Kronos's d20 Stuff

kronos182

Adventurer
PLASMA CANNON, LIGHT (PL 7)
This is a smaller version of the standard plasma cannon. Although the smaller size means reduced range and power when compared to a standard plasma cannon, it is still one of the most powerful weapons for a ship of Huge size.
Damage: 10d8 (45)
Critical: 20
Damage Type: Fire
Range Increment: 2,000 ft.
Rate of Fire: Single, S, or A
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Military (+3)




Beam/Pulse Weapon System
This system combines long range of lasers with faster fire of plasma weaponry for close range combat all from the same barrel. Although more expensive than having just lasers or plasma cannons, the dual beam/pulse system allows most ships to be able to switch between the two systems, creating better flexibility in combat. When several are mounted in turrets on larger vessels, they can be tied into the point defense system, greatly improving it's damage capacity, however it makes the weapons unavailable for normal use by gunners.
Light Beam/Pulse System (Late PL7)
Damage: 6d8 (27) laser, 10d8 (45) plasma
Critical: 20
Damage Type: Fire, fire
Range Increment: 3500 ft laser, 2000 ft. plasma
Rate of Fire: Single laser , S or A plasma
Minimum Ship Size: Gargantuan
Purchase DC: 35
Restriction: Military (+3)
Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category) and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement.


Medium Beam/Pulse System (Early PL8) 
An upgraded version of the light beam/pulse system using heavier lasers and plasma cannons
Damage: 8d8 (36) laser, 14d8 (63) plasma
Critical: 20
Damage Type: Fire, fire
Range Increment: 4000 ft laser, 3000 ft. plasma
Rate of Fire: Single laser , S or A plasma
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)

Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category), and multiplier by x15 instead of x10 and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement.




X-Ray Laser

After much research in laser weapons, and pulse/beam weapons, weapon designers discovered the x-ray variant laser. These types of lasers are slow to fire, and require a large amount of power, and only somewhat more powerful than other lasers, while being quite a bit larger than normal lasers. The main advantage of x-ray lasers is their armour penetrating capabilities, and normal laser defeating means are only half effective.
X-Ray Laser (PL7)
Damage: 11d8, ignore 40 points of DR/hardness
Critical: 19-20x3
Damage Type: Fire
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 40
Restriction: Military (+3)




Spinal Mount
This option for ship based weapons allows one to install a large weapon onto a ship smaller than its listed minimum size.  The ship can only get this option during construction as the ship is literally built around the weapon system. 
A spinal mount weapon can be mounted on a ship one size smaller than its minimum listed size. For example, a rail cannon has a minimum ship size of gargantuan. As a spinal mount, the rail cannon can fit on a huge ship.
Spinal mounts have reduced payloads of weapons with physical ammunition, by half. They have reduced rates of fire for both physical ammunition weapons and energy weapons. So an automatic would now be semi, and semi would be single. You can rule that energy weapons also have reduced amount of ammunition due to power drains, especially if you want to keep a higher rate of fire.
These type of spinal mounts are usually seen on heavy fighters or bombers to give them a heavy, but limited punch against light capital ships or heavy fighters and bombers.
PDC +2 for this type of spinal mount.

For spinal mounts on a ship that meets the minimum ship size, or is bigger, the spinal mount version is considered a heavy version. Weapon has reduced rate of fire and payload and suffer a -2 to attacks on ships of gargantuan or bigger, but gains +50%, rounding up, damage and +100% range and ignore 20 points of DR/hardness. If the weapon already ignores some DR/hardness, add 20 to its rating. These are bigger, more powerful versions, usually mounted on destroyers or cruisers, meant to be ship killers. Can be found on corvettes and above class of ships.
PDC+5

Edit: 
To make spinal mounts far more attractive, here's a little edit for larger ships.
For every increase in ship type above light, a spinal mount weapon can be made even bigger to match the size of the ship, by increasing the damage and range by 50% of the ORIGINAL weapon used, and a decrease in rate of fire. So a cruiser, which is a mediumweight ship can use a spinal mount weapon with a total of 100% range and damage increase but has it's rate of fire reduced twice. 
OR a ship could have multiple spinal mounts of a weapon at least one ship type smaller than itself equal to ship size minus 1 in difference between its size and light. So a cruiser could have two light sized ship spinal mounts or one mediumweight. While a dreadnought, a super heavy ship, could have two heavy spinal mounts or 3 mediumweight or 4 light spinal mounts.
 

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kronos182

Adventurer
New Defensive System

Shield Energy Sink System
Shield energy sink system is designed with a special 'self-sacrifice' capacity in the event that shields should take too much damage and overload, acting like a circuit breaker. In the event the ship's shields take catastrophic damage and failing, the energy sink system absorbs the damage and burns out. The burnt out capacitor-fuse is ejected and allows the shield to continue as normal.

