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<blockquote data-quote="kronos182" data-source="post: 9364755" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">K't'inga Class Klingon Battle Cruiser</span></strong></span></p><p><span style="font-family: 'Calibri'">The K't'inga is based on the D7 hull, built in the late 2200s and early 2300s, serving into the late 2300s, with a command section forward, with a half hemisphere lower section, a long neck connecting it to the rear 'wing', which angles down, with a pair of rectangular warp nacelles hanging below at the ends, a super structure at the rear on top houses impulse engines and shuttle bay. While it appears superficially like the D7, it is longer, more heavily armoured and armed, with more advanced systems.</span></p><p><span style="font-family: 'Calibri'">Armed with forward and rear photon torpedo launchers, fixed forward and rear heavy disruptors, disruptor arrays to function as turrets, and cloaking device is standard, which is an improvement over the D7. The K't'inga makes the backbone of the Klingon Empire fleet, only with birds of prey out numbering them. While being replaced by Vorchas, the K't'inga is still reliable.</span></p><p><span style="font-family: 'Calibri'">First models of the K't'inga were actually slower at warp speeds than the D7s, but had more efficient drives, allowing them to maintain at higher speeds longer.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>K't'inga Class (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Mediumweight</span></p><p><span style="font-family: 'Calibri'">Subtype: Battlecruiser</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) +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: 205d20 (4000 hp) shield 7500 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: 1146.8 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: 400 (expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 100-300 (typically dedicated soldiers)</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 2000 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 66</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack:</span></p><p><span style="font-family: 'Calibri'">2 Fire-linked Heavy Disruptor Type 2 cannon (front or rear arc) -2 ranged 24d12 (20x3, fire/energy, 4000 ft, s, ignore 15 points of hardness) and Photon Torpedo -5 12d20 (energy, -);</span></p><p><span style="font-family: 'Calibri'">Or 2 Fire-linked Heavy Disruptor Type 2 cannon (front or rear arc) -2 ranged 24d12 (20x3, fire/energy, 4000 ft, s, ignore 15 points of hardness) and Disruptor Array Type 2 -5 ranged 10d12 (20x3, fire/energy, 4000 ft, s);</span></p><p><span style="font-family: 'Calibri'">Or Disruptor Array Type 2 - ranged 10d12 (20x3, fire/energy, 4000 ft, s) and Disruptor Array Type 2 -5 ranged 10d12 (20x3, fire/energy, 4000 ft, 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'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6-7) Design Spec:, Agile ship, transporters, basic sickbay, replicators, shuttlebay (7 shuttles), Defender of Honour</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, Warp Drive (Warp 7.5, max warp 8 for 12 hrs)</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), sensor jammer, cloaking device, radiation shielding</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 Two-firelinked heavy disruptor cannon type 2, 2 Type 2 disruptor arrays, 2 photon torpedo launcher (100 torpedoes each), </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'">These ships are potent combat ships, using their cloaking device to allow them to strike while hidden, leading with a disruptor and torpedo strike, then alternating between mixed disruptors and disruptor and torpedo attacks. When working with multiple K't'ingas or other ships that can cloak, will alternate between half the ships cloaked to get into striking position while other ships attack and lure their targets into position for the cloaked ones, and switch between rolls. This tactic is particularly used when target is protecting something.</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>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>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>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>Defender of Honour</strong></span></p><p><span style="font-family: 'Calibri'">When fighting to defend an ally, increase bonus to attack rolls by +1 and increase damage by +1 die. If within 1000 ft of designated ally, can make a Reflex roll DC equal or greater than the attacker's attack roll, the ship moves to intercept the attack and suffers the damage instead.