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A basic version of the Sentinel Sphere...

Sentinel Spheres

The Sentinel Spheres are flying metallic silver spheres created by the Tall Man, from the Phantasm movies. Although the original spheres were destroyed in heavy combat during the 23 Hours, replicas were created from what remains were found.
Able to float about silently and quite quickly, making them difficult to track. Armed with several blades, drills and a laser, making each sphere deadly, even more-so when used in swarms. They are fitted with a fairly simple AI, and come with a remote control system for setting target parameters. They can be upgraded with a psionic transceiver for nearly uninterrupted communications with the controller.
The Sentinels have a flight ceiling of 200 feet. The onboard laser can recharge 1 spent shot every 5 minutes of not using the laser.

Sentinel Sphere
CR: 1
Size: Tiny
Hit Points: 7 (1/4d10 +5)
Init: +2
Speed: 40 Fly (good)
Defense: 21 (+5 armour +4 dex +2 size) +1 Dodge
Hardness:
BAB/Grp: 0/+2
Attack: +2 melee Blade (1d4 piercing), or +2 melee spinning blades (2d4 slashing, 19-20x2), or +6 ranged laser (2d8 fire, 40 ft, 50 box)
FS/Reach: 2 1/2 ft/ 0 ft
Special Attacks: Imbed, Drill, Buzzing Drone
Special Qualities: Darkvision 60 ft, robot traits,
Saves: Fort +0, Reflex +4, Will +0
Abilities: Str 11, Dex 18, Con , Int , Wis 10, Cha
Skills: Hide +8 (size), Listen +4, Move Silently +8, Search +4, Spot +4
Feats: Flyby Attack, Point Blank Shot, Dodge, Precise Shot

Frame: Armature
Locomotion: Graviton Lens
Manipulators: None
Armour: Alumisteel
Superstructure:
Sensors: Class III
Skill Software: Listen +4, Move Silently +4, Search +4, Spot +4
Feat Software: Flyby Attack, Point Blank Shot, Dodge, Precise Shot
Accessories: Targeting System, Strength Upgrade, Weapon mounts x3, blade, laser, spinning blades, Feat Net, Skill Net, Dex Upgrade, AV Recorder, AV Transceiver, Psionic Uplink
PDC: 21

Targeting System: Based on mech based targeting systems to aid the robot in its attacks. Grants +2 to attack rolls.

Imbed - If the Sentinel Sphere takes a full action to charge a target with its blade and succeeds to hit, it imbeds the blade into the target and initiates a grapple for free, using it's Dex modifier instead of Str, and ignores the -8 penalty for its tiny size. If it wins the grapple check, it is imbedded and any action the imbedded target takes while imbedded suffers 1d4 points of damage.

Drill - Once the Sentinel Sphere is grappling a target, it can use its spinning blades to drill into the target, it automatically deals 2d4 points of slashing damage every round until it is not grappled, or the target is destroyed. While the Sentinel is drilling, the target suffers a cumulative -1 penalty to attack, Defense and skill checks. The target also suffers an additional cumulative 1 point of wounding each round the Sentinel drills. Each round the Sentinel drills, also increases its bonus to oppose a grapple check increases by +1 as it digs deeper into the target.

Buzzing Drone - As a free action, the Sentinel Sphere can spin its spinning blades in a manner that emits an eerie, and haunting buzzing sound that can unsettle most creatures. This buzzing is both audio and subsonic, resonating with many materials, making it difficult to track. The Sentinel uses this to great effect, especially within halls and tunnels. All creatures within 60 feet of the Sentinel Sphere must make a Will save DC 16 or be Shakened for 1d4 rounds.

Controller
This device is essentially a touch screen tablet that has a 5 mile range direct wireless link to up to 10 Sentinel Spheres. It can display what a Sentinel Sphere sees through its sensors, up to two can be viewed at once. A simple interface allows the user to designate targets or friendlies the Sentinels view or via uploaded by memory card or picture taken with the controller's onboard camera. If the Sentinels encounter a situation not programmed, a query is transmitted, if no answer given within a few minutes, the Sentinel will ignore the situation unless it is threatened, then will defend itself.
Weight: 2 lbs
PDC 16

Psionic Uplink
This device is designed to look like a set of headphones that wrap around the back of the head. They only work with someone who has psionic powers, tapping into those powers to allow a form of telepathic link to the Sentinels that allows instantaneous and hands free communications between the controller and the Sentinels over a range of 10 miles, but only 5 Sentinels can be controlled this way. If the Sentinels are kept within 50 feet of the controller, the controller gains a +1 to Initiative, Spot, Search and Reflex save as the Sentinels give the controller greater awareness of their surroundings.
Weight: 1 lb
PDC 18
 

Thermacine
Thermacine is a drug developed originally for workers in artic and extreme cold conditions, such as in orbital shipyards. Thermacine is an injectable biological anti-freeze drug that provides temporary protection from frostbite and the ravages of extremely low temperatures. It is not intended for long term protection; but can allow a person to work for brief periods in sub-artic conditions and survive exposure. As it becomes more wide spread and cheaper, thermacine is also included in survival kits install in escape pods of many starships.
Each dose of termacine provides the user with cold resistance 5, immune to effects of cold exposure for 1d4+1 hours. If someone takes more than 4 consecutive doses in a day, the body starts to feel numb and lose sensation, suffering a -4 to all Dexterity based skills. After 6 consecutive doses, the user is also fatigued, while still suffering the -4 penalty to Dexterity skills, and can not distinguish the difference in hot and cold. This has led some people to burn themselves by touching burning hot pots.
PDC: 14 per dose
Craft DC: 29, 15 hours to make.




P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6
P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet rations, also a bit cheaper. Using a variety of foods and chemicals, these meals-in-a-bag come in a hundred different feats to offer solders or those who don't have the comfort of a fully stocked kitchen on the go. Though the pre-packaged meals look like horrible mush, their flavour and texture are next to gourmet in quality. Prior to eating, all a person needs to do is follow three steps. Step 1) Pull off the activation/safety strip that exposes the cheap, paper-thin IR power strip (similar to solar power strips on calculators, except it uses IR light from either the sun or that which most planets naturally emits to generate just enough electrical power for the bag's simplified computer, day or night). Step 2) Pass their ID cards (or equivalent form of electronic ID that includes medical records, such as Shepard chips, or 'dog tags' for those in the military) over a simple sensor and a disposable computer reads all the pertinent information it needs through a short-ranged wireless radio connection. Specifically it gathers the dietary nutritional recommendations the person's doctor made upon their last checkup. At that point, various quantities of prescribed vitamins & supplements are automatically added to the contents of the bag and the male is "personally optimized" for the hungry person. Step 3) Open bag and eat. With the addition of just an ounce of water, most of these can even self-heat to 100 degrees Fahrenheit (38 Celsius) via a thermal-chemical reaction in just a minute.
However, the meals are perfectly edible cold if conditions demand the person to forego the optional fourth step of adding water. For convenience, each packet has a separate pouch that contains a wet-nap, salt, pepper. Each P.O.P. packs in 1,200 calories of yummy goodness and has a shelf life of 100 years.
Size: Tiny
Weight: 1 lb
PDC: 4 for box of 15.




