Welcome to Ronin Arts Future: Starship 9 — The Devastator Class, the ninth in a new series of PDFs for use with futuristic D20 System cam-paigns. This series makes some assumptions about your campaign; the starship designs in this series will be most useful in campaigns in which the fol-lowing 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 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 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
Michael Hammes has been freelancing in the role-playing industry since 2001. Starting small, he has steadily built his repertoire, and reputation, by working for such companies as Ronin Arts, Alderac Entertainment Group, Dark Quest Games, and E.N. Publishing. He is currently trying to balance his writing schedule with his role as stay-at-home father. To catch the latest from Michael s Imagination, please visit
www.michaelhammes.com.
e-Future Tiles
The Devastator design is based on SkeletonKey Games e-Future Tiles: Star Chasers, Star Freighter, and Star Patrol tile sets. While this PDF can be easily used on its own you will get a lot more use out of it in your game sessions if you construct the ship — at miniatures scale — using the printable tiles. The only tiles you will need that are not avail-able in the SkeletonKey Games tiles sets are the wing extensions — which have been thoughtfully included at the end of this PDF — and two wing tiles found in Future: Starship 3.
To learn more about SkeletonKey Games please visit their website at www.skeletonkeygames.com.
Introduction
New rules and ideas
R.I. I
NFANTRY
B
OT
S
ERIES
1.
X
(PL 5)
With the growing intolerance for human casual-ties among the United States population in the lat-ter stages of PL 5, yet with no lack of conflict, there arose a need for a robot replacement for the com-mon infantryman. With its InfantryBot the recently formed Republican Industries won the lucrative first U.S. military contract for combat robots by besting seven other models in a live combat simu-lation.
The InfantryBot was perfect for soldiers raised in the video-game generation. With a rotating cylindrical body sprouting two claw-wielding arms and outfitted with a pair of assault rifles sitting on fully elevating weapon mounts, all of which was mounted on four spider-like legs, the InfantryBot looked like something out of a summer block-buster. Add to this was the fact that it was remote-controlled using a game pad-style controller, and you had a robot that was almost intuitive for new recruits raised on combat simulation games.
InfantryBots and their operators first saw com-bat during the Guatemalan crisis where they were assigned to infantry squads fighting their way
through Guatemala City. Used mainly in point/scout rules, the Infantrybots were plagued by software glitches and suffered greatly in the day-time heat and humidity. Despite these problems, the use of InfantryBots was considered a success. Although many critics argued, and rightly so, that the Infantrybots’ achievements were due to their intimidating appearance than actual combat capa-bility, the era of combat robots had begun.
R.I. InfantryBot Series 1.0
Purchase DC: 29.
Restriction: Military (+3).
InfantryBot 1.0: CR 1; Medium construct; HD
1d10+10; hp 15; Mas —; Init +0; Spd 30 ft.; Defense 15 (+5 equipment), touch 10, flatfooted 15; BAB +0; Grp +2; Atk +2 melee (1d4+2, 2 claws) or -4 ranged (3d10, 2 fire-linked HK G3); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits; AL Operator; SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 10, Con -, Int -, Wis 10, Cha 1.
Skills: Listen +5, Search +5, Spot +5. Feats: N/A
Equipment: 2 fire-linked* HK G3 assault rifles
with 4 20-round magazines (*functions as per the starship rules).
The Infantry Bot has the following systems and accessories:
Frame: Armature.
Locomotion: Legs (4, speed enhanced +5 ft.). Manipulators: Claws (2).
Armor: Alumisteel.
Sensors: Class III sensor system.
Skill Software: Listen skill chip (5 ranks),
Search skill chip (5 ranks), Spot skill chip (5 ranks).
Feat Software: N/A. Ability Upgrades: N/A.
Accessories: AV recorder, AV transmitter,
load-ing mechanisms (2), remote control unit, robolink, weapon mounts (2).
R.I. I
NFANTRY
B
OT
S
ERIES
2.0 (PL 6)
As robot technology, especially software, improved, Republican Industries continued to improve upon the original InfantryBot and even created several variants for specific battlefield con-ditions (including the very successful Series 1.7, also known as the “Advance Scout”). However,
despite constant updates, obsolescence could not be staved off indefinitely and the arrival of the first biodroids marked the death-knell of the Series 1.x.
