d20 Ronin Arts Future 13 Starship Devices and Gadgets.pdf

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13 Starship
Gadgets and Devices
F utuRe : 13 t hiRteens
This PDF is released under Ronin Arts’ Future:
13 Thirteens subscription series. While this PDF
may be purchased separately, those that have
joined the subscription service save money on the
releases and gain access to a special forum in which
they can inluence future releases in this series. For
more information please visit www.roninarts.com
and check our catalog of Future releases or our
messageboards.
Personal gear described in the future SRD includes
the gadget concept and plenty of examples. Third-
party supplements, including some that I have written,
include gadgets for mecha. Well, it’s time starships also
gain the beneit of the gadget concept.
As with the basic gadget system, using starship
gadgets is a simple matter of mixing and matching
various elements of a starship device until it its what
is needed.
First, pick a base item to be modiied (this PDF
includes engine and weapon gadgets only). Select
a gadget of the appropriate type and modify the
Purchase DC of the base item according to the
gadget’s instructions, and then purchase the gadget-
modiied item as normal.
In addition to the new gadgets in this PDF (9 in
total), I’ve also included four new special systems for
starships. These are all very basic devices, but they
should prove quite useful in the design of dedicated
starship platforms (including passenger ships and
medical ships).
o Pen G ame C ontent
All of the text of this PDF is presented as open
game content. While this means absolutely nothing
to your campaign it does give other publishers
permission to use this material as long as they follow
the open game license (see the end of this PDF).
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 running 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.roninarts.com .
W hat s R equiRed to u se this PdF?
In order to use Future: 13 Starship Gadgets and
Devices you will need the modern and future SRDs,
available free online. No other Ronin Arts products
are required to use this PDF. If you need expanded
starship options, you may wish to consider Future: 13
Starship Devices, Future: 13 More Starship Devices ,
and Future: Another 13 Starship Devices.
Copyright © 2007 Philip Reed. You may not distribute this document without permission of the publisher. Some portions
of this document are presented as open game content, see the Open Game License at the end of this document for more
information.
Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more information on Ronin Arts, and
Ronin Arts’ sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.com.
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Future: 13 Starship Devices and Gadgets
Engine Gadgets
a uxiliaRy e nGine
The engine features secondary, backup
components that effectively make it its own
backup drive system. In any instance that the
engine is disabled it automatically comes back
online, as a free action, in 1d4-1 rounds (minimum
of 1).
A starship may be equipped with this
gadget multiple times, each time increasing the
total number of times that the engine can be
reactivated after it would normally be damaged
or destroyed by 1.
For each auxiliary engine gadget a starship
engine is equipped with the DC to repairs is
increased by +2.
Restrictions: Starship engines only.
Purchase DC: +2.
number of battles or interplanetary lights the
ship may undertake before refueling is increased
by 50% (round up).
Restrictions: Starship engines that must be
refueled only.
Purchase DC: +3.
i mPRoved t hRust
Computer system and machinery changes to
the engine core grant the starship more power,
enabling it to propel the starship at an increased
rate of speed. The starship gains a +500 ft. bonus
to speed.
NOTE: A starship may be equipped with
multiple improved thrust gadgets, with each
increase past the irst granting an additional +250
ft. bonus to speed. (Tactical speed, in squares, is
rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.
F uel e ConomizeR
Engine advances make the engine more
economical in terms of fuel expenditure. The
Weapon Gadgets
a CCuRaCy e nhanCement
A combination of calibrated mechanical
systems, advanced targeting software, and overall
superior engineering combine to increase the
weapon’s accuracy. This gadget grants the modiied
weapon a +2 equipment bonus to attack rolls.
Restrictions: Starship non-missile weapons
only.
Purchase DC: +3.
a utoFiRe s ystem
Some starship weapons are capable of iring
in singleshot or semiautomatic forms only. The
autoire system gadget allows these weapons to
be ired on autoire.
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Future: 13 Starship Devices and Gadgets
m iniatuRized
By eliminating wasted space and using
microscopic components, some engineers are
capable of producing weapons vastly smaller
than normal. Any weapon that makes use of the
miniaturized gadget is counted as one-half a
weapon of its type for purposes of the starship’s
weapon limits.
Restrictions:
Starship
weapons
without
autoire only.
Purchase DC Modiier: +4.
e xPanded R anGe
Adjustments and improvements to the
weapon’s power and related components
signiicantly increase its range increment. The
range increment of a weapon modiied with the
expanded range gadget is doubled.
NOTE: A starship equipped with range
extension software (see Future: Another 13
Starship Devices ) applies the range bonus
from the device irst, and this gadget’s range
modiication second.
Restrictions: Starship weapons only.
Purchase DC Modiier: +3.
Example: A heavy starship is limited to a single
beam, projectile, or missile system for every 50
Hit Dice of its size. The starship could mount two
miniaturized beam, projectile, or missile systems for
every 50 Hit Dice of its size.
Restrictions: Starship weapons only.