Plastiflesh Patch (PL6)
The predecessor to the spray chemical version of plastiflesh, a specially treated bandage that is placed over a wound and adheres to the skin. Upon placing the patch on the wound, the chemicals aid in blood clotting and promote strong immune system response and healing. The recipient is healed 1d4+1 points of damage, but the patch must remain on the wound for 1d4+1 hours. Plastiflesh patch will stop such conditions as continued bleeding from wound weapon abilities. If the patch is removed before that time, the wound reopens and the recipient suffers 1 point of damage plus half the damage it healed. The patch can also be removed when the recipient suffers damage (any attack has a 10% chance of striking the patch and ripping it, suffering damage as if it was removed before the required time), especially damage by fire (40% chance).
Applying a patch is a full round.
PDC: 8 for pack of 20 patches.
Weight: 0.5 lb.
Size: Tiny

Chemical, Regen (PL6)
Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works.
PDC: 8
Size: Diminutive
Restriction: Restricted (+2)

RMK (PL6-7)
The RMK, Robot Medical Kit, is a type of medical kit, measuring 2.5 inches in diameter by 8 inches tall, filled with a half dozen tiny robots, about the size of small buttons, which can be used to heal wounds, from cuts, burns and bullet holes, but not broken bones or other internal injuries. The robots disinfect, clean, cut and stitch the wound, healing 2d4 points of damage. The whole process of holding the RMK to the wound, the robots working and returning to the case takes a full round. The RMK has enough power for 10 uses before become useless. The used up RMK can be returned to the manufacturer for a discount on a new unit.
PDC: 25, returning a used RMK will reduce PDC to 22.
Size: Small
Weight: 2 lb.
Restriction: Restricted (+2)

IRMSS (PL6-8)
The IRMSS, Internal Robot Medical Surgeon System, is a far more powerful version of the RMK, using a series of microscopic robots to repair internal injuries from blood clots, repairing torn/ruptured veins, internal bleeding and minor damage to organs. The container is a little larger than the RMK, held above the injury area, button pressed and the robots repair damage in a full round, then return to the container, healing 3d4 points of damage that require surgery to perform, or 1d4 points of physical ability damage (Strength, Dexterity or Constitution). Unfortunately the IRMSS is only useable 5 times before becoming inert. The IRMSS can be used to treat surface injuries, but such use is a waste, and usually used in conjunction with an RMK, with the IRMSS used first to treat internal damage then the RMK to close the surface injury.
PDC: 36
Size: Small
Weight: 4 lb.
Restriction: Restricted (+2) to medical or military professions.

Dermal Regenerator (PL8-9)
Dermal Regenerators are an upgraded, larger, more powerful version of the regen wands, but unable to treat internal injuries like organ damage, ability damage, broken bones. Untrained users can use the dermal regenerator without a Treat Injury check, restoring 1d6 hit points. Trained users, with a successful Treat Injury check, can restore 2d6 hit points. The dermal regenerator can be used multiple times in a roll, however a Treat Injury check must be used for each consecutive round, and restores only 1d6 hit points. Untrained users attempting to use it over multiple rounds can attempt a Treat Injury check, but successful checks only restore 1d4 hit points. Failed checks do not restore any hit points, nor cause damage, just uses up power. Dermal regenerators have enough power for 1 hour of use before requiring a new power pack.
PDC: 34
Size: Small
Weight: 5 lb.
Restriction: Restricted (+2) to medical or military.
 

Shark Fin Turbine
A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thrusters are positioned along the fin and the pack itself aid for even more maneuverability. Built into the fin is a mini sonar and an electromagnetic detector. The sensors and system diagnostic is accessed through a connection to a helmet's HUD. Speed, control surfaces and thrusters are controlled through a pair of hand controls, where the user uses a series of buttons and hand motions.
The sonar gives the user the ability to detect ships and other objects and creatures within a 5 mile area, while the electromagnetic detector will determine the composition of the target once within 300 feet.
The shark fin turbine has a stealth mode, reducing it's noise greatly such that it's as quiet as a shark slicing through the waters. But while in stealth mode, the sonar is in passive mode and only detects other objects out to 2 miles.
Benefits: Grants swim speed at 100 ft, a +5 bonus to swim checks. Can detect objects in the water out to 5 miles, +2 to checks to determine composition of object once within 300 feet. The electromagnetic sensors will automatically determine if it's metallic or not.
Requires armour or other equipment to allow the user to survive underwater.
Weight: 20 lb.
PDC: 23
Res: Res (+2)




Bauxite interface (PL6/7)

The Bauxite Interface is a helmet, modelled after military flight or power armour helmets, with removable visor and faceplate. The primary purpose of the Bauxite Interface is to provide a defense against psychic attacks, rendering the wearer immune to most psychic abilities. The wearer is immune to all psychic abilities directed against him, except those that deal some form of energy damage, such as pyrokinesis, or objects thrown at the wearer through use of telekinesis. Against attacks that the wearer is not immune to, receives a +4 bonus to saves against such attacks.
The wearer is also undetectable by any psychic senses, allowing him/her to sneak up on the psychic unless the psychic can detect the wearer through normal means. As an added bonus, the Bauxite Interface also connects, through the use of temporary nanites, to the user's body and enhances the wearer's physical abilities, although only one at a time.
Up to 5 times a day, for 3 minutes at a time, the wearer can select one of his/her physical abilities to enhance, granting a +4 bonus to Dexterity, Strength, Constitution, or gain a +20 feet to speed.
Comes with a standard military radio/walkie-talkie, air filter (granting a +2 bonus to Fort saves against airborne toxins and poisons), passive night vision (use stats for night vision goggles d20 Modern pg 116) when visor is in place.
Size: Small
Weight: 3 lb
PDC: 27




Radioisotopic Generators
These devices use radioisotopes, such as plutonium-238 dioxide, to generate power. The radiation of the natural decay of these isotopes is captured by semiconductors and converted into electricity by use of the Seebeck effect. The benefits of these generators is that they can produce power for a long period of time. These devices can be made fairly small, and light weight as there is no moving parts. The bulk of the weight comes from the shielding.
The drawbacks of these devices are that they produce relatively low levels of power. Other concerns, at least when first introduced, until even greater safety measures and cures for radiation poisoning is readily available, are public concern with radiation poisoning and availability of fuel can be difficult, even with a lifespan of between 5 and 15 years, or longer, depending on the isotopes used.
The isotopes are never weapons grade, and the quantity too small to be able to turn into a nuclear based weapon.
These generators started showing up in late PL5, but were usually large and didn't produce as much power as desired. In PL6, radioisotopic generators started becoming more powerful as the conversion of the decay to electricity was more efficient and the size of shielding can be reduced.

