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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9553855" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Star Trek Ship Systems</span></strong></p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 15px">Auto Targeting Module, Sensor System Gadget (PL6)</span></strong></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">This module is added to the sensors and targeting systems of the ship. This system helps improve targeting of weapons, especially if the one at the controls isn't skilled in starship weapons. </span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">If the user does not have the Starship Gunnery feat, the penalties the user suffers is half (only -2 instead of -4). Those with the Starship Gunner feat gain an additional +1 to attack, or as part of a full attack action, can make an extra attack at -10 their base attack bonus and all other attacks suffer -2 to attack rolls.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: +2</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Mil (+3)</span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Phaser Relay</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">This device takes up a Defensive or Weapon system space, and can only be applied to Phaser type weapons. The Phaser relay improves the damage of all phaser type weapons by +2 die of damage to base damage. This bonus damage is applied before fire-linking or any other bonuses.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 30</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Mil (+3).</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Requirements: Ship must have phaser type weapons equipped. </span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Directed Energy Distribution Manifold</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">This device takes up a defensive system or weapon system. The directed energy distribution manifold improves the energy efficiency of any beam weapons equipped on the ship, adding +1 die of damage to base damage of the weapons. This bonus damage is applied before fire-linking or any other bonuses.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 30</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Mil (+3)</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Requirements: Ship must be fitted with beam type weapons.</span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Prefire Chamber</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">The prefire chamber is a gadget that can be added to a phaser cannon or pulse phaser weapons. Adds +3 die of damage to phaser cannon or pulse phaser it is added to.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 35</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Mil (+3)</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Requirements: Cannon or pulse type of phaser.</span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Polaric Modulator</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">The Polaric Modulator is a device developed during the Iconian War and surviving examples are rare. When properly installed into a ship with a Slipstream system, it links the system to the power systems, weapons, sublight engines and other systems. The Slipstream system gains a 10% increase in speed, sublight speed is increased by +500 ft due to a low level slipstream field envelops the ship. When diverting power from weapons, can disable multiple weapons, and increase engine speed by another 250 ft for each additional weapon system beyond the first.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Uses up a Defensive system slot.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 49</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Rare (+5)</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Requirements: Requires Slipstream engine system.</span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Nanite Reinforced Circuitry Upgrade</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">This system is applied to any damage control or other system that repairs the starship hull hit points. Takes up 1 defense system. When a Damage Control or other system that repairs hull hit points, is used, grants a +4 to Repair checks, the repair system repairs 50% more hit points, rounding down.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 50</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Mil (+3)</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Requirements: Damage Control system or similar system that repairs starship hull hit points. Access to nanites.</span></span></p><p> <span style="font-family: 'Calibri'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Hull-Repair Weapon Signature Nullifier and Amplifier</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">This system imbeds the hull with a number of receiving units and capacitors, linked to a damage control system. When the starship's hull suffers damage from an energy weapon, the linked system that repairs hull hit points repairs 10% of the damage the weapon dealt, before damage reduction and other resistances are applied. The hit points are repair at the end of the attacker's round. If the attacking ship attacks with multiple energy weapons, the total damage repair is done at the end of the attacker's turn. </span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">PDC: 50</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 15px">Res: Rare (+4)</span></span></p><p><span style="font-size: 15px"> Requirements: Damage Control system or similar system that repairs hull hit points. Doesn't work against missile weapons that deal energy damage.