d20 Ronin Arts Future Starship 16 - Celestial Defender.pdf

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INTRODUCTION
INTRODUCTION
W HAT S R EQUIRED TO
U SE THIS PDF?
In order to use Future: Starship 16 – Celestial
Defender you will need the modern and future
SRDs, available free online, and e-Future Tiles:
Starships (available at www.skeleton-
keygames.com ). No other Ronin Arts products
are required to use this PDF.
Welcome to Future: Starship 16 – Celestial ,
the latest installment in Ronin Arts’ ongoing series
of PDFs for use with futuristic d20 campaigns. This
series makes some assumptions about your cam-
paign; the starship designs in this series will be most
useful in campaigns in which the following state-
ments are true:
The campaign is not a “hard” science setting.
Campaigns that are more space opera/adventure
movie are the intended target for this series.
A BOUT THE A UTHOR
Philip Reed has been working professionally in
the roleplaying game industry for over a decade. 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 and www.roni-
narts.com . The approved Ronin Arts fan forum can be
found at www.raforums.com .
Starships are not rare or unusual. All of the star-
ships in this series assume that space travel is a
standard and common occurrence – individuals
either fly their own ships or ride on passenger
ships. Starships and space travel are as common
for characters as a plane ride is for people of our
reality.
Space combat is not uncommon. It’s just another
exciting adventure when the player characters
have to engage the enemy while fleeing from
some world or other.
The campaign is packed with action. If things
aren’t exploding, how much fun can the game
really be?
NEW RULES AND IDEAS
N EW S TARSHIP A CTIONS
ANALYZE BATTLE SITUATION
This full-round action may only be performed
from a crew station equipped with a tactical analysis
computer (see box). As a full-round action, a starship
crewman may make a Computer Use check (DC equal
to 10 + the number of opposing starships on the tac-
tical map). On a successful check the crewman has
successfully analyzed the current situation and all
crewmembers onboard the starship gain a +2
insight bonus to attack and saving throws for 1d4
rounds. If the check fails the crewman has made a
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NEW RULES AND IDEAS
T ACTICAL A NALYSIS C OMPUTER (PL 7)
A tactical analysis computer is used to track and predict the actions of enemy starships during com-
bat. Only a starship equipped with this system may perform an analyze battle situation action (see
above).
The purchase DC of the tactical analysis computer depends on the size of the ship.
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).
Restriction: Military (+3).
ELECTRO-GRAVITIC SHIELDS (PL 7)
First seen during the Gravity Age, starship shields
bathe a starship in a field of energy specifically
designed to absorb incoming attacks. Shields have a
Capacity Rating and can wear down over time – elec-
tro-gravitic shields have a Capacity Rating of 80,
which means that the shields can absorb a total of 80
points of damage before they’re completely worn
down – once worn down the shields provide the ship
with no protection until they recharge.
Each round that a starship equipped with electro-
gravitic shields is not damaged the shield capacity
recharges by 5 – it takes 16 rounds for an electro-
gravitic shield to recharge to its maximum Capacity
Rating.
major error in his calculations and all crewmembers
onboard the starship suffer a –2 penalty for 1d4
rounds. A starship may only attempt this action once
every five rounds.
OVERCHARGE ENGINES
This full-round action may only be performed
from a crew station that allows direct access to a star-
ship’s engines. By making a successful Repair check
(DC 25), a crewmember may alter the engine’s per-
formance, boosting the ship’s tactical speed by 2
squares for a number of rounds equal to one-half the
crewmember’s total Repair skill bonus. At the end of
this time the engines are strained and the ship’s
speed is decreased by 1 square until after one-hour of
maintenance has been performed (a successful DC 10
Repair check required).
If the check to overcharge the engines fails then
the engines go off-line for 1d4+1 rounds.
Example: A starship equipped with electro-gravitic
shields is hit by a heavy mass cannon (65 damage),
leaving the shields at Capacity Rating 15. On the next
round the ship does not suffer any damage so the
shields recharge to 20. On the third round, though, the
ship is hit by a heavy neutron gun (45 damage). Since
the ship’s shields are currently at 20, 25 points of dam-
age penetrate the shields and damage the ship. The
shields are now at 0 until they recharge.
N EW S TARSHIP D EVICES
The following new devices are installed in the
Celestial Defender as described herein. For even more
starship devices see Ronin Arts’ Future: 13 Starship
Devices and Future: 13 More Starship Devices.
DUAL-PURPOSE SENSOR PACKAGE (PL 7)
This compact system melds any two PL 5 or PL 6
sensor systems into a single, PL 7 component – the
two sensor systems must be purchased separately in
addition to this device. With this device installed a
starship may effectively carry more sensor devices,
though the extra sensor devices are limited to the
earlier progress levels noted above.
Purchase DC: 22.
Restriction: Restricted (+2).
Shields do not count toward the total number of
defense systems that a starship may carry though
any ship may carry only a single shield system.
Purchase DC: 10 + one-half the base purchase
DC of the starship.
Restriction: Military (+3).