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">K'T'inga Mk2</span></strong></span></p><p><span style="font-family: 'Calibri'">The Mk2 is an early to mid 2300s upgrade to the K'T'inga, adding improved targeting systems, minor upgrades to the hull and shielding, reduction in crew compliment and improved warp drive speeds.</span></p><p><span style="font-family: 'Calibri'">Make following changes to K'T'inga to create a Mk2:</span></p><p><span style="font-family: 'Calibri'">Increase HD to 208d20 (4160 hp), shields 7800 hp;</span></p><p><span style="font-family: 'Calibri'">Increase Hardness to 32;</span></p><p><span style="font-family: 'Calibri'">Reduce crew compliment to 350;</span></p><p><span style="font-family: 'Calibri'">Increase maximum warp speed to 8.5 for a maximum of 20 hours;</span></p><p><span style="font-family: 'Calibri'">Add Improved Targeting System (increase attack bonus for all weapons by +2</span></p><p><span style="font-family: 'Calibri'">Add 2 two fire-linked Disruptor cannon Type 3 (2 forward, 2 rear), replaces the Disruptor arrays in forward and rear attacks (21d12 damage);</span></p><p><span style="font-family: 'Calibri'">Two optional extra attacks in any arc (fore, rear, either sides) of Disruptor Array Type 2;</span></p><p><span style="font-family: 'Calibri'">Add Concussive Charge weapon (mine type weapon with 10 mines);</span></p><p><span style="font-family: 'Calibri'">Add Relentless Assault;</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>Relentless Assault</strong></span></p><p><span style="font-family: 'Calibri'">As a standard action, the engineer can divert massive amounts of energy from the ship's engines and divert it to the weapons, temporarily shutting down the warp drive. For the following 5 rounds, the warp drive is unavailable, however the ship's phasers deal 50% more damage, have range increased by +1000 feet, and the gunner can make additional attacks with the phasers up to their Dex modifier or a maximum of 4 additional attacks at -5 to attack roll for each additional attack. After the 5 rounds, the warp drive is available, but the phasers lose the fire-linked for 2 rounds (dealing only 12d10).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Disruptor Cannon Type 3</strong></span></p><p><span style="font-family: 'Calibri'">Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots.</span></p><p><span style="font-family: 'Calibri'">Damage: 14d12, 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: 42</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Note: -1 to attack</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Concussive Charge</strong></span></p><p><span style="font-family: 'Calibri'">These weapons are a type of mine that release a burst of energy that damages anything within its blast radius, but can also knock ships that survive the blast off course.</span></p><p><span style="font-family: 'Calibri'">Damage: 5d100</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: Half energy, half concussive</span></p><p><span style="font-family: 'Calibri'">Range Increment: -</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: -</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Colossal</span></p><p><span style="font-family: 'Calibri'">PDC: 39</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil +3</span></p><p><span style="font-family: 'Calibri'">Notes: Ships in the blast radius must make Pilot check DC 21 or be knocked off course and lose control. Making the save the ship is shakened for 1 round, failure the ship loses control, knocked off course, if was at warp knocked out of warp and suffers 50% more damage. If failed by 5 or more, ship is stunned for 1d4 rounds, thrown 1d4x500 feet.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">K't'inga Mk3</span></strong></span></p><p><span style="font-family: 'Calibri'">This version of the K't'inga was produced in late 2300s and early 2400s, assigned to experienced commanders that preferred the classic design over the Vorcha. While not quite as powerful as second generation Vorchas and other ships, the K't'inga is still formidable craft. Upgrades include improved automation for reduced crew, which allowed larger troop capacity and larger shuttle bay, upgraded weapons and engines. The armour has been updated, and the shields have a modification as an experiment for possible use on other ship designs.