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<blockquote data-quote="kronos182" data-source="post: 9438022" data-attributes="member: 6668634"><p>A variant/subclass of the Oberth from the United Federation of Planets sold to its civilians and colonies.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Oberth Class Greer subclass</span></strong></span></p><p><span style="font-family: 'Calibri'">The Greer sublcass of the Oberth is a successful variant of the Oberth mk2 that was designed to be more modular and sold almost exclusively for colonial and civilian use. The Greer is the upper hull of the Oberth, with a saucer that is connected to an extended part from its bottom third deck, which is wider than the saucer that contains the impulse engines and connects to the two warp nacelles, one on each side, but slightly longer than the original Oberth's, but overall has the same dimensions as the original and mk2. Unlike the original Oberth, all the ships systems are within this section, the warp drive, transporters, main computer, and so on. There is no lower secondary hull as standard, instead making the mounts for the pylons to the secondary hull are now modular and can easily detach and attach to different modules, as well as modular mountings and hatches along the bottom of the hull for different modules that can't be attached by the pylons. Different modules available include one that looks and functions like the standard Oberth lower secondary hull, an underslung photon torpedo launcher pod, cylinder cargo module, a mobile hospital pod and others.</span></p><p><span style="font-family: 'Calibri'">The ship typically runs with 10 crew, but can run on a minimum of 3 in emergencies, but depending on what pods are attached, can increase crew to 90 or more.</span></p><p><span style="font-family: 'Calibri'">As designed for civilian use, the maximum warp speed was reduced for a more robust warp system that designed for endurance and ease of maintenance than speed.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Oberth Class Greer Subclass (Federation (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light</span></p><p><span style="font-family: 'Calibri'">Subtype: Corvette (Scout/Science Vessel)</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 3000</span></p><p><span style="font-family: 'Calibri'">Defense: 2 (-8 size)</span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: </span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 6</span></p><p><span style="font-family: 'Calibri'">Hardness: 15</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 27d20 (500 hp) shields 600 hp</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: </span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: </span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: </span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: </span></p><p><span style="font-family: 'Calibri'">Length: 377 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 3400 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus:</span></p><p><span style="font-family: 'Calibri'">Crew: 3 to 90*</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: varies*</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 40 tons*</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 45</span></p><p><span style="font-family: 'Calibri'">Restriction: Lic (+1)</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'">Type 4 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity: </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, modular mounts, Enhanced Plasma Manifold</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, ion engines, warp drive (max warp 6.5 for 12 hours, cruising speed warp 5)</span></p><p><span style="font-family: 'Calibri'">Armour: ditanium</span></p><p><span style="font-family: 'Calibri'">Defense Systems: shields, autopilot</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III</span></p><p><span style="font-family: 'Calibri'">Communications: radio transceiver, subspace array</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 type 4 phaser</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>Phaser Type 4</strong></span></p><p><span style="font-family: 'Calibri'">Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d10</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 5500 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 35</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Enhanced Plasma Manifold</strong></span></p><p><span style="font-family: 'Calibri'">The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Modular Mounts</strong></span></p><p><span style="font-family: 'Calibri'">Where the pylons would normally mount below the warp nacelles to the secondary hull, and along the underside of the ship are a series of docking clamps, hatches and system uplinks that allow for a series of different modules that can be attached. Hit points of the modules are added to the ship's hit points (but doesn't affect the shields hit points), however the modules can be targeted separately, but doing so imposes a -1 to attack rolls to strike. I takes 5 full rounds with Pilot check DC 15 made for each of the first two rounds to maneuver and dock with the modules and systems uplink and sync with the ship's systems. Disengaging takes 1 full round and a Pilot check DC 15.