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crew and contracted to the rim colonies as a
private security force.
Future Armada: Midgard
Variants
by Ryan Wolfe
So the current crew of the Atlantis isn’t part of
the official government and isn’t exactly military,
though they operate as if they were. They owe
their primary allegiance to Aldus Nordheim and
whoever is paying their current contract. They
don’t have much respect for law, or the real
military – but will do the job they are being paid
to do (which is usually to patrol and protect the
far colonies that seldom see a ConFed cruiser).
http://home.insightbb.com/~ryan.wolfe
Future Armada: Midgard Variants is copyright © 2005 Ryan
Wolfe. All text in this book is designated as open game
content. You may not distribute this PDF without permission
of the author.
Overview
The Midgard Variants are a set of three similar
ship designs based on the same basic
technology and layout. The specifications for this
alien design (codenamed “Jormungandr”) were
recently discovered in the ruins of an ancient city
deep beneath the sea. The pseudo-organic
composites and revolutionary construction
techniques have allowed the newly-formed
Midgard Shipyards to quickly produce a line of
military vessels easily on par with those using
conventional technologies.
The captain of the Atlantis is the charismatic
Captain Jon T. Ericson – a brash young officer
who recently left the ConFed navy after
repeated clashes with his commanding officers.
He is a skilled tactician and natural leader, but
doesn’t like to take orders. Captain Ericson has
a pretty high opinion of himself and is prone to
posturing and dramatic speeches. When there is
an opportunity to act, Captain Ericson will move
boldly and quickly – taking the fastest, but not
necessarily the best, course of action.
His executive officer, Commander Marta
Dykstra, is a dark-haired beauty who is all
business. One would think that her severe and
cold demeanor is a façade to hide an underlying
vulnerability – but honestly, she is cold to the
core and there’s no vulnerability to hide. She
keeps the ship running and has zero tolerance
for incompetence. Her background, which she
refuses to go into, is apparently more mercenary
than military. She commands the Atlantis when
Captain Ericson is off duty. When she is in
charge all options are weighed carefully before
any course of action is decided (an approach
often ridiculed by the rash Captain).
The Atlantis
The Atlantis is the first Jormungandr class
vessel – flagship of Midgard Shipyards. This
ship is a light carrier that adheres very closely to
the original design. While modified to function
primarily in the void of space, it can also function
as a submersible. The fighter craft on board are
derived from the same alien technology and are
also capable of submerged operation.
While the Atlantis was built upon the original
specifications, the designs have since been
modified to produce a larger version (the
Gungnir class carriers such as the Partisan) and
a line of smaller frigates (the Muninn class ships,
such as the Corvus). This document describes
the Atlantis as the primary vessel of the line.
Statistics and maps for the Corvus and Partisan
variants are then given at the end of the
document. They use the same map sections,
crew stats, and interior area descriptions as the
Atlantis.
The other person of note on board is the chief
engineer, a paunchy Frall named Xyk Nune
(whose name is generally mispronounced
“Zeek”). While most of the Frall engineering
crew is rather timid and reserved, Nune is
genuinely gregarious – a fact which makes
many people very uncomfortable. A long-time
Nordheim employee, he was one of the primary
developers of the new line of ships and
considers them his personal responsibility. With
a call to old man Aldus, he could probably get
anyone on board (even the captain) fired – and
everyone knows it.
Aldus Nordheim, the wealthy industrialist who
funded the original deep-sea exploration, had
hoped to sell the new fleet to the ConFed
military. When they refused, the ships were
outfitted with a well-trained, but non-military,
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ATLANTIS
Progress Level
7
Size
Colossal (-8 size)
Type
Mediumweight
Tactical Speed
3,000 ft. (6 squares)
Subtype
Carrier
Length
520 ft.
Defense
7
Weight
21,000 tons
Flat-footed
5
Targeting Bonus
+3
Autopilot
5
Crew
100 (trained +4)
Passenger
Capacity
Hardness
30
60 (marines)
160d20
(3200 hp)
Hit Dice
Cargo Capacity
7,500 tons
Grapple
Modifier
Initiative
+4
+16
Pilot’s Class
Bonus
Base Purchase
DC
+3
62
Pilot’s Dex
Modifier
+2
Restriction
Military (+3)
Gunner’s
Attack Bonus
Grappling
Systems
+2
None
Induction Engine,
Thrusters
Biosteel
(equivalent to Cerametal)
Engines
Armor
Class V sensor array,
Targeting system
Drivesat Comm Array,
Mass Transceiver
Sensors
Communications
Improved autopilot system, improved damage control (4d10), light fortification,
particle field, point-defense system, radiation shielding
Defense Systems
4 variable fire-linked plasma missile launchers (16 missiles each),
2 fire-linked plasma cannons (range increment 3,000 ft.)
Weapons
4 fire-linked plasma missile launchers -1 ranged (36d8 / 19-20) and
2 fire-linked plasma cannons -6 ranged (21d8 / 20)
Attacks
Attack of
Opportunity
Point-defense system +3 ranged (3d12x10)
Carries 20 fighters
This ship can function at full capacity while submerged.
Note
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Interior Areas
Deck A: Flight Deck
Flight Deck
The top level of the Atlantis is basically a covered
runway with elevators in the deck at both ends.
These lifts are used to move fighters to and from
the hangar decks below (though the fore elevator
goes down as far as the cargo hold).
Conning Tower
On the starboard side of the ship, just forward of
the aft elevator, stands the conning tower. The
smaller elevator in here is the primary access
point to the decks below. Though the interior of
the tower is rather sparse at this level, the level
above houses the flight operations center, while
below lies the pilot’s ready room and then the
auxiliary bridge below that.
A transparent alloy canopy covers most of the
flight deck. Doors of a similar material can be
raised at either end, as can atmosphere
containment fields. These fields, standard on high
tech vessels with launch bays, allow fighters (and
other solid objects) to pass through while keeping
in atmosphere and screening out environmental
radiation.
Control Tower
Above the flight deck, and accessed through the
personnel elevator in the conning tower, is the
flight operations control room. The crew here is
responsible for tracking and coordinating the
fighter craft while they are airborne. Panoramic
windows provide an excellent view of the
surrounding area and there is a maintenance
hatch leading to the top of the tower.
Note that the containment fields do not keep out
water (that would be bad for the pilots passing
through). The Atlantis must either surface, or flood
the flight deck, in order to launch fighters while
acting as a submersible.
Personnel hatches at the front end of the flight
deck lead below decks to the refueling and
rearming areas. Similar access points at the aft
end lead down to the utility area and machine
shop.
The starboard side of the runway is sometimes
used to park fighter craft in preparation for a quick
launch. This side of the flight deck is blocked by
the conning tower anyway and so would be
wasted space otherwise. Craft prepped and
parked here can get into space without having to
wait for the elevator to move them from the
hangar decks below.
The Cargo Elevators
The large lifts at either end of the flight deck are
used primarily to move fighters to and from the
hangar bays. The forward elevator is also used to
move munitions and cargo to the lowers levels of
the ship. Both shafts have bulkheads that can seal
at each level – so the lifts can serve as airlocks as
well. This is especially important for the forward lift
as the top-most level opens into the vacuum of
space.
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