Purchase DC Modiier: +8.
m aximum F iRePoWeR
The modiied weapon is improved, either
through expanded explosives embedded in a
modiied missile, increased power regulators
in an energy weapon, or through some other
adjustment appropriate to the weapon affected
by this gadget. The weapon’s damage is increased
by one die of the same type as the unmodiied
weapon.
v oiCe R eCoGnition s ystem
A countermeasure commonly built into
starship weapons is the voice recognition system
gadget. It requires any user to speak a command
word to unlock the weapon before it can be used.
Any weapon with the voice recognition system
gadget will not ire or activate unless the owner
(or designated group) gives the command word
to the weapon.
Restrictions: None.
Purchase DC Modiier: +2.
Example: A plasma cannon equipped with the
maximum irepower gadget inlicts 15d8 points of
damage (base 14d8 increased by 1).
Restrictions: Starship weapons only.
Purchase DC: +4.
3
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Future: 13 Starship Devices and Gadgets
Special Systems
While defensive, weapon, armor, engine, and
various other types of starship systems are easily
classiied there are a selection of items that do not
it neatly into an existing category. For simplicity,
unusual systems that defy categorization in the
existing areas are presented here, as special
systems.
To build a special system from scratch, a
character must succeed at a Craft (electronic)
check (DC 30) and a Craft (mechanical) check after
investing 60 hours in its assembly. A character
without an electrical or mechanical tool kit takes
a –4 penalty on the appropriate skill check. The
character must also make a Wealth check against
the system’s purchase DC.
Installing a special system requires a successful
Craft (mechanical) check (DC 30) after investing
30 hours. A character without a mechanical tool
kit takes a –4 penalty on the skill check.
Different types of special systems are detailed
below.
Minimum Ship Size: The minimum size
the starship must be to use this type of special
system.
Purchase DC: The purchase DC of the
system.
Restriction: The level of license required to
purchase the system legally.
Example: A corvette modiied with this system
reduces its cargo capacity to 75 tons and increases
its passenger capacity to 128.
Minimum Ship Size : Light.
Purchase DC: 10 + one-quarter the base
purchase DC of the starship.
Restriction: None.
m ediCal s tation (Pl 5)
A dedicated medical suite, complete with
operating theater and capacity for six medium-
sized patients, the medical station is typically
included on military starships and luxury
passenger ships. Though extremely rare, it may
also be encountered on small, private starships.
Due to the equipment and medical supplies
found in this area, Treat Injury checks made in the
medical station gain a +2 equipment bonus.
Minimum Ship Size : Light.
Purchase DC: 14.
Restriction: Licensed (+1).
v ehiCle G aRaGe (Pl 6)
This specialized garage is equipped with all
of the tools, diagnostic systems, and spare parts
necessary to keep almost any ground vehicle
functioning at peak eficiency. A vehicle garage is
situated adjacent to the starship’s outer hull and
a single bay door (locked, DC 35) allows vehicles
entrance into the starship.
Repairs, upgrades, and maintenance
performed to vehicles in a vehicle garage gain
a +5 equipment bonus to Craft and Repair skill
checks.
d ediCated P assenGeR
h old (Pl 5)
While many starships are designed to carry
passengers, a ship equipped with this special
system includes a large section designed
speciically for passengers; the starship is turned
into an effective, and comfortable, people mover.
The modiied starship sacriices one-half its cargo
capacity and quadruples its passenger capacity.
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Future: 13 Starship Devices and Gadgets
s taRshiP C lass t emPlate
APOCALYPSE-CLASS FAST-ATTACK TEMPLATE (PL 8)
Built during the later days of the Anmephis War, the Apocalypse-class fast-attack ighter sacriiced
defensive capabilities for increased irepower and speed. Designed for hit-and-fade tactics, the
Apocalypse-class proved less effective than its creators intended. Still, due to internal politics and
substantial bribes all problems with the ighter were concealed and the project pushed through.
The Apocalypse-class template can be applied to any PL 6 or PL 7 ighter or assault ighter. The
starship’s design specs should be adjusted as follows.
Hit Dice: Decrease by 1d20.
Engine Upgrade: Inertial lux engine (tactical speed +1,500).
Armor Downgrade: Eliminate existing armor, replace with polymeric.
Defense System Downgrade: Eliminate all existing defense systems; add displacer.
Weapons Upgrade: 2 ire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; added to
existing weapon systems).
A single vehicle garage has enough space for
six medium-sized vehicles, or three large-sized
vehicles, or one huge-sized vehicle.
Minimum Ship Size: Light.
Purchase DC: 32.
Restriction: None.
Due to the dedicated systems, including
advanced monitoring computers and medical
equipment, patients undergoing genetic
modiication in a gene therapy lab gain a +2
equipment bonus to Fortitude checks made
during the treatment. Additionally, each lab
is custom designed for a single gene therapy
template (chosen during the lab’s installation in
a starship) and all Fortitude saves made while
undergoing treatment for the chosen gene
therapy template gain a +6 circumstance bonus.
Minimum Ship Size: Light.
Purchase DC: 45.
Restriction: Military (+3).
G ene t heRaPy l ab (Pl 8)
Though available during earlier ages, the
Energy Age sees the development of such
signiicant advances in genetic engineering
that the equipment is reduced to a size that it
can be installed in a dedicated genetics station
onboard starships. A starship equipped with
a gene therapy lab is capable of performing
genetic manipulation to up to a dozen subjects
at a time.
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