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<blockquote data-quote="kronos182" data-source="post: 9342371" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Federation Freighter</strong></span></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This class of freighter was first released in the 2280s to 2290s for civilian use, and some are also found within Starfleet, designed for operating for decades before requiring major upgrades. The hull is a small primary hull command module at the front, with a long narrow primary hull, ending in the engineering section, impulse engines and a cluster of six rectangular style warp nacelles introduced in the 2270s-80s. Extending from the hull are two groups of six cargo pods on struts. This allows the crew to eject a cargo pod in case of emergency. The impulse engines are not fast, but powerful to maintain speed even with a full load. The six warp nacelles are not designed for speed but for high efficiency, with either all six working together to reduce the strain, or work in pairs, alternating between three pairs. This helps keep maintenance requires low, or if some nacelles are damaged, the ship can still jump to warp.</span></p><p><span style="font-family: 'Calibri'">The cargo pods are modular inside with customizable environmental and gravity control for transporting virtually any cargo, from gases, liquids, foodstuffs and even converted to carry passengers. The ships are heavily automated to keep crew requirements down, and crew quarters are surprisingly decently sized and furnished. The ships are fitted with only two phasers, one for and one aft, with light shielding.</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>Federation Freighter Class (Federation (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light (length puts it in Mediumweight due to narrow design, fits in Light)</span></p><p><span style="font-family: 'Calibri'">Subtype: Freighter</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 2500 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 7 </span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 5</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 5</span></p><p><span style="font-family: 'Calibri'">Hardness: 15</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 30d20 (600 hp) shields 750 hp</span></p><p><span style="font-family: 'Calibri'">Initiative Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Pilot's Class Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Pilot's Dex Modifier: +2</span></p><p><span style="font-family: 'Calibri'">Gunner's Attack Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Length: 720 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 69,600 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Crew: 25 (trained +4)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 10</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 24,000 tons divided between 12 containers (2000 each)</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 55</span></p><p><span style="font-family: 'Calibri'">Restriction: Federation allied, Licenced</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 3 Phaser -3 ranged 10d10 (5000 ft, energy/fire, s) </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity:</span></p><p><span style="font-family: 'Calibri'">none</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles, 4 workdrones/tugs, about 50 to 75% size of standard shuttle), multiple warp nacelles, detachable cargo modules</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, ion engines, warp drive (max warp 5.5, cruising warp 4.5)</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 3 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>Multiple Warp Nacelles</strong></span></p><p><span style="font-family: 'Calibri'">Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Detachable Cargo Modules</strong></span></p><p><span style="font-family: 'Calibri'">The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 3000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock.</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">Variants</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Mk2</span></strong></span></p><p><span style="font-family: 'Calibri'">The Mk2 was released in the early half of the 2300s, improving automation to reduce the crew requirements, improving the cargo capacity. The hull also saw some improvements.