</span></p><p></p><p><span style="font-size: 26px"><strong>Materials Marvel</strong></span></p><p></p><p><span style="font-family: 'Calibri'"><strong>Nanominium</strong></span></p><p><span style="font-family: 'Calibri'">A metallic substance that can be applied as a gloss to provide anti-magical properties. Must be bonded/applied to metallic objects/surfaces. Once applied, items, and the users wielding them, gain SR 15, gain +3 to saves against magical effects. The items also increase their HP by 15% (round down), and increase hardness/DR by 10% (round down). Once this bonus hit points are reduced (after hardness), its bonuses are negated and the Nanominium coat must be applied again. Craft/Repair check DC 25, and takes one-half the time to build the item to apply the coat.</span></p><p><span style="font-family: 'Calibri'">PDC half base PDC of item +4.</span></p><p><span style="font-family: 'Calibri'">Res: Illegal (+4)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mysterium</strong></span></p><p><span style="font-family: 'Calibri'">This metallic meta-material, is incredibly rare, and so far can only be created by condensing kirbons (particles that help govern the size of matter) and harvested in the White Hot Room (a realm that serves as the afterlife and base of operations for the Phoenix force and its hosts, existing within the M'Kraan Crystal, and outside the Multiverse). Currently only mutants have access, with the Phoenix force favouring mutant telepaths. Once Mysterium is set, its strength and durability is equal to adamantium, capable of even penetrating adamantium. It is a perfect conductor for electricity, but not heat, and protects against most forms of radiation (cosmic, x-ray, gamma, beta, etc), and is magnetic like iron. Its most important feature is its anti-magic properties. Contact with Mysterium shatters magical defenses, breaking magical possession or other forms of control. Small amounts within a person prevents them from being able to use any form of magic. It, and person welding items made of mysterium are not sensed by abilities such as spider-sense, danger sense, or other semi-precognition abilities that warn of imminent danger.</span></p><p><span style="font-family: 'Calibri'">Hardness 50, 50 hit points per inch of thickness, ignores 30 points hardness/DR. Against Adamantium (Marvel) bypasses its hardness.</span></p><p><span style="font-family: 'Calibri'">Ignores bonuses to Defense from magical sources, immediately ends active magical defenses or ongoing spells when in contact (can make a save but at -5 penalty). If more than 3 grams (such as a bullet) is within the body of a being that uses magic (suffered at least 3 points of damage from a bullet, arrow or crossbow bolt, or stabbed by a knife and it left within the body), the target is unable to make use of any magical abilities until it is removed.</span></p><p><span style="font-family: 'Calibri'">PDC: +16, extremely rare, Mutant with access to Phoenix force/White Hot Room.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Materials Star Trek</strong></span></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Detronium</strong></span></p><p><span style="font-family: 'Calibri'">This material is used in the construction of high end shield generators, as it is found to amplify the energies used in shielding technology. It is difficult to mine and process, making its mining highly restricted.</span></p><p><span style="font-family: 'Calibri'">Shields, force fields, and similar protective energy devices, made with Detronium as part of its construction provide 10% more hit points (round down), fixed bonuses increased by 25% (round down) to a minimum of +1, and duration of operation, if has a time limit, it is increased by 10% (round down).</span></p><p><span style="font-family: 'Calibri'">Prerequisite: shield, force field, or field that provides protection.</span></p><p><span style="font-family: 'Calibri'">PDC: Device PDC +6</span></p><p><span style="font-family: 'Calibri'">Res: Rare +4</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magnasite</strong></span></p><p><span style="font-family: 'Calibri'">This liquid is very corosive, capable of metling duranium in short order. Typically sold in 6 oz containers, which can break under sufficient force (such as throwing against hard surfaces). Poured, or target struck by a vial suffers 2d6 points of acid damage, ignoring 25 points of hardness, dealing another 1d6 points of acid damage, ignoring 25 points of hardness the following round. When thrown, targets within 5 feet of the target, Reflex save DC 15, suffer 1d4 points of acid damage for 2 rounds. </span></p><p><span style="font-family: 'Calibri'">PDC: 17 for 5 6 oz containers</span></p><p><span style="font-family: 'Calibri'">Res: Lic +1</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9553855, member: 6668634"] [B][SIZE=7]Star Trek Ship Systems[/SIZE][/B] [FONT=Calibri][B][SIZE=4]Auto Targeting Module, Sensor System Gadget (PL6)[/SIZE][/B] [SIZE=4]This module is added to the sensors and targeting systems of the ship. This system helps improve targeting of weapons, especially if the one at the controls isn't skilled in starship weapons. If the user does not have the Starship Gunnery feat, the penalties the user suffers is half (only -2 instead of -4). Those with the Starship Gunner feat gain an additional +1 to attack, or as part of a full attack action, can make an extra attack at -10 their base attack bonus and all other attacks suffer -2 to attack rolls. PDC: +2 Res: Mil (+3) [B]Phaser Relay[/B] This device takes up a Defensive or Weapon system space, and can only be applied to Phaser type weapons. The Phaser relay improves the damage of all phaser type weapons by +2 die of damage to base damage. This bonus damage is applied before fire-linking or any other bonuses. PDC: 30 Res: Mil (+3). Requirements: Ship must have phaser type weapons equipped. [B]Directed Energy Distribution Manifold[/B] This device takes up a defensive system or weapon system. The directed energy distribution manifold improves the energy efficiency of any beam weapons equipped on the ship, adding +1 die of damage to base damage of the weapons. This bonus damage is applied before fire-linking or any other bonuses. PDC: 30 Res: Mil (+3) Requirements: Ship must be fitted