This system functions in two conditions. The first is if the ship is subjected to a critical hit, which normally bypasses shields, it has a 50% chance of the shields absorbing the damage instead. The second condition is if the shields would suffer a massive amount of damage, equal to the number of HD the ship has, the system will negate the damage equal to the number of HD it has. If a ship has 200 HD and suffers 215 points of damage, the system will engage and negate 200 points of damage. This makes the energy sink system only attractive on larger ships, especially since the capacitor-fuse takes up a fair bit of space, and several are mounted on a ship in the system. One capacitor is used when either condition is met. They do not do both. If a critical hit would do 300 points of damage, one capacitor-fuse would blow attempting to absorb the critical hit to the shield (makes the 50% chance), then a second one would blow if the ship had less than 300 HD.
Ships are equipped with 10 capacitor-fuses. Minimum ship type is upper range of Light (destroyer) or mediumweight ships. Up to two shield energy sink systems can be installed on a ship, each one taking up 1 available defensive system.
PDC: 15 + one half ship base Purchase DC of the ship for the system. Capacitor-fuses have a PDC of 25 each.
Res: Mil (+3)




MINESWEEPER SUITE (PL7)
In addition to extra ablative armor or shielding, a vessel outfitted as a minesweeper boasts a large electronics suite designed to prevent a mine from detonating. Dampener
fields suppress the trigger mechanisms of nearby mines and pinpoint sensors enable the location – and remote deactivation – of a mine. Minesweeping is not a fast process and a vessel that tries to hurry the procedure is just as likely to trigger the minefield as it is to disable it.
Use of the minesweeper suite requires a successful Computer Use check by the operator for each square of mines to be deactivated. The DC for this check is determined by the
mine. To clear a square of mines takes a number of minutes equal to the DC of the check. The process may be hurried – the DC of the check increases by 2 for every minute the
time is reduced by. Failure of the check by 10 or more indicates a catastrophic failure resulting in the minefield detonating as normal.
A ship equipped with a minesweeper suite gains a +10 enhancement bonus to sensor checks and has the sensor range doubled when detecting mines. As well, its weapons
gain a +4 equipment bonus to hit when targeting mines. Checks made to detect a ship with a minesweeper suite gain a +5 bonus due to the increased electronic noise produced by the equipment. The electronic noise is produced even when the suite is not in use and cannot be voluntarily suppressed.
Purchase DC: 9 + starship sensor PDC installed.
Restriction: Mil (+3)




Graviton Refractive Hull (PL 8)
Starships with this modification have had the hulls of their vessels treated to emit a low powered graviton scattering field making it more difficult for starships with any type of tractor beam to lock on to them.
Starships or star bases with this modification can make a Pilot check (DC 20) to avoid being effected by the tractor beam. If the roll fails, the starship or star base is affected as normal by the tractor beam.
Purchase DC: 5 + one-eighth the base purchase DC of the starship
Restriction: None




Helium-3 Plasma Drive (PL 6)
The helium-3 plasma drive is an upgraded version of the fusion torch engine (see Chapter 7: Starships in d20 Future). Helium-3, though harder to acquire than hydrogen, has a much higher rate of fusion, giving a starship using this fuel a higher mass-thrust ratio. Because of the enormous amount of radiation expelled from the engine of a starship using this fuel, this drive can never be used in an atmosphere. A ship that uses the helium-3 plasma drive as its primary source of propulsion must refuel after either four battles or one interplanetary trip. Fuel for the helium-3 plasma drive has a purchase DC of 25.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +1,000 feet (+2 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.

Mass Driver Engine (PL 7)
Like the particle impulse engine, the mass driver engine uses an electromagnetic accelerator known as a mass driver to propel reaction mass to high velocities and expel it for thrust. The mass driver engine uses cosmic matter collected from space for its fuel. This is one of the two most commonly used starship engines in the Dark Horizons universe.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +1,500 feet (+3 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.

Direct Particle Drive (PL 7)
The direct particle drive uses an electromagnetic accelerator much like that used in the mass driver engine, only much smaller. The engine turns stored reaction mass into thrust by accelerating its particles and expelling them through vectored nozzles. Because the direct particle drive uses stored “fuel” for reaction mass and requires no oxygen,
it is effective for either atmospheric or space flights. However, when a starship uses this drive within an atmosphere, it loses the tactical speed bonus granted by the drive. A ship that uses the direct particle drive as its primary source of propulsion must refuel after either five battles or one interplanetary trip. Fuel for the direct particle drive has a
purchase DC of 27.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +1000 feet (+2 square).
Purchase DC: 10 + one-half the base purchase DC of the starship.

Graviton Flux Engine (PL 7)
Designed for smaller starships that are intended only for short trips, the graviton flux engine gets its name from the fluctuations it creates in a gravitational field. The graviton flux engine cannot operate in the absence of a relatively strong gravitational field (such as that near a star or planet), but its technology works very well for shuttles and
launches.
Minimum Ship Size: Large.
Maximum Ship Size: Gargantuan.
Tactical Speed Bonus: +0 feet.
Purchase DC: 10 + one-half the base purchase DC of the starship.




