d20 Ronin Arts Future Starship 01 - The Nova Star.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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THE NOVA STAR
INTRODUCTION
Welcome to Ronin Arts’ Future: Starship 1 –
The Nova Star , the first 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:
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.
ABOUT THE AUTHOR
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
• The campaign is not a “hard” science setting.
Campaigns that are more space opera/adven-
ture 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 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?
visit
www.creationcrash.com
and
www.roninarts.com.
E-FUTURE TILES: STAR FREIGHTER
The Nova Star design is based on SkeletonKey
Games’ e-Future Tiles: Star Freighter tile set.
While this PDF can be easily used on its own you
will get a lot more use out of it in your game ses-
sions if you construct the ship – at miniatures scale
– using the printable tiles. The only tiles you will
need that are not available in e-Future Tiles: Star
Freighter are the wings – which have been thought-
fully included at the end of this PDF.
To learn more about SkeletonKey Games please
visit their website at www.skeletonkeygames.com.
Most of the starships in this series are designed
to fill 4 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 star-
ship equipment and assorted information, can also
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THE NOVA STAR
NEW RULES AND IDEAS
N EW S HIP S YSTEMS
The following are new items that have been
installed on the Nova Star. They are included here
so that you may easily use them to modify existing
starships or when designing your own original
ships.
Purchase DC: 25 (Huge), 30 (Gargantuan), or
35 (Colossal).
Restriction: Military (+3).
I LLEGAL C ARGO I TEMS
While many of the freighters in service in the
galaxy run honest, legal goods, a number of pilots
use their ships to transport illegal substances, gear,
and other objects between worlds. The following
are just a small sampling of possible illegal cargo
items a pilot could agree to transport.
Weapons: On worlds undergoing civil war or
rebellion, those in control will do their best to limit
the introduction of new weapons to the world.
Pacifist worlds, resort worlds, and governmental
complexes will also have restrictions on weapons of
any type. The risk in running weapons, while great,
is usually not life threatening.
Drugs: Not the medical type. Sci-fi tales are
packed with various illegal substances – spices,
beverages, hypnotic devices designed to induce
euphoria, all are “drugs” to be delivered.
Slaves: Only the most morally corrupt of pilots
agree to transport slaves between worlds. Some
pilots even go so far as to become slavers, landing
on isolated worlds and rounding up the locals to sell
on some other planet.
GRAVITIC ENHANCEMENT DRIVE
(PL 7)
This engine upgrade – usable with PL 6 and PL
7 engines only – reroutes the ship’s power through
a gravitic flux module that slightly boosts the
engine’s power output. A gravitic enhancement
drive is an activated system that must be turned on
– counts as an action – in order to operate. The drive
requires 1d4 rounds after being turned on before it
begins to have an effect on the engine’s power; after
1d4 rounds the ship’s tactical speed is increased by
+500 ft. (+1 sq.). Unfortunately, gravitic enhance-
ment drives are unreliable devices – each round
after the drive first boosts the ship’s speed there is a
chance that the drive will fail and burn out the
ship’s engines, leaving it without power. This
chance is equal to 10% + 5% for each round after
the first that the gravitic enhancement drive is left
running. A DC 25 Repair check is required to repair
an engine that is burned out by a gravitic enhance-
ment drive.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +500 feet (+1 square).
Purchase DC: 30 + one-half the base purchase
DC of the starship.
Restriction: Licensed (+1)
S TARSHIPS AND
P URCHASE DC S
According to the rules as presented, starships
are extremely expensive pieces of equipment. This
is appropriate for many types of games but, when it
comes to a space opera setting where several people
own and operate starships, the printed purchase
DCs are far too high.
To make starships more prolific in a campaign
setting, especially one in which it’s preferable for
the player characters to own their own starships,
reduce the printed purchase DCs of all non-military
starships by 15. This change brings starship pur-
chase DCs to a range closer to that of civilian land
vehicles in a Modern campaign.
This is an optional rule and one that must be
approved by the GM.
PUNISHER TARGETING COMPUTER
(PL 7)
This military-grade targeting computer was first
installed in battleship’s and cruisers. A starship
equipped with a Punisher targeting computer gains
an equipment bonus on attack rolls depending on
the ship’s size: Huge +4, Gargantuan +5, Colossal
+6. This system replaces the ship’s existing target-
ing system..
The purchase DC of the improved targeting sys-
tem depends on the size of the ship.
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THE NOVA STAR
BASIC INFORMATION
Throughout the galaxy, light freighters travel the
spacelanes. These small ships are mostly involved
in running legal and illegal cargo between the
numerous populated worlds of the known universe.
Freighters – many of them decades old and with
more stories behind them than the most grizzled of
out-of-work spacers – are typically heavily cus-
tomized by their owners. It’s not an uncommon for
two freighters of the same model to, after a few
decades of service, look nothing alike.
The Nova Star is a Comet-class freighter origi-
nally manufactured on the high-industry world of
Diaophin Alpha Six. First used in the Byssanian
Mercantile Wars, the Nova Star saw extensive com-
bat as she transported medical supplies, foodstuffs,
and water to a remote Byssanian outpost in the
Xixith Asteroid Belt. The captain and owner of the
Nova Star during the Mercantile Wars, a human
named Stavros Rennelli, started the first in what
was to eventually become many custom modifica-
tions to the ship’s Comet-class design.
