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D20 - Modern - Future - Starship 09 - Devastator

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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  • Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

  • Welcome to Ronin Arts Future: Starship 9 The Devastator Class, the ninth in a new series ofPDFs for use with futuristic D20 System cam-paigns. This series makes some assumptions aboutyour campaign; the starship designs in this serieswill be most useful in campaigns in which the fol-lowing statements are true:

    The campaign is not a hard science setting.Campaigns that are more space opera/adventuremovie are the intended target for this series.

    Starships are not rare or unusual. All of thestarships in this series assume that space travel is astandard and common occurrence individualseither fly their own ships or ride on passenger ships.Starships and space travel are as common for char-acters as a plane ride is for people of our reality.

    Space combat is not uncommon. It s justanother exciting adventure when the player charac-ters have to engage the enemy while fleeing fromsome world or other.

    The campaign is packed with action. If thingsaren t exploding, how much fun can the game real-ly be?

    Most of the starships in this series are designedto fill 4 pages. This is so that you can print the pages back-to-back if you wish and drop them into abinder. This introduction, and the page of new star-ship equipment and assorted information, can alsobe printed separately and added to your binder. Theschematic and silhouette page is designed to beused as a player handout 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 whenthey encounter a ship from this series.

    About the AuthorMichael Hammes has been freelancing in the

    role-playing industry since 2001. Starting small, hehas steadily built his repertoire, and reputation, byworking for such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance hiswriting schedule with his role as stay-at-homefather. To catch the latest from Michael sImagination, please visitwww.michaelhammes.com.

    e-Future TilesThe Devastator design is based on SkeletonKey

    Games e-Future Tiles: Star Chasers, StarFreighter, and Star Patrol tile sets. While this PDFcan be easily used on its own you will get a lot moreuse out of it in your game sessions if you constructthe ship at miniatures scale using the printabletiles. The only tiles you will need that are not avail-able in the SkeletonKey Games tiles sets are thewing extensions which have been thoughtfullyincluded at the end of this PDF and two wing tilesfound in Future: Starship 3.

    To learn more about SkeletonKey Games pleasevisit their website at www.skeletonkeygames.com.

    2

    DEVASTATOR

    Introduction

    New rules and ideasR.I. INFANTRYBOTSERIES 1.X (PL 5)

    With the growing intolerance for human casual-ties among the United States population in the lat-ter stages of PL 5, yet with no lack of conflict, therearose a need for a robot replacement for the com-mon infantryman. With its InfantryBot the recentlyformed Republican Industries won the lucrativefirst U.S. military contract for combat robots bybesting seven other models in a live combat simu-lation.

    The InfantryBot was perfect for soldiers raisedin the video-game generation. With a rotatingcylindrical body sprouting two claw-wielding armsand outfitted with a pair of assault rifles sitting onfully elevating weapon mounts, all of which wasmounted on four spider-like legs, the InfantryBotlooked like something out of a summer block-buster. Add to this was the fact that it was remote-controlled using a game pad-style controller, andyou had a robot that was almost intuitive for newrecruits raised on combat simulation games.

    InfantryBots and their operators first saw com-bat during the Guatemalan crisis where they wereassigned to infantry squads fighting their way

  • through Guatemala City. Used mainly inpoint/scout rules, the Infantrybots were plagued bysoftware glitches and suffered greatly in the day-time heat and humidity. Despite these problems, theuse of InfantryBots was considered a success.Although many critics argued, and rightly so, thatthe Infantrybots achievements were due to theirintimidating appearance than actual combat capa-bility, the era of combat robots had begun.

    R.I. InfantryBot Series 1.0Purchase DC: 29.Restriction: Military (+3).InfantryBot 1.0: CR 1; Medium construct; HD

    1d10+10; hp 15; Mas ; Init +0; Spd 30 ft.;Defense 15 (+5 equipment), touch 10, flatfooted 15;BAB +0; Grp +2; Atk +2 melee (1d4+2, 2 claws) or-4 ranged (3d10, 2 fire-linked HK G3); FS 5 ft. by5 ft.; Reach 5 ft.; SQ construct traits; AL Operator;SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 15,Dex 10, Con -, Int -, Wis 10, Cha 1.