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Federation Freighter:</span></p><p><span style="font-family: 'Calibri'">Reduce crew compliment to 20;</span></p><p><span style="font-family: 'Calibri'">Increase cargo capacity to 26,400 tons (2200 tons per pod);</span></p><p><span style="font-family: 'Calibri'">Increase hit die to 32d20 (640 hp), shields to 800 hp);</span></p><p><span style="font-family: 'Calibri'">PDC: +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Mk3</span></strong></span></p><p><span style="font-family: 'Calibri'">The Mk3 saw the most improvements in the later half of the 2300s, mostly in the warp nacelle design change with the flatter rounded design, with the glowing sides, improving warp efficiency and speeds. The hull is improved with heavier armour, while still light compared to other ships, the heavy ditanium does help. The type 3 phasers are replaced with Type 4 to better defend against pirates.</span></p><p><span style="font-family: 'Calibri'">Make following changes to create Mk3 with bonuses from Mk2:</span></p><p><span style="font-family: 'Calibri'">Replace armour Ditanium with Heavy Ditanium (hardness 20);</span></p><p><span style="font-family: 'Calibri'">Increase Maximum warp speed to 6, cruising speed to 5.5 (maximum warp speed duration for Multiple Warp Nacelles increased by 25% rounding down);</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity increased to 30,000 tons (2500 tons each pod);</span></p><p><span style="font-family: 'Calibri'">PDC +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Phaser Type 3</strong></span></p><p><span style="font-family: 'Calibri'">Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.</span></p><p><span style="font-family: 'Calibri'">Damage: 10d10</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire/Energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 5000 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Huge</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 33</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Ditanium Alloy (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Ditanium alloy is an alloy that was used to replace titanium in the use in military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.</span></p><p><span style="font-family: 'Calibri'">Hardness: 15</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 13 + one-half base purchase DC of the starship.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Heavy Ditanium Alloy (PL5-6)</strong></span></p><p><span style="font-family: 'Calibri'">Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>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'"><strong>Agile Ships</strong></span></p><p><span style="font-family: 'Calibri'">All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Easy to Repair</strong></span></p><p><span style="font-family: 'Calibri'">Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Swiss-Army Tech</strong></span></p><p><span style="font-family: 'Calibri'">Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Shield Dependent</strong></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">The Raising Nova</span></strong></span></p><p><span style="font-family: 'Calibri'">The Raising Nova is a Q-Ship modification of the Federation Freighter Mk3, created during the height of the Dominion War. The Raising Nova was gutted and completely rebuilt, with upgraded warp drive, impulse engines, armour was upgraded and other systems as well. The cargo pods are actually weapon pods, heavily shielded, with false sensor readings appearing as dilithium or other highly prized cargo. The engines are also shielded to hide their true power levels, while not overly more powerful, they are better than the originals, with the ability to for short bursts increase speed even further.</span></p><p><span style="font-family: 'Calibri'">The weapon pods appear as normal cargo pods, but once engaged in combat, they open to reveal multiple torpedo launchers and phasers. The idea is to unleash as much of the torpedo payload quickly while surrounded by enemies, then make a hasty escape while blasting away at anything in the way with the phasers.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>The Raising Nova (Federation (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light (length puts it in Mediumweight due to narrow design, fits in Light)</span></p><p><span style="font-family: 'Calibri'">Subtype: Freighter</span></p><p><span style="font-family: 'Calibri'">Size: Colossal (-8)</span></p><p><span style="font-family: 'Calibri'">Tactical Speed: 2500* ft (3500 ft in combat)</span></p><p><span style="font-family: 'Calibri'">Defense: 9 </span></p><p><span style="font-family: 'Calibri'">Flat-Footed Defense: 7</span></p><p><span style="font-family: 'Calibri'">Autopilot Defense: 5</span></p><p><span style="font-family: 'Calibri'">Hardness: 25</span></p><p><span style="font-family: 'Calibri'">Hit