</span></p><p><span style="font-family: 'Calibri'">Make following changes to K't'inga or K't'inga mk2:</span></p><p><span style="font-family: 'Calibri'">Increase HD to 210d20 (4200 hp), shields 7875 hp;</span></p><p><span style="font-family: 'Calibri'">Increase Hardness to 32;</span></p><p><span style="font-family: 'Calibri'">Reduce crew compliment to 300;</span></p><p><span style="font-family: 'Calibri'">Increase Passenger/Troop capacity to 400;</span></p><p><span style="font-family: 'Calibri'">Increase maximum warp speed to 9.5 for a maximum of 20 hours;</span></p><p><span style="font-family: 'Calibri'">Add Improved Targeting System (increase attack bonus for all weapons by +2</span></p><p><span style="font-family: 'Calibri'">Add 2 two fire-linked Disruptor cannon Type 3 (2 forward, 2 rear), replaces the Disruptor arrays in forward and rear attacks (21d12 damage);</span></p><p><span style="font-family: 'Calibri'">Replace Heavy Disruptor Cannon Type 2 with Heavy Disruptor Type 3;</span></p><p><span style="font-family: 'Calibri'">Replace Disruptor Array Type 2 with Type 3;</span></p><p><span style="font-family: 'Calibri'">Two optional extra attacks in any arc (fore, rear, either sides) of Disruptor Array Type 3;</span></p><p><span style="font-family: 'Calibri'">Increase Photon Torpedo payload to 150 each (total 300 torpedoes);</span></p><p><span style="font-family: 'Calibri'">Add Concussive Charge weapon (mine type weapon with 15 mines);</span></p><p><span style="font-family: 'Calibri'">Add Relentless Assault;</span></p><p><span style="font-family: 'Calibri'">Shields gain Energy Resistance 30 (not applicable to acid, sonic, positron, neutron type energies);</span></p><p><span style="font-family: 'Calibri'">Critical Threat Range for Disruptor type weapons increases by 1 (19-20 instead of 20, etc);</span></p><p><span style="font-family: 'Calibri'">PDC: +4</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">K't'inga Flight Deck Carrier</span></strong></span></p><p><span style="font-family: 'Calibri'">This variant of the K't'inga changes the battlecruiser into a light carrier, enlarging the rear hull vertically to allow for a through deck hanger. Troop barracks are given over to pilots, flight crew and deck hands for the hanger. Storage is given over to supplies for the carried shuttles and fighters. As a support craft, it has limited weapons, carrying four Disruptor arrays and a single torpedo launcher. In addition to carrying shuttles and fighters, it can release a burst of tachyons to temporarily reveal any cloaked vessels in the area.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>K't'inga Carrier Class (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Mediumweight</span></p><p><span style="font-family: 'Calibri'">Subtype: Light Carrier</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 (10 -8 size +5 class +4 dex) +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: 205d20 (4000 hp) shield 7500 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: 1146.8 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 190,900 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 350 (expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 100-300 (pilots, flight crew and troops)</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 7000 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 65</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>Attack:</strong></span></p><p><span style="font-family: 'Calibri'">2 Fire-linked Disruptor Array Type 2 -1 ranged 18d12 (20x3, fire/energy, 4500 ft, s) and Photon Torpedo -6 12d20 (energy, -);</span></p><p><span style="font-family: 'Calibri'">Or 2 Fire-linked Disruptor Array Type 2 -1 ranged 18d12 (20x3, fire/energy, 4500 ft, s) and 2 Fire-linked Disruptor Array Type 2 -6 ranged 18d12 (20x3, fire/energy, 4500 ft, 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'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6-7) Design Spec:, Agile ship, transporters, basic sickbay, replicators, Flight Deck, Rapid Repairs, Tachyon Pulse, The Ruin of Our Enemies</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, Warp Drive (Warp 8.5, max warp 9.5 for 12 hrs)</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), sensor jammer, cloaking device, radiation shielding</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 Two Fire-linked Type 2 disruptor arrays, photon torpedo launcher (100 torpedoes), </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'">These craft are support ships, launching carried fighters and combat shuttles before cloaking to avoid combat. If suspected cloaked craft in the area, it will use its Tachyon Pulse to temporarily reveal the location of cloaked ships.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Flight Deck</strong></span></p><p><span style="font-family: 'Calibri'">The ship has a flight deck instead of a shuttle bay, with openings at the front and back, which allows for craft to launch and land at the same time safely, typically assigning one direction for each. The ship carries a mix of fighters and shuttles, capable of carrying a craft up to 500 ft long, but takes up much of its space. Can carry up to 2 craft up to 500 ft long, if narrow enough to fit inside, otherwise 20 craft up to 100 ft long. Or an additional 1 craft for every 20 feet under 100 ft long. Capable of launching up to 4 craft per round, and having 2 craft landing. Two tractor beams allows for safe landing of two craft at same time if they are disabled.