    Skills: Listen +5, Search +5, Spot +5.Feats: N/AEquipment: 2 fire-linked* HK G3 assault rifles

    with 4 20-round magazines (*functions as per thestarship rules).

    The Infantry Bot has the following systems andaccessories:

    Frame: Armature.Locomotion: Legs (4, speed enhanced +5 ft.).Manipulators: Claws (2).Armor: Alumisteel.Sensors: Class III sensor system.Skill Software: Listen skill chip (5 ranks),

    Search skill chip (5 ranks), Spot skill chip (5 ranks).Feat Software: N/A.Ability Upgrades: N/A.Accessories: AV recorder, AV transmitter, load-

    ing mechanisms (2), remote control unit, robolink,weapon mounts (2).

    R.I. INFANTRYBOTSERIES 2.0 (PL 6)

    As robot technology, especially software,improved, Republican Industries continued toimprove upon the original InfantryBot and evencreated several variants for specific battlefield con-ditions (including the very successful Series 1.7,also known as the Advance Scout). However,

    despite constant updates, obsolescence could not bestaved off indefinitely and the arrival of the firstbiodroids marked the death-knell of the Series 1.x.

    The R.I. InfantryBot Series 2.x represented aquantum leap in the InfantryBot series, being analmost complete redesign from the ground up.Interestingly enough, although carrying the artifi-cial intelligence and other software improvementsof biodroids, Republican Industries chose to retaina version of the armature frame from the Series 1.x.Although many dismissed this move as a cost-sav-ing measure, the fact was that the armature framewas widely recognized, and respected, and wouldshow an evolutionary consistency from model tomodel; there was also no need to make a militaryrobot resemble humanity.

    The Series 2.x variants looked like a bipedalhumanoid skeleton covered from top to bottom induralloy plates. With its hands and legs a Series 2.xwas capable of almost all actions that a regularinfantry soldier was; it was especially suited forurban and other low-visibility environments.Standard equipment for the Series 2.x was aninfantry-issue laser rifle, although the Series 2.xwas capable of using any infantry weapon.

    R.I. InfantryBot 2.0Purchase DC: 32.Restriction: Military (+3).InfantryBot 2.0: CR 1; Medium construct; HD

    1d10+10; hp 15; Mas ; Init +0; Spd 40 ft.;Defense 19 (+1 Dex, +8 equipment), touch 11, flat-footed 18; BAB +0; Grp +3; Atk +3 melee (1d3+3nonlethal, 2 hands) or +1 ranged (3d8, laser rifle);FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits,critical systems, darkvision 120 ft., resistance toacid 10, cold 10, electricity 10, and fire 10; ALMilitary; SV Fort +0, Ref +1, Will +0; AP 0; Rep+0; Str 17, Dex 12, Con -, Int 10, Wis 10, Cha 5.

    Skills: Climb +11, Listen +12, Search +8, Spot+12.

    Feats: Personal Firearms Proficiency.Equipment: Laser rifle with 4 50-shot power

    packs.The InfantryBot 2.0 has the following systems

    and accessories:Frame: Armature.Locomotion: Legs (2, speed enhanced +20 ft.).Manipulators: Hands (2).Armor: Duralloy.Sensors: Class V sensor system (with ladar).

    3

    DEVASTATOR

  • Skill Software: Language chip (per operator;usually English or Chinese), Climb skill progit (8ranks), Listen skill progit (8 ranks), Search skillprogit (8 ranks), Spot skill progit (8 ranks).

    Feat Software: Personal Firearms Proficiencyprogit.

    Ability Upgrades: Strength upgrade (+2),Dexterity upgrade (+2).

    Accessories: A/V transmitter, magnetic feet,self-destruct system (2d6), survivor array (+10 toNavigate checks), videophone, vocalizer.

    STARSHIPS VS.PLANETS ANDCHARACTERS

    Starships are the single most powerful battle-field element in starship campaigns, both in spaceand planet-side. The fact is that, as the standardrules are written, starships pack unmatched fire-power, incredible protection, and go-anywheremaneuverability and can only be challenged byother starships; a gang of bandits with a singlefighter could take over an entire planet, as long asthat planet doesnt have a starship of its own to pro-tect itself from it. Dont believe me?

