d20 Ronin Arts Future Starship 12 - Horizon Traveller.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 HORIZON TRAVELER
INTRODUCTION
Welcome to Ronin Arts Future: Starship 12 —
The Horizon Traveler , the twelfth 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:
¥ 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 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?
out — 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 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 Devastator design is based on SkeletonKey
Games e-Future Tiles: Star Patrol, Star Chasers,
Star Command, Star Freighter, and Battle Damaged
Starship tile set. Additionally, a tile from Ronin Arts
Starship 9 — the wing extension on the command level
— and a bonus tile in this PDF — the new observation
deck tile — are also required. 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.
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 starship equip-
ment and assorted information, can also be printed sep-
arately and added to your binder. The schematic and
silhouette page is designed to be used as a player hand-
NEW RULES AND IDEAS
A DVENTURING W ITH T HE
H ORIZON T RAVELER
Although the Horizon Traveler is still classified
as a Light ship, its multiple levels make it the
largest ship yet released in the Ronin Arts line of
starship PDFs. Given this fact, it is worthwhile to
look at a number of ways that the ship can be used
by the GM to create adventures and even cam-
paigns for the PCs.
THE PCS AS PASSENGERS
If the GM wishes to stick with the concept of
the Horizon Traveler as set forth in this PDF (see
Basic Information below) he or she can have the
PCs book passage on the ship. This can either be
for a short time (essentially using the ship to go
from one planet to another much like a commuter
vessel) or for a longer term (staying on the ship as
it goes from planet to planet much like a cruise
ship).
In such a situation, unless there are some unusu-
al circumstances, the PCs have no effect on the
operations of the vessel; they are merely along for
the ride. In order for the GM to get the most use out
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THE HORIZON TRAVELER
of the vessel at this point, at least beyond being an
interesting ship to explore, the GM needs to make
sure that an adventure befalls the PCs while they are
traveling aboard the vessel (see the Adventure
Hooks section for a couple of ideas on what sorts of
adventures could be created).
Military Vessel - The Horizon Traveler is a mil-
itary vessel, perhaps a long-range patrol craft or
planet assault ship, from which the PC marine
squad goes planetside.
Police Ship - The Horizon Traveler serves as
the base for teams of police squads, of which the
PCs are one, which are responsible for maintaining
law and order throughout a number of systems.
Agency Ship - The Horizon Traveler is part of a
government or corporate spy agency on which
teams of operatives are trained and deployed on
missions; naturally, the PCs are one such team.
Explorer Vessel - The Horizon Traveler and its
varied crew of engineers, scientists, doctors, and
security personnel is on a multi-year mission to
explore the depths of space (I don’t think I need to
elaborate on this idea since we all know what I’m
talking about).
THE PCS AS CREWMEMBERS
Here the GM casts the PCs as crewmembers of
the Horizon Traveler . However, they are not the
ones in command, but the junior level (i.e. instead
of the doctor, a PC is a medic. Instead of chief engi-
neer, a PC is a junior technician).
In such an adventure/campaign the PCs com-
prise one of the ship’s “away teams” and are sent on
missions by the higher ups (this means they get to
take the shuttles planetside and stumble into all
kinds of adventures; see the Shuttlecraft section).
While workable with the way the ship is conceived
in this PDF, as there is no doubt plenty of trouble
for PCs to get into planetside as well as on the ship,
the GM might want to alter the role of the ship (see
the Alternate Concepts section below).
ADVENTURE LOCATION
Because of its size, the Horizon Traveler makes an
ideal location for the PCs to have a one-time adven-
ture on. The classic version of this is that the Horizon
Traveler is found floating derelict in space, her
engines out and no signs of life. It is up to the PCs to
board her, find out what happened to the crew, and
bring the ship back. Inevitably, the PCs will encounter
whatever silenced the crew.
Obviously, there are more ways to use the Horizon
Traveler than listed here, but the preceding list should
give the GM plenty of ideas to work with.
THE PCS IN CHARGE
In this concept, the PCs are senior crewmembers
of the Horizon Traveler (they either start off as sen-
ior crewmembers, or work their way up from junior
status). While the GM should probably retain the
captain role for an NPC (to avoid potential conflicts
between the PCs and because, contrary to certain
science fiction series, the captain rarely leaves the
ship); the PCs serve in such positions as senior
engineer, chief of security, first mate, doctor, etc.
