d20 Ronin Arts Future Starship 05 - The Havamal.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 HAVAMÀL
INTRODUCTION
Welcome to Ronin Arts’ Future: Starship 5 –
The Havamàl , the fifth 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:
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.
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.
E-FUTURE TILES
The Havamàl is based on SkeletonKey Games’
e-Future Tiles: Star Freighter, Star Hunter, 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 available in e-Future
Tiles: Star Freighter, Star Hunter, and Star Patrol
are the wing extensions – 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 .
The campaign is packed with action. If things
aren’t exploding, how much fun can the
game really be?
Most of the starships in this series are designed
to fill an even number of 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 starship equipment and assorted infor-
mation, can also be printed separately and added to
NEW RULES AND IDEAS
N EW S HIP S YSTEM
The following are recently developed innova-
tions in use on the Havamàl . They are included
here so that you may easily use them to modify
existing starships or as a reference when designing
your own original ships.
oped advanced sensor array carried by the
Havamàl .
The Eye is an advanced version of a Class III
sensor array incorporating hi-res video, infrared
and electromagnetic sensors, ladar detection units,
and multiband radar. It has the following capabili-
ties:
Ascertain the location, type (ultralight, light,
and so on), and subtype (fighter, destroyer,
and so on) of all visible ships on the battle-
field.
EYE OF ODIN (PL 6)
Given the name Eye of Odin by the Havamàl
project lead Dr. Magnus Halverson, as a nod to his
Scandinavian heritage, this is the recently devel-
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THE HAVAMÀL
ODIN’S RAVENS (PL 6)
These are sensor drones that have the same
capabilities as the Eye of Odin (they are, in effect,
sensor satellites). They feature both a laser and
radio transceiver for two-way communication with
its deploying ship; a Raven can be programmed for
specific actions, or it can be controlled remotely
from the deploying ship. A Raven has thrusters for
maneuvering.
Protection comes in the form of a stealth screen
and a self-destruct mechanism. The self-destruct
mechanism can be activated remotely by the
deploying ship or automatically by the drone should
an attempt be made to capture the drone (i.e. using
grapplers) without first giving the proper deactiva-
tion code.
A Raven has a Defense of 12 and 12 hit points,
and it rolls 1d20+4 on opposed grapple checks.
A Raven does not carry a Mimer’s Well .
Purchase DC: 30.
Restriction: Illegal (+4).
Identify and ascertain the location of all visi-
ble hazards on the battlefield (such as aster-
oids and mines).
Identify all PL 5 or PL 6 weapons on a spe-
cific ship (number and type of weapons pres-
ent), including their organization into batter-
ies (but not fire links).
Ascertain the presence of any or all of the fol-
lowing systems on a specific ship: grapplers,
magnetic field, point-defense system.
Identify a specific ship’s armor type (PL 5 and
PL 6 armor types only).
Analyze the chemical composition of a plan-
et’s atmosphere (the ship must be orbiting
the planet).
Analyze and chart the topography of a 100-
square mile area on a planet’s surface (the
ship must be orbiting the planet).
Determine a planet’s prevailing meteorologi-
cal conditions and weather patterns (the ship
must be orbiting the planet).
Intercept (receive) any and all broadcast fre-
quency communications (i.e. radio and video
transmissions in omni-directional mode;
these include radio, television, cellular).
MIMER’S WELL (PL 6)
Developed by the same team that brought the
Odin’s Eye project to fruition, Mimer’s Well is a
cryptological encoding and decoding computer
module that grants its user a +10 equipment bonus
on Computer Use checks to unscramble transmis-
sions.
It is impossible to decrypt a message encrypted
by the Mimer’s Well unless one has access to anoth-
er Mimer’s Well that is set up identically to the one
issuing the message (if the GM doesn’t want to
allow that kind of security, assume that the Mimer’s
Well grants a +10 equipment bonus on Computer
Use checks to scramble transmissions). This set up
must be done manually using good old-fashioned
cypher books and pads, or perhaps cypher PDAs
(see The Enigma Machine section); having it done
by computer completely defeats the purpose as a
computer can be hacked into.
Purchase DC: 30.
Restriction: Illegal (+4).
Lock on to the source of a specific broadcast
frequency communication as long as the
source is within a 100-mile radius of the ship
(including the planet’s surface).
Grants a +2 equipment bonus on all initiative
checks.
Each of these functions is taken as a move
action. Note that manually selecting the actual fre-
quency to lock on to, based on what the operator
sees and/or hears can take significantly longer. In
other words, if there are 100 frequencies in use and
the operator wishes to listen and/or watch each in
turn to determine which one to lock on to, it takes
some time (treat it as changing channels with a
maximum speed of one channel/frequency being
evaluated per move action).
In general, the search and lock functions are
automated by either selecting a specific frequency
to lock on to ahead of time (i.e. 27.5 MHz) or by
having Odin’s Eye scan the frequency band for a
specific voice or words (via voice-recognition soft-
ware) or visual match (via face0 or image-recogni-
tion software), and locking on to those frequencies.
Purchase DC: 32.
Restriction: Illegal (+4).
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THE HAVAMÀL
BASIC INFORMATION
The Havamàl project, named after a portion of
the poetic Edda, was created with one purpose in
mind: to spy. Codenamed “Electric Eye”, the proj-
ect was under the leadership of the renowned math-
ematician and cryptologist Dr. Magnus Halverson,
originator of the “Halverson Algorithm”.