Dice: 33d20 (660 hp) shields 825 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: 720 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 69,600 tons</span></p><p><span style="font-family: 'Calibri'">Targeting System Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Crew: 30 (Expert +8)</span></p><p><span style="font-family: 'Calibri'">Passenger Capacity: 2</span></p><p><span style="font-family: 'Calibri'">Cargo Capacity: 1,000 tons</span></p><p><span style="font-family: 'Calibri'">Grapple Modifier: +16</span></p><p><span style="font-family: 'Calibri'">Base PDC: 59</span></p><p><span style="font-family: 'Calibri'">Restriction: Federation allied, Unique (+5)</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 3 Phaser +1 ranged 10d10 (5000 ft, energy/fire, s)* while pretending to be a normal Federation Freighter Mk3</span></p><p><span style="font-family: 'Calibri'">Weapon Pods (12) Photon Torpedo Launcher +1 ranged 12d20 (-, energy)** and Type 5 Phaser -4 ranged 12d10 (energy/fire, 6000 ft, s)</span></p><p><span style="font-family: 'Calibri'">**Can fire 1 torpedo at up to 5 targets per launcher, or can firelink torpedo launchers from additional pods up to 8 torpedoes firelinked dealing 30d20.</span></p><p><span style="font-family: 'Calibri'">Type 5 phasers can be firelinked in only pairs dealing 18d10 damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">In combat, The Raising Nova will play the role of a normal freighter, letting opponents get in close, then when surrounded or large target gets close, it quickly raises its shields using the Shield Capactors if required, then opens a number of the cargo pods and unleashes barrages of torpedoes and phaser fire. Typically against ships its own size will only open two pods unless the target is particularly tough, while frigates to destroyers it will open 2 to 4 pods, cruisers and larger 6 pods will be opened. If multiple targets surround it, all pods will open.</span></p><p><span style="font-family: 'Calibri'">After the initial barrage, The Raising Nova will move at max speed and try to move so that it isn't surrounded and will keep firing until it's down to 10 torpedoes left total, then will try and jump to warp speeds. It will jettison damaged or pods that have expended all torpedoes and still several enemies, or if main target still over 50% hull.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Attack of Opportunity:</span></p><p><span style="font-family: 'Calibri'">none</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles), multiple warp nacelles, detachable cargo modules, shielded weapon pods, shielded engines, SIF, Shield Capacator 29 HD (restores 580 hit points to shields), speed burst</span></p><p><span style="font-family: 'Calibri'">Engines: thrusters, ion engines, warp drive (max warp 7.5, cruising warp 4.5)</span></p><p><span style="font-family: 'Calibri'">Armour: Duranium</span></p><p><span style="font-family: 'Calibri'">Defense Systems: shields, autopilot</span></p><p><span style="font-family: 'Calibri'">Sensors: Class III, targeting system improved</span></p><p><span style="font-family: 'Calibri'">Communications: radio transceiver, subspace array</span></p><p><span style="font-family: 'Calibri'">Weapons: 2 type 3 phaser, shielded weapon pods (12)</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>Multiple Warp Nacelles</strong></span></p><p><span style="font-family: 'Calibri'">Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Detachable Cargo Modules</strong></span></p><p><span style="font-family: 'Calibri'">The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 4000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Shielded Weapon Pods</strong></span></p><p><span style="font-family: 'Calibri'">These pods replace the cargo pods normally found on the ship. The pods gives off a sensor signature of dilithium or other precious cargo, enemy scans have DC increased by +15 for detailed scans to try revealing the truth. The pods open as a free action by the gunners, which each pod with a dedicated gunner.</span></p><p><span style="font-family: 'Calibri'">These pods, once opened, have one Type 5 phaser and 5 photon torpedo launchers than each have 5 torpedoes each, capable of firing at separate targets or a single target at once.</span></p><p><span style="font-family: 'Calibri'">When jettisoned, the pods also function as mines, which will detonate when within 500 ft of a target over 500 ft long, or detonated remotely. Deals 2d100 points of energy damage to all within 2000 ft radius, Reflex save DC 15, ships that fill more than 1 500 ft square in the blast radius suffer -1 to Reflex save per 500 ft square, on a failed save suffer 50% more damage per 500 ft in the blast area.