d20 Ronin Arts Future Starship 06 - A Duo of Fighters.pdf

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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A DUO OF FIGHTERS
Welcome to Ronin Arts Future: Starship 6 — A
Duo Of Fighters , the sixth in a new series of PDFs
for use with futuristic D20 System 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
statements 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.
¥ Starships are not rare or unusual. All of the
starships 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 char-
acters as a plane ride is for people of our reality.
¥ Space combat is not uncommon. It s just
another exciting adventure when the player charac-
ters 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 real-
ly be?
Most of the starships in this series are designed
to fill an even number of pages. This is so that you
can print the pages — back-to-back if you wish — and
drop them into a binder. This introduction, and the
page of new starship equipment and assorted infor-
mation, can also be printed separately and added to
your binder. The schematic and silhouette page is
designed to be used as a player handout — it s what
flashes up on their ship systems when they attempt
to ID a ship — and GMs need only give the players
the page when they encounter a ship from this
series.
A BOUT THE A UTHOR
Michael Hammes has been freelancing in the role-
playing industry since 2001. Starting small, he has
steadily built his repertoire, and reputation, by work-
ing for such companies as Ronin Arts, Alderac
Entertainment Group, Dark Quest Games, and E.N.
Publishing. He is currently trying to balance his writ-
ing schedule with his role as stay-at-home father. To
catch the latest from Michael s Imagination, please
visit www.michaelhammes.com.
NEW RULES AND IDEAS
B UYING O LD
T ECHNOLOGY
This optional rule assumes that the purchase
DCs for various ships reflect their price relative to
the Progress Level they were built for. As such,
when a ship from a previous PL is bought in a later
PL, it is significantly cheaper since such a ship fea-
tures old and/or obsolete technology, weaker
armor, weaker armaments, etc.
Rather than worry about complicated calcula-
tions, simply assume that a ship’s Purchase DC is
reduced by 10 for every PL its technology is behind
the present. Thus, a PL 5 ship (such as the F-27
“Gnat” detailed in this PDF) would have its
Purchase DC reduced by 10 if bought at PL 6, 20 if
bought at PL 7, etc.
This depreciation reflects the fact of older tech-
nology as well as wear-and-tear that the ship has
suffered and is a handy way for a GM to place ships
into the hands of PCs just starting their journeys
into space. As with all such rules, the decision to
implement it is entirely with the GM.
N EW S HIP S YSTEMS
The following are new systems (or old systems
depending on your point of view) available on the
fighters in this PDF. They are included here so that
you may easily use them to modify existing star-
ships or as a reference when designing your own
original ships.
ION ENGINE AFTERBURNER
This addition to the ion engine allows the star-
ship to increase its tactical speed bonus over the
standard tactical speed bonus of +500 feet (+1
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INTRODUCTION
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A DUO OF FIGHTERS
square) allowed by the ion engine. This is achieved
by dumping in more fuel, thus increasing the ship’s
speed at the expense of range. As a result, an ion
engine outfitted with an afterburner must refuel
after every two battles or interplanetary trips.
An afterburner is more efficient for smaller
ships (as on larger ships the speed gained from the
afterburner is cancelled out by the vast amounts of
fuel required) and provides the following tactical
speed bonuses based on ship size (this bonus is
added to that provided by the ion engine):
Ship Size Tactical Speed Bonus
Huge +2,000 feet (+4 squares)
Gargantuan +1,500 feet (+3 squares)
Colossal +500 feet (+1 square)
Purchase DC: +3 to ion engine purchase DC
Example: A Huge fighter with an ion engine and
afterburner would have a total ion engine plus after-
burner tactical speed bonus of +2,500 feet (+5
squares) while a Colossal destroyer would have a
total tactical speed bonus of 1,000 feet (+2 squares).
Name: Cobra (air-to-air missile)
Weapon Damage: 4d12 (26)
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 21
Restriction: Mil (+3)
30MM CANNON
The F-27 “Gnat” is armed with a 30mm cannon
as its primary attack weapon.
Name: 30mm Cannon
Weapon Damage: 4d12 (26)
Critical: 20
Damage Type: Ballistic
Range Increment: 350 ft.
Rate of Fire: A
Minimum Ship Size: Huge
Purchase DC: 25
Restriction: Mil (+3)
COBRA AIR-TO-AIR MISSILE (PL 5)
The F-27 “Gnat” is armed with a pair of Cobra
air-to-air missiles as its primary defense armament.
HARASSER-CLASS
The Harasser -class is a direct evolutionary
descendant of the PL 5 single-seat fighter designs.
This makes it extremely versatile, fulfilling its roles
as star fighter and in-atmosphere fighter equally well.
Targeting System Bonus: +1
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1,200 lb.
Grapple Modifier: +12
Base Purchase DC: 51
Restriction: Military (+3)
Attack: 2 fire-linked semi-automatic lasers
+6/+1 ranged (9d8), or 2 fire-linked semi-automat-
ic lasers +6 ranged (9d8) and 1 CHE missile +1
ranged (6d12/19-20)
Attack of Opportunity: None
HARASSER-CLASS (PL 6)
Type: Ultralight
Subtype: Fighter
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 8
Hardness: 20
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Size: Gargantuan (–4 size)
Tactical Speed: 5,500 ft. (11 sq.)
