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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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Page 1: Requires the use of the d20 Modern™ Roleplaying Game, …users.atw.hu/atlantisz/starwars/D20/urhajok_alaprajzzal/... · 2006-06-21 · Requires the use of the d20 Modern™ Roleplaying

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

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Welcome to Ronin Arts Future: Starship 3 — TheBlack Mantis, the third in a new series of PDFs for usewith futuristic D20 System campaigns. This seriesmakes some assumptions about your campaign; the star-ship designs in this series will be most useful in cam-paigns in which the following statements are true:

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

¥ Starships are not rare or unusual. All of the star-ships in this series assume that space travel is a standardand common occurrence — individuals either fly theirown ships or ride on passenger ships. Starships andspace travel are as common for characters as a plane rideis for people of our reality.

¥ Space combat is not uncommon. It s just anotherexciting adventure when the player characters have toengage the enemy while fleeing from some world orother.

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

Most of the starships in this series are designed to fill4 pages. This is so that you can print the pages — back-to-back if you wish — and drop them into a binder. Thisintroduction, and the pnew starship equipment andassorted information, can also be printed separately andadded to your binder. The schematic and silhouette pageis designed to be used as a player handout — it s what

flashes up on their ship systems when they attempt to IDa ship — and GMs need only give the players the pagewhen they encounter a ship from this series.

About the AuthorMichael Hammes has been freelancing in the role-

playing industry since 2001. Starting small, he hassteadily built his repertoire, and reputation, by workingfor such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance his writingschedule with his role as stay-at-home father. To catchthe latest from Michael s Imagination, please visitwww.michaelhammes.com.

e-Future Tiles: Star PatrolThe Black Mantis design is based on SkeletonKey

Games e-Future Tiles: Star Patrol and Star Huntertiles sets. While this PDF can be easily used on its ownyou will get a lot more use out of it in your game ses-sions if you construct the ship — at miniatures scale —using the printable tiles. The only tiles you will need thatare not available in the SkeletonKey Games releases arethe wings — which have been thoughtfully included atthe end of this PDF.

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

2

The Black mantis

Introduction

New rules and ideasNEW SHIP SYSTEM

The following is an experimental weapon on theBlack Mantis. It is included here so that you may eas-ily use it to modify existing starships or as a referencewhen designing your own original ships.

Mantis Strike Particle Beam (PL 7)The Black Mantis is armed with a set of experi-

mental particle beams that were taken from a top-secret civilian research station. Christened the “MantisStrike” by the Black Mantis’ crew, these beams featurean advanced charging system that allows the beams tobe recharged more quickly and thus to be fired insemiautomatic mode, a fact taken full advantage of bythe Black Mantis’ crew.

Name: Mantis Strike (experimental particle beam)Weapon Damage: 12d8 (54)Critical: 20Damage Type: EnergyRange Increment: 4,000 ft.Rate of Fire: Semi-Automatic Minimum Ship Size: GargantuanPurchase DC: 41Restriction: Illegal (+4)

IMPORTANT NOTEThe SRD write-up of the Assault Fighter (and the

Fighter) is in error. That particular write-up allows thepilots of those fighters to fire their beam weapons mul-

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tiple times per attack. This is not possible however asboth the particle beam and fusion beam are single shotweapons (see Single Shot and Semiautomatic rate offire rules) that the pilot can only fire the beam one timeper round (I assume this is due to recharge time). Thatis why the Mantis Strike particle beam is an advance-ment over its standard counterpart and why the BlackMantis is more than a match for any vessel of compa-rable size.

NEW FEATSThe following two feats expand the gunnery

options available for starship ranged weapon systems.As with all such changes, they may only be used in acampaign if approved by the GM.

STARSHIP POINT BLANK SHOT (akaBROADSIDE)

You are skilled at making well-placed shots withranged starship weapons at close range.

Prerequisite: Starship GunneryBenefit: You get a +1 bonus on attack rolls and +1

on each damage die (i.e. a plasma cannon does14d8+14 of fire damage with a successful point blankshot) with ranged starship weapons against opponentstarships in squares adjacent to your ship.

STARSHIP PRECISE SHOTYou are skilled at timing and aiming attacks with

starship ranged weapon systems.Prerequisite: Starship Gunnery, Starship Point

Blank ShotBenefit: You can fire a ranged starship weapon at

an opposing starship that occupies a square adjacent toan allied starship without penalty.

Normal: You take a -4 penalty when firing aranged starship weapon at a target that occupies asquare adjacent to an ally.

HEAVY ASSAULTFIGHTER SUBTYPE

Designed to receive, and inflict, more punishmentthan a standard fighter or assault fighter, a heavyassault fighter serves as the vanguard of any largeattack.

