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Starcaster 9. Crew Lounge

In document FaFl-DS_StarfarersHandbook (Page 172-178)

EXPLORER-CLASS STARSHIP

8. Starcaster 9. Crew Lounge

10. Cargo Hatch

11. Cargo Hold

12. Workstation

pack a powerful punch.

Interceptor: Gargantuan Vehicle; hp 120; Top Spd 40; Acc 10; Dec 10; Hand +6; Sensor +5; Stealth 18; AC 19 (–4 size, –5 Dex, +5 natural, +3 armor, +10 shields);

SQ vehicle, hardness 20; Fuel 250,000/1.

Stations: Pilot 1.

Cargo: 500 lb.

Cost: 10,000,000 cr.

Weapon: Twin laser cannons (battery); Fire arc: front;

Attack bonus: +5 (targeting computer); Damage:

6d10x2; Range: 5.

CORVETTE

Corvette-class vessels are midsize patrol boats with more punching power and better defenses than space fighters. They are also among the smallest warships equipped with starcaster drives, so they can operate for extended periods in isolated systems far from their base of operations. They are designed with flight surfaces and are capable of atmospheric flight. Corvettes are typ-ically equipped with wing-mounted lasers and a belly-mounted turret with dual lasers.

Corvette: Colossal Vehicle; hp 250; Top Spd 30; Acc 5; Dec 5; Hand +4; Sensor +5; Stealth 12; AC 18 (–8 size, –5 Dex, +6 natural, +3 armor, +12 shields); SQ vehicle, hardness 30; Fuel 150,000/3.

Stations: Pilot 1, Sensor 1, Gunner 2, Crew 20.

Cargo: 50 tons.

Cost: 40,000,000 cr.

Weapon: Twin laser cannons (battery); Fire arc: front;

Attack bonus: +5 (targeting computer); Damage:

6d10x2; Range: 5.

Weapon: Twin plasma cannons (battery); Fire arc: tur-ret; Attack bonus: +5 (targeting computer); Damage:

10d10x2; Range: 10.

DESTROYER

These vessels are designed as escorts for transports and large capital ships. Their primary role is to provide perimeter defense against other light ships, such as fighters, corvettes, and other destroyers. These vessels are rarely designed for atmospheric flight. They are usu-ally equipped with heavy laser turrets and multiple tor-pedo bays.

Destroyer: Colossal II Vehicle; hp 350; Top Spd 20;

Acc 4; Dec 4; Hand +2; Sensor +6; Stealth 8; AC 15 (–16 size, –5 Dex, +6 natural, +5 armor, +15 shields);

SQ vehicle, hardness 40; Fuel 100,000/4.

Stations: Pilot 1, Sensor 2, Gunner 4, Crew 50.

Cargo: 100 tons.

Cost: 60,000,000 cr.

Weapon: 2 quad plasma cannons (battery); Fire arc:

turret; Attack bonus: +5 (targeting computer); Damage:

10d10x4; Range: 10.

Weapon: 2 torpedo bays; Fire arc: front; Damage:

6d10x5; Speed: 50.

CRUISER

Cruisers are true warships that strike an uneasy bal-ance between speed, defenses, and armament. As a result, they are neither the fastest, best defended, nor best armed ships in the Imperial Navy. They are often used as advance fleet elements, with sufficient speed and offensive might to spearhead an attack. Light cruis-ers are also sometimes used to patrol particularly trou-blesome systems, though these duties are usually left to destroyers and corvettes.

Cruiser: Colossal III Vehicle; hp 420; Top Speed 15;

Acc 3; Dec 3; Hand +0; Sensor +7; Stealth 5; AC 18 (–32 size, –5 Dex, +15 natural, +10 armor, +20 shields);

SQ vehicle, hardness 50; Fuel 100,000/5.

Stations: Sensor 2, Gunner 8, Crew 100.

Cargo: 500 tons.

Cost: 150,000,000 cr.

Weapon: 4 quad plasma cannons (battery); Fire arc:

turret; Attack bonus: +5 (targeting computer); Damage:

10d10x4; Range: 10.

Weapon: 4 torpedo bays; Fire arc: front; Damage:

6d10x5; Speed: 50.

CARRIER

Carrier-based fighters and torpedo bombers are a crit-ical component of the Imperial Navy’s force-projection strategy. These titans are truly massive and extremely sophisticated vessels, providing a mobile base of opera-tions for several squadrons. Given their size, carriers are typically lightly armed and armored. They depend on escort ships such as cruisers and destroyers—as well as their own interceptor squadrons—for protection.

chapter nine: vehicles

1 7 1

171r171

Carrier: Colossal IV Vehicle; hp 620; Top Spd 10;

Acc 2; Dec 2; Hand –4; Sensor +10; Stealth 2; AC 6 (–64 size, –5 Dex, +30 natural, +15 armor, +20 shields);

SQ vehicle, hardness 60; Fuel 100,000/10.

Stations: Sensor 4, Gunner 2, Crew 1,000.

Cargo: 300 tons, 50 fighters.

Cost: 500,000,000 cr.