Cell phone size generators provide enough power to run a single electronic device such as a computer, entertainment system, or kitchen appliance for as long as it has power. It can also be used to charge up to 3 smaller hand held devices at a time. It can be used to recharge power packs, but takes longer. Provides power for an average of 3+1d4 years.
Weight: 1 lb
PDC: 17

Shoebox sized generators can provide enough power to run 25% of a home's electronics, when connected into the central wiring, or small electronic vehicles such as bikes and small cars, but not high speed performance versions. This version can recharge power packs at standard rates. Many homes will use these to reduce their power needs from city grids, reducing their bills. Field scientists uses these to run several instruments while in the field. Provides power for 3+1d4 years.
Weight: 5 lbs
PDC: 20

Small cabinet sized generators, approximately 2 feet by 2 feet by up to 4 feet, can easily provide enough power to run an entire average sized house with some power to spare. These generators are usually used in labs or in mobile labs to run the entire mobile lab or providing power to equipment that needs uninterrupted power sources. Provides enough power for 6+1d6 years.
Weight: 50 lbs
PDC: 26

Cybernetic Power Generators
In mid to late PL6, radioisotopic generators became small and safe enough to be used in cybernetic devices, powering simple devices from eye replacements to cybernetic organs. These generators provide enough power for the cybernetic device for 3+1d6 years. Cybernetic limbs and weapons require more power than these small generators can provide, requiring larger and more powerful sources. Replacing the isotopes requires minor surgery involving a small incision and about an hours work by surgeon and cybernetics specialist to safely remove and replace the isotope container in the device for internal devices. Any cybernetic devices that are exposed, such as cybernetic eyes can just be removed or an access port opened and replaced requiring only a few minutes.
Weight: -
PDC: 16




VCT
The VCT was originally developed as a means to help protect soldiers that had to repel or climb for extended periods. The device is a large backpack containing an ammunition drum and four articulated robotic arms with a ballistic weapon, usually a submachine gun, and video cameras, connected by a long, durable and flexible optic cable to a control console. The operator of the console uses the cameras to aim the guns at any target that poses a threat to the climbing soldier. With advances in wireless technology, the operator can be several miles to hundreds of miles, with the aid of satellite technology and communications, to provide backup and cover the back of the soldier. The guns can only fire in the back half of the wearer, meaning to the sides, and behind.

VCT mk1
The VCT mk1 can not be used by the user, instead only by a gunner, connected by optic cabling. The operator views through a series of cameras, which include infrared and passive night vision as well as motion tracking software to aid in targeting. The gunner can only use one weapon at a time due to the firing arcs and limited fields of movement for each arm, but the system automatically switches between guns to the next one that can hit the target. The gunner is at -2 to strike any target as long as the wearer is not moving more than 15 feet a round. Any faster and the gunner suffers a farther -1 to attack rolls. Each weapon is usually a 9mm submachine gun, 2d6 ballistic, 50 ft, S, A, with a total of 200 rounds of ammunition shared between all four weapons. The optic cable is usually 300 feet long, but longer cables can be added.
The unit is about 54 lbs, has 15 hit points and hardness 6. The gunner control console is 20 lbs, cable has 10 hit points with 1 hardness, but is dark coloured and difficult to see or hit.
PDC: 27

VCT mk2
The mk2 version of the VCT removes the optic cable and replaces it with a high powered transmitter and receiver allowing wireless use for the gunner, letting the gunner remain safe miles away. The transmitter has a range of 10 miles on its own, but with satellite assistance, that range can become practically global as long as compatible satellites are in orbit above the area the VCT mk2 wearer is operating. The cameras and targeting software for the gunner has been upgraded, with the gunner only suffering -1 to attack, and if the wearer moves faster than 30 feet in the round a farther -1. The cameras have been upgraded for better night vision, granting the gunner dark vision 100 feet. The gunner can still only use one gun at a time due to limitations in arm field of movement, but easily and quickly switches between the guns. The gunner control console has more monitors so that the gunner can view everything in each weapon's field of fire. This allows the gunner to watch for any other targets. The targeting software automatically puts a targeting box around anything that moves, granting the gunner a +1 to initiative and can be used in a surprised round to attack first. The gunner can switch from one gun to another as a free action if it is not the next weapon in line while tracking a target. Each weapon is still a 9mm, but with better rifling and more efficient loading mechanisms to allow larger ammunition capacity. 9mm 2d6 ballistic 60 ft, s,a, with a total 250 rounds shared between all four weapons.
The VCT mk2 is 57 lbs, has 19 hit points and hardness 6. The gunner control console is 25 lbs and can be part of a larger command and control system with multiple gunners for many VCT or UAV or UGV drones.
PDC 28

VCT mk3
The mk3 VCT is similar to the mk2 but with a few upgrades. While the VCT can be controlled by a remote gunner wirelessly, it also has a computer A.I gunner for when a human gunner is unavailable or wireless communications is interrupted. The computer tailgunner, which is what the cybernetic tailgunner was based on, can only use one gun at a time, again due to fire arcs and where the cameras can see. The tailgunner has an attack bonus of +4, and can attack in a surprise round with a +1 to Initiative. In an emergency, the wearer can disengage the tailgunner and pull the gun arms forward and operate them manually. If the wearer has two weapon fighting, he/she can use two guns at a time, but all attacks suffer a -1 due to the weapons being attached to the arms on his back, with a crude deployable handle and trigger for emergency use. Otherwise, the mk3 has all the same stats as the mk2
PDC 29.
 

Evaporators

Anyone operating in desert or other environments that lack moisture know that water is scarce and is a logistical problem when out in the field for extended periods. Before survival suits, and even afterwards when survival suits are not practical or damaged, portable moisture evaporators are life savers.
These devices collect moisture from the air, purify it for safe consumption. They come in many different sizes, and some of their own tanks for holding water, while others are connected to hoses or valves to be connected to tanks that are transported away.