Heavy Assault Fighter (PL 7)A heavy assault fighter is a larger and tougher ver-

sion of the standard assault fighter. Its chief advantagesover the assault fighter are that it carries an additionaldefensive system, has a two-man crew that can bringmore weapons to bear simultaneously, and has a largercargo capacity allowing it to operate for longer periodsof time.

Type: Ultralight Subtype: Heavy Assault FighterDefense: 19 Flat-footed Defense: 13 Autopilot Defense: 6 Hardness: 20 (ballistic) or 40 (other damage

forms)Hit Dice: 12d20 (240 hp) Initiative Modifier: +8 Pilot’s Class Bonus: +7 Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Size: Gargantuan (–4 size) Tactical Speed: 4,000 ft. (8 sq.) Length: 60 feet Weight: 24 tons (48,000 lbs.)Targeting System Bonus: +4 Crew: 2 (ace +12) Passenger Capacity: 2 Cargo Capacity: 1 ton (2,000 lbs) Grapple Modifier: +8 Base Purchase DC: 50Restriction: Military (+3) Attack: 2 fire-linked particle beams +8 ranged

(18d8) and 2 fire-linked plasma missiles +8 ranged(27d8); pilot and co-pilot each fire one weapon systemper attack

Attack of Opportunity: None

Standard PL 7 Design Specs:Engines: Induction engine, thrustersArmor: DeflectiveDefense Systems: Autopilot system, improved

damage control system (2d10), stealth screen, particlefield

Sensors: Class V sensor array, improved targetingsystem

Communications: Mass transceiver, radio trans-ceiver

Weapons: 2 fire-linked particle beams (range incr.4,000 ft.) and 2 fire-linked plasma missile launchers (8missiles each; range incr. 5,000 ft.)

Grappling Systems: None

3

The Black Mantis

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Thousands of privateer vessels roam throughspace, each seeking a fortune for its crew. Carryingall the risk, and also keeping all the reward, priva-teers find work in niches overlooked, ignored, orconsidered unprofitable, by military, government,or corporate interests.

Privateers fulfill a vital role in keeping thevibrant economy of space going by engaging ineverything from salvage to research to explorationto personnel and cargo transport; they serve in suchdiverse roles as couriers, private transports, andeven bounty hunters or mercenaries and are consid-ered the entrepreneurs of space.

While the vast majority of privateers are an hon-est lot, there are those that engage in semi-legal andillegal practices (usually smuggling, but occasional-ly outright piracy, kidnapping, and murder-for-hire). In fact, at the far end of the privateer spec-trum, the distinction between privateer and pirate orcriminal is really one of semantics.

One of the most notorious of such privateer ves-sels is the Black Mantis. Captained by Meng Li,direct descendant of a notorious South China Seapirate on Earth, and crewed by his three sons, theBlack Mantis has a reputation for being one of themost powerful privateer vessels in space.

This reputation is well earned, as the BlackMantis is a former Boltthrower-class heavy assaultfighter that was bought on the black market and hasbeen modified under the direction of Meng Li tobetter fit its privateer role. Of chief interest are theimprovements made to the stock defensive and

offensive systems that, when combined with theskill of its crew, makes the Black Mantis a formida-ble foe for any privateer or law enforcement vessel;even military ships would be hard-pressed to dealwith the Black Mantis.

Backed by the powerful Li-Kung consortium,the Black Mantis and its crew is often called uponby the board of directors of that corporation to dealwith matters of concern for the consortium and toaccomplish the necessary, but distasteful, tasks thatcome with running a business. This is always in an“unofficial” manner, of course.

It was on one such mission that the Li brothersacquired two “Mantis Strike” particle beams. TheBlack Mantis was tasked with visiting the secretresearch laboratory of a rival consortium and toobtain as many secrets as possible while also offer-ing an employment contract to (read: kidnapping)the center’s top scientist. While carrying out themission, the Li brothers discovered the existence ofthe experimental weapon system and carried it offas well.

This little incident is illustrative of the prefer-ence Meng Li has of operating under the idea that“what the board of directors does not know, theydon’t know”. In addition to the “Mantis Strike”, theLi brothers have obtained a number of other itemsof interest (although the “Mantis Strike” particlebeams are by far the largest) and have also beensecretly stockpiling information on the Li-Kungconsortium as “insurance” should their currentemployer turn on them.