COMBAT WINGS (PL 6)
These advanced wings are structurally reinforced, enabling each wing to carry one additional beam, projectile, or missile weapon over the starship’s standard limit (see the future SRD). The standard design for a starship includes only two wings, though some unusual configurations sport four wings. The exact cost – and number of extra weapons the ship can carry – of this special system depends entirely on the ship’s design.
Maximum Ship Size: Gargantuan.
Purchase DC: 10 + one-quarter the base purchase DC of the starship (two wing designs); 18 +
one-quarter the base purchase DC of the starship (four wing designs).
Restriction: Military (+3)




TWIN ENGINE SYSTEM (PL 6)
During the Fusion Age starship engineers expand upon experimental starcraft and prototype twin engine technology, designing a command and control system capable of taking two identical engine types and slaving them together, boosting the overall tactical speed of a starship.
A starship equipped with a twin-engine system must mount two identical starship engines – at the loss of 25% of the ship’s cargo capacity and one weapon slot – in order for the system to operate.
This device increases the tactical speed bonus of one of the engines by 50% (round down up the nearest 500 ft.) – the pair provides a tactical speed bonus of 150% of a single engine design. If the system or one of the engines in damaged in combat (most likely due to a critical hit), the remaining engine provides a tactical speed bonus equal to one-half (round up) the bonus a single engine design would normally provide.
Example: A starship equipped with this device and two induction engines would have a total tactical speed bonus of +1,500 ft. If one of the engines is damaged or destroyed the bonus drops to +500 ft. A starship equipped with this device and two gravitic redirectors would have a total tactical speed bonus of +2,500 ft. If one of the engines is damaged or destroyed the bonus drops to +1,000 ft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: See text.
Purchase DC: 15.
 

kronos182

Adventurer
Point Defense Systems
A bit on Point Defense Systems (page 135 d20 Future)
While doing the Anti-Aircraft platforms I posted earlier, I looked back on the Point Defense Systems for starships. I noticed it only deals ballistic damage. Now.. why couldn't you have a system that uses lasers instead to save on cargo space needed to feed this defensive systems? or Plasma? what about particle beam weapons, ion or electrical based weapons? 
And ships can only make one attack of opportunity, does that mean it can only stop missiles once a round, but can't make an attack against any ship getting close? or attack a ship getting close but not any missiles?
So I was thinking.. Allow the system to make as many as the pilot's Dex modifier? or maybe, since they can't be controlled by anyone and are automatic, give them certain amount of attacks per round as if they were a person?

So, first changes I'd make is damage type. The Point Defense System will use the main weapon type of the PL that the ship was made in, or what the designer thought was most efficient, or cost effective. So now the system isn't PL6, but more PL dependent for damage type. So PL5 would be ballistic, while PL6 could be ballistic or fire, or a combination of the two, so half the batteries are ballistic weapons and half lasers, so the damage dealt would be half and half ballistic and fire. While PL7 could be lasers or plasma, or maybe ballistic for rail/gravity guns if you so desire. PL8 can add in electricity based weapons, or 'energy'. Or it can have any of the previous damage types.
Or, if the race that built the ship favours electrical based or particle beam weapons at an earlier PL, can put it on those ships as well, but only on that race's ships.
This option allows the ships to have a little more flavour, which can make some unique. Like if Race A is PL5 and uses the basic ballistic weapons, while Race B uses lasers, and race A has armour designed to fight ballistic weapons, they are at a disadvantage against race B's laser point defense weapons. 
PDC won't be changed using this rule, it's more for flavour and some diversity amongst different races and ship designs for the point defense systems.
Let's also say the basic system has one attack of opportunity. More attacks can be made with upgrades. Here's a few possible upgrades or enhancements to the point defense system.

Heavy Point Defense System
This is a heavier version of the point defense system uses larger caliber or greater powered weapons.
Increase the damage  by 1 die, as if the ship size was larger than it is.
Increase PDC of the system by +2

Light Point Defense System
This is a lighter point defense system, using smaller weapons or a few less emplacements.
Decrease damage by 1 die, as if the ship was one size smaller. In the case of an ultralight, which normally has 1d12x10 damage for the point defense system, reduce the multiplier to only x6, so it becomes 1d12x6.
Use the PDC of the next size smaller ship, or reduce it by 1 in the case of Ultralight.

Enhanced Point Defensive System
This version has more weapon emplacements to allow greater coverage to bring more weapons to bare.
This version has the multiplier increased to x12 from the normal x10.
Increased PDC by +2

Extended Range
The point defense system has greater range than previous versions. This is done by longer barrels, more powerful propellant, extra focusing chambers, etc. The range that the system works at is now 1000 feet, or two 500 foot squares around the ship.

Enhanced Computer Control
The control system has better computer control and programming, even up to powerful AIs to direct the point defense systems.
Mk1 has 2 attacks per opportunity PDC +3; Mk2 has 2 attacks, but has a 30% chance to destroy a missile and also gets a +1 to attack rolls for attacks of opportunities PDC +4;  Mk3 has 3 attacks of opportunities, 30% to destroy missiles, and +2 to attack rolls PDC +5; Mk4 has 4 attacks of opportunities, 40% chance to destroy missiles and +3 to attack rolls PDC +6.

Missile Interceptors (PL6)
Missile interceptors is similar to point defense systems, but uses smaller caliber weapons, and targets missiles only. This allows point defense systems to only be dedicated to just attacking ships within range. This system takes up a Defensive System slot. The system can be used against any missile attacks in a round. A barrage of missiles from a single attack requires a roll against the number of missiles to determine how many missiles the system can target. So if a barrage contains 6 missiles, roll a d6 and the result is how many missiles the system can attempt to hit. If the barrage contains an odd number of a missiles, use only the closest round number that is below the number of missiles, except in the case of 3 missiles, then use a d4 and a result of 4 would just allow the system to try against all three missiles.
Mk1 has a 30% chance to destroy missiles PDC 29, Mk2 has a 40% chance to destroy missiles PDC 31, Mk3 has a 50% chance to destroy missiles PDC 34, Mk4 has a 60% chance to destroy missiles PDC 36, Mk5 has a 70% chance to destroy missiles PDC 38.




