d20 Ronin Arts Future Starship 02 - The Foxhawk-Class.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 FOXHAWK-CLASS
INTRODUCTION
Welcome to Ronin Arts’ Future: Starship 2 – The
Foxhawk Class , the second in a new series of PDFs
for use with futuristic D20 System campaigns. This
series makes some assumptions about your campaign;
the starship designs in this series will be most useful
in campaigns in which the following 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 star-
ships in this series assume that space travel is a stan-
dard 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 anoth-
er 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?
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 work-
ing for such companies as Ronin Arts, Alderac
Entertainment Group, Dark Quest Games, and E.N.
Publishing. He is currently trying to balance his writ-
ing 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 Foxhawk class design is based on
SkeletonKey Games’ e-Future Tiles: Star Patrol and
Star Freighter 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
tile you will need that is not available in either of the
two mentioned e-Future Tiles is the cockpit – which
has been thoughtfully 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 (the Foxhawk is an exception since it is
actually two ship designs in one PDF). 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 starship equipment and assorted
information, can also be printed separately and added
NEW RULES AND IDEAS
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 peo-
ple 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.
O BTAINING A
M ILITARY V ESSEL
Although ships of the Foxhawk class are mili-
tary vessels, this does not mean that they are not
available for civilian purchase. The purchase
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THE FOXHAWK-CLASS
restriction listed for each ship assumes that the ship
is currently in service with the military. However,
as ships are moved out of service to make room for
improved models (especially during the transition
from PL 6 to PL 7), old and obsolete ships are
decommissioned and put on the sale in the private
market. While it is not likely that a group of private
individuals will be able to purchase a star carrier,
scout ships are often readily available.
In general, the previous generation of military
ships will be available for purchase when the next
generation comes out (i.e. a PL 6 Foxhawk will be
available for civilian purchase at PL 7). Such
decommissioned vessels are sold either by the gov-
ernment to pre-approved buyers (who often turn
around and sell them to anyone they wish).
Of course, these vessels have usually been
stripped of everything of use (especially any tech-
nology that is still military sensitive), but a moti-
vated buyer can quickly turn such an old hulk back
to military-spec (rather than get into complicated
Purchase DC calculations, simply assume that such
a second-hand ship brought back to military spec
costs the same as when new or has its Purchase DC
reduced by 2 to reflect use and older technology),
and most of a given class of ships are bought by pri-
vateers who once served on the class.
D ESIGN N OTES
The Foxhawk -class is typical of military
designs in its utilitarian construction.
Featuring triple-redundant systems, interior
vanadium airlock doors (Hardness 30, 180 hp)
with built-in electronic locks (Open Lock DC
40) and individual air supplies for each air-
locked section. This information is standard
on all generations and types of the Foxhawk
listed in this book.
Naturally, buying a gutted hull is cheaper (per-
haps half the standard DC or whatever the GM
deems appropriate to place it into the hands of the
players) and then the ship can be converted and out-
fitted the way the buyer(s) want.
Other means of getting hold of such vessels are
robbery, theft, salvage, etc., but any ship that is not
bought through proper channels may face unfavor-
able scrutiny when other military vessels are near-
by. As always, caveat emptor!
BASIC INFORMATION
The Foxhawk class is a class of ultralight scout
ships. Like all scout ships, ships of the Foxhawk
class are designed to cross great distances to gather
intelligence on the enemy while keeping a low pro-
file and reporting the information back to their
headquarters. The headquarters is usually a larger
ship or a base. Found in a dozen interstellar fleets,
various versions and copies of the Foxhawk serve
with all the major navies.
Manufactured in large quantities, the Foxhawk
class is designed to be both inexpensive and effec-
tive. In addition, the class is a particularly resilient
class that is easy to maintain, a necessity for oper-
ating far from home base and a fact that makes the
class a favorite of privateers.
Due to the vessels’ design for speed and stealth,
many such ships see service as couriers, transports-
for-hire, and exploration vessels once they enter
private hands. Common places that Foxhawk ves-
sels will be found include:
-Engaged in interstellar research for a research
institution.
-Serving as a survey ship for a large mining
corporation.
-In the hands of blockade-runners and smug-
glers of all types (including those trafficking in liv-
ing cargo).
-Private transportation vessels for in-system
runs.
-Local law enforcement agencies.
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THE FOXHAWK-CLASS
GAME STATISTICS
F OXHAWK U PGRADE -
C LASS T EMPLATE
(PL 7)
The following template represents the upgrades
made to the Foxhawk class at PL 7. Chief upgrades
focus on a stronger and more efficient engine,
cheaper but still effective armor, the introduction of
a stealth screen, sensor and targeting system
upgrades,
A tactical change also takes place due to the
advent of the mass transceiver. This communication
system, although allowing instantaneous in-system
communication, is not capable of interstellar com-
munication. Thus, Foxhawk -class ships equipped
with mass transceivers are part of a four-ship wing
that includes a Foxhawk -class command ship.