4

The Black mantis

Basic Information

Game StatisticsBlack Mantis (PL 7)

Type: Ultralight Subtype: Heavy Assault Fighter (modified)Defense: 21 Flat-footed Defense: 15 Autopilot Defense: 8 Hardness: 20 (ballistic) or 40 (other damage

forms) Hit Dice: 12d20 (240 hp) Initiative Modifier: +8 Pilot’s Class Bonus: +7

Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Size: Gargantuan (–4 size) Tactical Speed: 4,000 ft. (8 sq.) Length: 60 feet Weight: 24 tons (48,000 lbs.)Targeting System Bonus: +4 Crew: 4 (ace +12) Passenger Capacity: 2Cargo Capacity: 2 tons (2,400 pounds)Grapple Modifier: +8 Base Purchase DC: 53

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Restriction: Military (+3) Attack: 2 variable fire-linked “Mantis Strike”

particle beams +8/+3 ranged (18d8) and 1 semiau-tomatic plasma cannon +8/+3 ranged (14d8) (theparticle beams are fired by one gunner, the plasmacannon by another); or 1 variable fire-linked“Mantis Strike” particle beam +8/+3 ranged (12d8)and 1 variable fire-linked “Mantis Strike” particlebeam +8/+3 ranged (12d8) and 1 semiautomaticplasma cannon +8/+3 ranged (14d8)(each weaponis fired by one gunner).

Attack of Opportunity: None

Black Mantis Design Specs:Engines: Induction engine, thrustersArmor: DeflectiveDefense Systems: Displacer, improved autopi-

lot system, improved damage control system(2d10), particle field

Sensors: Class V sensor array, improved target-ing system

Communications: Mass transceiver, radiotransceiver

Weapons: 2 fire-linked “Mantis Strike” particlebeams (range incr. 4,000 ft.) and 1 semiautomaticplasma cannon (range incr. 3,000 ft.)

Grappling Systems: Tractor beam emitter

5

The Black Mantis

Starship Key1. Cockpit - The Black Mantis has an expanded

cockpit. In addition to the pilot and copilot posi-tions, the Meng Li has added two utility positions.All four stations can perform any of the other sta-tion’s functions, including sensors, communica-tion, navigation, and gunnery (but not piloting;only the pilot’s and co-pilot’s position can do that).This creates an additional level of redundancy, andalso allows all four Li brothers to be active duringcombat (two fire one each of the variable fire-linked “Mantis Strike” particle beams, a third firesthe semiautomatic plasma cannon, and the fourthoperates the tractor beam).

2. Crew Quarters - Three sets of double bunksmake this area rather crowded, but they do allowthe Li brothers to stay together on the ship and alsoallow for the transport of two additional passengersin relative comfort. A set of footlockers, two undereach bunk, provides additional storage space.

3. Engine Room - This area is dedicated to theengine controls and ship engineering and diagnos-tic systems.

4. Port Access Bay - This crawlspace givesaccess to the port engine internals and various othertechnical components of the Black Mantis in addi-tion to serving as a minor storage space. With theremoval of the missile launchers, extra space isavailable for storage in this area. However, the stor-age space is still limited. Hostages of the Li broth-ers often end up shackled up in here.

5. Starboard Access Bay - Identical to the portaccess bay, this area too has been expanded withthe removal of the missile launchers.

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READY, SET, GO!A large merchant consortium, or a wealthy indi-

vidual, is holding a private spaceship race. In addi-tion to a number of corporate-backed and privateentries, the PCs are taking part (they can have beeninvited, paid the necessary entry fee, or even won alesser race to qualify for this race). At stake is a siz-able reward (anything from an employment con-tract to a cash reward to access to advanced tech-nology).

Unfortunately for the PCs, in addition to the stiffcompetition they’ll be facing from the corporateand private entries, they’ll also have to deal with alate entry: the Black Mantis.

The race can be officially sanctioned (meaningthat there are rules that are to be followed) or it canbe illegal (there might still be rules, but it’s proba-bly just a case of “let the best ship win”). Rules orno rules, the Black Mantis (and other vessels) willdo anything they can to win. And if they lose, well,the Black Mantis and its crew are really poor losers.

RIVALSThe PCs are assigned a mission; it can be any

mission at all, although one relying heavily onaction in space (such as hunting a bounty, repos-sessing a vessel, or even raiding a secret base)would be better.

In any case, no matter what the mission, the PCsare not the only ones tasked with accomplishing it.It seems that the Li-Kung consortium has also takenan interest in the matter and has dispatched theBlack Mantis to get the job done. Obviously, con-flict should ensue and, if things work out reallywell, the Black Mantis becomes a recurring rivalthat the PCs can face many more times.

An interesting twist on this would be to have thePCs hired by the Li-Kung consortium for this mis-sion. Perhaps the consortium is testing the BlackMantis to see if it should keep them on its payroll(and if the PCs succeed, they now take the BlackMantis’ place as the go-to-guys for the consortium),or maybe its just some little game the board ofdirectors is playing (they’re even taking bets), ormaybe its a move by a rogue element of the consor-tium (the two crews are pawns in an internal powerstruggle).

Whatever the GM decides, the ultimate goal isto give the PCs some professional rivals that theycan match themselves against as they develop intheir adventuring career.