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rapid Repairs</strong></span></p><p><span style="font-family: 'Calibri'">Any carried craft can be repaired in 25% less time (stacking with Easy to Repair), and repair checks repair double the HP.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tachyon Pulse</strong></span></p><p><span style="font-family: 'Calibri'">As a full round action by a science officer, the ship can produce a Tachyon Pulse that fills a 10,000 ft area centered on the ship, revealing the location, general size (ship type such as ultralight, light, etc) of any cloaked ship, allowing them to be attacked as normal, but doesn't allow targeting bonuses from systems unless ship is equipped with tachyon based/enhanced sensors. Cloaked ships are only revealed for 1d6+1 rounds before the tachyons dissipate. Useable once every other round. If the equipped ship is part of a group of ships creating a tachyon detection grid, search bonuses for detecting cloaked vessels for the whole group gain +2, and the duration to detect cloaked vessels via the tachyon detection grid, or Tachyon Pulse, or any other similar systems designed to detect cloaked objects is doubled.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>The Ruin Of Our Enemies</strong></span></p><p><span style="font-family: 'Calibri'">If the equipped ship destroys an enemy target (deals the attack that reduces target's HP to 0 or lower), all allied carried craft that are already in the fight (launched, not to be launched or currently landed that round), deal an extra +3 die of damage for all non missile/torpedo/mine weapons for 1d4+1 rounds.</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>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>Disruptor Array Type 3</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 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: 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>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><span style="font-size: 22px">I.K.S. K'Acog</span></strong></span></p><p><span style="font-family: 'Calibri'">The IKS K'Acog is a K't'inga class battlecruiser that served during the 24th century. The ship was skilled at hit and run attacks using its cloaking device. It is capable of decloaking, firing its weapons quickly and recloaking, however this costs it the ability to raise shields. In the Prime Timeline, the K'Acog was destroyed by Captain Korris and his fellows when they hijacked the Talarian freighter Batris. In Coreline, the K'Acog serves proudly in the Klingon Defense Force, protecting its boarders from raiders and pirates.</span></p><p><span style="font-family: 'Calibri'">When in combat, it will cloak, change location then decloak, attack, and cloak again and move to another location.</span></p><p><span style="font-family: 'Calibri'">Use stats for K't'inga Mk2 with following changes:</span></p><p><span style="font-family: 'Calibri'">Rapid Cloak/Decloak;</span></p><p><span style="font-family: 'Calibri'">Attack From the Shadows;</span></p><p><span style="font-family: 'Calibri'">Increase attack roll by +2;</span></p><p><span style="font-family: 'Calibri'">PDC +1 Unique</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rapid Cloak/Decloak</strong></span></p><p><span style="font-family: 'Calibri'">The equipped ship can cloak or decloak as a free action in combinate with a move.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Attack From the Shadows</strong></span></p><p><span style="font-family: 'Calibri'">The K'Acog's crew has modified their cloaking device and other systems to allow the ship to rapidly decloak to attack and cloak again. When making a single attack in the round, the ship can decloak, make its single attack, at +2 to attack roll, plus any other bonuses for stealth or surprising the target, then cloak again after the attack, and can still move, thus any opponents that are after the K'Acog in initiative order can't attack the K'Acog unless they can detect a cloaked vessel, although they can attempt to attack where the K'Acog appeared, but it usually moves after making the attack. However the ship's shields do not activate, thus if an opponent makes an attack of opportunity, such as from a point defense system, damage is dealt to the hull instead.</span></p><p><span style="font-family: 'Calibri'">Can only make this attack once per round.