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Shielded Engines</strong></span></p><p><span style="font-family: 'Calibri'">The engines are more powerful, but are shielded so that scans only detect the normal power levels for a ship of this class. Scans have DC increased by +15 to notice anything the high power levels.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Duranium (PL6)</strong></span></p><p><span style="font-family: 'Calibri'">Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft.</span></p><p><span style="font-family: 'Calibri'">Hardness: 25</span></p><p><span style="font-family: 'Calibri'">Tactical Speed Penalty -500 ft (-1 square)</span></p><p><span style="font-family: 'Calibri'">Weight: One-tenth the weight of the starship (rounded down)</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Structural Integrity Field Generator (PL 7)</strong></span></p><p><span style="font-family: 'Calibri'">The Structural Integrity Field, or SIF, generator creates a type of magnetic field that helps reinforce the ship, combined with environmental containment fields, prevent the ship from breaking up after suffering damage. The field can be activated as an attack of opportunity by the engineer after the ship has suffered at least 10% damage, or as a standard action, for a maximum of 2 minutes (20 rounds, with a 5 minute cool down afterwards, which can be reduced by 1 minute with a Repair check DC 25, taking 6 rounds), granting temporary HP up to maximum of 75% of the ship's maximum HP, and regenerates these temporary hit points at a rate of 20 hit points per round, but can't exceed the ship's maximum hit points. While operational, one energy weapon system has damage reduced by 2 die, reduce range increment by 500 ft. If the ship is reduced to one-quarter its max hit points, one energy weapon system is automatically disabled to pull power to ensure environmental fields are running to prevent crew casualties as the ship suffers damage. If the ship is reduced to 0 hit points, and as long as there is power, the ship doesn't start to break up until it reaches -50 hit points, doesn't regenerate HP, and the ship doesn't lose additional hit points, thus greatly extending the time for crew to evacuate safely, provided power is still provided to the SIF. If the ship suffers damage in this state, it will break up as normal.</span></p><p><span style="font-family: 'Calibri'">Minimum Ship Size: Gargantuan.</span></p><p><span style="font-family: 'Calibri'">PDC: 19 + one-half ship base purchase DC.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Shield Capacitors</strong></span></p><p><span style="font-family: 'Calibri'">Shield capacitors are energy reserves connected to the shield generators that can quickly restore HD to shields, but once used, they take time to recharge. As a free action, any crew member, on their turn can activate a shield capacitor, using all of the stored power, so if the shield capacitor stored energy would go over the shield's normal maximum, the extra energy is wasted.</span></p><p><span style="font-family: 'Calibri'">Shield capacitors come in various sizes, with some restricted to larger sized ships. Each HD for shields is 20 hit points, regardless of the type of shield they are connected to. Installing a shield capacitor has the same Repair DC and time as the type of shield it is being connected to. Multiple shield capacitors can be installed, 3 taking up a defensive equipment slot. Only one shield capacitor can be activated by a crew member, however if the ship has multiple capacitors and several crew members, each crew member could activate a capacitor on their turn.</span></p><p><span style="font-family: 'Calibri'">PDC: 1 HD 15, 3 HD 17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship size colossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Speed Burst</strong></span></p><p><span style="font-family: 'Calibri'">For 2 rounds, the ship can increase tactical speed to 5000 ft, but suffer -2 to Pilot checks for maneuvers. The ship can also, while at warp speed, temporarily increase warp speed to warp 9 for 1 hour, using all 6 nacelles, but afterwards, can only travel at warp 4 for 2 hours as safety systems engage.</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>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></blockquote><p></p>