Obviously, as senior crewmembers, the PCs
have a much greater say in what the ship does and
where it goes. This situation also allows for greater
interaction with junior crewmembers (another
potential source of adventures) and gives the GM
the ability to give the PCs a taste of what it is like
to run a profitable starship-based business and the
crew along with it (conversely, it can also require
much greater work on the part of the GM to make
the ship seem real by giving the junior crewmem-
bers clearly defined personalities and identities).
L OADER (PL 6)
A Fusion Age replacement for the forklift, a
loader is essentially a fusion reactor-powered,
hydraulic-activated, bipedal humanoid metal
exoskeleton that has two arms ending in large pin-
cer-like hydraulic clamps. A loader is operated by
an operator and in the hands of a skilled operator a
loader functions much like a large, albeit somewhat
clumsy, human being.
The Horizon Traveler features five of these
loaders for use in loading cargo off and on and to do
other heavy lifting around the vessel. Although
designed for operation by an on-board operator
(who simply climbs into the exoskeleton and uses
joystick and button controls), two of them have
been modified with AV transmitters and can be
remote-controlled via a remote control unit
(although the operator suffers a -2 to all Drive
checks).
ALTERNATE CONCEPTS
Although the Horizon Traveler is conceived as a
frontier transport vessel (see the Basic Information
section), the size of the ship lends itself to plenty of
additional roles, especially if the PCs serve aboard.
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THE HORIZON TRAVELER
Operating a loader relies on the Drive skill. In
addition, the operator must be trained on the
machine. The GM has two choices for determining
proficiency. The first is to require that the operator
have the Surface Vehicle Operation (Bipedal) feat
(which can also be applied to such things as Mecha)
in order to avoid a -4 penalty to Drive skill checks
(this is in line with the standard rules).
The second is to assume that all that is required
is some instruction and practice (much like some-
one able to drive a car can learn to drive a bus). In
such a situation, reduce the -4 penalty by 1 for every
month of working with the equipment (i.e. after two
months of working with the loader, the penalty to
Drive skill checks is reduced to -2).
A loader is Large and is one square wide and one
square long. It stands roughly nine feet tall and
weighs some 2,200 lbs (a tremendous weight sav-
ings over a standard forklift, which usually weighs
around 10,000 lbs.). A loader is capable of lifting
4,500 lbs overhead.
A loader can be used in combat, however, when
doing so, the on-board operator’s Dexterity is
replaced by the loader’s (the machine can only
move so fast and the operator is confined within the
machine) for purposes of computing the operator’s
Defense and Reflex saves and any other Dexterity-
based skill checks and functions performed by the
loader. The operator does get the advantage of the
loader’s greater Strength and gets to stack the
loader’s armor protection to his or her own for pur-
poses of calculating the operator’s Defense
(although this may not make up for losing the oper-
ator’s Dexterity bonus).
Furthermore, unless the operator is proficient
with the machine, the -4 penalty to Drive skill
checks is extended to cover attack rolls, damage
rolls, skill checks, and saving throws with the
machine.
The only means to attack with the loader are
with its clamps. Unfortunately, the clamps close too
slowly to actually trap any creature able to see the
attack coming, so they are usually used to simply
bludgeon an opponent. A clamp causes 2d6+8
points of damage.
PL 7 loaders often substitute hover capabilities
for the loader’s legs.
Dexterity: 8 (substitutes for operator Dexterity)
Bonus to Defense:
+4 (adds to operator
Defense)
Reach: 10 ft.
Hardness: 5
Hit Points: 30
Purchase DC: 28 (when new)
Restriction: License (+1)
S HUTTLECRAFT (PL 6)
As ungainly as the Horizon Traveler is, thanks
to her induction engine she is capable of landing
planetside (which she does amidst much unnerving
groaning of metal). This capability is almost a
necessity on the frontier given that the lack of space
stations and shuttlecraft would otherwise make it
impossible for the ship to take on cargo or passen-
gers.
This does not mean that Captain Nishida takes
the ship down on every planet or asteroid; the fact
is that in many cases, there is only a handful of pas-
sengers or a minimal amount of cargo to be added
or removed from the ship. It is for this reason that
the ship has a total of six shuttles. Often, Captain
Nishida will park the ship in orbit and conduct busi-
ness using several of the shuttles; there are numer-
ous colonies and mining camps in the system that
have never even seen the Horizon Traveler and deal
only with the shuttlecraft.