The R.I. InfantryBot Series 2.x represented a quantum leap in the InfantryBot series, being an almost complete redesign from the ground up. Interestingly enough, although carrying the artifi-cial intelligence and other software improvements of biodroids, Republican Industries chose to retain a version of the armature frame from the Series 1.x. Although many dismissed this move as a cost-sav-ing measure, the fact was that the armature frame was widely recognized, and respected, and would show an evolutionary consistency from model to model; there was also no need to make a military robot resemble humanity.
The Series 2.x variants looked like a bipedal humanoid skeleton covered from top to bottom in duralloy plates. With its hands and legs a Series 2.x was capable of almost all actions that a regular infantry soldier was; it was especially suited for urban and other low-visibility environments. Standard equipment for the Series 2.x was an infantry-issue laser rifle, although the Series 2.x was capable of using any infantry weapon.
R.I. InfantryBot 2.0
Purchase DC: 32.
Restriction: Military (+3).
InfantryBot 2.0: CR 1; Medium construct; HD
1d10+10; hp 15; Mas —; Init +0; Spd 40 ft.; Defense 19 (+1 Dex, +8 equipment), touch 11, flat-footed 18; BAB +0; Grp +3; Atk +3 melee (1d3+3 nonlethal, 2 hands) or +1 ranged (3d8, laser rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems, darkvision 120 ft., resistance to acid 10, cold 10, electricity 10, and fire 10; AL Military; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 17, Dex 12, Con -, Int 10, Wis 10, Cha 5.
Skills: Climb +11, Listen +12, Search +8, Spot
+12.
Feats: Personal Firearms Proficiency.
Equipment: Laser rifle with 4 50-shot power
packs.
The InfantryBot 2.0 has the following systems and accessories:
Frame: Armature.
Locomotion: Legs (2, speed enhanced +20 ft.). Manipulators: Hands (2).
Armor: Duralloy.
Skill Software: Language chip (per operator;
usually English or Chinese), Climb skill progit (8 ranks), Listen skill progit (8 ranks), Search skill progit (8 ranks), Spot skill progit (8 ranks).
Feat Software: Personal Firearms Proficiency
progit.
Ability Upgrades: Strength upgrade (+2),
Dexterity upgrade (+2).
Accessories: A/V transmitter, magnetic feet,
self-destruct system (2d6), survivor array (+10 to Navigate checks), videophone, vocalizer.
S
TARSHIPS
V
S
.
P
LANETS
A
ND
C
HARACTERS
Starships are the single most powerful battle-field element in starship campaigns, both in space and planet-side. The fact is that, as the standard rules are written, starships pack unmatched fire-power, incredible protection, and go-anywhere maneuverability and can only be challenged by other starships; a gang of bandits with a single fighter could take over an entire planet, as long as that planet doesn’t have a starship of its own to pro-tect itself from it. Don’t believe me?
Starship lasers, one of the weakest of starship weapons, cause 6d8 points of damage (or an aver-age of 27 points of damaver-age), more than enough to overcome the massive damage threshold of any character and cut down all but the most heroic char-acters in just a couple of rounds (not to mention
what they would do to buildings).
By comparison, a laser rifle does 3d8 points of damage (or an average of 13 points of damage). Given that even the weakest of the starship armors have a Hardness of 20, this wouldn’t even dent them. Makes you wonder why in all those Sci-Fi shows a starship doesn t simply go out and take over some backwoods planet? And that doesn t even take into consideration that a starship laser has a range increment of 3,000 feet versus 80 feet for a laser rifle so that the starship can fly out of range of the laser rifle-wielding character while still shoot-ing at what amounts to point-blank range.
Okay, so maybe I ve oversimplified a bit here, but the fact is that competently piloted starships are almost impossible for characters to defeat in straight-up combat unless they too have a starship. Of course, people aren t just simply going to accept this; planets and characters without starships are going to have some means of defending themselves from starships. If they didn t, every colony would have to have starships of their own or fall prey to any wanna-be Jesse James with an old fighter.
