 disruptor array type 2 </span></p><p><span style="font-family: 'Calibri'">Grappling Systems: tractor beam</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">The Painbringer class will usually work with other ships that will act as its escort, it will fire weapons to lower the shields of its target along with its escorts, then transport troops over before moving back out of combat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat Transporters</strong></span></p><p><span style="font-family: 'Calibri'">Combat transporters are rated to transport a large number of troops down to a planet quickly. Each capable of transporting 22 troops in a round, able to cycle and ready to transport another group next round if all troops are able to get onto the pad quickly. With all 5 transporters running at once, a K't'agga can transport 110 troops in a single round if all troops are in position. Typically transports 12 troops per transporter in combat formation each round.</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>Disruptor Cannon Type 2</strong></span></p><p><span style="font-family: 'Calibri'">Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, 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.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4500 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 41</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Note: -1 to attack</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Disruptor Array Type 2</strong></span></p><p><span style="font-family: 'Calibri'">Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 12d12 full power shots.</span></p><p><span style="font-family: 'Calibri'">Damage: 10d12, 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 4000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 43</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9364254, member: 6668634"] [FONT=Calibri][B][SIZE=7]D7 Class Klingon Battle Cruiser[/SIZE][/B] A class of battle cruiser in service with the Klingon Imperial Fleet during the 23rd century, introduced by Chancellor L'Rell after the Klingon-Federation War in 2257. Built along the lines of classic Klingon design, a bulbous front section that contains bridge, several other systems and some weapons, connected to the rear main section by a narrow, long 'neck', with wing-like structures on the sides of the rear section, angling down that end in angular warp nacelles, giving it an avian-like form. Armed with 2 fixed forward disruptors and a photon torpedo launcher, with excellent armour, and shielding for protection, with a top light speed of Warp 9, if only for 20 minutes, typically cruises at warp 7 to 8. The forward section contained the primary photon torpedo launcher, a magnetic pulse emitter, while disruptor cannons were fitted to the joining point of the warp nacelle pylons meet the main body. A small superstructure is fitted on the top at the rear of the main section, located above the four-ported impulse engines giving it decent maneuverability, which includes the shuttle bay, with room for four to six standard sized shuttles. The D7 lacked cloaking devices, as after the Klingon-Federation War rendered them somewhat useless thanks to the U.S.S. Discovery, although versions would see cloaking devices installed again after fixing the vulnerabilities of the original designs. In Coreline, the Klingon Empire used any of these old ships that were available to maintain order and protect themselves during the chaotic first few weeks. While the Klingon Empire stabilized, with some help from the Federation, some Klingons from the era of Captain Kirk that weren't happy with an alliance with the Federation, took as many ships as they could, including large amounts of D7s, and created splinter groups of raiders, attacking the Federation and others. The Klingon Empire itself manufactures D7s for export, since the technology is obsolete, in limited quantities for a few of its allies and a number were unloaded on the Black Market to gain some quick capital in the first year after the 23 Hours. [B]D7 Class (PL6)[/B] Type: Mediumweight Subtype: Cruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 11 (10 -8 size, +5 class +4 Dex) 12 with +1 Dodge Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 190d20 (3800 hp) shield 4750 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 748 ft Weight: 120,600 tons Targeting System Bonus: +3 Crew: 430 (expert +8) Passenger Capacity: 20-100 (typically dedicated soldiers) Cargo Capacity: 8000 tons Carried Craft: 4 shuttles Grapple Modifier: +16 Base PDC: 64 Restriction: Mil (+3) Attack: Fire-linked Disruptor cannon type 2 -2 ranged 18d12, 4500 ft and Fire-linked Disruptor cannon type 2 -7 ranged 18d12, 4500 ft; Or photon torpedo launcher -1 ranged 12d20 - and Fire-linked Disruptor cannon type 2 -6 ranged 18d12, 4500 ft; Or Magnetic Pulse Emitter -5 ranged (special, 5000 ft) and photon torpedo launcher -6 ranged 12d20 - Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, shuttlebay (6 shuttles) Engines: thrusters, Warp Drive 8 (Warp 9 20 min) Armour: vanadam Defense Systems: shields, autopilot, damage control system (3d10) Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 disruptor cannon type 2, 1 photon torpedo launcher (100 torpedoes), magnetic pulse emitter Grappling Systems: tractor beam [B]Combat[/B] D7s will try to lead combat with the Magnetic Pulse emitter followed with a photon torpedo to rip through weakened shielding, then following attacks will alternate between two disruptor cannon attacks and disruptor cannon with photon torpedo. If more than one D7 working together, they will stagger their Magnetic Pulse emitter attacks so that the multiple strikes overwhelm the target's containment fields causing warp core breach faster so the group can focus on next target. One ship will typically try to draw the fire of the target while the other moves to a position to make its next magnetic pulse attack, then the second target will draw the target's attention while the first ship will break off for its magnetic pulse while cloaking. [B][SIZE=6]D7 mk2[/SIZE][/B] The second version of the D7 saw improvements in weapons and redesigned impulse engines, improved shields, but reduced warp speed. The disruptor cannons are replaced with heavy disruptor cannon type 2s, still fixed forward plus two disruptor array type 2s are installed to allow it to attack foes in all directions, heavier shields are installed, the magnetic pulse emitter was removed on newly built ones, although refitted ones retained it. Cloaking devices were also installed on mk2s after a short lived alliance between the Klingon Empire and the Romulan Star Empire was made before it broke down, which provided the Romulans with D7s. Make the following changes to D7 to make a D7 mk2: Replace shields with heavy shields, increase shield hit points to shield 5700 hp; Replace disruptor type 2 with heavy