Length: 45 feet
Weight: 37,000 lb. (18.5 tons)
HARASSER-CLASS DESIGN SPECS:
Engines: Ion engine w/afterburner, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, damage
control system (1d10), sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio
transceiver
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A DUO OF FIGHTERS
Weapons: 2 fire-linked semi-automatic lasers
(range incr. 3,000 ft) and 1 CHE missile launcher (8
missiles)
Grappling Systems: N/A
HARASSER-CLASS UPGRADE
TEMPLATE (PL 6)
The Harasser- class template can be applied to
any Harasser- class fighter. The ship s design specs
should be adjusted as follows:
Armor Upgrade: Vanadium (hardness 30)
Defense System Upgrade: Improved autopilot
system, improved damage control (2d10), stealth
screen (-10 to sensor checks to detect ship, 50%
chance of mine not detecting ship, one-half con-
cealment (20% miss chance); replaces PL 5 sensor
jammer).
Weapons Upgrade: 2 fire-linked fusion beams
(15d8 damage, range incr. 3,000 ft.) and 1 nuclear
missile launcher
H ARASSER -C LASS U PGRADE
T EMPLATE (PL 6)
The Harasser- class is designed for mass pro-
duction and, as a result, represents a compromise
between functionality and economics. However, if
money is no object, then the following upgrades can
be made to a Harasser -class ship to increase its sur-
vivability and lethality.
F-27 GNAT
One of the first upper atmosphere fighters of its
day, the F-27 Gnat saw service during the latter
portion of PL 5. Advanced for its time, the Gnat
was a single-seat, lightly armed and armored fight-
er that ended up being produced in the thousands.
F-27 “GNAT” (PL 5)
Type: Ultralight
Subtype: Fighter
Defense: 21
Flat-footed Defense: 15
Autopilot Defense: 8
Hardness: 20
Hit Dice: 3d20 (60 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Size: Huge (–2 size)
Tactical Speed: 2,500 ft. (11 sq.)
Length: 21 feet
Weight: 15,000 lb. (7.5 tons)
Targeting System Bonus: N/A
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 500 lb.
Grapple Modifier: +8
Base Purchase DC: 49
Restriction: Military (+3)
Attack: 1 30mm cannon +7/+2 ranged (4d12)
or 1 Cobra missile +7/+2 ranged (4d12/19-20);
each weapon system must be fired individually
Attack of Opportunity: None
F-27 “GNAT” DESIGN SPECS:
Engines: Thrusters
Armor: Alloy Plating
Defense Systems: Sensor jammer
Sensors: Class I sensor array
Communications: Radio transceiver
Weapons: 1 30mm cannon (range incr. 350 ft)
and 2 Cobra missiles (no missile launcher)
Grappling Systems: N/A
F-27 “G NAT ”U PGRADE
T EMPLATE (PL 6)
One of the strangest upgrades ever given to a
starship, the F-27 Gnat upgrade was an attempt
to extend the service life of the fighter.
Unfortunately, as it would have been cheaper to
develop and build an entirely new fighter than to
integrate all of the new technology into the existing
F-27 chassis, it was decided that the design would
be best served by grafting most of the new technol-
ogy on in the form of a new wing assembly. The
result, while surprisingly functional, certainly takes
some getting used to.
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A DUO OF FIGHTERS
F-27 “GNAT” UPGRADE
TEMPLATE (PL 6)
This upgrade template can only be applied to the
F-27 Gnat fighter. The ship s design specs
should be adjusted as follows:
Size Upgrade: Gargantuan (from Huge)
Hit Die Upgrade: +3d20
Engine Upgrade: Ion engine, thrusters (tactical
speed +500 feet).
Armor Upgrade: Polymeric (hardness 20, no
speed penalty)
Defense System Upgrade: Damage control
(1d10), stealth screen (-10 to sensor checks to
detect ship, 50% chance of mine not detecting ship,
one-half concealment (20% miss chance); replaces
PL 5 sensor jammer).
Sensors Upgrade: Class II sensor array, target-
ing system
Communications Upgrade: Laser transceiver.
Weapons Upgrade: 1 Fusion beam (10d8 dam-
age, range incr. 3,000 ft.; replaces 30mm cannon)
and 2 CHE missiles (no missile launcher; replace
Cobra air-to-air missiles)
Grappling System Upgrade: N/A
ADVENTURE HOOKS
A CES H IGH
This is more of a campaign idea than an adven-
ture hook. In essence, the PCs are fighter pilots
(they can be employed by the government, a pri-
vate corporation, but the most interesting way is to
be guns-for-hire) and fly about the stars completing
various missions, most of them involving starship
combat.
Of course, the creative GM will have little prob-
lem coming up with reasons for adventuring plan-
et-side (from dealing with crooked employers to
rescuing kidnapped friends to “obtaining” experi-
mental pieces of equipment to give their fighters
that extra edge) as well, but in such a campaign the
main focus is usually on starship combat and, espe-
cially if the PCs are guns-for-hire, the rewards for
successful missions will focus on upgrading their
ships.
B OTHERSOME I NSECTS
Help is needed at an agricultural colony on a
border planet. The problem? The colony is being
terrorized by a bandit gang that has access to one
(or several) Harasser -class fighter(s). The colonists
have nothing to match that firepower.
The solution? The PCs, who are asked to put a
stop to the bandit predations. Unfortunately, the
only ships available to the PCs are F-27 “Gnats”
(the PL 5 version, not the upgrade) that are being
used as crop-dusters (if the PCs already have a ship
of their own, it crash-landed, which is why the PCs
are on the planet in the first place). But that’s not a
problem. All the PCs have to do is jury-rig some
weapons (from their own ship if they have one) and
they’re good to go!
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