ADVANCED SENSOR JAMMER (PL 7)
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV
systems suffer a –5 penalty.
Purchase DC: 6 + one-half the base purchase DC of the starship.
Restriction: Military (+3).




PROXIMITY SENSORS (PL 6)
This specialized sensor system monitors the space surrounding the starship and, if an object enters the immediate area, sets of an alarm that instantly notifies the pilot and crew of the potential hazard. A starship equipped with proximity sensors may withdraw or jump to cruising speed– if the pilot makes a successful Pilot check (DC 15 + the opposing pilot’s number of ranks in Pilot) – without provoking an attack of opportunity (see Provoking an Attack of Opportunity in the starship section of the future SRD). Other actions that may provoke an attack of opportunity are unaffected by proximity sensors.
Purchase DC: 22 (Huge), 27 (Gargantuan), 32 (Colossal).
Restriction: Restricted (+2).




MAGRAM (PL 7)
This Gravity Age weapon is an electromagnetic beam projector that is used during starship ram actions (see Move Actions in the starship section of the future SRD). Triggered the instant the weapon impacts with another item (MagRams are mounted in the forward section of a starship), the MagRam increases the die multiplier of the damage caused to the opposing starship to x12 while reducing the die multiplier of the damage caused to the MagRam-equipped starship to x6.
Example: A gargantuan starship equipped with a MagRam rams a colossal starship. The rammed starship suffers 6d6x12 damage while the MagRam equipped starship suffers 6d6x6 damage.
If two MagRams are involved in the same collision they cancel each other out and the starships suffer standard damage from the collision (as detailed under Move Actions in the starship section of the future SRD).
Damage: Special, see text.
Critical: –.
Damage Type: Special, see text.
Range Increment: –.
Rate of Fire: See text
Minimum Ship Size: Gargantuan.
Purchase DC: 30.
Restriction: Military (+3).




IMPROVED MANEUVERING FOILS (PL 6)
These computer-assisted wings, each equipped with a small thruster that ties into the ship’s engines, provide the starship with a greater degree of maneuverability. This device grants the pilot a +4 equipment bonus on all Pilot checks.
Minimum Ship Size: Huge.
Purchase DC: 15 + one-quarter the base purchase DC of the starship.
Restriction: Licensed (+1).




Auxiliary Engine
The engine features secondary, backup components that effectively make it its own backup drive system. In any instance that the engine is disabled it automatically comes back online, as a free action, in 1d4-1 rounds (minimum of 1).
A starship may be equipped with this gadget multiple times, each time increasing the total number of times that the engine can be reactivated after it would normally be damaged or destroyed by 1.
For each auxiliary engine gadget a starship engine is equipped with the DC to repairs is increased by +2.
Restrictions: Starship engines only.
Purchase DC: +2.

Improved Thrust
Computer system and machinery changes to the engine core grant the starship more power, enabling it to propel the starship at an increased rate of speed. The starship gains a +500 ft. bonus to speed.
NOTE: A starship may be equipped with multiple improved thrust gadgets, with each increase past the first granting an additional +250 ft. bonus to speed. (Tactical speed, in squares, is rounded down to the nearest 500 ft. increment.)
Restrictions: Starship engines only.
Purchase DC: +2.

Accuracy Enhancement
A combination of calibrated mechanical systems, advanced targeting software, and overall superior engineering combine to increase the weapon’s accuracy. This gadget grants the modified weapon a +2 equipment bonus to attack rolls.
Restrictions: Starship non-missile weapons only.
Purchase DC: +3.
 

kronos182

Adventurer
HEAVY-LOAD BODY (PL 6)
Not so much a “system” as a basic body configuration option, the heavy-load body must be selected when a starship is first created. The heavy-load body actually comes in two versions, a cargo option or a combat option, that must be selected during starship creation. A starship may not use this “device” twice.
Cargo Option: Increase the starship’s cargo load by 50%.The starship is otherwise unaffected.
Combat Option: Increase the total number of allowed defense systems by one and the total number of allowed weapons by two. The starship is otherwise unaffected.
Purchase DC: Increase the starship’s base purchase DC by 10 (this is done before any other systems are installed; this change affects the cost of any other systems that are based on the ship’s base purchase DC).
Restriction: Cargo – Licensed (+1), Combat – Military (+3).