disruptor cannons type 2; Add 2 Disruptor Array Type 2s; Remove Magnetic Pulse on newly built ones, optional on refitted models; Reduce maximum warp speed to Warp 7.5; Add Cloaking Device; PDC: +2 [B]Combat[/B] D7 mk2 follow similar tactics as the originals, except instead of using the magnetic pulse weapon, they'll start combat cloaked if they can, or after a phaser and photon torpedo attack, will cloak to move into a better position to make its next attack. Groups will cloak half its forces and alternate between groups attacking and cloaked to regenerate shields and make repairs if required. [B][SIZE=6]Akif Class[/SIZE][/B] This variant of the D7 were D7s sold to the Romulan Star Empire, modified with Romulan operating systems and fitted with a cloaking device. These were only used by the Romulan Star Empire during the 23rd century when the Klingons and Romulans had an alliance, before relations broke down. Make following changes to D7 to make Akif: Add cloaking Device; PDC +1 [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]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 12d12 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]Disruptor Array Type 2[/B] Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 12d12 full power shots. Damage: 10d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 43 Restriction: Mil (+3) [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]Magnetic Pulse[/B] This is an experimental weapon developed by the Klingon Empire in an attempt to create an ultimate weapon. It failed to meet expectations, but if used wisely it can be a devastating weapon. This energy weapon fires a specialized pulse of energy contained within a magnetic field that upon impact with a target, it causes damage to the shields and partly passes through them to damage the hull. The weapon also destabilizes the magnetic containment fields of the anti-matter pods of ships with matter/anti-matter power sources. The weapon deals 5d20 points of energy damage to shields plus half damage direct to the hull, ignoring half the hardness provided by the armour unless the armour has a magnetic protection in it, or the ship has a magnetic field or shields activated, in which case damage to hull and shields is halved. The target hit must make a Fortitude save DC 17 +1 per times hit by the Magnetic Pulse. Ships get a base Fortitude save bonus based on type (ultralight -1, light +0, mediumweight +1, heavy +2, superheavy +3. Ships do not use pilot's Fortitude bonus or modifiers). On a failed save the target's anti-matter pods start to destabilize, causing power reductions, with a 50% chance of causing a warp core breach in 1d6+2 rounds. Engineers must make a Repair check DC 30 + 1/times the ship was struck with a Magnetic Pulse to repair the containment systems. During this time, the ship suffers -25% speed (rounding down to nearest 500 ft), reduce weapon damage by 25%, range by 25%. These weapons are large, and slow to fire, requiring at least a destroyer to mount even one (minimum ship size colossal, type light, subtype destroyer or larger) and takes up two weapons worth to the limit that the ship can carry. The weapon can only be fired once every other round, suffers -4 to attack rolls as the weapon is inaccurate. Damage: Special, see description Damage Type: Special, see description Range Increment: 5000 feet Rate of Fire: Single, every other round Minimum Ship Size: Colossal (Light type: destroyer subtype or larger) Purchase DC: 51 Restriction: Rare Military (+5) [B]Photon Torpedo[/B] Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight. At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness. Damage: varies Damage Type: Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 31 Restriction: Mil (+3) [B]Heavy 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 [B][SIZE=6]D7A K't'agga, aka Painbringer Class[/SIZE][/B] The D7A K't'agga is a variant of the D7 battlecruiser, that is very similar in design, however it is slightly shorter, the rear hull is a little larger. It removes the torpedo launcher, carries 7 shuttles, up to 400 troops, allowing it to fill the role of a troop transport as well as combat vessel. To aid in the role of troop transport, the D7A comes with 3 standard transporters (6 person), 5 combat deployment (22 person), 1 evacuation (18 person) and 2 cargo transporters. [B]D7A K't'agga Class (PL6)[/B] Type: Mediumweight Subtype: Cruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 7 (10 -8 size +3 class +2 dex) +1 Dodge Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 30 Hit Dice: 170d20 (3400 hp) shield 4250 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 709 ft Weight: 100,300 tons Targeting System Bonus: +3 Crew: 200 (trained +4) Passenger Capacity: 20 + 320 troops Cargo Capacity: 6000 tons Carried Craft: 7 shuttles Grapple Modifier: +16 Base PDC: 63 Restriction: Mil (+3) Attack: Fire-linked Disruptor cannon type 2 -6 ranged (18d12, 20x3, fire/energy, 4500 ft) and disruptor array -11 ranged (10d12, 20x3, fire/energy, 4000 ft, turret); or Disruptor array type 2 -6 ranged (10d12, 20x3, fire/energy, 4000 ft, turret) and Disruptor array type 2 -11 ranged (10d12, 20x3, fire/energy, 4000 ft, turret) Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, combat transporters, shuttlebay (7 shuttles), barracks, medbay Engines: thrusters, Warp Drive 8 (cruising 6) Armour: vanadam Defense Systems: heavy shields, autopilot, damage control system (3d10) Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 disruptor cannon type 2, 2 disruptor array type 2 Grappling Systems: tractor beam [B]Combat[/B] The Painbringer class will usually work with other ships that will act as its escort, it will fire weapons to lower the shields of its target along with its escorts, then transport troops over before moving back out of combat. [B]Combat Transporters[/B] Combat transporters are rated to transport a large number of troops down to a planet quickly. Each capable of transporting 22 troops in a round, able to cycle and ready to transport another group next round if all troops are able to get onto the pad quickly. With all 5 transporters running at once, a K't'agga can transport 110 troops in a single round if all troops are in position. Typically transports 12 troops per transporter in combat formation each round. [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]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 12d12 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]Disruptor Array Type 2[/B] Disruptor arrays are similar to disruptors, except they care able to fire in beams, although weaker than a standard disruptor, but are able to act as turrets, firing in almost any direction. Can switch between 5d12 lower power or 12d12 full power shots. Damage: 10d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 43 Restriction: Mil (+3)[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top