Fortunately, although the standard rules don t actually have rules for planetary defense, they do provide us with the means for creating such defens-es. And, no, I don t mean by having other space-ships; I m talking about creating mobile and fixed weapons capable of dukeing it out with the biggest starships. How is this done, by putting starship weapons on ground-based vehicles and in fixed positions?
For instance, take a fusion beam, add some Vanadium armor, and put it all on the back of a Cretan Motors Hecaton (which happens to be a Gargantuan vehicle and thus fits in with the starship
T
HAT
’
S
O
NE
P
OWERFUL
T
RUCK
!
You’ve undoubtedly already noticed that a PL 6 “Hecaton” equipped with a fire-linked fusion beam would be capable of 10d8 points of damage per shot, which would make it almost as power-ful offensively as a PL 7 M-300 Hovertank with a Rhino mass cannon, and that’s before taking into account that the fusion beam on the Hecaton has a range increment of 3,000 ft. versus 100 ft. for the Hovertank’s mass cannon.
Doesn’t seem fair, does it? That’s okay. Simply equip the Hovertank with starship weapons and you are good to go. After all, considering that the engagement range for a present-day (PL 5) M1 Abrams battle tank is 3,000 meters (which, if we assume that this is the maximum range, would mean it has a range increment of 300 meters or almost 1,000 feet), I would expect a PL 7 mass cannon to at least match that range. Heck, even the standard rules give the M1 Abrams a 150 ft. range incre-ment and you wouldn’t think that you’d trade down in range as you improved in technology, would
rules that state that fusion beams must be placed on a ship of at least Gargantuan size) and you have a mobile gun platform. Or, put a pair of those same guns and the armor in a fixed position, give it some Hit Dice, and you have a bunker. Don t forget to add some sensor and defensive systems to round the whole thing out (yes, a bunker can have a chaff launcher, stealth screens, or displacer).
Now, doing this sort of thing requires some cre-ativity on the part of the GM. But this is a good thing. After all, when you make up the rules, the players that own the book don t have any ideas of what s coming their way.
One way to make these mobile and fixed gun positions work is by meshing vehicle statistics with starship statistics and for the GM to treat vehicles as starships (i.e. by giving the vehicle s driver a class bonus that he or she can apply to the vehicle s Defense, converting all the Starship feats to Drive feats, allowing them the same sort of equipment such as targeting systems, etc.). Obviously, this is a lot of work and will only pay off if starship and
planet/vehicle/PC battles are a regular occurrence in the campaign.
The other is for the GM to simply play any such encounters as abstractly as possible by having the battle go which way will serve the adventure and the campaign best. The GM simply writes down some basic guidelines for him- or herself (i.e. weapon damage, armor, etc.) to pay attention to as the battle unfolds and then lets things rip. After all, the PCs only know how well they are shooting, not how well the opposition is, so it should be easy for the GM to fudge things to create drama and have things turn out the way they should to meet the adventure and campaign goals.
In any case, whatever choice the GM makes, encounters between ground forces and a starship with the PCs involved should always be memo-rable. After all, having the PCs take down an enemy fighter that is harassing an agricultural colony with some guns mounted on the back of a turnip truck is always a satisfying ego boost.
Basic Information
The Devastator-class is a member of what is arguably the heaviest and toughest subtype of ultra-light ships: the gunship. Hidden behind massive armor, carrying scads of defensive systems, and bristling with armament, the sole purpose of a gun-ship is to battle it out toe-to-toe with its foes, be they other starships or planet-side targets.
Gunships are indeed devastatingly effective; few things can stand up to a Devastator’s barrage of four turrets of fire-linked needle drivers. These guns are capable of pounding everything in a 1,000-foot-by-1,000-foot area into dust in short order and a single Devastator is capable of laying waste to entire cities in a matter of minutes. To make matters worse for its opponents, the sheer amount of defen-sive systems carried by a Devastator along with its substantial bulk gives it great survivability, ensur-ing that it can deliver its own barrage in the teeth of all but the heaviest enemy fire.