    Starship lasers, one of the weakest of starshipweapons, cause 6d8 points of damage (or an aver-age of 27 points of damage), more than enough toovercome the massive damage threshold of anycharacter and cut down all but the most heroic char-acters in just a couple of rounds (not to mention

    what they would do to buildings).By comparison, a laser rifle does 3d8 points of

    damage (or an average of 13 points of damage).Given that even the weakest of the starship armorshave a Hardness of 20, this wouldnt even dentthem. Makes you wonder why in all those Sci-Fishows a starship doesn t simply go out and takeover some backwoods planet? And that doesn teven take into consideration that a starship laser hasa range increment of 3,000 feet versus 80 feet for alaser rifle so that the starship can fly out of range ofthe laser rifle-wielding character while still shoot-ing at what amounts to point-blank range.

    Okay, so maybe I ve oversimplified a bit here,but the fact is that competently piloted starships arealmost impossible for characters to defeat instraight-up combat unless they too have a starship.Of course, people aren t just simply going to acceptthis; planets and characters without starships aregoing to have some means of defending themselvesfrom starships. If they didn t, every colony wouldhave to have starships of their own or fall prey toany wanna-be Jesse James with an old fighter.

    Fortunately, although the standard rules don tactually have rules for planetary defense, they doprovide us with the means for creating such defens-es. And, no, I don t mean by having other space-ships; I m talking about creating mobile and fixedweapons capable of dukeing it out with the biggeststarships. How is this done, by putting starshipweapons on ground-based vehicles and in fixedpositions?

    For instance, take a fusion beam, add someVanadium armor, and put it all on the back of aCretan Motors Hecaton (which happens to be aGargantuan vehicle and thus fits in with the starship

    4

    DEVASTATOR

    THATS ONE POWERFUL TRUCK!Youve undoubtedly already noticed that a PL 6 Hecaton equipped with a fire-linked fusion

    beam would be capable of 10d8 points of damage per shot, which would make it almost as power-ful offensively as a PL 7 M-300 Hovertank with a Rhino mass cannon, and thats before taking intoaccount that the fusion beam on the Hecaton has a range increment of 3,000 ft. versus 100 ft. for theHovertanks mass cannon.

    Doesnt seem fair, does it? Thats okay. Simply equip the Hovertank with starship weapons andyou are good to go. After all, considering that the engagement range for a present-day (PL 5) M1Abrams battle tank is 3,000 meters (which, if we assume that this is the maximum range, would meanit has a range increment of 300 meters or almost 1,000 feet), I would expect a PL 7 mass cannon toat least match that range. Heck, even the standard rules give the M1 Abrams a 150 ft. range incre-ment and you wouldnt think that youd trade down in range as you improved in technology, wouldyou?

  • rules that state that fusion beams must be placed ona ship of at least Gargantuan size) and you have amobile gun platform. Or, put a pair of those sameguns and the armor in a fixed position, give it someHit Dice, and you have a bunker. Don t forget toadd some sensor and defensive systems to round thewhole thing out (yes, a bunker can have a chafflauncher, stealth screens, or displacer).

    Now, doing this sort of thing requires some cre-ativity on the part of the GM. But this is a goodthing. After all, when you make up the rules, theplayers that own the book don t have any ideas ofwhat s coming their way.

    One way to make these mobile and fixed gunpositions work is by meshing vehicle statistics withstarship statistics and for the GM to treat vehicles asstarships (i.e. by giving the vehicle s driver a classbonus that he or she can apply to the vehicle sDefense, converting all the Starship feats to Drivefeats, allowing them the same sort of equipmentsuch as targeting systems, etc.). Obviously, this is alot of work and will only pay off if starship and

    planet/vehicle/PC battles are a regular occurrencein the campaign.

    The other is for the GM to simply play any suchencounters as abstractly as possible by having thebattle go which way will serve the adventure andthe campaign best. The GM simply writes downsome basic guidelines for him- or herself (i.e.weapon damage, armor, etc.) to pay attention to asthe battle unfolds and then lets things rip. After all,the PCs only know how well they are shooting, nothow well the opposition is, so it should be easy forthe GM to fudge things to create drama and havethings turn out the way they should to meet theadventure and campaign goals.

    In any case, whatever choice the GM makes,encounters between ground forces and a starshipwith the PCs involved should always be memo-rable. After all, having the PCs take down an enemyfighter that is harassing an agricultural colony withsome guns mounted on the back of a turnip truck isalways a satisfying ego boost.

