D20 Modern Star-Ship Basics

download D20 Modern Star-Ship Basics

of 5

Transcript of D20 Modern Star-Ship Basics

  • 8/10/2019 D20 Modern Star-Ship Basics

    1/5

  • 8/10/2019 D20 Modern Star-Ship Basics

    2/5

    in some cases by an almost insane amount, and i"m left with having to

    reconstruct a multitude of craft. %s i had been hoping to avoid such a

    worload, i sighed in defeat. Fortunately for me, d20Future already has a

    large variety of pre constructed ships, and a plethora of rules for

    modifying them. &ow all that remained was deciding on the base ships, and

    how i would modify it into the appropriate craft. i have broen the list

    of ships into different categories to help with finding what your

    adventure calls for. if you"re trying to decide what ind of fighter

    support that neutral colony world is using, you don"t want to have

    capitol ships interspersed throughout them. i have also had to create a

    few rules ad$ustments and ship systems. %s these are universal changes, not

    for specific ships, they are posted below.

    Star'ship Costs(#he star'ships listed in d20Future are a little

    overpriced for the universe. #o properly represent ship prices, reduce

    the base purchase DCs of the star'ships by one'third, rounding fractions up

    )eg, a purchase DC52would become34.667,rounding to35*. Star'ship

    weapon costs are all reduced by one'half )rounding fractions up* before

    any other modifiers. %ll other subsystems remain unchanged, and final

  • 8/10/2019 D20 Modern Star-Ship Basics

    3/5

    star'ship prices are calculated as normal )convert into dollars, or

    credits in this case, add together, then convert into a final purchase

    cost*. Whenever a sub'light engine type is specified, and by all physical

    appearances, it seems that star'ships use some variant of an ion engine.

    Being as they seldom seem to need refueling )and when they do the process

    is soon over*, we can assume that it is not the engines, but the fusion

    reactor that powers the ships that need the fuel. #hat said, we can treat

    all star'ships engines as particle impulse engines, but still use the stats

    from other engines to represent differences between performance ratings

    and manufacturers. Star'ships are also fitted with repulsor lifts for

    landing and tae off. #his functions similar to an induction engine, but

    only has a movement of

    500

    ft )one s+uare* a round. While moving with this

    drive, a ship does not get a

    500

    ft ad$ust as normal. %lso, due to the slow

    speeds at which it is traveling, the pilots deterity modifier does notapply. -epulsor lift drives are included on all spacecraft, even ones

    that have no drive listed. #his is either so that they do not damage

    spaceports and hangers, or to allow ad$ustment in orbit.

    Weapons(&o combat is complete )or even possible* without weapons.

    n the universe, almost every spacecraft has at least some form of

    armament. Blaster technology scaled up to immense proportions mae up

    the ma$ority of the offensive measures employed by the galay at large.Blasters )or lasers, as they are sometimes called* can be represented by

    laser, neutron, and particle weapons from the d20

    Future boo. /eep in

    mind that some alien species use divergent technologies, so other types are

    around, but liely +uite rare. When ray shielding proves too much for

    your guns to deal with, you switch to missiles and torpedoes. #hese will

    generally have the benefit of being able to follow a target, which can

    mae taing down an enemy craft that"s close to a friend a bit easier.

    Concussion missiles can easily be represented with the nova burst missile.

    0roton torpedoes are best represented with star'load missiles. #hey

    represent the destructive capability best, and are also able to be

    mounted on most star'fighters.

  • 8/10/2019 D20 Modern Star-Ship Basics

    4/5

    D f n (With all this destructive power coming at you ship, you"ll

    want some way of averting it. %rmor, shields, and stealth options all

    come in handy. %s armor is fairly basic, all 017

    an below armor is

    available at the listed costs. %utopilot systems are nice additions, but

    few ships come with them per'installed. 0oint defense systems seem to be

    non'eistent in Star Wars, at least among the factions we"ve seen fighting.

    it"s +uite probable some sectors utili2e them, but the galay at large

    seems to decide that other systems are more critical for the cost.

    0article shielding, mostly used to eep micrometeorites from damaging ship

    systems, also provides protection against missiles. Magnetic fields

    represent it the best. -ay shielding is a little more sensitive of an area.

    While a particle field best represents it, it does not wholly capture it"scapabilities. %ngling shields allows for greater protection from one

    direction, but leaves the rest unprotected. #his has been a tricy issue to

    deal with, but the mechanics do wor out. %s a move action, a character

    may mae a Computer use chec )DC 15* to provide an additional +2

    bonus

    against one specified target, but against all other targets the shield

    bonus does not apply. % second Computer use chec )DC 15* is re+uired to

    stabili2e the deflectors. Damage control systems are generally not used

    during combat, as it re+uires a move action for the ship, and thereby

    lessens it"s combat capabilities. #hey are fre+uently used outside of

    combat, as star'port repair charges add up over time. #op of the line

    ships are fre+uently fitted with repair drones, although star'fighters

    rarely have them, as such a system maes them too costly. Decoys, stealth

    screens, and other concealment devices are illegal in most civili2ed

    systems. 0ossession of one is commonly punishable by death, on assumption

  • 8/10/2019 D20 Modern Star-Ship Basics

    5/5