Personal Evaporator (Late PL5)
This device is about the size of a large thermos, designed to be attached to a belt or backpack and has a canteen that holds a half gallon of water. In most desert environments, it will take 6 hours to fill the canteen. However, in extremely dry and hot environments (average temperature 150 F or higher), it will take twice as long.
Weight: 6 lbs, not counting weight of water collected.
PDC: 15

Portable Evaporator (Late PL5)
This evaporator is technically man portable, but is about 4 feet tall by 2 feet by 2 feet. Popular among people who live in desert locations, or vacationers in warmer climates mounting them in RVs. Militaries will have at least one in any building while operating in deserts. Many exploration vehicles will have one equipped as well. These evaporators are usually hooked up to larger tanks or multiple canteens. Able to produce 1 gallon per hour of water. In temperatures above 150 F, only able to produce half gallon per hour.
Weight: 60 lbs
PDC: 19

Residential Evaporator
This evaporator is not used just by civilians, but it was first sold to home owners in arid locations, and those areas that suffer from droughts often. The size of a fridge, this evaporator is attached to a building an feeds large tanks for storage. Able to product up to 3 gallons an hour.
Weight: 120 lbs
PDC: 21 This includes installation and 100 gallon tank.

Moisture Farm Evaporator (PL6)
These are large evaporators, measuring 15 feet tall, about 4 feet by 4 feet base. These are used in groups, usually a minimum of 5 in a group, although some are used individually for larger homes. Each evaporator can collect and purify 6 gallons of water per hour. These evaporators will have a 50 gallon drum tank built into them, and are hooked to larger storage tanks.
Weight: 400 lbs, not counting water or piping to larger tanks.
PDC: 23 per evaporator.
 

Energy Dampening Weapon (PL7/8)
This energy weapon fires a specialized pulse of energy contained within a magnetic field that upon impact with a target, causes the target to temporarily lose all energy. The pulse is designed to cause the safety systems of most targets' power systems to believe there is an emergency, such as an overload, which is partly true as the pulse pumps energy into various systems as it strikes, forcing the power systems to shut down, causing energy in capacitors to dissipate, magnetic coils to temporarily degauss, etc. The target hit must make a Fortitude save DC 17 +1 per times hit by the Energy Dampening Weapon. Ships get a base Fortitude save bonus based on type (ultralight -1, light +0, mediumweight +1, heavy +2, superheavy +3. Ships do not use pilot's Fortitude bonus or modifiers). On a failed the target is left dead in space, floating in the direction it was last moving, while on a successful save, 1d4 systems shut down. The round after the target is hit, the crew may attempt to restart the ship systems with a Repair check DC 28 followed by a Computer Use check DC 28 with about 5 minutes of work to get the whole ship running. Or they could attempt to get one system (weapons, engines, shields, life support, etc) running with a Repair check DC 23 and Computer Use check DC 25 within 1d4+1 rounds.
These weapons are large, and slow to fire, requiring at least a destroyer to mount even one (minimum ship size colossal, type light, subtype destroyer or larger) and takes up two weapons worth to the limit that the ship can carry. The weapon can only be fired once every other round.
Damage: Special, see description
Damage Type: Special, see description
Range Increment: 5500 feet
Rate of Fire: Single, every other round
Minimum Ship Size: Colossal (Light type: destroyer subtype or larger)
Purchase DC: 50
Restriction: Rare Military (+5)




Mag Pulse Missile
These missiles are a type of nonlethal anti-ship missile. These missiles, upon impact, release a specialized for of electromagnetic pulse and ionized particles which affect a target's weapon systems, shutting them down temporarily. When struck, the target's weapons are disabled for 1d4 minutes. The round after the target is struck, the crew can attempt to reinitialize the weapon systems with a Repair check DC 20, Computer Use check DC 21 and 1d6+3 rounds of work.
These missiles require their own launcher and are usually carried on fighters, bombers or boarding shuttles to allow for an easier capturing of the target.
Mag Pulse Missile (PL6/7)
Damage: 3d8 plus special
Critical: 20
Damage Type: Ballistic plus special
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 45
Restriction: Military (+3)




Loot Net
This interesting device is usually found on pirate or mercenary ships that have money and engineering skills, and used for capturing small to medium transports or cargo ships. The equipped ship, when the loot net is activated, deploys a series of booms along with a number of towed buoys. Once these buoys reach the end of the length of their cables, they emit a type of magnetic field linking all the buoys and the ship together creating a net-like lattice expanding around the equipped ship in a 500 foot diameter vertically. When an equipped ship passes by a ship, letting the other ship pass through the area that the magnetic field, affecting it with an effect like an electromagnetic pulse, disabling the target for about 10 minutes. Most military ships have tempest shielding, and the loot net doesn't affect them.
The individual buoys are only about 5 feet in diameter and 12 feet long, with 20 hit points, Def of 14. The equipped ship can not move faster than 3500 feet per round when the buoys are deployed as any faster would cause the cables to snap during maneuvers.
This system takes up one weapon and one defensive systems available to a ship and requires a colossal sized vessel of at least light type. It takes a full round to deploy the booms and buoys, and 3 rounds to retract the buoys and booms.
Loot Net (PL6)
Damage: 3d8 plus special
Critical: 20
Damage Type: Electrical plus special
Range Increment: 500 feet surrounding equipped ship
Rate of Fire: -
Minimum Ship Size: Colossal, type light
Purchase DC: 38, replacement buoys PDC 21 for 3.
Restriction: Illegal (+4)




MINESWEEPER SUITE (PL6)
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 minefi eld 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.
 

Mines

Now, according to d20 Future, mines require a ship that is colossal in size, and 100 tons of cargo for a device that is only medium in size, so approximately 5`, with Defense 5, hardness 10 and 50 hit points. Now, being a sci-fi fan, I've read, watched and played various sci-fi books, shows/movies and games, and we all know that many sources have mines that are pretty small, where even a heavy fighter could deploy some. Example being the Raptor heavy fighter from Wing Commander 1, could deploy a single porcupine mine, which was basically just an explosive that it dropped against following fighters or drop as you do a high speed pass of a capital ship and let it float into the ship for some extra damage when you run out of missiles.
So, using d20 Future logic, a mine layer, to be effective, needs something like a converted hauler (light size, cargo capacity of 3300 tons) that'll hold about 33 mines, but we'll round down to 30 mines due to design and other systems like heavier shielding and other systems that might be found on military craft.
So let's call this type of mine system a standard mine system.

Now, let's look at a smaller version, which deploys smaller mines that affect only a single 500 foot square, and we'll also make an even smaller version that deploys a bunch of small explosives, like mini missiles, only without guidance systems, kind of like throwing a bunch of grenades out the airlock, not very dangerous, but would slow the progress of any ship larger than a shuttle.