Obviously, the GM may have to tune down thestrengths of the Black Mantis if the PCs can’t han-dle them the way they are written up (perhaps thistakes place as the Black Mantis is trying to establishitself); the idea is to foster a rivalry not to kill offone side or the other.

6

The Black mantis

Adventure Hooks

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7

The Black Mantis

TOP VIEW

SILHOUETTE VIEW – FRONT

Black mantisModified Heavy Assault Fighter

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8

The Black mantis

12

3

4

5

DECK PLAN

Black mantisModified Heavy Assault Fighter

1. Cockpit 2. Crew Quarters 3. Engine Room 4. Port Access Bay 5. Starboard Access Bay

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9

The Black Mantis

Open Game LicenseOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast,

Inc. and is Copyright 2000 Wizards of the Coast, Inc(“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyrightand/or trademark owners who have contributed Open GameContent; (b)”Derivative Material” means copyrighted materialincluding derivative works and translations (including into othercomputer languages), potation, modification, correction, addi-tion, extension, upgrade, improvement, compilation, abridgmentor other form in which an existing work may be recast, trans-formed or adapted; (c) “Distribute” means to reproduce, license,rent, lease, sell, broadcast, publicly display, transmit or other-wise distribute; (d)”Open Game Content” means the gamemechanic and includes the methods, procedures, processes androutines to the extent such content does not embody the ProductIdentity and is an enhancement over the prior art and any addi-tional content clearly identified as Open Game Content by theContributor, and means any work covered by this License,including translations and derivative works under copyright law,but specifically excludes Product Identity. (e) “Product Identity”means product and product line names, logos and identifyingmarks including trade dress; artifacts; creatures characters; sto-ries, storylines, plots, thematic elements, dialogue, incidents,language, artwork, symbols, designs, depictions, likenesses, for-mats, poses, concepts, themes and graphic, photographic andother visual or audio representations; names and descriptions ofcharacters, spells, enchantments, personalities, teams, personas,likenesses and special abilities; places, locations, environments,creatures, equipment, magical or supernatural abilities or effects,logos, symbols, or graphic designs; and any other trademark orregistered trademark clearly identified as Product identity by theowner of the Product Identity, and which specifically excludesthe Open Game Content; (f) “Trademark” means the logos,names, mark, sign, motto, designs that are used by a Contributorto identify itself or its products or the associated products con-tributed to the Open Game License by the Contributor (g)“Use”, “Used” or “Using” means to use, Distribute, copy, edit,format, modify, translate and otherwise create DerivativeMaterial of Open Game Content. (h) “You” or “Your” means thelicensee in terms of this agreement.

2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content thatyou Use. No terms may be added to or subtracted from thisLicense except as described by the License itself. No other termsor conditions may be applied to any Open Game Content dis-tributed using this License.

3.Offer and Acceptance: By Using the Open Game ContentYou indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing touse this License, the Contributors grant You a perpetual, world-wide, royalty-free, non-exclusive license with the exact terms ofthis License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are con-tributing original material as Open Game Content, You representthat Your Contributions are Your original creation and/or Youhave sufficient rights to grant the rights conveyed by thisLicense.

6.Notice of License Copyright: You must update theCOPYRIGHT NOTICE portion of this License to include the

exact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and Youmust add the title, the copyright date, and the copyright holder’sname to the COPYRIGHT NOTICE of any original Open GameContent you Distribute.

7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, except asexpressly licensed in another, independent Agreement with theowner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark orRegistered Trademark in conjunction with a work containingOpen Game Content except as expressly licensed in another,independent Agreement with the owner of such Trademark orRegistered Trademark. The use of any Product Identity in OpenGame Content does not constitute a challenge to the ownershipof that Product Identity. The owner of any Product Identity usedin Open Game Content shall retain all rights, title and interest inand to that Product Identity.

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9. Updating the License: Wizards or its designated Agentsmay publish updated versions of this License. You may use anyauthorized version of this License to copy, modify and distributeany Open Game Content originally distributed under any ver-sion of this License.

10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content YouDistribute.

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14 Reformation: If any provision of this License is held tobe unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of theCoast, Inc.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, JeffGrubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,based on material by Jonathan Tweet, Monte Cook, SkipWilliams, Richard Baker, Peter Adkison, Bruce R. Cordell, JohnTynes, Andy Collins, and JD Wiker.

Future: Starship 3 – The Black Mantis, copyright 2004Michael Hammes. Published by Ronin Artswww.roninarts.com. Based on SkeletonKey Games’ e-FutureTiles: Star Patrol and Star Hunter –www.skeletonkeygames.com.

Future: Starship 1 – The Black Mantis is copyright © 2004 Michael Hammes. All text in this book is designated as open gamecontent. 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.

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