Although these shuttles seat four, they are often
used to hold many more, the pilots cramming in
people (and the occasional animal) like sardines;
the same goes for transporting goods. Thankfully,
the crew of the Horizon Traveler keeps the shuttles
in excellent repair.
Like the Horizon Traveler herself, the shuttles
are a polyglot of technology and materials. All
began life as Fusion Age shuttles but have been out-
fitted and retrofitted with various pieces of equip-
ment so that no two are identical. As a result, there
is often lively “discussion” among the crew as to
who gets to pilot which shuttle.
The six shuttles, simply named “1”, “2”, “3”,
“4”, “5”, and “6” have the following statistics. In
order to save space, rather than writing six stat-
blocks all the statistics and equipment have been
combined into one statblock; which shuttle has
what equipment is found in the <>. See the next
page.
LOADER (PL 6)
Size: Large (-1 Size)
Speed: 20 ft. (cannot run)
Strength: 26 (substitutes for operator Strength)
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SHUTTLECRAFT (PL 6)
1
2
3
4
5
6
Type
Ultralight
Ultralight
Ultralight
Ultralight
Ultralight
Ultralight
Subtype
Launch
Launch
Launch
Launch
Launch
Launch
Defense
15
15
15
15
15
15
Flat-footed Defense
11
11
11
11
11
11
Autopilot Defense
10
8
10
10
8
8
Hardness
20
20
20
30
20
20
Hit Dice
4d20 (80 hp)
4d20 (80 hp)
4d20 (80 hp)
4d20 (80 hp)
4d20 (80 hp)
4d20 (80 hp)
Initiative Modifier
+4
+4
+4
+4
+4
+6
Pilot’s Class Bonus
+5
+5
+5
+5
+5
+5
Pilot’s Dex Modifier
+4
+4
+4
+4
+4
+4
Gunner’s Attack Bonus
+4
+4
+4
+4
+4
+4
Size
G (-4 Size)
G (-4 Size)
G (-4 Size)
G (-4 Size)
G (-4 Size)
G (-4 Size)
Tactical Speed
3.5k (7 sq.)
2.5k (5 sq.)
3.5k (7 sq.)
4.0k (8 sq.)
2.5k (5 sq.)
3.0k (6 sq.)
Length
35 feet
35 feet
35 feet
35 feet
35 feet
35 feet
Weight
40k lbs.
40k lbs.
40k lbs.
40k lbs.
40k lbs.
40k lbs.
Targeting System Bonus
+2
+0
+2
+4
+2
+2
Crew
1 (+8 expert)
1 (+8 expert)
1 (+8 expert)
1 (+8 expert)
1 (+8 expert)
1 (+8 expert)
Passenger Capacity
4
4
4
4
4
4
Cargo Capacity
3k lbs.
3k lbs.
3k lbs.
3k lbs.
3k lbs.
3k lbs.
Grapple Modifier
+12
+12
+12
+12
+12
+12
Base Purchase DC
44
44
44
44
44
44
Restriction
Lic. (+1)
Lic. (+1)
Lic. (+1)
Lic. (+1)
Lic. (+1)
Lic. (+1)
Attack
1 laser
1 laser
1 laser
2 fire-linked
1 laser
1 laser
+2 ranged
+0 ranged
+2 ranged
lasers
+2 ranged
+2 ranged
(6d8)
(6d8)
(6d8)
+4 ranged
(6d8)
(6d8)
(9d8)
Attack of Opportunity
None
None
None
None
None
None
SHUTTLECRAFT DESIGN SPECS:
Engines: Thrusters <all>, ion engine <1,3>, induction engine <4>
Armor: Alloy plating <2,5>, Polymeric <1,3,6>, Cerametal <4>
Defense Systems: Autopilot system <2,5,6>, damage control system (1d10) <1,2,3,6>, improved autopilot system <1,3,4>, improved damage control system (2d10)
<4,5>
Sensors: Class I sensor system <2>, class II sensor system <1,3,5>, Class III sensor system <6>, Class IV sensor array <4>, targeting system <1,3,5,6>, improved tar-
geting system <4>
Communications: Laser transceiver <1,3,6>, mass transceiver <4>, radio transceiver <all>
Weapons: 1 laser (range incr. 3,000 ft.) <1,2,3,5,6>, 2 fire-linked lasers (range incr. 3,000 ft.) <4>
Grappling Systems: Grappler <2,3,5>, Tractor beam emitter <1,6>
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