d20 Ronin Arts Future 13 More Starship Devices.pdf

(2585 KB) Pobierz
13 MORE STARSHIP
13 MORE STARSHIP
DEVICES
DEVICES
BY PHILIP REED
O PEN G AME C ONTENT
All of the text of this PDF is presented as open
game content. While this means absolutely noth-
ing to your campaign it does give other publishers
permission to use this material as long as they fol-
low the open game license (see the end of this
PDF).
That certainly didn’t take long. I appreciate the
e-mails from those of you that wrote in to say how
much you enjoyed Future: 13 Starship Devices
and requested that I send out more starship equip-
ment as quickly as possible. A total of 16 items have
been included in these pages (though some of
these are taken from some earlier PDFs that I wrote
– they’re included here for your convenience).
There’s really not a lot to say here. I’m sure that
all of you know exactly how this material will best
fit into your current – or planned! – campaign.
A BOUT THE A UTHOR
Philip Reed has been working professionally in
the roleplaying game industry since 1995. In that
time he has worked for such companies as West
End Games, Privateer Press, and Steve Jackson
Games. Today Philip spends his days at home run-
ning Ronin Arts, writing and designing new games,
and reading whatever books interest him at the
time. To learn more about Philip Reed – and Ronin
Arts – please visit www.philipjreed.com/php and
www.roninarts.com . The approved Ronin Arts fan
forum can be found at www.raforums.com .
W HAT S R EQUIRED TO
U SE THIS PDF?
In order to use Future: 13 More Starship
Devices you will need the modern and future SRDs,
available free online. This PDF assumes that you
already own Future: 13 Starship Devices, though
it is not exactly needed to use the items contained
herein. No other Ronin Arts products are required
to use this PDF.
905028196.002.png
ENGINES
ENGINES
S ECONDARY F UEL T ANK (PL 5)
This system expands the capabilities of starship
engines that require refueling – such as thrusters,
the fusion torch, and ion engines – doubling the
amount of time the starship can be used before
requiring refueling. The purchase DC when refuel-
ing a starship with a secondary fuel tank is
increased by 1.
one of the engines by 50% (round down up the
nearest 500 ft.) – the pair provides a tactical speed
bonus of 150% of a single engine design. If the sys-
tem or one of the engines in damaged in combat
(most likely due to a critical hit), the remaining
engine provides a tactical speed bonus equal to
one-half (round up) the bonus a single engine
design would normally provide.
Example: A starship equipped with this device
and two induction engines would have a total tacti-
cal speed bonus of +1,500 ft. If one of the engines is
damaged or destroyed the bonus drops to +500 ft.
A starship equipped with this device and two
gravitic redirectors would have a total tactical speed
bonus of +2,500 ft. If one of the engines is damaged
or destroyed the bonus drops to +1,000 ft.
Example: A starship equipped with an ion engine
and secondary fuel tank must refuel after every 10
battles or interplanetary trips. This has a purchase DC
of 30.
A secondary fuel tank reduces the starship’s
cargo capacity by 25%.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: None.
Purchase DC: 10 + one-quarter the base pur-
chase DC of the starship.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.
T WIN E NGINE S YSTEM (PL 6)
During the Fusion Age starship engineers
expand upon experimental starcraft and prototype
twin engine technology, designing a command and
control system capable of taking two identical
engine types and slaving them together, boosting
the overall tactical speed of a starship.
A starship equipped with a twin-engine system
must mount two identical starship engines – at
the loss of 25% of the ship’s cargo capacity and one
weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of
Q UICK J UMP M ODULE (PL 8)
This starship engine modification may only be
installed on a starship that includes an FTL or
jump-capable engine system (see the future SRD).
With this device the starship may make a jump to
jump to cruising speed maneuver without provok-
ing an attack of opportunity.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: None.
Purchase DC: 20 + one-half the base purchase
DC of the starship.
2
905028196.003.png
DEFENSE SYSTEMS
DEFENSE SYSTEMS
D AMAGE S TABILIZATION
S YSTEM (PL 7)
A starship equipped with a damage stabiliza-
tion system takes longer to break apart, the ship
working against the clock to delay the inevitable.