MOLECULARLY-BONDED MILITARY-GRADE CERAMETAL/ NEUTRONITE (PL 7)
This military-constructed armor blends neutronite and cerametal into overlapping sheets. The two materials are bonded together at the molecular level and reinforced with vanadium struts that are run crosswise through the individual armor plates.
Hardness: 50
Tactical Speed Penalty: -500 ft. (-1 sq.)
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 20 + one-half the base purchase DC of the starship.
Restriction: Military (+3)




HSSSM-12 (PL 6)
The High Speed Ship-to-Ship Missile is the culmination of years of research. The missile casing is hardened and due to its higher velocity can penetrate a ship’s plating partially prior to detonating its warhead, thus causing greater damage than a conventional missile that detonates on the exterior of a ship’s hull. The missile itself is rather small having been developed with the intent of being delivered by a single man fighter.
Damage: 8d12, Critical: (19-20)
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 27
Restriction: Mil (+3)




Cobra Air-to-Air Missile (PL 5)
A light air-to-air missile similar to sidewinders and ARAAMs produced in late PL5.
Name: Cobra (air-to-air missile)
Weapon Damage: 4d12 (26)
Critical: 19-20
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 21
Restriction: Mil (+3)




Nuclear Pumped X-Ray Laser Missile (NPXL Missile)
The idea of nuclear pumped lasers is an old idea, and quickly fell out of use once more reliable power sources and laser technology was available, as such weapons were expensive, and needed constant replacement, similar to a missile. The NPXL missile uses more advanced methods, and cheaper materials to create a disposable x-ray laser of starship scale for fighters to carry, giving them great anti-ship capabilities. The NPXL uses a nuclear detonation to power an x-ray laser emitter, but the explosion also powers a short lived force field which contains the explosion for a short while. The x-ray laser punches a whole in the hull of a ship with its great penetration capabilities, then the force field starts to break down at the front where the laser emitter is, destroying it, and forcing the explosion forward like a shaped charge into the breached hull before the rest of the force field collapses. This further damages the ship, and also has the side effect of hitting the ship's crew with high levels of radiation. This does make the weapon some what illegal in many areas, but critics can not deny its effectiveness.

Nuclear Pumped X-Ray Laser Missile
Damage: 10d8 ignoring 50 points of DR/hardness (x-ray laser) + 14d8 (nuclear explosion) ignores hardness
Critical: 19-20x3
Damage Type: Fire (laser) + energy (nuclear explosion)
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 34
Restriction: Military (+3) to Illegal (+5)
Note: The critical is only for the x-ray laser, the nuclear explosion ignores hardness as it is being directed right into the breach the x-ray laser just made milliseconds before. Also 30% of the crew will be severely irradiated with an exposure time of 1 round, see page 80-81 d20 Future. Most fighters will carry only one or two of these missiles on an external weapon mount.




New Armour

Aircraft Grade Aluminum (PL5)
Cheap and light aircraft grade aluminum was used to skin many societies' early space craft, saving on weight and costs. Ships equipped with Aircraft grade aluminum superstructures gain a bonus of +250 ft to its base speed due to the light weight.
Hardness: 5
Speed Bonus: +250 ft
Base Purchase Modifier: 10 + one-quarter base purchase DC of starship.

Carbon Composite (PL5)
Based on low-observability/stealth materials design carbon composite armour is an early form of stealth armour for PL5 ship designs. The material makes the ship difficult to detect at long range with conventional radar and MAD sensors. Opposing units trying to detect a ship with carbon composite superstructure take a -5 penalty on their computer use checks if they are using Class I or II sensor suites. Class III and higher are unaffected.
Hardness: 2
Speed Bonus: +250 ft
Base Purchase Modifier: 10 + one-half base purchase DC of the starship.

Titanium Alloy (PL5)
Titanium alloy is some of the strongest materials available to a PL5 military. It makes a great material for building starships but is rare and expensive, and used only on warships or important exploration ships in PL5.
Hardness: 12
Base Purchase Modifier: 12 + one-half base purchase DC of the starship.




TARGETING SYSTEM, ADVANCED (PL 8)
A starship equipped with an advanced targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +5, Gargantuan +6, Colossal +7. This system replaces the PL 7 improved targeting system.
The purchase DC of the advanced targeting system depends on the size of the ship.
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).
Restriction: Military (+3).

RANGE EXTENSION SOFTWARE (PL 6)
This “system” is, in fact, a software upgrade that must be installed in conjunction with a standard targeting system (see the future SRD). A starship equipped with the two systems gains a +1,000 ft. bonus to each of its weapons’ range increments. An advanced version, available during the Gravity Age, extends the range increment an additional
1,000 ft.
Purchase DC: 20.
Restriction: Military (+3).




Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is counted as one-half a weapon of its type for purposes of the starship’s weapon limits.
Example: A heavy starship is limited to a single beam, projectile, or missile system for every 50 Hit Dice of its size. The starship could mount two miniaturized beam, projectile, or missile systems for every 50 Hit Dice of its size.
Restrictions: Starship weapons only.
Purchase DC Modifier: +8.
 

kronos182

Adventurer
Climbing Magnets PL5
A set of gloves and boots that have large magnets attached to them. Climbing magnets grant +4 equipment bonus to Climb checks. The character can also climb completely smooth vertical surfaces and ceilings that are made of metal with a Climb check DC 20. When wearing climbing magnets the character suffers a -2 penalty to all Computer Use, Disable Device, Drive, Craft, Demolitions, Forgery, Pilot, Repair and Treat Injury checks due to the limitations they place on the wearer's fine manipulation.
Size: Small
Weight: 4 lbs
PDC: 12