Although the Havamàl project was initially
supposed to be mounted upon an existing military
starship platform, the nature of the equipment
would have required too many modifications to
any existing ship design to make it cost-effective
and so it was decided that a brand new ship would
be created.
The Havamàl herself is outfitted with the latest
in sensor technology and features arguably the most
advanced encryption (see The Enigma Machine
below) and decryption module available; not only is
it capable of easily decoding every known encryp-
tion method, but its own encryptions are thought to
be unbreakable (whether they are or not is up to the
GM).
At a minimum, in addition to the three-man
crew that operates the ship, the Havamàl is staffed
by five intelligence analysts (the GM can substitute
one security guard for one of the analysts).
However, during missions, hot-racking will
increase that number three-fold so that the ship is in
operation 24 hours per day.
deployed (usually near inhabited planets or busy
space lanes), there is little that occurs in a system
that will go unnoticed by the ship’s cryptologists.
The basic tactic is to deploy the Odin’s Ravens
in the desired positions while the Havamàl finds a
good place to hide (its options are pretty wide open
with its radiation shielding). The Havamàl then
receives information from the drones, which is
decoded and analyzed by its intelligence analysts,
and can also issue instructions to the drones (to
move them to a better location, return them to the
ship, self-destruct etc.).
Should any of the Ravens be discovered and/or
be in danger of capture, they are self-destructed to
keep them from falling into enemy hands. Should
the Havamàl be discovered or be in danger, it
attempts to flee, self-destructing its Ravens in the
process. Should capture be imminent, the crew will
use the ship’s self-destruct system to keep the ship
from falling into enemy hands (whether the crew
actually has time to escape or not is up to the GM).
T HE E NIGMA M ACHINE
The idea of the encryption capabilities of the
Mimer’s Well is based on the real-life German
Enigma cipher machine. In use during WWII, the
machine allowed the Germans to communicate
with an unbreakable level of security until an
example of the Enigma machine, cipher docu-
ments, and cipher pad were captured (the story of
all this makes for some interesting reading and
should give the GM some adventure ideas involv-
ing the Havamàl beyond those found in the
Adventure Hooks section).
H AVAMÀL T ACTICS
The Havamàl is not a combat ship (just in case
you didn’t get that). Its purpose is to deploy in a
system or near a planet and keep an eye on goings-
on. Especially with its Odin’s Ravens sensor drones
GAME STATISTICS
HAVAMÀL (PL 6)
Type: Ultralight
Subtype: Unique
Defense: 7
Flat-footed Defense: 5
Autopilot Defense: 7
Hardness: 30
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +4 (+2 Dexterity, +2 Eye
of Odin )
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: 250 tons
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THE HAVAMÀL
Targeting System Bonus: +3
Crew: 3 (trained +4)
Passenger Capacity: 5
Cargo Capacity: 50 tons
Grapple Modifier: +16
Base Purchase DC: 55
Restriction: Illegal (+4)
Attack: 2 fire-linked heavy neutron guns -3
ranged (15d8)
Attack of Opportunity: N/A
Armor: Vanadium
Defense Systems: Chaff launcher, decoy drone
launcher, improved damage control system (2d10),
improved autopilot system, radiation shielding,
self-destruct system, stealth screen; the Havamàl
substitutes two additional defense systems for two
weapons.
Sensors: Eye of Odin (enhanced Class III sen-
sor array), targeting system
Communications: Laser transceiver, radio
transceiver
Weapons: 2 fire-linked heavy neutron guns
(range incr. 6,000 ft.)
Grappling Systems: Grapplers
DESIGN SPECS:
Engines: Ion engine, thrusters
STARSHIP KEY
1. Cockpit - the cockpit has three positions:
pilot, copilot/gunner, and navigator/sensors. The
cockpit is laid out in a neat and logical manner.
2. Medical Facility - a standard requirement on
all space-going vessels of this size, this medical
facility is equipped with everything necessary to
handle most emergencies.
However, as the ship is not staffed with an actu-
al Doctor MD, the crew must use the ship’s Doctor
MD software ( Doctor DDS and Doctor Psych mod-
ules also available) to walk someone through han-
dling emergency surgery and grants a +10 equip-
ment bonus to the Treat Injury (surgery) skill; note
that the -4 penalty for someone not having the
Surgery feat still applies so that someone without
the Surgery feat performing field surgery while
relying on the instructions of the Doctor MD pro-
gram receives only a +6 equipment bonus. This
Doctor MD software bonus does not stack with but
rather replaces any existing ranks in Treat Injury
skill for an individual using the Doctor MD soft-
ware; the individual performing such surgery uses
either the Doctor MD software or relies on his or
her own Treat Injury skill bonus.
3. Kitchen/Lounge - This area is the kitchen
and lounge. It is usually stocked for two weeks of
operation.
4. Bathroom - Fully equipped.
5. Crew Quarters - Four double bunks and a
stacked locker for each individual.
6. Intel Controls - Each of these bays has the
controls for and access to the Eye of Odin sensor
array as well as a Mimer’s Well tied both the Eye of
Odin and the ships laser and radio transceivers. Not
only does this set-up build in additional redundan-
cy, but also allows twice the work to be done.
7. Loading Bays - These platforms not only
serve as entrance and exit to the ship, but also have
space for additional supply storage.
8. Pod Bays - This is where the Odin’s Ravens
sensor drones are stored when not deployed. The
Ravens are stored on rails and released through the
open hatch.
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