Light Mine System
This mine deployment system is smaller than the standard mine launching system, releasing smaller mines. These smaller mines are just like normal mines, but are only small sized objects, weighing up to several hundred pounds, Defense 8, hardness 5, 30 hit points. When they detonate, they affect only a single 500 square area. When deployed, the ship sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500 foot square and programmed to detonate simultaneously.
Light versions of the standard mines are available, but some other versions, such as nonlethal mines are available in this size, as they are cheaper to produce and deploy in greater quantities. A light mine layer requires only requires 50 tones of cargo, has a purchase DC of 20.

Ultralight Mine System
The ultralight mine system is even smaller than the light mine system, deploying mines that are only tiny sized objects, weighing at most 200 pounds, with Defense 10, hardness 3 and 15 hit points. They are usually deployed in small groups and used against small ships such as fighters, shuttles and troop transports, or released against pursuing ships. The mine only affects the target it strikes, thus when a group of 4 or more mines are in a single 500 square area, the detonation of one will not affect the other mines in the same square. These mine layers can deploy two mines at once as an attack action.
When a ship flies into the mine occupied square, meeting the conditions, which is usually just through physical contact, if the ship isn't actively looking for mines, the ship must make a Pilot check DC 20 for each mine in the 500 foot square. With a competent sensor operator making a Computer Use check DC 21 searching for mines, the pilot gains a +2 to Pilot checks to avoid the mines. Unfortunately this bonus only affects ships of the Ultralight and light types, as larger ships just fill the 500 foot square, and suffer a -5 penalty to avoid each mine. Alternately, a ship can just deploy a mine or two, against a ship pursuing it as an attack at -4 penalty. The pursuing ship must make a Reflex save with a DC equal to the launching ship's attack roll, but suffer a penalty based on their ship type: Ultralight -0, light -1, mediumweight -2, heavy -4, superheavy -6.
An ultralight mine system takes up 1 ton of cargo and holds 4 mines, PDC 18 for the launcher. A 2 mine version takes up only 1000 lbs of cargo space with a PDC 17, and a single mine version takes up 500 lbs of cargo space with a PDC of 16.

[TABLE="width: 700"][TR][TD] Weapon[/TD][TD] Damage[/TD][TD] Critical[/TD][TD] Damage Type[/TD][TD] Range Incr.[/TD][TD] Rate of Fire[/TD][TD] Min Ship Size[/TD][TD] PDC[/TD][TD] Restriction[/TD][TD] PL[/TD][/TR][TR][TD] EMP Mine**[/TD][TD] 8d20[/TD][TD] -[/TD][TD] Electrical[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 41[/TD][TD] Res (+2)[/TD][TD] 7[/TD][/TR][TR][TD] Shredder Mine***[/TD][TD] 10d8[/TD][TD] -[/TD][TD] Slashing[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 29[/TD][TD] Mil (+3)[/TD][TD] 5[/TD][/TR][TR][TD] Light Fusion Mine[/TD][TD] 2d100[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 31[/TD][TD] Mil (+3)[/TD][TD] 6[/TD][/TR][TR][TD] Light Shredder Mine***[/TD][TD] 8d8[/TD][TD] -[/TD][TD] Slashing[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 28[/TD][TD] Mil (+3)[/TD][TD] 5[/TD][/TR][TR][TD] Light EMP Mine**[/TD][TD] 4d20[/TD][TD] -[/TD][TD] Electrical[/TD][TD]
[/TD][TD]
[/TD][TD] Colossal[/TD][TD] 39[/TD][TD] Res (+2)[/TD][TD] 7[/TD][/TR][TR][TD] Light Gravitic Mine[/TD][TD] 5d100[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 41[/TD][TD] Mil (+3)[/TD][TD] 7[/TD][/TR][TR][TD] Light Zero Point Mine[/TD][TD] 7d100[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 46[/TD][TD] Mil (+3)[/TD][TD] 8[/TD][/TR][TR][TD] Light Null Mine*[/TD][TD] 5d100[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Colossal[/TD][TD] 51[/TD][TD] Mil (+3)[/TD][TD] 9[/TD][/TR][TR][TD] Ultralight Shredder Mine[/TD][TD] 4d8[/TD][TD] -[/TD][TD] Slashing[/TD][TD] -[/TD][TD] -[/TD][TD] Gargantuan[/TD][TD] 26[/TD][TD] Mil (+3)[/TD][TD] 5[/TD][/TR][TR][TD] Ultralight Fusion Mine[/TD][TD] 3d20[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Gargantuan[/TD][TD] 30[/TD][TD] Mil (+3)[/TD][TD] 6[/TD][/TR][TR][TD] Ultralight Gravitic Mine[/TD][TD] 5d20[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Gargantuan[/TD][TD] 40[/TD][TD] Mil (+3)[/TD][TD] 8[/TD][/TR][TR][TD] Ultralight EMP Mine**[/TD][TD] 2d20[/TD][TD] -[/TD][TD] Electrical[/TD][TD] -[/TD][TD] -[/TD][TD] Gargantuan[/TD][TD] 38[/TD][TD] Res (+2)[/TD][TD] 7[/TD][/TR][TR][TD] Ultralight Zero Point[/TD][TD] 7d20[/TD][TD] -[/TD][TD] Energy[/TD][TD] -[/TD][TD] -[/TD][TD] Gargantuan[/TD][TD] 44[/TD][TD] Mil (+3)[/TD][TD] 9[/TD][/TR][/TABLE]*Ignores ship's hardness.
**In addition to damage, the ship is stunned for 2 rounds.
***These mines causes multiple hull breaches that causes decompression in various areas. See Description.

EMP Mine
EMP mines release a large electromagnetic pulse effect, similar to that of a nuclear explosion. In addition to taking damage, the starship is stunned for 2 rounds. Neither crew nor passengers are stunned however. The ship's autopilot is unavailable as it is also stunned. A Computer Use DC 18 and Repair DC 15 is required to get the ship functioning again in 1 round, but suffers a -2 to all rolls and Defense for one round. The ultralight EMP mine only dazes the ship for 1 round,but not the crew or passengers, as it is not as powerful.

Shredder Mine
The shredder mine works on a similar principle as fragmenting grenades, spreading sharp pieces of metal through its blast area, causing multiple hull ruptures and decompression. Although not as deadly as other mines, the ability of the mine to create hull breaches without seriously damaging the ship allows it to be captured easier as either all the crew dies from decompression and suffocation from the air escaping, or reduced crew to fight boarders with EVA suits. When a ship is damaged by a shredder mine, and isn't destroyed,roll 2d10 to determine the number of crew fatalities and if the ship carries passengers, 2d10 to determine the number of passenger casualties. If the ship has less than 20 crew and passengers, the ship will have a breach of medium size, d20 Future page 84 for rules on decompression for damage and decompression times.
Ultralight shredder mines roll only 1d10 for crew and passenger casualties. For ships with crew and passengers less than 20, tiny sized breach is formed.