FOXHAWK-CLASS (PL 6)
Type: Ultralight
Subtype: Scout
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 12d20 (240 hp)
Initiative Modifier: +6 (+2 Dexterity, +4
Improved Initiative)
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Size: Colossal (–8 size)
Tactical Speed: 3,500 ft. (7 sq.)
Length: 100 feet
Weight: 400 tons
Targeting System Bonus: +3
Crew: 8 (trained +4)
Passenger Capacity: 8 (hot-racking crewmem-
bers or passengers)
Cargo Capacity: 30 tons
Grapple Modifier: +16
Base Purchase DC: 50
Restriction: Military (+3)
Attack: 2 unlinked heavy neutron guns –3
ranged (10d8) and 2 CHE missile -3 ranged
(6d12/19-20); each weapon system is fired by one
gunner so all four can attack during an attack
action.
Attack of Opportunity: None
FOXHAWK-CLASS UPGRADE
TEMPLATE (PL 7)
The Foxhawk- class template can be applied to
any PL 6 scout ship. The ship’s design specs should
be adjusted as follow:
Engine Upgrade: Particle Impulse Engine,
thrusters (tactical speed +1,000 feet).
Armor Upgrade: Cerametal (cost-saving meas-
ure)
Defense System Upgrade: Stealth screen (-10
penalty to sensor checks made against the ship,
50% chance of mines not detecting ship, gains one-
half (20% miss chance) concealment against all
attacks; replaces PL 5 sensor jammer).
Sensors Upgrade: Class III sensor array (as
Class II sensor array and ship gains a +2 equipment
bonus on all initiative checks, replaces Class II sen-
sor array), improved targeting system (+5 equip-
ment bonus on attack rolls; replaces PL 6 targeting
system)
Communications Upgrade: N/A or mass trans-
ceiver (replaces PL 6 laser transceiver in ships
designed to report to a Foxhawk command ship).
FOXHAWK-CLASS DESIGN SPECS:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system
(1d10), improved autopilot system, radiation
shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio
transceiver
Weapons: 2 fire-linked heavy neutron guns
(range incr. 6,000 ft.), 2 CHE missile launcher (8
missiles)
Grappling Systems: N/A
Weapons Upgrade: N/A
Grappling System Upgrade: N/A
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THE FOXHAWK-CLASS
F OXHAWK C OMMAND
S HIP (PL 7)
A Foxhawk- class command ship is a slightly
larger, and thus heavier, version of the standard
Foxhawk- class ship. Its role is to serve as the com-
mand vessel of a Foxhawk wing, gathering and
directing the other ships, and to serve as a secure
relay to headquarters for the information gathered
by the wing.
FOXHAWK-CLASS COMMAND SHIP
DESIGN SPECS:
Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: Damage control system
(1d10), improved autopilot system, radiation
shielding, self-destruct system, stealth screen
Sensors: Class III sensor array, improved tar-
geting system
Communications: Laser transceiver, mass
transceiver
Weapons: 4 heavy neutron guns (range incr.
6,000 ft.)
Grappling Systems: Grapplers
FOXHAWK-CLASS COMMAND SHIP
(PL 7)
Type: Ultralight
Subtype: Scout
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +8 (+2 Dexterity, +4
Improved Initiative, +2 Class III Sensor Array)
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Size: Colossal (–8 size)
Tactical Speed: 4,000 ft. (8 sq.)
Length: 120 feet
Weight: 480 tons
Targeting System Bonus: +5
Crew: 8 (trained +4)
Passenger Capacity: 8 (hot-racking crewmem-
bers or passengers)
Cargo Capacity: 30 tons
Grapple Modifier: +16
Base Purchase DC: 51
Restriction: Military (+3)
Attack: 4 unlinked heavy neutron guns –1
ranged (10d8); each weapon system is fired by one
gunner so all four can attack during an attack
action.
Attack of Opportunity: None
F OXHAWK W ING
A Foxhawk wing consists of three Foxhawk -
class upgrade ships with mass transceivers instead
of radio transceivers and one Foxhawk -class com-
mand ship.
The ships of the wing communicate among each
other using the mass transceivers under the direc-
tion of the command ship, which relays messages
back to headquarters using its laser array.
A Foxhawk wing can quickly cover an entire
star system, either for reconnaissance or early-
warning missions, and often serves as the scout arm
for a fleet; the command ship is in constant com-
munication with the fleet headquarters.
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