    5

    DEVASTATOR

    Basic InformationThe Devastator-class is a member of what is

    arguably the heaviest and toughest subtype of ultra-light ships: the gunship. Hidden behind massivearmor, carrying scads of defensive systems, andbristling with armament, the sole purpose of a gun-ship is to battle it out toe-to-toe with its foes, bethey other starships or planet-side targets.

    Gunships are indeed devastatingly effective;few things can stand up to a Devastators barrage offour turrets of fire-linked needle drivers. Theseguns are capable of pounding everything in a 1,000-foot-by-1,000-foot area into dust in short order anda single Devastator is capable of laying waste toentire cities in a matter of minutes. To make mattersworse for its opponents, the sheer amount of defen-sive systems carried by a Devastator along with itssubstantial bulk gives it great survivability, ensur-ing that it can deliver its own barrage in the teeth ofall but the heaviest enemy fire.

    Along with its well-trained crew, the Devastatorclass also carries a complement of half-a-dozenInfantryBot Series 2.0s. Onboard, these bots pro-vide the ships security detail and also its final lineof defense against boarding actions. However, theirprimary purpose is to serve as planet-side scouts(reconnoitering likely targets for the gunship) andas clean-up detail (sifting through the wreckage leftin the gunships wake to take prisoners, recoverintelligence materials, etc.). The fact that they arecapable of operating efficiently in almost any envi-ronment is a great boon in accomplishing thesetasks.

    A Devastator is rarely alone; it is far too expen-sive to risk on solo missions. Rather, its standardrole is in fire support for planet-side operations;Devastators often spearhead planetary invasions.During such operations a screen of fighters and itsown ground forces invariably protect a Devastator;everyone on the battlefield knows the importance ofa gunship and much as the enemy will do anythingto bring one down, so will its own forces do every-thing they can to protect a Devastator.

  • 6DEVASTATOR

    game statisticsDevastator Class (PL 6)

    Type: UltralightSubtype: GunshipDefense: 11Flat-footed Defense: 7Autopilot Defense: 7Hardness: 30Hit Dice: 30d20 (600 hp)Initiative Modifier: +2Pilots Class Bonus: +5Pilots Dex Modifier: +4Gunners Attack Bonus: +4Size: Colossal (-8 size)Tactical Speed: 3,500 feet (7 sq.)Length: 135 feetWeight: 1,200 tonsTargeting System Bonus: +3Crew: (+8 expert)Passenger Capacity: Cargo Capacity: 100 tonsGrapple Modifier: +16Base Purchase DC: 56 (57 as equipped)

    Restriction: Military (+3)Attack: 4 turrets of 2 fire-linked needle drivers -

    1 ranged (12d12) and 2 heavy neutron guns -1 ranged(10d8)

    Attack of Opportunity: Point-defense system+3 ranged (1d12x10)

    Devastator Class Design Specs:Engines: Ion engine, thrustersArmor: Vanadium Defense Systems: chaff launcher (10 bundles),

    decoy drone launcher (3 drones), improved autopilotsystem, improved damage control (2d10), magneticfield (-4 penalty to missile and ballistic weapons),point-defense system, radiation shielding, self-destruct system, stealth screen (20% miss chance)

    Sensors: Class III sensor array, targeting systemCommunications: Laser transceiver, radio trans-

    ceiverWeapons: 4 turrets of 2 fire-linked needle drivers

    (range incr. 4,000 ft.), 2 heavy neutron guns (rangeincr. 6,000 ft.)

    Grappling Systems: N/A

    Starship Key1. Cockpit - The Devastators cockpit has pilot,

    co-pilot, sensor, and navigation positions. Its spa-ciousness is due to the fact that it is detachable in anemergency; it has its own environmental controlsseparate from the remainder of the ship.

    2. Bridge - Dominating the center of the bridge isthe tactical display, which is usually manned by theships captain. It is capable of being used as a com-mand post for ground forces, but ground command-ers usually prefer to use their mobile command cen-ters. The two gunnery stations are back-ups to themain guns and are usually not in use unless theDevastator is in imminent danger as their occupantsand the systems primary roles is tacticalanalysts/communications.