Proton Beam Cannon(PL 7)
Proton beam weapons are energy weapons that fire a beam of tightly focused protons. While able to penetrate most energy defense systems, such as shields and fields, they are not as effective against physical objects, such as hull plating. Proton beams completely ignore the effects of particle fields, and against shields deal 15d10 points of damage, and on a critical hit with a threat range of 19-20, instead of bypassing the shields, deal triple damage to the shields, as well as dealing 5d8 points of energy damage to the hull.Against unshielded ships, the proton beam cannon only deals 5d8 points of damage with a critical of 20 x2. Against energy based lifeforms, proton beam weapons deal 15d10 with a critical threat range of 19-20 x3.
Damage: 15d20 19-20x3 against shields and energy lifeforms, 5d8 20x2 against physical objects.

Damage Type: Energy
Range Increment: 3500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 38
Restriction: Mil (+3)





Tachyon Detection Field (PL 7)
A tachyon detection field is a technique developed as a means of detecting cloaked starship or starbase. The field uses active tachyon beams transmitted in a burst formation to create a tachyon-saturated field surrounding the starship or star base. Any cloaked ship entering this field would be exposed due to the interaction between the cloaking field and the tachyons. In gaming terms, any starship or star base using a cloaking device or stealth equipment within 5,000 ft (10 sq.) of the starship or star base equipped with a tachyon detection field will be revealed and may be attacked as normal.
Purchase DC: 10 +one-quarter the base purchase DC of the starship.
Restriction:Restricted (+2)





Phased Weapon System(PL 8)
A phased weapon system is a weapon system that uses phase-modulated energy to affect its target. Due to the fact that the energy of the weapon is phase-modulated, no matter what type of defensive shields or fields are being used, some of the energy will bypass them to directly affect the starship, space station or object. Any weapon equipped with a phased weapon system, no matter what type of defensive field or shield is being used, 25% of the damage will ignore their defenses and affect the target as normal.
Purchase DC: 20 +the cost of the weapon’s base purchase DC
Restriction: Rare Military (+4)
 
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Reactive Armour (PL 6)
A starship with this modification has had small explosive charges bolted to its outer surfaces on the starship. When the starship is hit by weapons which use does Ballistic type of damage, this explosives detonate in response to disrupt the attack. In gaming terms the reactive armour gives the Starship damage reduction 20 to ballistic damage.
Hardness: 20
Tactical Speed Penalty: None
Weight: One-tenth the weight of the starship (rounded down)
Purchase DC: 20
Restriction: Restricted (+2)




MagnoCeramic Lattices Armour (PL7)
MagnoCeramic Lattices is magnetically enhanced ceramic composite material that makes hulls very resistant to kinetic attacks as well as acting as a heat shield for planetary re-entry. All fire damage taken during atmospheric entry by a ship with MagnoCeramic Lattices is halved. The strong magnetic fields that flow through the ceramic plating provides a similar benefit of a magnetic field defensive system, missiles and ballistic weapons fired at a magnoceramic lattices armour suffer a -2 penalty to attack.
Hardness: 20 against energy attacks, 40 against ballistic and other kinetic attacks.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 17 + one half the base purchase DC of the starship.
Restriction: None




Plasma Accelerator
Long, Offence 25, Beam 1d10, 2 weapon spaces
Another remarkable use of mixed technologies on the part of the Centauri Republic, the plasma accelerator is basically a matter accelerator weapon system altered to handle large
gouts of superheated plasma instead of ferrous ammunition. By venting plasma stores into the magnetised chamber of the accelerator and cooling it slightly in order to form a ferrous crust around it, the entire ball of plasma can be magnetically hurled at much longer ranges with greater accuracy, efficiency and rate of fire.


Plasma Accelerator
Plasma accelerators combine the principles of gauss and plasma weapons, creating a long ranged plasma weapon. Although damage isn't improved, the magnetic accelerators that launch the plasma bolt enhances the magnetic containment fields to keep the damage potential over the greater distances.
Plasma Accelerator (PL7-8)
Damage: 14d8
Critical: 20
Damage Type: Fire
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 38
Restriction: Mil (+3)

Light Plasma Accelerator
This is the light version of the plasma accelerator. Although weaker in damage, it has the best range of all the plasma accelerators.
Light Plasma Accelerator (PL7-8)
Damage: 10d8
Critical: 20
Damage Type: Fire
Range Increment: 10,000 ft
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)

Heavy Plasma Accelerator
This is the heavy plasma accelerator, a long range heavy plasma cannon.
Plasma Accelerator (PL7-8)
Damage: 18d8
Critical: 20
Damage Type: Fire
Range Increment: 6000 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)




Weapon Capacitors
With many starship weapons having a slow rate of fire, especially on civilian ships, and many higher rate versions being restricted or illegal outside of the military, some military manufacturers worked on a way around this. One such way is a set of special capacitors that are placed into the weapon system, and for a limited period of time, can improve the rate of fire of the weapon. An interesting side effect of these capacitors is if the equipped starship is hit with an energy draining weapon, or a possible overload in the weapon systems, the capacitors act as a type of circuit breaker, or surge protector, shorting out and rendering them useless and needing replacement, but the weapons will still work. In the event of a sudden complete power loss, the capacitors hold enough power for two shots.
Require: Energy or non-missile projectile weapon that requires a power source, such as gauss or rail guns.
Benefit: When added to an energy weapon, or a projectile weapon that requires power to operate, such as a gauss or rail gun, the capacitors can be activated, as a free action, to increase the rate of fire one step (from single to semi, or semi to auto, but no effect on weapons already with autofire), for 5 rounds before requiring 5 rounds to recharge. Also, if the weapon would become disabled from such weapons as an EMP or mag pulse missiles or energy dampening weapons, the capacitor shorts out, but saves the weapon, enabling it work, after a Computer Use check DC 15 to cut the capacitors from the weapon system. The capacitors will have to be replaced after this. In the event of a sudden and complete power loss to the equipped weapon, the capacitors, while charged have enough power for two shots.
PDC: 17
Notes: Only one capacitor can be added to a weapon.
Does not count against the number of weapons a ship can carry, more like a gadget or add-on to existing weapons.
Takes up 50 lbs of cargo space weight per capacitor. Fire-linked and batteries require one capacitor per weapon in the fire-link and battery. 