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9364755, member: 6668634"] [FONT=Calibri][B][SIZE=7]K't'inga Class Klingon Battle Cruiser[/SIZE][/B] The K't'inga is based on the D7 hull, built in the late 2200s and early 2300s, serving into the late 2300s, with a command section forward, with a half hemisphere lower section, a long neck connecting it to the rear 'wing', which angles down, with a pair of rectangular warp nacelles hanging below at the ends, a super structure at the rear on top houses impulse engines and shuttle bay. While it appears superficially like the D7, it is longer, more heavily armoured and armed, with more advanced systems. Armed with forward and rear photon torpedo launchers, fixed forward and rear heavy disruptors, disruptor arrays to function as turrets, and cloaking device is standard, which is an improvement over the D7. The K't'inga makes the backbone of the Klingon Empire fleet, only with birds of prey out numbering them. While being replaced by Vorchas, the K't'inga is still reliable. First models of the K't'inga were actually slower at warp speeds than the D7s, but had more efficient drives, allowing them to maintain at higher speeds longer. [B]K't'inga Class (PL6)[/B] Type: Mediumweight Subtype: Battlecruiser Size: Colossal (-8) Tactical Speed: 3000 ft Defense: 11 (10 -8 size +5 class +4 dex) +1 Dodge Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 205d20 (4000 hp) shield 7500 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 1146.8 ft Weight: 120,600 tons Targeting System Bonus: +3 Crew: 400 (expert +8) Passenger Capacity: 100-300 (typically dedicated soldiers) Cargo Capacity: 2000 tons Grapple Modifier: +16 Base PDC: 66 Restriction: Mil (+3) Attack: 2 Fire-linked Heavy Disruptor Type 2 cannon (front or rear arc) -2 ranged 24d12 (20x3, fire/energy, 4000 ft, s, ignore 15 points of hardness) and Photon Torpedo -5 12d20 (energy, -); Or 2 Fire-linked Heavy Disruptor Type 2 cannon (front or rear arc) -2 ranged 24d12 (20x3, fire/energy, 4000 ft, s, ignore 15 points of hardness) and Disruptor Array Type 2 -5 ranged 10d12 (20x3, fire/energy, 4000 ft, s); Or Disruptor Array Type 2 - ranged 10d12 (20x3, fire/energy, 4000 ft, s) and Disruptor Array Type 2 -5 ranged 10d12 (20x3, fire/energy, 4000 ft, s) Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, basic sickbay, replicators, shuttlebay (7 shuttles), Defender of Honour Engines: thrusters, Warp Drive (Warp 7.5, max warp 8 for 12 hrs) Armour: vanadam Defense Systems: heavy shields, autopilot, damage control system (3d10), sensor jammer, cloaking device, radiation shielding Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 Two-firelinked heavy disruptor cannon type 2, 2 Type 2 disruptor arrays, 2 photon torpedo launcher (100 torpedoes each), Grappling Systems: tractor beam [B]Combat[/B] These ships are potent combat ships, using their cloaking device to allow them to strike while hidden, leading with a disruptor and torpedo strike, then alternating between mixed disruptors and disruptor and torpedo attacks. When working with multiple K't'ingas or other ships that can cloak, will alternate between half the ships cloaked to get into striking position while other ships attack and lure their targets into position for the cloaked ones, and switch between rolls. This tactic is particularly used when target is protecting something. [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]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]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]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]Defender of Honour[/B] When fighting to defend an ally, increase bonus to attack rolls by +1 and increase damage by +1 die. If within 1000 ft of designated ally, can make a Reflex roll DC equal or greater than the attacker's attack roll, the ship moves to intercept the attack and suffers the damage instead. [B][SIZE=6]K'T'inga Mk2[/SIZE][/B] The Mk2 is an early to mid 2300s upgrade to the K'T'inga, adding improved targeting systems, minor upgrades to the hull and shielding, reduction in crew compliment and improved warp drive speeds. Make following changes to K'T'inga to create a Mk2: Increase HD to 208d20 (4160 hp), shields 7800 hp; Increase Hardness to 32; Reduce crew compliment to 350; Increase maximum warp speed to 8.5 for a maximum of 20 hours; Add Improved Targeting System (increase attack bonus for all weapons by +2 Add 2 two fire-linked Disruptor cannon Type 3 (2 forward, 2 rear), replaces the Disruptor arrays in forward and rear attacks (21d12 damage); Two optional extra attacks in any arc (fore, rear, either sides) of Disruptor Array Type 2; Add Concussive Charge weapon (mine type weapon with 10 mines); Add Relentless Assault; PDC: +2 [B]Relentless Assault[/B] As a standard action, the engineer can divert massive amounts of energy from the ship's engines and divert it to the weapons, temporarily shutting down the warp drive. For the following 5 rounds, the warp drive is unavailable, however the ship's