Rennelli lost the Nova Star to the mechanical
bounty hunter VtX-09a shortly after the Mercantile
Wars. Since that time, the ship has had almost a
dozen different owners, each one of which has
made some modification or other to the ship’s orig-
inal design. The ship’s last owner, Cryyss the
Dishonest, upgraded the ship’s engines with a
gravitic enhancement drive and the ship’s armor to
cerametal.
The starship lot where the Nova Star is current-
ly being displayed for sale also made a new modifi-
cation to the freighter: a military-grade “Punisher”
targeting computer was mounted in place of the
ship’s original targeting system. Where the starship
lot owners found a “Punisher” is unknown, but
they’re proud of the improvement to the ship (and
they’re charging for it).
The Nova Star would make an excellent “home
base” for a team of star heroes. The ship is armed
and armored and has enough cargo space to make it
an excellent tool for smuggling, pirating, or honest
trade.
GAME STATISTICS
T HE N OVA S TAR (PL 7)
Type: Ultralight
Subtype: Light freighter
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 16d20 (320 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Size: Colossal (-8 size)
Tactical Speed: 3,000 ft. (6 sq.),
3,500 ft. (7 sq.) with gravitic
enhancement drive activated
Length: 102 feet
Weight: 400 tons
Targeting System Bonus: +4
Crew: 3 (trained +4)
Passenger Capacity: 3
Cargo Capacity: 270 tons
Grapple Modifier: +16
Purchase DC: 53
Restriction: Military (+3)
Attack: 2 fire-linked heavy lasers –3 ranged
(12d8) and 2 fire-linked rail cannons –8 ranged
(9d12)
Attack of Opportunity: None
magnetic field, radiation shielding, sensor
jammer
Sensors: Class II sensor array, Punisher target-
ing computer
Communications: Laser transceiver, radio
transceiver
Weapons: 2 fire-linked heavy lasers (range
incr. 4,000 ft.), 2 fire-linked rail cannons
(range incr. 3,000 ft.)
Grappling Systems: Grapplers
NOVA STAR DESIGN SPECS:
Engines: Ion engine, thrusters, gravitic
enhancement drive
Armor: Cerametal
Defense Systems: Autopilot system, shielded
cargo hold, damage control system (1d10),
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THE NOVA STAR
STARSHIP KEY
1. Cockpit: The Nova Star’s cockpit seats three
– a pilot, co-pilot, and navigations/communi-
cations specialist. This cramped cockpit is
typical of light freighters. The cockpit door
can be closed with the touch of a button and
is quite durable (hardness 20, 50 hit points)
and has a sophisticated lock (DC 40 Disable
Device check required to open the door
when locked).
2. Personal Cargo: This small hold is used for
passenger and crew cargo. In an emergency
the space could be used to carry more pas-
sengers – previous owners of the Nova Star
have been known to stack bunks in this small
space so that they could ferry survivors and
refugees.
3. Med Suite: This compact medical facility
houses a cryosleep chamber and a minimal
selection of basic drugs, bandages, and med-
ical supplies. Treat Injury checks made while
in the Med Suite gain a +2 equipment bonus.
4. Galley: The ship’s galley carries enough
foodstuff to feed up to six people for a two-
week period.
5. Lavatory: A typical shipboard restroom facil-
ity.
6. Sleeping Quarters: These double bunks can
fit up to 8 comfortably.
7. Weapon’s Storage: The ship’s personal
weapons and armor are stored in this area.
The weapons are kept in wall-mounted
cases, each one locked (DC 35 Disable
Device check required to break into these
cases).
8. Engineering 1: This area offers access to the
ship’s port engines, the translight drives, and
various other technical components of the
Nova Star . A secondary gunner’s station here
is tied to the ship’s rail cannons. Firing the
weapons from this position does not give the
firer the ship’s targeting system bonus (the
Punisher is only wired into the cockpit con-
trols).
9. Engineering 2: Identical to engineering 1
except without the gunner station and allow-
ing access only to the starboard engines.
10. Passageway: This area is usually kept clear.
It can be used to store more cargo if the Nova
Star’s primary cargo holds are filled to
capacity.
11-12. Cargo Holds: Large bay doors allow
access to these two large cargo bays.
ADVENTURE HOOKS
HEY, THAT’S MY SHIP!
Shortly after purchasing the Nova Star, the play-
er characters are confronted by a man claiming that
the ship was stolen from him. He manages to pro-
duce evidence of ownership and the local authori-
ties approach the group, arresting them for starship
theft.
The individual is an experienced con man who
spends his time traveling between worlds and run-
ning this same scheme. How the PCs clear their
names, and re-acquire their ship before the real
thief escapes off-planet, should prove to be an
exciting evening of game play.
Alternately, the individual is telling the truth.
The Nova Star was stolen from him several months
ago by thieves working for the starship lot where
the PCs purchased the ship. How the PCs deal with
dishonest starship salesmen should be fun to watch.
MORE FUN THAN A CARGO HOLD
FULL OF BENNIAN HOUNDS
A wealthy noble requests that the PCs transport
her prized bennian hounds to the upcoming canine
show on Teirjon Theta Seven. The pay is adequate,
the job seemingly simple, and the temptation too
great to pass up.
Unfortunately for the player characters, the
woman forgot to mention that bennian hounds are
prone to space-sickness and very, very loud.
Throughout the trip the PCs must deal with sick
dogs, noisy dogs, and dogs always underfoot – no
matter how hard they try to keep the hounds con-
fined to the cargo hold they find a way to escape.
The woman has promised a bonus if the dogs
are safely delivered to the show. This annoyance
should be a fun diversion during the course of a
more serious adventure.
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