Harmonic Lasers
With the creation of laser resistant materials for starships, some wanted ways to advance laser technology to bypass these armours as lasers are generally the simplest and most understood, allowing for quick repairs, if necessary. Although x-ray lasers are one method, some shy away from these weapons as they require heavy shielding and have slow firing rates. A unique method was the incorporation of sound waves. As light seems to act as both particles and waves, this created interesting effects, once a method of combining lasers and sonic weapons was achieved. These weapons can be quite devastating when they strike critical areas, but are only slightly more powerful than standard lasers of similar size. They aren't quite as effective in defeating laser resistant armours and shielding, but these defenses are less effective.
Name: Harmonic Laser (PL7)
Weapon Damage: 7d8
Critical: 19-20, x3
Damage Type: half fire (laser) and half sonic
Range Increment: 3500 ft
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)
Note: Defense systems that provide resistance to laser (deflection or damage reduction) is only one-quarter effective (round down). For example, if armour provides damage reduction 40 against lasers, against harmonic lasers it only provides damage reduction 10.
 

Nuclear Missiles (PL6)
Although the standard nuclear missile has a 1 megaton warhead, sometimes you just need a bigger missile. Several sizes of warheads were made available, andwith the larger warheads, comes the increase of high doses of radiation.

[TABLE="width: 700"][TR][TD] Warhead Size[/TD][TD] Damage[/TD][TD] Critical[/TD][TD] Damage Type[/TD][TD] Range Incr.[/TD][TD] Radius[/TD][TD] Rate of Fire[/TD][TD] Min Ship Size[/TD][TD] PDC[/TD][TD] Restriction[/TD][TD] Radiation[/TD][TD] Magazine[/TD][/TR][TR][TD] 2 Megaton[/TD][TD] 24d8[/TD][TD] 19-20[/TD][TD] Energy[/TD][TD] -[/TD][TD] 250 ft[/TD][TD] Single[/TD][TD] Garg[/TD][TD] 46[/TD][TD] Mil (+3)[/TD][TD] Mild[/TD][TD] 8[/TD][/TR][TR][TD] 4 Megaton[/TD][TD] 32d8[/TD][TD] 19-20[/TD][TD] Energy[/TD][TD] -[/TD][TD] 500 ft[/TD][TD] Single[/TD][TD] Garg[/TD][TD] 48[/TD][TD] Mil (+3)[/TD][TD] Low[/TD][TD] 6[/TD][/TR][TR][TD] 8 Megaton[/TD][TD] 32d8[/TD][TD] 19-20[/TD][TD] Energy[/TD][TD] -[/TD][TD] 1000 ft[/TD][TD] Single[/TD][TD] Garg[/TD][TD] 50[/TD][TD] Mil (+3)[/TD][TD] Moderate[/TD][TD] 4[/TD][/TR][TR][TD] 16 Megaton[/TD][TD] 40d8[/TD][TD] 19-20[/TD][TD] Energy[/TD][TD] -[/TD][TD] 2000 ft[/TD][TD] Single[/TD][TD] Garg[/TD][TD] 52[/TD][TD] Mil (+3)[/TD][TD] High[/TD][TD] 2[/TD][/TR][TR][TD] 32 Megaton[/TD][TD] 48d8[/TD][TD] 19-20[/TD][TD] Energy[/TD][TD] -[/TD][TD] 2500 ft[/TD][TD] Single[/TD][TD] Garg[/TD][TD] 53[/TD][TD] Mil (+3)[/TD][TD] Severe[/TD][TD] 1[/TD][/TR][/TABLE]
2 and 4 megaton nuclear warheads are used for heavy assaults on light capital ships. The 8 megaton to 32 are used for against heavy capital ships, stations and planetary targets,with larger blast areas for affecting any nearby escorts. Of course the levels of radiation increases.The use of warheads above 8 megatons is usually highly restricted due to the high levels of radiation, and are illegal against planetary targets as the radiation would take decades to dissipate enough to be safe for any life.





More Shields

Light Shields
These shields are lighter than advanced shields (which combine shield and field technology, but are a bit weaker than both combined) and standard shields, providing less protection. This type of shielding is usually put on civilian craft or inexpensive light combat craft. These shields only add 10 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum of 1).
PDC: Shield type -2.
Restriction: None
Note: Can be combined with Advanced Shield versions.

Heavy Shields
These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2
Note: Can be combined with Advanced Shield versions.

Superheavy Shields
These are the strongest shields available to militaries, usually used on capital ships and important stations. These shields provide 40 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +4
Restriction: Mil +4
Note: Can be combined with Advanced shield versions.





Torpedo

Torpedoes are heavy missiles designed for anti-capital ship purposes, dealing incredible damage, but are slow and not maneuverable, making them easier targets for anti-missile systems. Torpedoes, especially earlier ones, require some time and the launching ship to keep steady to lock on target, making the firing ship vulnerable to attacks. Some torpedoes are equipped with shield penetrating technologies, or even defensive equipment for preventing their premature detonation. Torpedoes are large, requiring heavy fighters or dedicated bombers with special racks, rails or launchers, with limited payloads. Torpedoes can be considered mobile mines, dealing damage on a similar level, and at higher levels of technology, can be equipped with some of the same defensive systems.

Torpedo Mk1
The first series of torpedoes were large, slow, took a long time to acquire a target lock, but had decent armour penetration and high damage. These torpedoes took between 5 and 10 seconds to lock on target, and once launched, weren't very quick, allowing anti-missile systems a chance to destroy them, or for enemy fighters to intercept and destroy them. This required the launching ship to fire the torpedoes at point blank range, putting the ship in range of many ship anti-fighter weapons.

Torpedo Mk1 (PL6)
Damage: 2d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 2 rounds
MinimumShip Size: Gargantuan
Purchase DC: 41 for 4 torpedoes.
Restriction: Mil (+4)
Note: Point defense systems gain a +20% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 20) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around.
Enemy fighters can attack launched torpedoes, Def 11, 20 HP, hardness 10. On ships of Gargantuan size and colossal of ultralight class have racks or launchers with a payload of 1 or 2 max, light have payload of 3 to 4, mediumweight and above hold 4 to 6 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 22 instead of normal 20.

Torpedo Mk2
The Mk2 torpedo has improved targeting system, although still slow compared to missiles, still faster than the older Mk1s. Also boasting improved armour for surviving attacks from enemy fighters.

Torpedo Mk2 (PL6)
Damage: 2d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 1 full round
Minimum Ship Size: Gargantuan
Purchase DC: 42 for 4 torpedoes.
Restriction: Mil (+4)
Note: Point defense systems gain a +10% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 17) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second around.
Enemy fighters can attack launched torpedoes, Def 11, 25 HP, hardness 11. On ships of Gargantuan size and colossal of ultralight class have racks or launchers with a payload of 1 or 2 max, light have payload of 3 to 4, mediumweight and above hold 4 to 6 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 22 instead of normal 20.