</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'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Greer Modules</span></strong></span></p><p><span style="font-family: 'Calibri'">A number of various modules are available for the Greer subclass. Below are the most common available.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Oberth Secondary Hull</strong></span></p><p><span style="font-family: 'Calibri'">This is a module similar to the Oberth's secondary hull, adding all the other systems the Oberth has, including Science sensors, Science labs, a shuttle bay, photon torpedo launcher/probe launcher, etc. Crew required changes up to 90, adds 140 hit points, functions just like an Oberth Mk2.</span></p><p><span style="font-family: 'Calibri'">PDC: 31 Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Torpedo Pod</strong></span></p><p><span style="font-family: 'Calibri'">This is a photon torpedo launcher pod that has two launchers forward and rear, carrying a total of 50 torpedoes that are split between each side. Includes basic targeting system. Can be fired individually, or fire-linked increasing damage by 50%.</span></p><p><span style="font-family: 'Calibri'">Requires additional 6 crew members, adds 50 hit points, adds +2 to attack rolls with the torpedoes.</span></p><p><span style="font-family: 'Calibri'">PDC: 32, 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'"></span></p><p><span style="font-family: 'Calibri'"><strong>Phaser Pod</strong></span></p><p><span style="font-family: 'Calibri'">This pod mounts a set of fire-linked Phaser type 5s in a turret dealing 18d10, along with targeting and power systems to power them, that is attached to the belly of the ship.</span></p><p><span style="font-family: 'Calibri'">Requires additional 7 crew members, adds 50 hit points, adds +2 to attack with the Type 5 phasers, and +1 to the main phasers of the ship. Attacks to target the pod suffer -2 instead of the normal -1.</span></p><p><span style="font-family: 'Calibri'">PDC: 32 Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Phaser Type 5</strong></span></p><p><span style="font-family: 'Calibri'">Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round.</span></p><p><span style="font-family: 'Calibri'">Damage: 12d10</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 6000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 36</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>Cargo Pod</strong></span></p><p><span style="font-family: 'Calibri'">This is a long cylinder pod that mounts to the belly of the ship with pylons as well for secured hold. Can carry 550 tons that can be split up into 5 sections each up to 110 tons of cargo, with different environmental settings or carrying different types of cargo from solids, liquids, gases etc.</span></p><p><span style="font-family: 'Calibri'">Requires an additional 5 to 20 crew, adds 100 hit points.</span></p><p><span style="font-family: 'Calibri'">PDC 25</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Passenger Pod</strong></span></p><p><span style="font-family: 'Calibri'">This is a slightly angular rectangular pod that is designed to carry passengers, includes its own lift support, kitchens, and storage. Carries up to 100 people in comfortable accommodations, 40 tons of cargo for up to 4 months without using any cargo for additional food and life support.</span></p><p><span style="font-family: 'Calibri'">Requires an additional 20 crew, adds 60 hit points.</span></p><p><span style="font-family: 'Calibri'">PDC: 30</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hospital Pod</strong></span></p><p><span style="font-family: 'Calibri'">This trapezoid pod, painted white with large red cross on each side, top and bottom, is a full small mobile hospital. With large stores of drugs, anti-toxins and other medical chemicals, triage area, 4 isolation areas with 2 beds each and independent oxygen, a large cold storage area that can easily store numerous dead bodies (50 bodies), 8 suspended animation pods, 5 dedicated operating rooms, large autopsy area. Can easily treat 50 people at any given time, but can treat up to 200 people a day for 15 days before needing to resupply. Anyone performing Treat Injury checks gains +1 due to the equipment and supplies. Adds 3 members to the ship crew, plus adds 20 dedicated doctors, 40 nurses, 10 specialists, adds 140 hit points. Has air lock with extending tubes that can reach up to 100 feet on each side and the underside. The rear has a large airlock to allow shuttles to dock and offload passengers directly.</span></p><p><span style="font-family: 'Calibri'">PDC: 31 Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Repair Pod</strong></span></p><p><span style="font-family: 'Calibri'">This pod is a mobile repair station, with additional tractor beams, robotic arms, replicators and storage for raw materials and common components, used for repair other starships. The pod is a flat oblong shape, with a series of six adjustable claws on the sides that curl under the ship when not in use and extend out once maneuvers and docks with a ship to repair. From these arms extend the repair arms which have multiple tools and part of the replicator system to create and move parts into place. Two worker shuttles are also stored at the back of the pod.