Along with its well-trained crew, the Devastator class also carries a complement of half-a-dozen InfantryBot Series 2.0s. Onboard, these ‘bots pro-vide the ship’s security detail and also its final line of defense against boarding actions. However, their primary purpose is to serve as planet-side scouts (reconnoitering likely targets for the gunship) and as clean-up detail (sifting through the wreckage left in the gunship’s wake to take prisoners, recover intelligence materials, etc.). The fact that they are capable of operating efficiently in almost any envi-ronment is a great boon in accomplishing these tasks.
A Devastator is rarely alone; it is far too expen-sive to risk on solo missions. Rather, its standard role is in fire support for planet-side operations; Devastators often spearhead planetary invasions. During such operations a screen of fighters and its own ground forces invariably protect a Devastator; everyone on the battlefield knows the importance of a gunship and much as the enemy will do anything to bring one down, so will its own forces do every-thing they can to protect a Devastator.
game statistics
Devastator Class (PL 6)
Type: Ultralight Subtype: Gunship Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 30d20 (600 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Size: Colossal (-8 size)Tactical Speed: 3,500 feet (7 sq.) Length: 135 feet
Weight: 1,200 tons
Targeting System Bonus: +3 Crew: (+8 expert)
Passenger Capacity: Cargo Capacity: 100 tons Grapple Modifier: +16
Base Purchase DC: 56 (57 as equipped)
Restriction: Military (+3)
Attack: 4 turrets of 2 firelinked needle drivers
-1 ranged (-12d-12) and 2 heavy neutron guns --1 ranged (10d8)
Attack of Opportunity: Point-defense system
+3 ranged (1d12x10)
Devastator Class Design Specs:
Engines: Ion engine, thrusters Armor: Vanadium
Defense Systems: chaff launcher (10 bundles),
decoy drone launcher (3 drones), improved autopilot system, improved damage control (2d10), magnetic field (-4 penalty to missile and ballistic weapons), point-defense system, radiation shielding, self-destruct system, stealth screen (20% miss chance)
Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio
trans-ceiver
Weapons: 4 turrets of 2 fire-linked needle drivers
(range incr. 4,000 ft.), 2 heavy neutron guns (range incr. 6,000 ft.)
Grappling Systems: N/A
Starship Key
1. Cockpit - The Devastator’s cockpit has pilot,
co-pilot, sensor, and navigation positions. Its spa-ciousness is due to the fact that it is detachable in an emergency; it has its own environmental controls separate from the remainder of the ship.
2. Bridge - Dominating the center of the bridge is
the tactical display, which is usually manned by the ship’s captain. It is capable of being used as a com-mand post for ground forces, but ground comcom-mand- command-ers usually prefer to use their mobile command cen-ters. The two gunnery stations are back-ups to the main guns and are usually not in use unless the Devastator is in imminent danger as their occupants’ and the systems’ primary roles is tactical analysts/communications.
3. Medical Bay - This is a standard military
med-ical bay capable of dealing with all but the most cat-astrophic injuries. The Devastator is always staffed by at least one field medic and, should he or she be out of action, consulting the medical software pro-vides a +8 equipment bonus to Treat Injury checks
(although it does require some time to use).
4. Bathroom - Fully equipped and relatively
spa-cious, it serves the Junior Crew Quarters.
5. Mess - Serving as food preparation and dining
area, the mess’ storage bins hold military-grade rations (chiefly dehydrated meals designed to pro-duce maximum energy and minimum waste). Depending on the ship’s captain, crewmembers may or may not be allowed to bring and store their own personal foodstuffs here. A Devastator does not have a cook aboard.
6. Junior Crew Quarters - Four sets of double
bunks hold the junior crew (gunners, maintenance techs, etc.). There is enough storage space for the crewmembers’ personal belongings between the lockers within, and just outside of, these quarters.
7. Gunnery Bay - Each of these two bays holds
two gunnery stations for the combined turrets. Maintenance access to the weapons and other ship’s systems is through the floor panels.
8. Engine Bay - These bays are used to monitor
and maintain the Devastator’s engines and other vital systems. These areas also provide access to the engines and other vital ship’s systems.
9. Captain’s Quarters - These relatively
spa-cious and private quarters are for the ship’s captain. In addition to the only private bathroom on board, they also hold a computer system that grants access to ship’s network.
