D20 Modern Star-Ship Basics
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Transcript of D20 Modern Star-Ship Basics
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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$ustments and ship systems. %s these are universal changes, not
for specific ships, they are posted below.
Star'ship Costs(#he star'ships listed in d20Future are a little
overpriced for the universe. #o properly represent ship prices, reduce
the base purchase DCs of the star'ships by one'third, rounding fractions up
)eg, a purchase DC52would become34.667,rounding to35*. Star'ship
weapon costs are all reduced by one'half )rounding fractions up* before
any other modifiers. %ll other subsystems remain unchanged, and final
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star'ship prices are calculated as normal )convert into dollars, or
credits in this case, add together, then convert into a final purchase
cost*. Whenever a sub'light engine type is specified, and by all physical
appearances, it seems that star'ships use some variant of an ion engine.
Being as they seldom seem to need refueling )and when they do the process
is soon over*, we can assume that it is not the engines, but the fusion
reactor that powers the ships that need the fuel. #hat said, we can treat
all star'ships engines as particle impulse engines, but still use the stats
from other engines to represent differences between performance ratings
and manufacturers. Star'ships are also fitted with repulsor lifts for
landing and tae off. #his functions similar to an induction engine, but
only has a movement of
500
ft )one s+uare* a round. While moving with this
drive, a ship does not get a
500
ft ad$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.
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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
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