GMR Descent Pack PL6/7

These packs are designed to replace parachutes from previous ages. The packs are about half the size of parachutes and strap to the upper back, around the shoulders. When active, two small winglets deploy form the sides which are the GMR emitter surfaces. The user can control direction somewhat and rate of decent with a thumb joystick and descent finger lever on a control stick attached by a cable to the pack. The system is silent for a faint humming, which makes it an excellent insertion method for special forces. With some practice, a user can use the descent pack to aid in jumping, using the GMR fields to lighten the person and their load, making it easier to jump higher.
If using Tumble skill for parachute rules, grants a +2 equipment bonus to checks to determine if on course, or for landing in dangerous terrain. Can be used in assisting jumps, granting a +4 equipment bonus to Jump checks. Also the distance required for a high jump is halved, and the user doesn't suffer double the DC without a running start.
Weight: 9.5 lbs
PDC: 28




Sleep Regulator Unit (PL 6)
To aid business men with busy schedules or soldiers out in the battle field, Hilton, of the Hilton Hotel franchise, dedicated a large amount of funds to create a device that would allow people to get a full night's sleep without require as much sleep. They originally proposed this idea to the military as a means of allowing soldiers to require a smaller down time while at front line bases.
Hilton Hotels also offer the use of sleep regulator units in their hotels, at a lower rate than a normal room, but these sleeper rooms also have less features than a standard room. Hotels near airports and transfer stations usually have several for when passengers must wait several hours between transfer, or for pilots of aircraft.

A sleep regulator unit is a sealable coffin-like bed, which allows its recipient to regulate how long he will sleep for, and under what circumstances he will awaken.
Benefit: Because a sleep regulator can stimulate immediate deep sleep, the user requires only half as much rest or sleep as normal to negate the effects of fatigue and exhaustion. The user can also sleep in light or medium armour without suffering the fatigued condition when using a sleep regulator unit. Additionally, the sleep regulator can be programmed to awaken the recipient at a predetermined time, or under a predetermined set of circumstances.
Size: Large
Weight: 350 lbs
Base Purchase DC: 20.
Restriction: None.





Northrop ISP-1A
The Northrop ISP-1A, or Infantry Sensory Pack, is a backpack sensor unit with built in GMR unit for making jumps or for parachuting out of aircraft. Basically a GMR descent pack mated with a scaled down version of a mech's Class III sensor system, but also includes short range LADAR, mini RADAR, chemical vapour scanner, MAD (magnetic anomaly detector), EM, IR, thermal, motion detectors, and night vision up to 90 feet, parabolic microphone and seismic sensors by inserting a wired ground probe or attach a ground contact plate. The range of other sensors are up to half a mile. Also included is a basic EW suite, which is mostly a basic radio jammer with a 1 mile range. The power system provides enough power to keep the system running at full power for up to 5 days. It has a link up to any helmet with a HUD display, or comes with a visor with built in HUD. The ISP-1A can also be used to recharge power packs for weapons with a recharger port, but each recharge reduces the power available by 12 hours. The unit looks like a large backpack, with a high impact resistant plastic polymer case, two small deployable stub wings for the GMR unit, and two sensor units on 5 foot extendable booms, which allows the sensors to see around debris, obstacles or cover. An armoured cable connects the unit to the user's helmet or the visor if they lack a helmet. Also comes with a headjack adaptor to allow connection to those with cybernetic eyes or full conversion cyborgs to enhance their sensor capacity. The onboard computer can store up to 10 days worth of data.
Provides darkvision 90 feet, blindsight 60 feet when motion detectors and other sensors are engaged, usually in complete darkness and vision obscuring clouds such as extremely thick smoke that also blocks thermal sensors. The seismic sensors provide tremor sense out to a range of 2000 feet, when the user isn't moving. Provides +1 bonus to Listen, Navigate, Search and Spot checks. When not moving, or moving at 10 feet or less, and using active sensors with a successful Computer Use check (DC 15), make scans as one would with a Class III mech sensor, also identify specific scents, and gain a +4 bonus to Listen, Search and Spot checks.
Can be used exactly like a GMR descent pack, but with only half the bonuses to Jump and Tumble checks.
The unit is about 60 lbs, has 15 hit points and 6 hardness.
PDC: 31



Northrop IBP-2C
The Northrop IBP-2C, or Infantry Battle Pack, is a backpack unit with built in GMR unit for making jumps or for parachuting out of aircraft, with two small weapon turrets built on top instead of the sensor booms. The unit looks like a large backpack, with a high impact resistant plastic polymer case, two small ball turrets mounted on top, which have full 360 degree horizontal and 160 degree vertical arcs. An armoured cable connects the unit to the user's helmet or the visor if they lack a helmet. Also comes with a headjack adaptor to allow connection to those with cybernetic eyes or full conversion cyborgs. The turrets contain light lasers, which operate on two modes, slaved or watchdog. In slave mode, the turrets follow the user's head and eye movements, and fire either by voice, or other firing stud. In watchdog mode, the user inputs any friendly user IFFs, and other identifying markers, and the system uses its own sensors, and those the user might have built into their armour, or cybernetic bodies, and will attack any unfriendly target within range. The system can also be used to intercept some weapons fire, such as grenades, rockets and missiles, although one should not depend on this method of defense only against such weapons. The system has enough power to keep it running for 4 days, as well as recharging the lasers the whole time.
Can be used exactly like a GMR descent pack, but with only half the bonuses to Jump and Tumble checks. Has two light lasers, each dealing 2d4 fire damage, with a range increment of 40 feet, with 50 rounds each, semi and full automatic fire. They recharge at a rate of 1 round every 6 rounds of not firing. In slave mode, they can fire in tandem or linked, dealing a total of 3d4 points of damaged together. In watchdog mode, the system has a base attack bonus of +5, can fire anytime (considered attacks of opportunity, with 3 such attacks each round). The sensor provide the weapon with 60 foot darkvision, +6 bonus to Listen, Search and Spot checks, has motion sensors with 200 foot range, IR and Thermal sensors.
The system will notify the user of potential hostiles within 100 feet, and will automatically attack hostiles within 50 feet.
In intercept mode, the system makes an attack roll, which must equal or exceed the attacker's attack roll, then deal at least 3 points of damage to the target.
The unit is about 54 lbs, has 15 hit points and hardness 6.
PDC: 33