phasers deal 50% more damage, have range increased by +1000 feet, and the gunner can make additional attacks with the phasers up to their Dex modifier or a maximum of 4 additional attacks at -5 to attack roll for each additional attack. After the 5 rounds, the warp drive is available, but the phasers lose the fire-linked for 2 rounds (dealing only 12d10). [B]Disruptor Cannon Type 3[/B] Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, are shorter ranged than phasers, and not as accurate, but deal greater damage. The Type 3 eskews rapid fire and multiple power levels for some damage improvement and range, switching between 7d12 and 14d12 full power shots. Damage: 14d12, 20x3 Damage Type: Fire/Energy Range Increment: 4500 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 42 Restriction: Mil (+3) Note: -1 to attack [B]Concussive Charge[/B] These weapons are a type of mine that release a burst of energy that damages anything within its blast radius, but can also knock ships that survive the blast off course. Damage: 5d100 Critical: - Damage Type: Half energy, half concussive Range Increment: - Rate of Fire: - Minimum Ship Size: Colossal PDC: 39 Restriction: Mil +3 Notes: Ships in the blast radius must make Pilot check DC 21 or be knocked off course and lose control. Making the save the ship is shakened for 1 round, failure the ship loses control, knocked off course, if was at warp knocked out of warp and suffers 50% more damage. If failed by 5 or more, ship is stunned for 1d4 rounds, thrown 1d4x500 feet. [B][SIZE=6]K't'inga Mk3[/SIZE][/B] This version of the K't'inga was produced in late 2300s and early 2400s, assigned to experienced commanders that preferred the classic design over the Vorcha. While not quite as powerful as second generation Vorchas and other ships, the K't'inga is still formidable craft. Upgrades include improved automation for reduced crew, which allowed larger troop capacity and larger shuttle bay, upgraded weapons and engines. The armour has been updated, and the shields have a modification as an experiment for possible use on other ship designs. Make following changes to K't'inga or K't'inga mk2: Increase HD to 210d20 (4200 hp), shields 7875 hp; Increase Hardness to 32; Reduce crew compliment to 300; Increase Passenger/Troop capacity to 400; Increase maximum warp speed to 9.5 for a maximum of 20 hours; Add Improved Targeting System (increase attack bonus for all weapons by +2 Add 2 two fire-linked Disruptor cannon Type 3 (2 forward, 2 rear), replaces the Disruptor arrays in forward and rear attacks (21d12 damage); Replace Heavy Disruptor Cannon Type 2 with Heavy Disruptor Type 3; Replace Disruptor Array Type 2 with Type 3; Two optional extra attacks in any arc (fore, rear, either sides) of Disruptor Array Type 3; Increase Photon Torpedo payload to 150 each (total 300 torpedoes); Add Concussive Charge weapon (mine type weapon with 15 mines); Add Relentless Assault; Shields gain Energy Resistance 30 (not applicable to acid, sonic, positron, neutron type energies); Critical Threat Range for Disruptor type weapons increases by 1 (19-20 instead of 20, etc); PDC: +4 [B][SIZE=6]K't'inga Flight Deck Carrier[/SIZE][/B] This variant of the K't'inga changes the battlecruiser into a light carrier, enlarging the rear hull vertically to allow for a through deck hanger. Troop barracks are given over to pilots, flight crew and deck hands for the hanger. Storage is given over to supplies for the carried shuttles and fighters. As a support craft, it has limited weapons, carrying four Disruptor arrays and a single torpedo launcher. In addition to carrying shuttles and fighters, it can release a burst of tachyons to temporarily reveal any cloaked vessels in the area. [B]K't'inga Carrier Class (PL6)[/B] Type: Mediumweight Subtype: Light Carrier Size: Colossal (-8) Tactical Speed: 3500 ft Defense: 11 (10 -8 size +5 class +4 dex) +1 Dodge Flat-Footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 205d20 (4000 hp) shield 7500 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 1146.8 ft Weight: 190,900 tons Targeting System Bonus: +3 Crew: 350 (expert +8) Passenger Capacity: 100-300 (pilots, flight crew and troops) Cargo Capacity: 7000 tons Grapple Modifier: +16 Base PDC: 65 Restriction: Mil (+3) [B]Attack:[/B] 2 Fire-linked Disruptor Array Type 2 -1 ranged 18d12 (20x3, fire/energy, 4500 ft, s) and Photon Torpedo -6 12d20 (energy, -); Or 2 Fire-linked Disruptor Array Type 2 -1 ranged 18d12 (20x3, fire/energy, 4500 ft, s) and 2 Fire-linked Disruptor Array Type 2 -6 ranged 18d12 (20x3, fire/energy, 4500 ft, s) Attack of Opportunity: Standard PL(6-7) Design Spec:, Agile ship, transporters, basic sickbay, replicators, Flight Deck, Rapid Repairs, Tachyon Pulse, The Ruin of Our Enemies Engines: thrusters, Warp