    3. Medical Bay - This is a standard military med-ical bay capable of dealing with all but the most cat-astrophic injuries. The Devastator is always staffedby at least one field medic and, should he or she beout of action, consulting the medical software pro-vides a +8 equipment bonus to Treat Injury checks

    (although it does require some time to use).4. Bathroom - Fully equipped and relatively spa-

    cious, it serves the Junior Crew Quarters.5. Mess - Serving as food preparation and dining

    area, the mess storage bins hold military-graderations (chiefly dehydrated meals designed to pro-duce maximum energy and minimum waste).Depending on the ships captain, crewmembers mayor may not be allowed to bring and store their ownpersonal foodstuffs here. A Devastator does not havea cook aboard.

    6. Junior Crew Quarters - Four sets of doublebunks hold the junior crew (gunners, maintenancetechs, etc.). There is enough storage space for thecrewmembers personal belongings between thelockers within, and just outside of, these quarters.

    7. Gunnery Bay - Each of these two bays holdstwo gunnery stations for the combined turrets.Maintenance access to the weapons and other shipssystems is through the floor panels.

  • 7DEVASTATOR

    8. Engine Bay - These bays are used to monitorand maintain the Devastators engines and other vitalsystems. These areas also provide access to theengines and other vital ships systems.

    9. Captains Quarters - These relatively spa-cious and private quarters are for the ships captain.In addition to the only private bathroom on board,they also hold a computer system that grants accessto ships network.

    10. Senior Crew Quarters - These comfortable,single bunks are reserved for the ships senior crew(field medic, engineering chief, and robot techni-cian).

    11. Robot Bays - These areas hold theDevastators InfantryBots Series 2.0 (3 in each bay)as well as a bin of spare parts for each of them; thereare enough spare parts to completely rebuild anInfantryBot that has been reduced to 0 hit points. Therobots may be deployed either through the back door,

    or by opening the bays floor and having the robotseither parachute or jetpack to the planets surface.

    12. Robot Repair Room - The robot repair roomis used by the robot technician for robot maintenanceand recovery. The databank holds all of the necessarysoftware to restore InfantryBot programming (aprocess that takes 1 hour per chip/progit and requiresno Computer Check) as well as to create new pro-grams (per the standard rules). An overhead lift anddiagnosis module aids in robot maintenance, repair,and if necessary, resurrection. The room also holdscomplete electronic and mechanical repair kits.

    13. Bathroom - Fully outfitted if somewhatcramped, this bathroom serves the senior crew andexecutive officer.

    14. Executive Officer Quarters - This single-bunk cabin is home to the ships second-in-com-mand. Although confined, it is private.

    Adventure hooksAIRBORNE!

    This is more of a campaign concept than anadventure idea (although it wouldnt make for a badadventure). In airborne, the PCs are members the mil-itary or mercenaries using a Devastator as home,command center, and to airdrop (perhaps with theInfantryBots) into hostile territory. This is obviouslyespecially appropriate for combat-heavy, military-style campaigns; theres nothing like having the PCsjetpack into a horde of aliens.

    A good choice for alien opposition would be theprimitive Taxob-Zhin from Future: Alien Race 1 -The Taxob-Zhin, especially on their jungle-likehomeworld. Of course, the advanced Sauri fromFuture: Alien Race 2 - The Sauri might prove to bemore of a challenge, especially since they no doubthave gunships and robots of their own.

    UP, UP, AND AWAY!One way for the PCs to gain a starship, and to also

    gain healthy respect for the advantages and vulnera-bilities of a starship, is to defeat one (the GM mightwant to use something less powerful than aDevastator for this). This is the standard idea of badguys in starship harass helpless colonists. Maybe theyforce the colonists to pay protection (money, grain,

    foodstuffs, etc.), or they regularly swoop down topick up some slaves for work in the asteroid mines.Whatever the reason if the bad guys are ever dissatis-fied they will use their spaceship to turn the coloniststo ashes (and they dont even have to leave orbit to dothat) or sell them all as slaves to some alien masters.

    Naturally, the colonists are tired of this. But whatto do? Cue the PCs. Whether they are visitors or res-idents, the PCs are going to take it to the bad guys.How? By salvaging the guns and other stuff off theoriginal colony ship or their own (or someone elses)wrecked starship. Of course, the GM could make surethat the equipment they need is old, broken, etc. justto make it more of a challenge. In fact, it doesnt evenhave to be a starship. The PCs might be able to con-vert mining equipment or a laser transceiver into aweapon (hmm, sounds like a certain 80s actionshow). And, if the PCs cant handle the technicalcomplexities, have some old retired master techniciancome and help them (this might encourage them toget some technical training).