</span></p><p><span style="font-family: 'Calibri'">Has enough materials to repair up to 50,000 hit points before requiring restocking, can not replace ammunition such as photon torpedoes or basic projectiles due to restrictions on civilian replicators. Requires a crew of 40 engineers and specialists. The equipment grants +2 to Computer Use and Repair checks, and reduces repair time by 10%. Adds 175 hit points.</span></p><p><span style="font-family: 'Calibri'">PDC: 34 Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Warp Pod</strong></span></p><p><span style="font-family: 'Calibri'">This module hangs below the hull using pylons and contains a secondary warp core and adds a third warp nacelle. It takes an additional 1 hour to sync with the ship once it is attached as the warp bubble of the pod is synced and merges with the main warp core. This additional warp core and nacelle helps to improve the speed of the ship, and can function as a back up warp drive.</span></p><p><span style="font-family: 'Calibri'">As long as the primary warp drive isn't damaged, the Oberth Greer has its maximum warp speed increased to 7.5 for a maximum of 14 hours. If the primary warp drive is damaged, the pod allows the ship to reach warp 4 for 8 hours, or cruising at 3.5.</span></p><p><span style="font-family: 'Calibri'">Adds 10 crew members, 75 hit points.</span></p><p><span style="font-family: 'Calibri'">PDC: 31 Lic +1</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9438022, member: 6668634"] A variant/subclass of the Oberth from the United Federation of Planets sold to its civilians and colonies. [FONT=Calibri][B][SIZE=7]Oberth Class Greer subclass[/SIZE][/B] The Greer sublcass of the Oberth is a successful variant of the Oberth mk2 that was designed to be more modular and sold almost exclusively for colonial and civilian use. The Greer is the upper hull of the Oberth, with a saucer that is connected to an extended part from its bottom third deck, which is wider than the saucer that contains the impulse engines and connects to the two warp nacelles, one on each side, but slightly longer than the original Oberth's, but overall has the same dimensions as the original and mk2. Unlike the original Oberth, all the ships systems are within this section, the warp drive, transporters, main computer, and so on. There is no lower secondary hull as standard, instead making the mounts for the pylons to the secondary hull are now modular and can easily detach and attach to different modules, as well as modular mountings and hatches along the bottom of the hull for different modules that can't be attached by the pylons. Different modules available include one that looks and functions like the standard Oberth lower secondary hull, an underslung photon torpedo launcher pod, cylinder cargo module, a mobile hospital pod and others. The ship typically runs with 10 crew, but can run on a minimum of 3 in emergencies, but depending on what pods are attached, can increase crew to 90 or more. As designed for civilian use, the maximum warp speed was reduced for a more robust warp system that designed for endurance and ease of maintenance than speed. [B]Oberth Class Greer Subclass (Federation (PL6)[/B] Type: Light Subtype: Corvette (Scout/Science Vessel) Size: Colossal (-8) Tactical Speed: 3000 Defense: 2 (-8 size) Flat-Footed Defense: Autopilot Defense: 6 Hardness: 15 Hit Dice: 27d20 (500 hp) shields 600 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 377 ft Weight: 3400 tons Targeting System Bonus: Crew: 3 to 90* Passenger Capacity: varies* Cargo Capacity: 40 tons* Grapple Modifier: +16 Base PDC: 45 Restriction: Lic (+1) Attack: Type 4 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, modular mounts, Enhanced Plasma Manifold Engines: thrusters, ion engines, warp drive (max warp 6.5 for 12 hours, cruising speed warp 5) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class III Communications: radio transceiver, subspace array Weapons: 2 type 4 phaser Grappling Systems: tractor beam [B]Phaser Type 4[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 5500 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 35 Restriction: Mil (+3) [B]Enhanced Plasma Manifold[/B] The plasma manifold has been improved which allows improved power transfers, particularly to the shields and engines. The engineer can as a standard action activate the Enhanced Plasma Manifold, which boosts the shields by 5 temporary HD (100 hp) and the ship gains +500 ft to speed for 5 rounds. After this duration, the engineer can not restore any depleted HD from the shields for 2 rounds. The engineer can attempt to extend the duration by 1 round with a Repair check DC 20, but the shields can not be restored for an additional 2 rounds for each round the Enhanced Plasma Manifold is extended. [B]Modular Mounts[/B] Where the pylons would normally mount below the warp nacelles to the secondary hull, and along the underside of the ship are a series of docking clamps, hatches and system uplinks that allow for a series of different modules that can be attached. Hit points of the modules are added to the ship's hit points (but doesn't affect the shields hit points), however the modules can be targeted separately, but doing so imposes a -1 to attack rolls to strike. I takes 5 full rounds with Pilot check DC 15 made for each of the first two rounds to maneuver and dock with the modules and systems uplink and sync with the ship's systems. Disengaging takes 1 full round and a Pilot check DC 15. [B]Agile Ships[/B] All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves. [B]Easy to Repair[/B] Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%. [B]Swiss-Army Tech[/B] Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration. [/FONT] [COLOR=black][FONT=Calibri][B]Shield Dependent[/B] Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.