Universal Induction Transformer (PL5)
The induction transformer, or “leech”, appears to be a small electronic device, no larger than a cigarette pack, with a small digital readout, numerous buttons, and ports for numerous kinds of plugs of all types. An attached cord of durable rubber, with a jack on one end, can be uncoiled from a slender compartment on one side. The induction transformer, when jacked into any form of generator or industrial-sized storage capacitor that will permit it, draws off some of the machine’s power to re-charge a smaller, depleted power battery also hooked to it. Assuming the source-generator is currently in operation (or, in the case of a power storage unit, charges are still left in it), the transformer will recharge any power cell, pack, clip, beltpack, or backpack at a rate of one charge per 30 minutes. If the transformer’s hook-ups are detached at any time, the charge is lost from both source and destination. A transformer itself requires no power.
Size: Tiny
Weight: 0.5 lb
PDC: 9
 

kronos182

Adventurer
Computer Enhancements

Cryptographic Coprocessor
Provides hardware support for cryptography algorithms, enhancing and boosting speed of encryption and decryption procedures.
+1 or +2 bonus on Computer Use checks for cryptographic related uses.
PDC 11 (Mil +3)

Discology Programming
Software that consists of several utilities handling file tasks, including, copying, deleting, renaming etc, which free up the user's hands and allows him to deal with more important tasks.
Provides a bonus to checks for deleting, copying, receiving and transmitting file actions, or can perform them on its own with it's own skill bonus.
PDC 8

Decryptor Programming
Software used to attack and break an encryption algorithm. Provides a +4 bonus to Computer Use checks to decrypt files, and reduces time by 25%.
PDC 31 Res (+2)

Encryptor Programming
Software used for encrypting files. Provides a +5 bonus to the DC to break the encryption on the file.
PDC 30 Res (+2)

HoundBot
This programming is sent to "hunt" information on networks, using intelligent search algorithms to find the maximum possible results as well as sort them out according to their relevance. Provides a bonus to Research checks, and reduces time by 10%.

Dual Processors
This peripheral adds a second processor to the computer, then links both processors together. Depending on the system’s specifications and applications, this can dramatically increase the machine’s efficiency (dual processors offer the best benefit when the computer multi-tasks). When an agent uses a computer with dual processors, whether in or out of combat, he may perform two skill checks simultaneously, each following the normal rules for skill check DCs, time consumed, etc. The agent suffers no
inherent bonus for performing these tasks at the same time, though applicable modifiers to either skill check apply to both.
PDC: 21; Installation Time: 12 hours




Healing Chamber
This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built into the wall and ceiling. When a person is standing, or laying on a bed or gurney within the alcove, the diagnostic equipment, when activated, scans the person to determine their ailment, then program a swarm of nanites to aid in the healing process. For simple poisons or common diseases, the alcove cures them (if the Fort DC to resist the poison or disease is under 17 it cures the patient, if it is over, it allows another Fortitude save at +2), or aids in the patient in fighting it off. The nanites can also heal minor injuries, healing the patient of 1d8+3 points of damage. The nanites can also be used to identify greater wounds or diseases and poisons. In the case of greater injuries, the nanites will create a glowing area around the wound, which is colour coded to the severity and type of injury. The glowing from the nanites only lasts for about 4 hours before they breakdown and flush from the patient's body. In cases of diseases and uncommon poisons or infections, the alcove will provide as much relevant data, especially when tied into a medical database as part of a larger hospital or sickbay. These features grant a person attempting to heal or cure the patient a +4 bonus to Treat Injury checks.
Note: The healing chamber can only be used on a person once in a 24 hour period.
Size: Large, takes up about a 12 foot by 12 foot area, including walls for containing the nanite factories and diagnostic systems.
Weight: 600 lbs
PDC: 40




Dispersion Field (PL Late 6/7)
Distorts or cancels sensor readings and matter/energy transportation and communications into an area.
Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readings within the area, making it almost impossible to detect what is within except using one's own eyes. The field also has a scattering effect on teleportation (matter/energy transporters) and remote energy beaming technology to remotely power devices within or on the other side of the fields and most forms of communications. These fields require a large amount of power, and are fairly easy to detect themselves, but makes it difficult to tell what is going on within them. Many militaries use them to hide their true numbers or to jam communications, sensors and easy means of transportation if the enemy has teleportation technology.
Class I and II sensors are unable to penetrate a Dispersion field, while Class III and higher suffer a -10 penalty to Computer Use checks. From what information that can be gathered is usually fuzzy, static filled and garbled, requiring an Intelligence check DC 18 to attempt to decipher if its sensor ghosts or not. Communications suffer -10 Computer Use checks to punch through the dispersion fields. Matter/Energy teleportation devices do not function within or through the dispersion fields, and any attempts to through manual overrides (most teleportation devices have a failsafe to prevent the use of the transporters when a dispersion field is detected), have a 10% chance after a Computer Use check DC 35 to not be scrambled, which can kill a person being teleported. Targeting systems offer only half their bonus to attack rolls.
Dispersion Field generators come in various sizes, usually in the area they cover.