    By the way, this is a perfect opening adventure forPCs just starting out in a d20 Future campaign. Tiredof life on this agricultural backwater the PCs are agroup of friends that yearn for the freedom of spaceand now they see their opportunity.

  • 8DEVASTATOR

    TOP VIEW

    SILHOUETTE VIEW FRONT

    DEVASTATORGunship

  • 9DEVASTATOR

    DECK PLANDEVASTATORGunship

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    1. Cockpit2. Bridge3. Medical Bay4. Bathroom5. Mess6. Junior Crew Quarters7. Gunnery Bay8. Engine Bay9. Captains Quarters10. Senior Crew Quarters11. Robot Bays12. Robot Repair Room13. Bathroom14. Executive Officer Quarters

  • 10

    DEVASTATOR

    Open Game LicenseOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc (Wizards). All RightsReserved.1. Definitions: (a)Contributors means the copyright and/or trade-mark owners who have contributed Open Game Content;(b)Derivative Material means copyrighted material including deriv-ative works and translations (including into other computer lan-guages), potation, modification, correction, addition, extension,upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted; (c)Distribute means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)Open GameContent means the game mechanic and includes the methods, pro-cedures, processes and routines to the extent such content does notembody the Product Identity and is an enhancement over the prior artand any additional content clearly identified as Open Game Contentby the Contributor, and means any work covered by this License,including translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) Product Identity meansproduct and product line names, logos and identifying marks includ-ing trade dress; artifacts; creatures characters; stories, storylines,plots, thematic elements, dialogue, incidents, language, artwork, sym-bols, designs, depictions, likenesses, formats, poses, concepts, themesand graphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments, personal-ities, teams, personas, likenesses and special abilities; places, loca-tions, environments, creatures, equipment, magical or supernaturalabilities or effects, logos, symbols, or graphic designs; and any othertrademark or registered trademark clearly identified as Product iden-tity by the owner of the Product Identity, and which specificallyexcludes the Open Game Content; (f) Trademark means the logos,names, mark, sign, motto, designs that are used by a Contributor toidentify itself or its products or the associated products contributed tothe Open Game License by the Contributor (g) Use, Used orUsing means to use, Distribute, copy, edit, format, modify, translateand otherwise create Derivative Material of Open Game Content. (h)You or Your means the licensee in terms of this agreement.2. The License: This License applies to any Open Game Content thatcontains a notice indicating that the Open Game Content may only beUsed under and in terms of this License. You must affix such a noticeto any Open Game Content that you Use. No terms may be added toor subtracted from this License except as described by the Licenseitself. No other terms or conditions may be applied to any Open GameContent distributed using this License.3.Offer and Acceptance: By Using the Open Game Content You indi-cate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use thisLicense, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License toUse, the Open Game Content.5.Representation of Authority to Contribute: If You are contributingoriginal material as Open Game Content, You represent that YourContributions are Your original creation and/or You have sufficientrights to grant the rights conveyed by this License.6.Notice of License Copyright: You must update the COPYRIGHT

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    Future: Starship 9 Devastator, copyright 2004 Michael Hammes.Published by Ronin Arts www.roninarts.com. Based on SkeletonKeyGames e-Future Tiles sets www.skeletonkeygames.com.

    Future: Starship 9 Devastator is copyright 2004 Michael Hammes. All text in this book is designated as open game con-tent. You may not distribute this PDF without permission of the author. d20 Modern is a trademark of Wizards of the Coast,Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast is a registered trademark of Wizards of theCoast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

  • e-Future Tiles: Starship roninSS10

    All artwork is 2004 - Edward Bourelle and may be reproduced for personal use only.

  • e-Future Tiles: Starship roninSS11

    All artwork is 2004 - Edward Bourelle and may be reproduced for personal use only.

    COVERINTRODUCTIONNEW RULES AND IDEASStarships vs. Planets and Characters

    BASIC INFORMATIONGAME STATISTICSSTARSHIP KEYADVENTURE HOOKSILLUSTRATIONDECKPLANOGLTiles


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