[QUOTE="kronos182, post: 9342371, member: 6668634"] [FONT=Calibri][SIZE=7][B]Federation Freighter[/B][/SIZE] This class of freighter was first released in the 2280s to 2290s for civilian use, and some are also found within Starfleet, designed for operating for decades before requiring major upgrades. The hull is a small primary hull command module at the front, with a long narrow primary hull, ending in the engineering section, impulse engines and a cluster of six rectangular style warp nacelles introduced in the 2270s-80s. Extending from the hull are two groups of six cargo pods on struts. This allows the crew to eject a cargo pod in case of emergency. The impulse engines are not fast, but powerful to maintain speed even with a full load. The six warp nacelles are not designed for speed but for high efficiency, with either all six working together to reduce the strain, or work in pairs, alternating between three pairs. This helps keep maintenance requires low, or if some nacelles are damaged, the ship can still jump to warp. The cargo pods are modular inside with customizable environmental and gravity control for transporting virtually any cargo, from gases, liquids, foodstuffs and even converted to carry passengers. The ships are heavily automated to keep crew requirements down, and crew quarters are surprisingly decently sized and furnished. The ships are fitted with only two phasers, one for and one aft, with light shielding. [B]Federation Freighter Class (Federation (PL6)[/B] Type: Light (length puts it in Mediumweight due to narrow design, fits in Light) Subtype: Freighter Size: Colossal (-8) Tactical Speed: 2500 ft Defense: 7 Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 15 Hit Dice: 30d20 (600 hp) shields 750 hp Initiative Modifier: +2 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 720 ft Weight: 69,600 tons Targeting System Bonus: +3 Crew: 25 (trained +4) Passenger Capacity: 10 Cargo Capacity: 24,000 tons divided between 12 containers (2000 each) Grapple Modifier: +16 Base PDC: 55 Restriction: Federation allied, Licenced Attack: Type 3 Phaser -3 ranged 10d10 (5000 ft, energy/fire, s) Attack of Opportunity: none Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles, 4 workdrones/tugs, about 50 to 75% size of standard shuttle), multiple warp nacelles, detachable cargo modules Engines: thrusters, ion engines, warp drive (max warp 5.5, cruising warp 4.5) Armour: ditanium Defense Systems: shields, autopilot Sensors: Class III Communications: radio transceiver, subspace array Weapons: 2 type 3 phaser Grappling Systems: tractor beam [B]Multiple Warp Nacelles[/B] Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship [B]Detachable Cargo Modules[/B] The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 3000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock. [B][SIZE=6]Variants[/SIZE] [SIZE=5]Mk2[/SIZE][/B] The Mk2 was released in the early half of the 2300s, improving automation to reduce the crew requirements, improving the cargo capacity. The hull also saw some improvements. Make following changes to Federation Freighter: Reduce crew compliment to 20; Increase cargo capacity to 26,400 tons (2200 tons per pod); Increase hit die to 32d20 (640 hp), shields to 800 hp); PDC: +1 [B][SIZE=5]Mk3[/SIZE][/B] The Mk3 saw the most improvements in the later half of the 2300s, mostly in the warp nacelle design change with the flatter rounded design, with the glowing sides, improving warp efficiency and speeds. The hull is improved with heavier armour, while still light compared to other ships, the heavy ditanium does help. The type 3 phasers are replaced with Type 4 to better defend against pirates. Make following changes to create Mk3 with bonuses from Mk2: Replace armour Ditanium with Heavy Ditanium (hardness 20); Increase Maximum warp speed to 6, cruising speed to 5.5 (maximum warp speed duration for Multiple Warp Nacelles increased by 25% rounding down); Cargo Capacity increased to 30,000 tons (2500 tons each pod); PDC +1 [B]Phaser Type 3[/B] Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships. Damage: 10d10 Damage Type: Fire/Energy Range Increment: 5000 ft Rate of Fire: Semi Minimum Ship Size: Huge Purchase DC: 33 Restriction: Res (+2) [B]Ditanium Alloy (PL5-6)[/B] Ditanium alloy is an alloy that was used to replace titanium in the use in military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space. Hardness: 15 Base Purchase Modifier: 13 + one-half base purchase DC of the starship. [B]Heavy Ditanium Alloy (PL5-6)[/B] Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space. Hardness: 20 Base Purchase Modifier: 14 + one-half base purchase DC of the starship. [B]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]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=5]The Raising Nova[/SIZE][/B] The Raising Nova is a Q-Ship modification of the Federation Freighter Mk3, created during the height of the Dominion War. The Raising Nova was gutted and completely