[/FONT][/COLOR] [FONT=Calibri] [B][SIZE=6]Greer Modules[/SIZE][/B] A number of various modules are available for the Greer subclass. Below are the most common available. [B]Oberth Secondary Hull[/B] This is a module similar to the Oberth's secondary hull, adding all the other systems the Oberth has, including Science sensors, Science labs, a shuttle bay, photon torpedo launcher/probe launcher, etc. Crew required changes up to 90, adds 140 hit points, functions just like an Oberth Mk2. PDC: 31 Lic +1 [B]Torpedo Pod[/B] This is a photon torpedo launcher pod that has two launchers forward and rear, carrying a total of 50 torpedoes that are split between each side. Includes basic targeting system. Can be fired individually, or fire-linked increasing damage by 50%. Requires additional 6 crew members, adds 50 hit points, adds +2 to attack rolls with the torpedoes. PDC: 32, 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]Phaser Pod[/B] This pod mounts a set of fire-linked Phaser type 5s in a turret dealing 18d10, along with targeting and power systems to power them, that is attached to the belly of the ship. Requires additional 7 crew members, adds 50 hit points, adds +2 to attack with the Type 5 phasers, and +1 to the main phasers of the ship. Attacks to target the pod suffer -2 instead of the normal -1. PDC: 32 Mil +3 [B]Phaser Type 5[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Type 5 phasers are similar to Type 4, except they had a little more control over varying damage level, and had improved range. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. Damage: 12d10 Damage Type: Fire/Energy Range Increment: 6000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 36 Restriction: Mil (+3) [B]Cargo Pod[/B] This is a long cylinder pod that mounts to the belly of the ship with pylons as well for secured hold. Can carry 550 tons that can be split up into 5 sections each up to 110 tons of cargo, with different environmental settings or carrying different types of cargo from solids, liquids, gases etc. Requires an additional 5 to 20 crew, adds 100 hit points. PDC 25 [B]Passenger Pod[/B] This is a slightly angular rectangular pod that is designed to carry passengers, includes its own lift support, kitchens, and storage. Carries up to 100 people in comfortable accommodations, 40 tons of cargo for up to 4 months without using any cargo for additional food and life support. Requires an additional 20 crew, adds 60 hit points. PDC: 30 [B]Hospital Pod[/B] This trapezoid pod, painted white with large red cross on each side, top and bottom, is a full small mobile hospital. With large stores of drugs, anti-toxins and other medical chemicals, triage area, 4 isolation areas with 2 beds each and independent oxygen, a large cold storage area that can easily store numerous dead bodies (50 bodies), 8 suspended animation pods, 5 dedicated operating rooms, large autopsy area. Can easily treat 50 people at any given time, but can treat up to 200 people a day for 15 days before needing to resupply. Anyone performing Treat Injury checks gains +1 due to the equipment and supplies. Adds 3 members to the ship crew, plus adds 20 dedicated doctors, 40 nurses, 10 specialists, adds 140 hit points. Has air lock with extending tubes that can reach up to 100 feet on each side and the underside. The rear has a large airlock to allow shuttles to dock and offload passengers directly. PDC: 31 Lic +1 [B]Repair Pod[/B] This pod is a mobile repair station, with additional tractor beams, robotic arms, replicators and storage for raw materials and common components, used for repair other starships. The pod is a flat oblong shape, with a series of six adjustable claws on the sides that curl under the ship when not in use and extend out once maneuvers and docks with a ship to repair. From these arms extend the repair arms which have multiple tools and part of the replicator system to create and move parts into place. Two worker shuttles are also stored at the back of the pod. Has enough materials to repair up to 50,000 hit points before requiring restocking, can not replace ammunition such as photon torpedoes or basic projectiles due to restrictions on civilian replicators. Requires a crew of 40 engineers and specialists. The equipment grants +2 to Computer Use and Repair checks, and reduces repair time by 10%. Adds 175 hit points. PDC: 34 Lic +1 [B]Warp Pod[/B] This module hangs below the hull using pylons and contains a secondary warp core and adds a third warp nacelle. It takes an additional 1 hour to sync with the ship once it is attached as the warp bubble of the pod is synced and merges with the main warp core. This additional warp core and nacelle helps to improve the speed of the ship, and can function as a back up warp drive. As long as the primary warp drive isn't damaged, the Oberth Greer has its maximum warp speed increased to 7.5 for a maximum of 14 hours. If the primary warp drive is damaged, the pod allows the ship to reach warp 4 for 8 hours, or cruising at 3.5. Adds 10 crew members, 75 hit points. PDC: 31 Lic +1[/FONT] [/QUOTE]
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