10. Senior Crew Quarters - These comfortable,
single bunks are reserved for the ship’s senior crew (field medic, engineering chief, and robot techni-cian).
11. Robot Bays - These areas hold the
Devastator’s InfantryBots Series 2.0 (3 in each bay) as well as a bin of spare parts for each of them; there are enough spare parts to completely rebuild an InfantryBot that has been reduced to 0 hit points. The robots may be deployed either through the back door,
or by opening the bays’ floor and having the robots either parachute or jetpack to the planet’s surface.
12. Robot Repair Room - The robot repair room
is used by the robot technician for robot maintenance and recovery. The databank holds all of the necessary software to restore InfantryBot programming (a process that takes 1 hour per chip/progit and requires no Computer Check) as well as to create new pro-grams (per the standard rules). An overhead lift and diagnosis module aids in robot maintenance, repair, and if necessary, resurrection. The room also holds complete electronic and mechanical repair kits.
13. Bathroom - Fully outfitted if somewhat
cramped, this bathroom serves the senior crew and executive officer.
14. Executive Officer Quarters - This
single-bunk cabin is home to the ship’s second-in-com-mand. Although confined, it is private.
Adventure hooks
A
IRBORNE
!
This is more of a campaign concept than an adventure idea (although it wouldn’t make for a bad adventure). In airborne, the PCs are members the mil-itary or mercenaries using a Devastator as home, command center, and to airdrop (perhaps with the InfantryBots) into hostile territory. This is obviously especially appropriate for combat-heavy, military-style campaigns; there’s nothing like having the PCs jetpack into a horde of aliens.
A good choice for alien opposition would be the primitive TaxobZhin from Future: Alien Race 1 -The Taxob-Zhin, especially on their jungle-like homeworld. Of course, the advanced Sauri from Future: Alien Race 2 - The Sauri might prove to be more of a challenge, especially since they no doubt have gunships and robots of their own.
U
P
, U
P
, A
ND
A
WAY
!
One way for the PCs to gain a starship, and to also gain healthy respect for the advantages and vulnera-bilities of a starship, is to defeat one (the GM might want to use something less powerful than a Devastator for this). This is the standard idea of bad guys in starship harass helpless colonists. Maybe they force the colonists to pay protection (money, grain,
foodstuffs, etc.), or they regularly swoop down to pick up some slaves for work in the asteroid mines. Whatever the reason if the bad guys are ever dissatis-fied they will use their spaceship to turn the colonists to ashes (and they don’t even have to leave orbit to do that) or sell them all as slaves to some alien masters. Naturally, the colonists are tired of this. But what to do? Cue the PCs. Whether they are visitors or res-idents, the PCs are going to take it to the bad guys. How? By salvaging the guns and other stuff off the original colony ship or their own (or someone else’s) wrecked starship. Of course, the GM could make sure that the equipment they need is old, broken, etc. just to make it more of a challenge. In fact, it doesn’t even have to be a starship. The PCs might be able to con-vert mining equipment or a laser transceiver into a weapon (hmm, sounds like a certain ‘80s action show). And, if the PCs can’t handle the technical complexities, have some old retired master technician come and help them (this might encourage them to get some technical training).
By the way, this is a perfect opening adventure for PCs just starting out in a d20 Future campaign. Tired of life on this agricultural backwater the PCs are a group of friends that yearn for the freedom of space and now they see their opportunity.
TOP VIEW
SILHOUETTE VIEW – FRONT
D
EVASTATOR
DECK PLAN
D
EVASTATOR
Gunship
1
2
3
4
5
6
7
7
8
8
9
10
11
11
12
13
14
1. Cockpit
2. Bridge
3. Medical Bay
4. Bathroom
5. Mess
6. Junior Crew Quarters
7. Gunnery Bay
8. Engine Bay
9. Captain’s Quarters
10. Senior Crew Quarters
11. Robot Bays
12. Robot Repair Room
13. Bathroom
Open Game License
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15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Future: Starship 9 – Devastator, copyright 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’ e-Future Tiles sets – www.skeletonkeygames.com.
Future: Starship 9 – Devastator is copyright © 2004 Michael Hammes. All text in this book is designated as open game
con-tent. You may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.