1 Mile Radius Unit
This dispersion field generator is about 1 meter cubed (approx 9 cubic feet), weighing 250 lbs and requires an external power source. These units can only run for about 5 hours before needing a cool down period of about an hour. PDC 33 Res (+2). Requires power equivalent of 4 portable generators.
5 Mile Radius Unit
This generator covers a 5 mile radius area, usually mounted on large trucks or trailers, taking up about 20 cubic meters (approx 540 cubic feet) of space, weighing 1200 lbs These units can run for 7 hours before requiring an hour cool down. PDC 39 Mil (+3). Requires power equivalent of 6 portable generators.
10 Mile Radius Unit
This is the largest portable unit covering a 10 mile radius area, usually taking up a full 53 foot trailer, weighing about 3 tons. Can operator for 10 hours before requiring 1.5 hour cool down. PDC 42 Mil (+3). Requires a large power source, usually large trailer size, or 10 portable generators.
100 Mile Radius Unit
The 100 mile radius generators are usually found on military bases or secret research facilities, including asteroid outposts. These units can be run for as long as there is power, but once shut down, they will require at least an hour cool down. Takes up about as much space as two 53 foot trailers, weighing 10 tons. PDC 44 Mil (+3). Requires a dedicated power source. Most facilities will have it tied into the main power grid as well as a separate dedicated power generator to prevent any brownouts or if main power is cut, the dedicated generator will provide at least several hours worth of power.

Larger units are available, but these are the most common. For larger facility based units, for every addition 50 miles over 100 increase PDC by +1. They also require large power sources to function.




Advanced Communications Suitcase (PL5)
This suitcase has all the equipment required to let you stay in touch anywhere in the world, or in orbit. This sophisticated system begins with a powerful personal computer with wireless modem, large harddrive, with built-in satellite phone with a hands-free ear piece, scanner and optional short-wave capability. The system can connect to satellites in orbit, although the radio can send and receive signals to any nearby orbiting bodies, such as a moon or ship. The system can send and receive text, emails, faxes, video and other data.
Functions as an upgraded laptop with wireless modem and satellite modem, cell phone, camera for video transmissions, digital audio recorder and transmitter, printer, scanner, a professional walkie-talkie using a wireless ear piece with mic, similar to a blu-tooth device, portable satellite phone, and GPS receiver. Has a 48 hour power supply. The case weighs 15 lbs, medium size, has a standard lock, PDC 25.




Second-Gen Night Vision Goggles (PL5)
Modern night vision goggles built to Special Forces specifications have all but eliminated the problems of older-model NVGs, namely monochrome vision and lack of depth perception. Colors are muted when viewed through these advanced NVGs, but can still be discerned, and the picture is much more like normal human vision. These goggles function identically to standard NVGs, but do not impose the –4 penalty on Spot or Search checks as older models do.
Size: Small
Weight: 2.5 lbs
PDC: 20
Restriction: Restricted (+2)
 

OK, here goes a proposal for a potential item:

The "Scrimm"-Class Sentinel Drone, part of the "Coscorelli" weapons replica series.

Ever seen "Phantasm"? The Sentinel Drones are replicas of the Sentinel Spheres, made purely of tech.

They will still drill your face and syphon all of your blood, cut you in pieces and shoot you with lasers and the like... but they are more mundane in origins.

The "Coscorelli" series also includes the "Bannister" shotgun (4-barreled side-by-side-by-side-by-side shotgun) and the "Bannister" rifle (Elephant Gun in both the same configuration as the shotgun (atrocious long-range aim but has wider "spread" when shooting all barrels) and pepperbox-style) and the "Tripper"-Class Hallucinogenic Bomb (which creates a massive spray-the original version is WMD level, while the replica only sprays... well... a pretty huge room, actually).
 
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kronos182

Adventurer
OK, here goes a proposal for a potential item:

The "Scrimm"-Class Sentinel Drone, part of the "Coscorelli" weapons replica series.

Ever seen "Phantasm"? The Sentinel Drones are replicas of the Sentinel Spheres, made purely of tech.

They will still drill your face and syphon all of your blood, cut you in pieces and shoot you with lasers and the like... but they are more mundane in origins.

The "Coscorelli" series also includes the "Bannister" shotgun (4-barreled side-by-side-by-side-by-side shotgun) and the "Bannister" rifle (Elephant Gun in both the same configuration as the shotgun (atrocious long-range aim but has wider "spread" when shooting all barrels) and pepperbox-style) and the "Tripper"-Class Hallucinogenic Bomb (which creates a massive spray-the original version is WMD level, while the replica only sprays... well... a pretty huge room, actually).

No, I haven't seen Phantasm.. but now I'm going to look this up.. if you have any links to any info on it, would help a lot.
 



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