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08/11/2004


d20 Future Excerpt
By Christopher Perkins, Rodney Thompson, and JD Wiker

Always wanted to adventure among the stars? Then the d20 Future book is for you! Aliens, spaceships, unexplored planets, cybernetics, mutants laser weapons -- they're all here, just waiting for your intrepid heroes. You can even create heroes from alien species to add new dimensions to your spacefaring adventures.

The d20 Future book gives you everything you need to create and play d20 Modern games set in the near or far future. Our sneak peek offers just a sampling:

From Chapter Seven: Starships

This chapter includes ready-to-use statistics for various starship subtypes.

Starship Statistics

The following statistics represent baseline models only. A starship's statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines, as described later in the chapter.

Each starship description includes the following statistics.

Type: The starship's type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.

Subtype: The starship's subtype describes its primary function (for example, fighter or strike cruiser).

Defense: A starship's Defense determines how hard it is to hit. A starship's flat-footed Defense does not include the pilot's Dexterity modifier. A starship's autopilot Defense is used when the ship's autopilot system is engaged.

Hardness: A ship's hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship's hardness.

Hit Dice: A ship's Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship's hit points; the ship always gets maximum hit points for each Hit Die.

Initiative Modifier: A starship's initiative modifier is equal to the pilot's Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.

Pilot's Class Bonus: The pilot's class bonus to Defense applies to the starship's normal and flat-footed Defense.

Pilot's Dex Modifier: The pilot's Dexterity modifier applies to the starship's Defense, except when the ship is flat-footed or grappled.

Gunner's Attack Bonus: The gunner's attack bonus applies to ranged weapon attacks.

Size: The ship's size affects its Defense, weapon attack rolls, and grapple modifier.

Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship's tactical speed (see Starship Engines, page 131), while heavier armor can reduce a ship's tactical speed (see Starship Armor, page 133).

Length: The ship's length in feet.

Weight: The ship's weight in pounds or tons.

Targeting System Bonus: The ship's computerized targeting system provides an equipment bonus on a gunner's attack rolls and a similar equipment bonus on attack rolls made by the ship's point-defense system (see Attack of Opportunity, below). This equipment bonus is already factored into the ship's attack statistics.

Crew: The ship's standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew's quality is given in parentheses, along with the crew's modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot's class bonus to Defense, the pilot's Dexterity modifier, and the gunner's attack bonus (see Table 7-2: Crew Quality for details).

Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.

Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.

Grapple Modifier: The ship's grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems, page 143).

Base Purchase DC: The base purchase DC includes the ship's hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).

Restriction: The ship's restriction rating. See Restricted Objects in Chapter Four: Equipment of the d20 Modern Roleplaying Game for details.

Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.

Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.

Standard Design Specs: The ship's engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.

Fast Freighter (PL 6)

Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.

Type: Ultralight Size: Colossal (-8 size)
Subtype: Fast freighter Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7 Length: 110 feet
Flat-footed Defense: 5 Weight: 450 tons
Autopilot Defense: 5 Targeting System Bonus: +3
Hardness: 20 Crew: 4 (trained +4)
Hit Dice: 16d20 (320 hp) Passenger Capacity: 4
Initiative Modifier: +2 Cargo Capacity: 300 tons
Pilot's Class Bonus: +3 Grapple Modifier: +16
Pilot's Dex Modifier: +2 Base Purchase DC: 52
Gunner's Attack Bonus: +2 Restriction: Restricted (+2)

Attack:

2 fire-linked heavy lasers -3 ranged (12d8) and
2 fire-linked rail cannons -8 ranged (9d12)

Attack of Opportunity:

None

Standard PL 6 Design Specs:

Engines: Ion engine, thrusters

Armor: Polymeric

Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer

Sensors: Class II sensor array, targeting system

Communications: Laser transceiver, radio transceiver

Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)

Grappling Systems: Grapplers

Frigate (PL 6)

A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.

Type: Light Size: Colossal (-8 size)
Subtype: Frigate Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 360 feet
Flat-footed Defense: 7 Weight: 4,800 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 60 (expert +8)
Hit Dice: 60d20 (1,200 hp) Passenger Capacity: 32
Initiative Modifier: +4 Cargo Capacity: 200 tons
Pilot's Class Bonus: +5 Grapple Modifier: +16
Pilot's Dex Modifier: +4 Base Purchase DC: 60
Gunner's Attack Bonus: +4 Restriction: Military (+3)

Attack:

2 fire-linked heavy neutron guns -1 ranged (15d8) and
2 nuclear missiles -6 ranged (16d8/19-20) and
1 needle driver -6 ranged (8d12); or
2 fire-linked nuclear missiles -1 ranged (24d8/19-20) and
2 unlinked heavy neutron guns -6 ranged (10d8) and
1 needle driver -6 ranged (8d12); or

Attack of Opportunity:

Point-defense system +3 ranged (2d1210)

Standard PL 6 Design Specs:

Engines: Fusion torch, thrusters

Armor: Vanadium

Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system

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 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)

Grappling Systems: Grapplers

Battleship (PL 6)

The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.

Type: Heavy Size: Colossal (-8 size)
Subtype: Battleship Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 1,250 feet
Flat-footed Defense: 7 Weight: 125,000 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 400 (expert +8)
Hit Dice: 400d20 (8,000 hp) Passenger Capacity: 200
Initiative Modifier: +4 Cargo Capacity: 30,000 tons
Pilot's Class Bonus: +5 Grapple Modifier: +16
Pilot's Dex Modifier: +4 Base Purchase DC: 72
Gunner's Attack Bonus: +4 Restriction: Military (+3)

Attack:

Battery of 3 heavy neutron guns +1 ranged (10d8/19-20) and
2 fire-linked nuclear missiles -6 ranged (24d8/19-20) and
1 needle driver -6 ranged (8d12); or
2 fire-linked nuclear missiles -1 ranged (24d8/19-20) and
1 battery of 3 heavy neutron guns -4 ranged (10d8/19-20) and
1 needle driver -6 ranged (8d12)

Attack of Opportunity:

Point-defense system +3 ranged (4d1210)

Standard PL 6 Design Specs:

Engines: Fusion torch, thrusters

Armor: Vanadium

Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system

Sensors: Class II sensor array, targeting system

Communications: Laser transceiver, radio transceiver

Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)

Grappling Systems: Grapplers

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