Drive (Warp 8.5, max warp 9.5 for 12 hrs) Armour: vanadam Defense Systems: heavy shields, autopilot, damage control system (3d10), sensor jammer, cloaking device, radiation shielding Sensors: Class IV, targeting system Communications: Radiotransceiver, subspace transceiver Weapons: 2 Two Fire-linked Type 2 disruptor arrays, photon torpedo launcher (100 torpedoes), Grappling Systems: tractor beam [B]Combat[/B] These craft are support ships, launching carried fighters and combat shuttles before cloaking to avoid combat. If suspected cloaked craft in the area, it will use its Tachyon Pulse to temporarily reveal the location of cloaked ships. [B]Flight Deck[/B] The ship has a flight deck instead of a shuttle bay, with openings at the front and back, which allows for craft to launch and land at the same time safely, typically assigning one direction for each. The ship carries a mix of fighters and shuttles, capable of carrying a craft up to 500 ft long, but takes up much of its space. Can carry up to 2 craft up to 500 ft long, if narrow enough to fit inside, otherwise 20 craft up to 100 ft long. Or an additional 1 craft for every 20 feet under 100 ft long. Capable of launching up to 4 craft per round, and having 2 craft landing. Two tractor beams allows for safe landing of two craft at same time if they are disabled. [B]Rapid Repairs[/B] Any carried craft can be repaired in 25% less time (stacking with Easy to Repair), and repair checks repair double the HP. [B]Tachyon Pulse[/B] As a full round action by a science officer, the ship can produce a Tachyon Pulse that fills a 10,000 ft area centered on the ship, revealing the location, general size (ship type such as ultralight, light, etc) of any cloaked ship, allowing them to be attacked as normal, but doesn't allow targeting bonuses from systems unless ship is equipped with tachyon based/enhanced sensors. Cloaked ships are only revealed for 1d6+1 rounds before the tachyons dissipate. Useable once every other round. If the equipped ship is part of a group of ships creating a tachyon detection grid, search bonuses for detecting cloaked vessels for the whole group gain +2, and the duration to detect cloaked vessels via the tachyon detection grid, or Tachyon Pulse, or any other similar systems designed to detect cloaked objects is doubled. [B]The Ruin Of Our Enemies[/B] If the equipped ship destroys an enemy target (deals the attack that reduces target's HP to 0 or lower), all allied carried craft that are already in the fight (launched, not to be launched or currently landed that round), deal an extra +3 die of damage for all non missile/torpedo/mine weapons for 1d4+1 rounds. [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]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]Disruptor Array Type 3[/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 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: 43 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][SIZE=6]I.K.S. K'Acog[/SIZE][/B] The IKS K'Acog is a K't'inga class battlecruiser that served during the 24th century. The ship was skilled at hit and run attacks using its cloaking device. It is capable of decloaking, firing its weapons quickly and recloaking, however this costs it the ability to raise shields. In the Prime Timeline, the K'Acog was destroyed by Captain Korris and his fellows when they hijacked the Talarian freighter Batris. In Coreline, the K'Acog serves proudly in the Klingon Defense Force, protecting its boarders from raiders and pirates. When in combat, it will cloak, change location then decloak, attack, and cloak again and move to another location. Use stats for K't'inga Mk2 with following changes: Rapid Cloak/Decloak; Attack From the Shadows; Increase attack roll by +2; PDC +1 Unique [B]Rapid Cloak/Decloak[/B] The equipped ship can cloak or decloak as a free action in combinate with a move. [B]Attack From the Shadows[/B] The K'Acog's crew has modified their cloaking device and other systems to allow the ship to rapidly decloak to attack and cloak again. When making a single attack in the round, the ship can decloak, make its single attack, at +2 to attack roll, plus any other bonuses for stealth or surprising the target, then cloak again after the attack, and can still move, thus any opponents that are after the K'Acog in initiative order can't attack the K'Acog unless they can detect a cloaked vessel, although they can attempt to attack where the K'Acog appeared, but it usually moves after making the attack. However the ship's shields do not activate, thus if an opponent makes an attack of opportunity, such as from a point defense system, damage is dealt to the hull instead. Can only make this attack once per round.[/FONT] [/QUOTE]
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