GRAV-SHIELDED CREW STATIONS (PL 7)
A starship equipped with grav-shielded crew sta-
tions better protects its crew during combat, reduc-
ing the chance that the crew will be tossed around
during a fight. At any time that a crewmember –
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BASIC INFORMATION
seated in a grav-shielded crew station – must make
a save to avoid being dazed, shaken, or stunned the
crewmember gains a +6 equipment bonus to the
check.
Note: Passenger compartments may also be
equipped with grav-shielded couches for the same
price as a grav-shielded crew station.
Purchase DC: 10 +3 per crew station.
BASIC INFORMATION
Originally in military service as the light frigate
Nexus-9b, the Celestial Defender was decommis-
sioned and sold as scrap during the early years of
the Gravity Age. Purchased by the rulers of Drexas
IV, an outer system world known primarily for its
status as an intergalactic junk yard, the frigate was
stripped down and rebuilt with the sole purpose of
patrolling the system’s shipping lanes, boarding
ships with questionable documentation and taking
and illegal cargo that such ships may carry.
Unfortunately for the people of Drexas IV, the
Celestial Defender’s first combat action ended in
near-defeat – the ship was unsuited to its intend-
ed role, the designers having short-changed their
clients during the rebuilding process. With 7 of the
ship’s 10 crew killed in the engagement, and the
Celestial Defender reduced to a smoking, failing
hulk, the people of Drexas IV found themselves in a
terrible situation.
Salvation came from an unexpected direction,
as the Black Hole Syndicate signed a contract with
Drexas IV. The criminal organization was given con-
trol of the ship, which they immediately repaired
and improved, and tasked with protecting the sys-
tem. Why the Syndicate entered into such an
unusual contract is unknown, but the people of
Drexas IV are just waiting for the dreaded day in
which the Syndicate’s true purpose in-system is
revealed.
While the Celestial Defender typically operates
alone, it isn’t at all uncommon for two or three
wings of ultralight fighters, all owned by the
Syndicate, to fly cover for the frigate. Recently the
Syndicate started construction of a small station
just on the edge of the Drexas IV system, adjacent
to the primary shipping lane.What the station is for
is unknown by all but the highest ranked members
of the Syndicate.
GAME STATISTICS
C ELESTIAL D EFENDER (PL 7)
Type: Ultralight
Subtype: Light Frigate
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 20d20 (400 hp)
Initiative Modifier: +4
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
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GAME STATISTICS
STANDARD PL 7 DESIGN SPECS:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system
(1d10), magnetic field, point-defense system, radi-
ation shielding,
Gunner ’s Attack Bonus: +2
Size: Colossal (–8 size)
Tactical Speed: 3,500 ft. (7 sq.)
Length: 180 feet
Weight: 900 tons
Targeting System Bonus: +3
Crew: 8 (trained +4)
Passenger Capacity: 24
Cargo Capacity: 30 tons
Grapple Modifier: +16
Base Purchase DC: 52
Restriction: Military (+3)
sensor jammer,
electro-gravitic
shields
Sensors: Dual-Purpose Sensor Package (Class
III sensor array and targeting system),
tactical
analysis computer
Communications:
Laser transceiver,
radio
transceiver
Weapons: 2 fire-linked heavy neutron guns
(range incr. 6,000 ft.), 2 fire-linked rail cannons
(range incr. 3,000 ft.), 1 CHE missile launcher (8
missiles)
Grappling Systems: Grapplers
Miscellaneous Systems:
Attack: 2 fire-linked heavy neutron guns –3
ranged (15d8) and 2 fire-linked rail cannons –8
ranged (9d12) and CHE missile –8 ranged
(6d12/19–20)
Attack of Opportunity: Point-defense system
+3 ranged (1d12x10)
Grav-Shield Crew
Stations
STARSHIP KEY
Unless noted otherwise in the descriptions
below, the following characteristics are common to
all areas in the Celestial Defender .
Doors: Doors within the starship are automatic
and open as soon as someone steps into a space
adjacent to the door. 2” thick steel, hardness 12; hp
30; AC 5; break DC 30.
Walls: The walls in the starship are dull gray in
color. 1 ft. thick steel walls, hardness 25; hp 200; AC
10.
the cockpit, fire control, and engineering stations
can be used to access the ship’s weapons.
Restrooms: The Celestial Defender’s designers
stripped out the two restrooms (originally located
in what are now the maintenance stations) and
replaced them with retractable facilities at each
crew station (a crewmember simply plugs his suit’s
umbilical attachment into a port in a chair – the
systems cleanse the suit’s small storage tanks
when the suit and chair are linked). There are no
shower facilities onboard the ship since it is intend-
ed solely for short (2-3 hour) flights. In the event of
a longer flight the crew can make use of chemical
refreshers mounted in the maintenance stations
but these are neither relaxing nor completely
effective (each is a scrubber device that emits a
cleansing alcohol substance that dries quickly
without need of towels or hot air). The Celestial
Defender is definitely not a luxury ship.
Computer Terminals: Each computer system
is tied into the starship’s central database and can
be used to transmit and receive messages,
research, watch vids (including those broadcast
from other ships or stations), and a number of
other non-essential duties. Only the computers in
the starship’s cockpit, tactical station, sensor con-
trol, and maintenance stations can be used to
access the ship’s sensors and only the computers in
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