with beam type weapons. [B]Prefire Chamber[/B] The prefire chamber is a gadget that can be added to a phaser cannon or pulse phaser weapons. Adds +3 die of damage to phaser cannon or pulse phaser it is added to. PDC: 35 Res: Mil (+3) Requirements: Cannon or pulse type of phaser. [B]Polaric Modulator[/B] The Polaric Modulator is a device developed during the Iconian War and surviving examples are rare. When properly installed into a ship with a Slipstream system, it links the system to the power systems, weapons, sublight engines and other systems. The Slipstream system gains a 10% increase in speed, sublight speed is increased by +500 ft due to a low level slipstream field envelops the ship. When diverting power from weapons, can disable multiple weapons, and increase engine speed by another 250 ft for each additional weapon system beyond the first. Uses up a Defensive system slot. PDC: 49 Res: Rare (+5) Requirements: Requires Slipstream engine system. [B]Nanite Reinforced Circuitry Upgrade[/B] This system is applied to any damage control or other system that repairs the starship hull hit points. Takes up 1 defense system. When a Damage Control or other system that repairs hull hit points, is used, grants a +4 to Repair checks, the repair system repairs 50% more hit points, rounding down. PDC: 50 Res: Mil (+3) Requirements: Damage Control system or similar system that repairs starship hull hit points. Access to nanites. [B]Hull-Repair Weapon Signature Nullifier and Amplifier[/B] This system imbeds the hull with a number of receiving units and capacitors, linked to a damage control system. When the starship's hull suffers damage from an energy weapon, the linked system that repairs hull hit points repairs 10% of the damage the weapon dealt, before damage reduction and other resistances are applied. The hit points are repair at the end of the attacker's round. If the attacking ship attacks with multiple energy weapons, the total damage repair is done at the end of the attacker's turn. PDC: 50 Res: Rare (+4)[/SIZE][/FONT] [SIZE=4] Requirements: Damage Control system or similar system that repairs hull hit points. Doesn't work against missile weapons that deal energy damage.[/SIZE] [SIZE=7][B]Materials Marvel[/B][/SIZE] [FONT=Calibri][B]Nanominium[/B] A metallic substance that can be applied as a gloss to provide anti-magical properties. Must be bonded/applied to metallic objects/surfaces. Once applied, items, and the users wielding them, gain SR 15, gain +3 to saves against magical effects. The items also increase their HP by 15% (round down), and increase hardness/DR by 10% (round down). Once this bonus hit points are reduced (after hardness), its bonuses are negated and the Nanominium coat must be applied again. Craft/Repair check DC 25, and takes one-half the time to build the item to apply the coat. PDC half base PDC of item +4. Res: Illegal (+4) [B]Mysterium[/B] This metallic meta-material, is incredibly rare, and so far can only be created by condensing kirbons (particles that help govern the size of matter) and harvested in the White Hot Room (a realm that serves as the afterlife and base of operations for the Phoenix force and its hosts, existing within the M'Kraan Crystal, and outside the Multiverse). Currently only mutants have access, with the Phoenix force favouring mutant telepaths. Once Mysterium is set, its strength and durability is equal to adamantium, capable of even penetrating adamantium. It is a perfect conductor for electricity, but not heat, and protects against most forms of radiation (cosmic, x-ray, gamma, beta, etc), and is magnetic like iron. Its most important feature is its anti-magic properties. Contact with Mysterium shatters magical defenses, breaking magical possession or other forms of control. Small amounts within a person prevents them from being able to use any form of magic. It, and person welding items made of mysterium are not sensed by abilities such as spider-sense, danger sense, or other semi-precognition abilities that warn of imminent danger. Hardness 50, 50 hit points per inch of thickness, ignores 30 points hardness/DR. Against Adamantium (Marvel) bypasses its hardness. Ignores bonuses to Defense from magical sources, immediately ends active magical defenses or ongoing spells when in contact (can make a save but at -5 penalty). If more than 3 grams (such as a bullet) is within the body of a being that uses magic (suffered at least 3 points of damage from a bullet, arrow or crossbow bolt, or stabbed by a knife and it left within the body), the target is unable to make use of any magical abilities until it is removed. PDC: +16, extremely rare, Mutant with access to Phoenix force/White Hot Room. [SIZE=7][B]Materials Star Trek[/B][/SIZE] [B]Detronium[/B] This material is used in the construction of high end shield generators, as it is found to amplify the energies used in shielding technology. It is difficult to mine and process, making its mining highly restricted. Shields, force fields, and similar protective energy devices, made with Detronium as part of its construction provide 10% more hit points (round down), fixed bonuses increased by 25% (round down) to a minimum of +1, and duration of operation, if has a time limit, it is increased by 10% (round down). Prerequisite: shield, force field, or field that provides protection. PDC: Device PDC +6 Res: Rare +4 [B]Magnasite[/B] This liquid is very corosive, capable of metling duranium in short order. Typically sold in 6 oz containers, which can break under sufficient force (such as throwing against hard surfaces). Poured, or target struck by a vial suffers 2d6 points of acid damage, ignoring 25 points of hardness, dealing another 1d6 points of acid damage, ignoring 25 points of hardness the following round. When thrown, targets within 5 feet of the target, Reflex save DC 15, suffer 1d4 points of acid damage for 2 rounds. PDC: 17 for 5 6 oz containers Res: Lic +1[/FONT] [/QUOTE]
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