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d20 Future Tech Excerpt

d20 Future Tech provides you with gadgets and gear to add to that which you can find in the d20 Future supplement. Intended for use by both players and Gamemasters, d20 Future Tech expands upon d20 Future by presenting even more options for a futuristic campaign. More than just lists of equipment, though, this book presents guidelines for developing futuristic societies, generating nonstandard heroes (such as robots), and conducting combat using the kinds of weapons and vehicles available in high-technology settings. The excerpts below provide you with the contents of the book, some of the introduction for the book, expanded crew actions, new mecha combat rules, and statistics for the bomber, the sledgehammer, and the reaper.

For more excerpts, please check out the February 2006 Previews!

Expanded Crew Actions

The crew on a starship are far more than mere passengers. Each person aboard a starship can potentially aid in starship combat, contributing in one way or another to the overall effort of the starship. The d20 Future sourcebook defines the main crew positions as commander, pilot, copilot, gunner, sensor operator, and engineer. The following section provides new actions during starship combat that crewmembers in each position can take on their turns. These actions are supplemental to those listed on page 144 of d20 Future.


The commander is the leader and coordinator aboard a starship, providing direction and instruction to thousands of crewmembers. Usually only larger ships have commanders.

Complex Maneuver: A commander can direct the actions of an entire ship's crew and provide valuable insight to help get the job done faster. As a full-round action, the commander can select a number of crewmembers equal to his Charisma bonus; the commander then makes a DC 15 Charisma check, and if successful, provides a +2 competence bonus on any skill checks (but not attack rolls) by those designated members of the crew.

Tactical Orders: A commander's grasp of tactics can mean the difference between life and death in the midst of combat. By coordinating the efforts of both pilots and gunners, the commander can maneuver the ship into a position where it has a tactical advantage over its enemies. A commander can take a full-round action to provide a +1 bonus to the ship's Defense, or a +1 bonus on the attack rolls of all gunners aboard the ship.

Pilot or Copilot

The pilot (also called a helmsman in some larger vessels) directs the general movement of the starship. A pilot is responsible for the safety of the vessel and prevents any collisions and avoids potentially lethal hazards. The copilot might often perform the duties of the pilot, should the pilot be otherwise occupied.

Perform Combat Maneuver: As a move action, the pilot can perform one of the combat maneuvers listed in Starship Combat Maneuvers. See each maneuver for specific details on initiating and completing that maneuver.


The gunner is responsible for the weapons aboard a starship. While a starship might have many gunners or just a single weapons officer, the gunner provides the necessary skill and combat prowess to effectively destroy enemy targets.

Provide Cover Fire: Talented gunners can ward off enemy attacks by laying down heavy cover fire in strategic patterns so that opponents shy away instead of focusing on their target. As a full-round action, the gunner can provide a +2 bonus to her starship's Defense against attacks made by enemies within range of that gunner's weapon or weapons.

Sensor/Communications Operator

The sensor operator (who also often controls communications systems) has several options available to him during starship combat. Sensor operators (sometimes called CommScan or SensCom officers) control the ship's sensors and can use those systems to provide a valuable edge in combat.

Alert with Sensors: A good sensor operator provides valuable data on incoming attacks to the pilot or copilot. As an attack action, the sensor operator can make a DC 15 Computer Use check to provide the ship with a +1 bonus to Defense for 1 round.

Jam Targeting Data: Using the communications systems aboard a starship, the sensor operator is able to send out confusing signals and static that causes targeting systems to fail. As an attack action, the sensor operator can make a DC 15 Computer Use check to negate any attacking ship's targeting computer bonus on attack rolls.

Jam Transmissions: Similar to the methods used to jam targeting data, a sensor operator can make it impossible for a starship to send a transmission. As a full-round action, the sensor operator can select a single starship within sensor range to jam; if that target ship wishes to send a transmission, its sensor operator must make an opposed Computer Use check against the jamming ship's sensor operator to break through the interference.

Pinpoint with Sensors: Sensor operators can use the ship's sensors to enhance the targeting computer's effectiveness. As an attack action, the sensor operator can make a DC 15 Repair check to increase the targeting computer's bonus on attack rolls by 2. Any equipment that would negate the targeting computer's bonus on attack rolls also negates this bonus.


An engineer is capable of pushing a ship to its limits and then bringing it back safely. Engineers are responsible for making sure the ship stays running at maximum capacity and can even work miracles when systems fail and when the ship takes damage.

Angle Shields: An engineer can reinforce a ship's shields (if present) to more effectively ward off attacks. By making a DC 15 Computer Use check, the engineer can shift shielding from one side of the ship to another. The engineer selects one side of the ship (fore, aft, port, or starboard) to take shielding away from, and one side to gain the benefits of angling the shields in that direction. Any attacks targeting the side of the ship where the shields were taken from bypass shields entirely and apply damage directly to the starship's hit points. Any attacks targeting the side of the shield to which the shielding was angled have their damage halved. As a move action, the shields can be restored to their normal coverage.

Reroute Power: As a full-round action, an engineer can reroute power from one system to another. The engineer makes a DC 15 Computer Use check to perform this action. First, the engineer selects one of the following systems from which power will be rerouted:

Defense Systems: Disable one of the starship's defense systems.

Engines: Reduce the ship's tactical speed by 500 feet (1 square).

FTL: Disable the ship's faster-than-light travel capabilities.

Minor Systems: Disable one minor internal system (communications, life support, or artificial gravity, for example).

Sensors: Disable the ship's sensors or targeting computer.

Shields: Reduce shield power by half its remaining HD (minimum 1 HD), if the starship has shields.

Weapons: Disable one weapons system (weapon batteries count as one weapons system, though fire-linked weapons do not).

Once the power has been drained from one of the above systems, the power can be rerouted to a single other system. Select one of the following systems and related effects from the list below:

Engines: Increase the ship's tactical speed by 500 feet (1 square).

Shields: Increase the shield power by half its remaining HD (minimum 1 HD), if the starship has shields.

Weapons: Increase the damage of an energy-based weapon by one-half its base damage (for example, an energy weapon that deals 6d12 points of damage now does 9d12). Fire-linked weapons gain an increase equal to half the base damage of the linked weapons, not half of the linked damage dice (for example, two fire-linked weapons that deal 6d12 points of base damage and 9d12 linked deal 12d12 points of damage when benefiting from this action).

Restore a System: Restore one system deactivated in a previous power-rerouting attempt.

Restore Shields: A starship's engineer must be adept at keeping the ship's shields working at all times. As an attack action, the engineer can make a DC 15 Repair check to restore a number of HD to shields equal to her Intelligence bonus. The ship's shields can never exceed its normal maximum amount.

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