The damage stabilization system cannot repair a
ship that is breaking apart but it does extend the
time the ship requires to completely break apart
(see the future SRD) by 50%.
M K .I E VASIVE
A CTION S YSTEM (PL 7)
This improved operating system ties directly
into the starship’s command systems, stealing
maneuvering control from the pilot at random
intervals while it is activated. The random, erratic
maneuvers performed by this system are quick and
jerky, designed to throw off the aim of enemy
pilots. When the system is engaged (activating and
deactivating the system requires an attack action)
the starship may execute a total defense action
(see Attack Actions under starships in the future
SRD) as a move action. The system cannot be used
to fight defensively (see Attack Actions under star-
ships in the future SRD).
Unfortunately, while the system is active any
Pilot skill checks performed suffer a –2 penalty.
Purchase DC: 20 + one-half the base purchase
DC of the starship.
Restriction: Military (+3).
Example: An ultralight starship equipped with a
damage stabilization system’s destruction threshold
is increased from –20 hit points to –30 hit points.
A damage stabilization system can only be
installed on a starship that is equipped with a
damage control system.
Purchase DC:
20 (Ultralight),
24 (Light),
29
(Mediumweight), 35 (Heavy), Superheavy (42).
Restriction: Licensed (+1).
S HOCK S TABILIZERS (PL 7)
This defensive system consists of hundreds of
anti-grav generators, stationed throughout the
cockpit and each crew compartment, that engage
and disengage automatically when the starship
suffers any sort of collision or attack, stabilizing the
gravitic conditions onboard the ship.
The system grants all crew onboard the ship a
Reflex save (DC 20) to avoid being dazed, shaken, or
stunned due to collisions or attacks. The starship is
otherwise affected normally.
Once a starship is helpless this shock stabilizers
no longer function.
Purchase DC: 15 + one-quarter the base pur-
chase DC of the starship.
Restriction: Restricted (+2).
R ADIATION S HIELDING ,
I MPROVED (PL 7)
During the Gravity Age, radiation-shielding sys-
tems are reinforced by a gravitic field that further
protects a ship’s crew and passengers against the
harmful radiation of neutron stars, solar flares, and
other hazards. All personnel aboard the ship gain a
+8 circumstance bonus on saves to resist the
effects of radiation poisoning. This system replaces
the PL 6 radiation shielding device.
Purchase DC: 10 + one-half the base purchase
DC of the starship.
Restriction: Restricted (+2).
3
905028196.004.png
SENSORS
N ANITE S HIELDING (PL 8)
As nanocolonies and nanoviruses become more
common, starship designers strive to protect their
creations from nanite attacks. Nanite shielding is a
special system of nanocolonies that operate
together to protect their host starship from
nanovirus attack and infection. A starship outfitted
with a nanite shield resists all nanite attacks 50%
of the time. This is a highly experimental system
limited to military use. Few starships have been
outfitted with nanite shielding and most citizens of
the galaxy don’t even know that the equipment
exists.
Maximum Ship Size: No maximum.
Purchase DC: 25 + one-half the base purchase
DC of the starship.
Restriction: Military (+3).
SENSORS
A UTO S ENSOR S WEEP
S YSTEM (PL 7)
This automated device is installed along with
one standard sensor device (any Class I through
Class IX system, within PL restrictions), fully
automating the system. A sensor system equipped
with this device may make Operate Sensors (see
Move Actions under the starship section of the
future SRD) as a free action, once each round. The
system has the Computer Use skill at 8 ranks.
If the pilot wishes the sensors to target – and
scan – a specific ship on the battlefield, then the
pilot must provide the system with instructions.
Designating a particular ship for the sensor system
counts as a move action.
Purchase DC: 36.
Restriction: Restricted (+2).
T ARGETING S YSTEM ,
A DVANCED (PL 8)
A starship equipped with an advanced target-
ing system gains an equipment bonus on attack
rolls depending on the ship’s size: Huge +5,
Gargantuan +6, Colossal +7. This system replaces
the PL 7 improved targeting system.