rebuilt, with upgraded warp drive, impulse engines, armour was upgraded and other systems as well. The cargo pods are actually weapon pods, heavily shielded, with false sensor readings appearing as dilithium or other highly prized cargo. The engines are also shielded to hide their true power levels, while not overly more powerful, they are better than the originals, with the ability to for short bursts increase speed even further. The weapon pods appear as normal cargo pods, but once engaged in combat, they open to reveal multiple torpedo launchers and phasers. The idea is to unleash as much of the torpedo payload quickly while surrounded by enemies, then make a hasty escape while blasting away at anything in the way with the phasers. [B]The Raising Nova (Federation (PL6)[/B] Type: Light (length puts it in Mediumweight due to narrow design, fits in Light) Subtype: Freighter Size: Colossal (-8) Tactical Speed: 2500* ft (3500 ft in combat) Defense: 9 Flat-Footed Defense: 7 Autopilot Defense: 5 Hardness: 25 Hit Dice: 33d20 (660 hp) shields 825 hp Initiative Modifier: +4 Pilot's Class Bonus: +5 Pilot's Dex Modifier: +4 Gunner's Attack Bonus: +4 Length: 720 ft Weight: 69,600 tons Targeting System Bonus: +5 Crew: 30 (Expert +8) Passenger Capacity: 2 Cargo Capacity: 1,000 tons Grapple Modifier: +16 Base PDC: 59 Restriction: Federation allied, Unique (+5) Attack: Type 3 Phaser +1 ranged 10d10 (5000 ft, energy/fire, s)* while pretending to be a normal Federation Freighter Mk3 Weapon Pods (12) Photon Torpedo Launcher +1 ranged 12d20 (-, energy)** and Type 5 Phaser -4 ranged 12d10 (energy/fire, 6000 ft, s) **Can fire 1 torpedo at up to 5 targets per launcher, or can firelink torpedo launchers from additional pods up to 8 torpedoes firelinked dealing 30d20. Type 5 phasers can be firelinked in only pairs dealing 18d10 damage. In combat, The Raising Nova will play the role of a normal freighter, letting opponents get in close, then when surrounded or large target gets close, it quickly raises its shields using the Shield Capactors if required, then opens a number of the cargo pods and unleashes barrages of torpedoes and phaser fire. Typically against ships its own size will only open two pods unless the target is particularly tough, while frigates to destroyers it will open 2 to 4 pods, cruisers and larger 6 pods will be opened. If multiple targets surround it, all pods will open. After the initial barrage, The Raising Nova will move at max speed and try to move so that it isn't surrounded and will keep firing until it's down to 10 torpedoes left total, then will try and jump to warp speeds. It will jettison damaged or pods that have expended all torpedoes and still several enemies, or if main target still over 50% hull. Attack of Opportunity: none Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay (extended medbay), tractor beam, replicators, shuttle bay (2 shuttles), multiple warp nacelles, detachable cargo modules, shielded weapon pods, shielded engines, SIF, Shield Capacator 29 HD (restores 580 hit points to shields), speed burst Engines: thrusters, ion engines, warp drive (max warp 7.5, cruising warp 4.5) Armour: Duranium Defense Systems: shields, autopilot Sensors: Class III, targeting system improved Communications: radio transceiver, subspace array Weapons: 2 type 3 phaser, shielded weapon pods (12) Grappling Systems: tractor beam [B]Multiple Warp Nacelles[/B] Due to the multiple warp nacelles, the craft can cycle which pair of warp nacelles are used at a single time, or use multiple pairs to maintain maximum warp longer. Using a single pair maximum warp can be maintained for 12 hours, four nacelles for 24 hours, and all six for 36 hours. The nacelles are slower, but built for endurance. Switching between nacelles, or activating or deactivating additional pairs is a full round action by the engineer and a move action for the pilot, but there is no loss in speed for the ship. [B]Detachable Cargo Modules[/B] The 12 cargo modules can be jettisoned in an emergency, such as critically damaged or dangerous cargo threatens the ship. A pod can be ejected as a move equivalent action and can be done as the ship is moving. Each jettisoned module reduces the ship's main hit points by 20 hp. If all 12 are jettisoned, the ship gains +1 to Init for the first round after detaching. Speed can be increased to 4000 ft for 5 minutes at a time, with 10 minute cool down if all pods are jettisoned. Jettisoned pods can only be reattached at a space dock. [B]Shielded Weapon Pods[/B] These pods replace the cargo pods normally found on the ship. The pods gives off a sensor signature of dilithium or other precious cargo, enemy scans have