Weapon: 2 quad plasma cannons (battery); Fire arc:

turret; Attack bonus: +5 (targeting computer); Damage:

10d10x4; Range: 10.

Weapon: 2 torpedo bays; Fire arc: front; Damage:

6d10x5; Speed: 50.

BATTLESHIP

Thousands of these monsters were constructed during the Great War and are still around today. In the minds of many military observers, they are becoming obsolete as the navy’s role has shifted from the massive, set-piece fleet engagements of the war to the patrols and police actions of the modern empire. A battleship’s primary gun is a terrifying weapon that can immolate enemy ships and destroy small planetoids. During the war, Asamet often used battleship’s to bombard planetary surfaces, and there are rumors that Emperor Mezzenbone has revived the practice in the Outlands.

Battleship: Colossal IV Vehicle; hp 680; Top Spd 10;

Acc 2; Dec 2; Hand –4; Sensor +8; Stealth 2; AC 21 (–64 size, –5 Dex, +30 natural, +20 armor, +30 shields);

SQ vehicle, hardness 60; Fuel 100,000/10.

Stations: Sensor 10, Gunner 20, Crew 800.

Cargo: 800 tons.

Cost: 350,000,000 cr.

Weapon: Quad ion cannon; Fire arc: front; Attack bonus: +5 (targeting computer); Damage: 10d12x4;

Range: 20.

Weapon: 10 quad plasma cannons (battery); Fire arc:

turret; Attack bonus: +5 (targeting computer); Damage:

10d10x4; Range: 10.

Weapon: 10 torpedo bays; Fire arc: front x3, right x2, left x2, rear x3; Damage: 6d10x5; Speed: 50.

DREADNOUGHT

Perhaps only a dozen of these immense warships were ever built, and only a few remain in service. They serve as the flagships of the Empire’s most decorated admirals and are more often used for show and intimidation than real warfare. Each dreadnought boasts the offensive power of a small fleet. It bristles with gun turrets all along its length and supports launch bays for fighter and bomber squadrons. The Emperor is known to tour his realm in a dreadnought named Maleficent.

Dreadnought: Colossal V Vehicle; hp 850; Top Spd 5; Acc 2; Dec 2; Hand –6; Sensor +9; Stealth 1; AC 27 (–128 size, –5 Dex, +60 natural, +40 armor, +50 shields); SQ vehicle, hardness 80; Fuel 100,000/20.

Stations: Sensor 15, Gunner 50, Crew 2,000.

Cargo: 500 tons, 20 fighters.

Cost: 750,000,000 cr.

Weapon: 3 quad ion cannons; Fire arc: turret; Attack bonus: +5 (targeting computer); Damage: 10d12x4;

Range: 20.

Weapon: 20 quad plasma cannons (battery); Fire arc:

turret; Attack bonus: +5 (targeting computer); Damage:

10d10x4; Range: 10.

Weapon: 20 torpedo bays; Fire arc: front x5, right x5, left x5, rear x5; Damage: By torpedo; Speed: 50.

chapter nine: vehicles

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172l172

Adept 66-67

Armor Proficiency (heavy) 85

Armor Proficiency (light) 85

Armor Proficiency (medium) 85

Armor Proficiency (powered) 86

Artificial Gravity 168-169

Asamet 7, 8

Assassin 57-58

Attacking Through Cover 126-127

Attacks of Opportunity 124

Autofire 87, 129-130

Craft Magic Arms and Armor 85

Craft Wondrous Items 85

Crew Quality 158

Dragon Empire, History 7

Dragon Empire, Law 13-14

Dragon War 8

Firing Two Weapons 131

Forgery 73

Improved Far Shot 88

Improved Shot on the Run 88-89

Improved Two-Weapon Fighting 86

Information Junkie 89

Martial Weapon Proficiency 86

Mechanist 52-56

Medical Tech 108-109

index

Mobile Shot 89

NPC Classes, New 68

NPC Classes, Original 66

Open Lock 76

Prestige Classes, New 59

Prestige Classes, Original 57

Profession 77

Shooting at Objects 128

Shooting at Weapons 128-129

Simple Weapon Proficiency 86

Skill Focus 86

Spells, General Principles 139-140

Spells, New 145-149

Unification Church 12, 39

Urban Lore 83-84

Use Device 84

Use Magic Device 78

Use Rope 78

Vehicles, Combat Actions 158-159

Vehicles, Military 165

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

Traps & Treachery Copyright 2001, Fantasy Flight, Inc.

Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.

Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight, Inc.

The Galaxy Guide is the companion volume to the Starfarer’s Handbook and gives DMs a wealth of information on the Dragonstar universe.

• Setting and background detail on the Dragon Empire

• New rules for the effects of exotic and dangerous environments and hazards, including gravity, radiation, and vacuum.

• Guidelines that let you quickly and easily design new star systems and planets.

• New monsters and magic items with which to challenge and reward your players.

Coming in January, 2002

Imperial Supply is the first supplement for the Dragonstar campaign setting. It includes hundreds of listings and illustra-tions for new high-tech and magical gear, including weapons, computers, robots, spellware, vehicles, and starships.

Coming in March, 2002

In document FaFl-DS_StarfarersHandbook (Page 172-178)

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