The purchase DC of the advanced targeting sys-
tem depends on the size of the ship.
Purchase DC: 26 (Huge), 31 (Gargantuan), or
36 (Colossal).
Restriction: Military (+3).
SPECIAL SYSTEMS
C ARGO C RANE (PL 5)
This simple device consists of a robotic arm,
with multiple attachments,
items into a starship’s cargo bay and to move
them around within the cargo bay. Cargo cranes
are standard equipment on any dedicated cargo
ship, such as the hauler and star freighter. A con-
that is used to lift
4
905028196.005.png
SPECIAL SYSTEMS
cealed, retractable version is available in the
Fusion Age; revealing or retracting this advanced
cargo crane requires one full minute.
Minimum Ship Size: Gargantuan.
Purchase DC: 15 (PL 5), 16 (PL 6).
Restriction: None.
sinks time and money into retrofitting his star-
ship, equipping it with hidden compartments
where illegal items can be safely stored.
Discovering a concealed cargo hold through
typical means – actually searching the starship –
requires a successful Search check (DC 25). If scan-
ning systems, such as starship sensors, are used, a
successful Computer Use check (DC 25) is
required; the hold is equipped with a variety of
electronic devices that can befuddle most scan-
ning devices (it takes a skilled, experienced oper-
ator to detect the sensor anomalies that point to a
concealed cargo hold).
A concealed cargo hold has a capacity equal to
25% of the modified starship’s regular cargo
capacity – though the base cargo capacity is
reduced by 25%. A starship may take this modifi-
cation no more than twice.
A TMOSPHERIC
S TREAMLINING (PL 6)
Smaller starships can be constructed to oper-
ate efficiently in a planetary atmosphere. Such
ships feature wings and maneuvering foils and
are designed more like an aircraft than a starship.
When flying a starship outfitted with atmospher-
ic streamlining in a planetary atmosphere, the
pilot of the starship gains a +2 equipment bonus
to Pilot checks.
Maximum Ship Size: Only light and ultra-
light ships may use atmospheric streamlining.
Purchase DC: 10 + one-half the base pur-
chase DC of the starship.
Restriction: None.
Example: A PL 6 Hauler with a base cargo capac-
ity of 3,300 tons that took this special system
would have two cargo holds; the common hold
would have a capacity of 2,475 tons while the con-
cealed hold would have a capacity of 825 tons.
C OMBAT W INGS (PL 6)
These advanced wings are structurally rein-
forced, enabling each wing to carry one addition-
al beam, projectile, or missile weapon over the
starship’s standard limit (see the future SRD). The
standard design for a starship includes only two
wings, though some unusual configurations sport
four wings. The exact cost – and number of extra
weapons the ship can carry – of this special sys-
tem depends entirely on the ship’s design.
Maximum Ship Size: Gargantuan.
Purchase DC: 10 + one-quarter the base pur-
chase DC of the starship (two wing designs); 18 +
one-quarter the base purchase DC of the starship
(four wing designs).
Restriction: Military (+3).
Minimum Ship Size: None.
Purchase DC: 10 + one-quarter the base pur-
chase DC of the starship.
Restriction: Illegal (+4).
H OLO S UITE (PL 7)
One of the greatest advancements in the
Gravity Age is the development of life-like holo-
grams. A holo suite is a dedicated chamber aboard
a starship within which hundreds of holo-projec-
tors work together to create an artificial, insub-
stantial environment for entertainment purposes.
A holo suite has no real mechanical impact on a
campaign but the roleplaying possibilities are
limited only by the imagination of the players and
the GM.
In the Energy Age the holo suite technology
incorporates small matter replicators, giving
physical form to some small props and items.
Materials created by this advanced holo suite are
temporary in nature, lasting only 2d8+4 minutes
before they break down and turn to a gray, thick
sludge.
C ONCEALED C ARGO H OLD (PL 7)
Smugglers, scoundrels, and criminals are fre-
quently hired to transport illegal items, often
times expected to carry their cargo through mili-
tary and customs patrols and – no matter what –
deliver their cargo.
The experienced smuggler
5
905028196.001.png
Zgłoś jeśli naruszono regulamin