DC increased by +15 for detailed scans to try revealing the truth. The pods open as a free action by the gunners, which each pod with a dedicated gunner. These pods, once opened, have one Type 5 phaser and 5 photon torpedo launchers than each have 5 torpedoes each, capable of firing at separate targets or a single target at once. When jettisoned, the pods also function as mines, which will detonate when within 500 ft of a target over 500 ft long, or detonated remotely. Deals 2d100 points of energy damage to all within 2000 ft radius, Reflex save DC 15, ships that fill more than 1 500 ft square in the blast radius suffer -1 to Reflex save per 500 ft square, on a failed save suffer 50% more damage per 500 ft in the blast area. [B]Shielded Engines[/B] The engines are more powerful, but are shielded so that scans only detect the normal power levels for a ship of this class. Scans have DC increased by +15 to notice anything the high power levels. [B]Duranium (PL6)[/B] Duranium is an extremely strong metallic substance used in alloys for hull construction of starships and space stations. It became well used in the Federation in the 2200s although some ships were still using Ditanium to save on costs and for ships that wouldn't see combat or small craft. Hardness: 25 Tactical Speed Penalty -500 ft (-1 square) Weight: One-tenth the weight of the starship (rounded down) Base Purchase Modifier: 15 + one-half base purchase DC of the starship. Found only within Federation and other major Star Trek societies. [B]Structural Integrity Field Generator (PL 7)[/B] The Structural Integrity Field, or SIF, generator creates a type of magnetic field that helps reinforce the ship, combined with environmental containment fields, prevent the ship from breaking up after suffering damage. The field can be activated as an attack of opportunity by the engineer after the ship has suffered at least 10% damage, or as a standard action, for a maximum of 2 minutes (20 rounds, with a 5 minute cool down afterwards, which can be reduced by 1 minute with a Repair check DC 25, taking 6 rounds), granting temporary HP up to maximum of 75% of the ship's maximum HP, and regenerates these temporary hit points at a rate of 20 hit points per round, but can't exceed the ship's maximum hit points. While operational, one energy weapon system has damage reduced by 2 die, reduce range increment by 500 ft. If the ship is reduced to one-quarter its max hit points, one energy weapon system is automatically disabled to pull power to ensure environmental fields are running to prevent crew casualties as the ship suffers damage. If the ship is reduced to 0 hit points, and as long as there is power, the ship doesn't start to break up until it reaches -50 hit points, doesn't regenerate HP, and the ship doesn't lose additional hit points, thus greatly extending the time for crew to evacuate safely, provided power is still provided to the SIF. If the ship suffers damage in this state, it will break up as normal. Minimum Ship Size: Gargantuan. PDC: 19 + one-half ship base purchase DC. [B]Shield Capacitors[/B] Shield capacitors are energy reserves connected to the shield generators that can quickly restore HD to shields, but once used, they take time to recharge. As a free action, any crew member, on their turn can activate a shield capacitor, using all of the stored power, so if the shield capacitor stored energy would go over the shield's normal maximum, the extra energy is wasted. Shield capacitors come in various sizes, with some restricted to larger sized ships. Each HD for shields is 20 hit points, regardless of the type of shield they are connected to. Installing a shield capacitor has the same Repair DC and time as the type of shield it is being connected to. Multiple shield capacitors can be installed, 3 taking up a defensive equipment slot. Only one shield capacitor can be activated by a crew member, however if the ship has multiple capacitors and several crew members, each crew member could activate a capacitor on their turn. PDC: 1 HD 15, 3 HD 17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship size colossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31. [B]Speed Burst[/B] For 2 rounds, the ship can increase tactical speed to 5000 ft, but suffer -2 to Pilot checks for maneuvers. The ship can also, while at warp speed, temporarily increase warp speed to warp 9 for 1 hour, using all 6 nacelles, but afterwards, can only travel at warp 4 for 2 hours as safety systems engage. [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]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)[/FONT] [/QUOTE]
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