Torpedo Mk4 (PL6)
The Mk4 torpedo is a heavy torpedo, with a larger warhead, and physically larger than the Mk2. The mk3 was abandoned as it performed poorly due to design flaws. The Mk4, although larger, flight-wise performs like the Mk2 due to larger engines afforded by the larger frame.

Torpedo Mk4 (late PL6)

Damage: 4d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 1 full round
Minimum Ship Size: Gargantuan
Purchase DC: 45 for 4 torpedoes.
Restriction: Mil (+4)
Note: Point defense systems gain a +10% chance to hit torpedo. Requires two rounds to fire, one round to aim, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 17) to remain steady, making an attack roll in the first round. The next round the pilot makes another attack roll with a +2 bonus to confirm target lock to launch the torpedo. If the first attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again with another full round aiming then firing on the second round.
Enemy fighters can attack launched torpedoes, Def 11, 30 HP, hardness 13. On ships of Gargantuan size and colossal of ultralight class have racks or launchers with a payload of 1, light have payload of 3, mediumweight and above hold 4 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 23 instead of normal 20.


Valiant Light Torpedo (PL7)
The valiant is a light torpedo, sacrificing damage potential for improved avionics, targeting and engines.

Valliant Light Torpedo (PL7)

Damage: 2d100
Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 1 full round
Minimum Ship Size: Gargantuan
Purchase DC: 42 for 4 torpedoes.
Restriction: Mil (+4)
Note: Requires one full round to fire, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 17) to remain steady, releasing the torpedo at the end of the round. If the attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again.
Enemy fighters can attack launched torpedoes, Def 12, 20 HP, hardness 10. On ships of Gargantuan size and colossal of ultralight class have racks or launchers with a payload of 2 max, light have payload of 4 to 5, mediumweight and above hold 5 to 7 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 22 instead of normal 20.


Lance Torpedo (PL7)
The Lance is the main anti-ship torpedo in use, replacing the older Mk4. Physically only slightly smaller than the older Mk4, it carries a larger warhead, light armour plating and better targeting systems.
Damage: 6d100

Critical: 20 x3
Damage Type: fire
Range Increment: -
Rate of Fire: 1 full round
Minimum Ship Size: Gargantuan
Purchase DC: 44 for 4 torpedoes.
Restriction: Mil (+4)
Note: Requires one full round to fire, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 17) to remain steady, releasing the torpedo at the end of the round. If the attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again.
Enemy fighters can attack launched torpedoes, Def 13, 35 HP, hardness 12. On ships of Gargantuan size and colossal of ultralight class have racks or launchers with a payload of 2 max, light have payload of 4 to 5, mediumweight and above hold 5 to 7 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 22 instead of normal 20.


Firestorm Heavy Torpedo
The heaviest torpedo produced to date, the firestorm is a heavy anti-capital ship and generally too large for fighters, making only the largest bombers the smallest craft capable of mounting usually only one. Firestorms are usually mounted on destroyer or heavier ships to take full advantage of more advanced sensors and the larger frames allows for greater stability.
Damage: 8d100

Critical: 20 x4
Damage Type: fire
Range Increment: -
Rate of Fire: 1 full round
Minimum Ship Size: Colossal
Purchase DC: 46 for 4 torpedoes.
Restriction: Mil (+4)
Note: Requires one full round to fire, requiring the firing ship to keep steady, either sitting still, or flying straight at the target, making no pilot checks except when hit by weapons fire (Pilot check DC 17) to remain steady, releasing the torpedo at the end of the round. If the attack roll fails, the lock isn't established, or if the firing ship is attacked and the pilot fails the Pilot check, the lock is lost and must start again.
Enemy fighters can attack launched torpedoes, Def 13, 40 HP, hardness 20. On ships of colossal size of ultralight class have racks or launchers with a payload of 1 max, light have payload of 2 to 3, mediumweight and above hold 4 to 6 due to the size of the torpedoes. Torpedo launchers/rails/racks have a PDC of 23 instead of normal 20.





MIRV Warheads (PL5+)
MIRV, or Multiple Individual Re-Entry Vehicles, are multi warhead missiles, originally used in ballistic missiles and intercontinental ballistic missiles, allowing for multiple targets to be struck, however with a lower payload than a single large warhead missile. This technology has been updated for use with modern warhead types, and also as means of bypassing anti-missile defenses.
Any missile type of weapon can be modified into a MIRV. First pick the number of warheads, 4, 6 or 8. The damage of the original missile is divided evenly amongst all the warheads. If the original missile had an odd number of die, reduce by one.
MIRV missiles can be used in one of two ways: The first is all warheads strike the same target. If the target has a point defense system, it must roll against each warhead.
The second way is to attack multiple targets, which all must be within 5000 feet of each other. Roll attack roll at -2 for 4 warheads; -4 for 6 warheads, and -6 for 8 warheads. Multiple warheads can attack the same target, or all can strike different targets. In both cases, the damage is divided amongst each missile that strikes a target.
Restriction: Missile/Torpedo weapons, Military (+4)
PDC: +3 per warhead
 
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Interlaced Armour
Interlaced armour is a modification to how armour is built onto the ship, can only be taken upon ship construction, or requires a complete overhaul. This armour modification builds the armour more tightly, in interlocking layers and panels, especially around critical systems, turrets and any other exposed areas, making them far more difficult to damage. The ship's destruction threshold (see d20 Future pg 113) is increased by 50%, the ship is considered to have the Light Fortification defensive system, without it taking up a defensive system slot. Also if using the optional critical hit results, rolls that result in destroyed system are instead damaged, severe critical hits are normal critical hits instead, which are also subject to the Light Fortification chance of cancelling the critical hit. However, this does make the ship far more difficult to repair, increasing repair times by double, and increase PDC for repairs by +5.
Weight: Increases ship weight by 10%
PDC: Increases armour PDC by +3.
Res: Restricted (+2)
Increases time to install armour by 50%.




Stormfire Gun
Rapid fire projectile weapon, lower damage, but has burst fire feature. The projectiles have the odd habit of glistening, especially when ship is equipped with various stealth systems that use energy to hide the ship, such as through cloaking devices or active stealth systems, making the ship more visible.
Name (PL6)
Damage: 4d12, ignores 5 points of hardness.
Critical: 19-20
Damage Type: Ballistic
Range Increment: 5000 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Military (+3)
Note: The ammunition has the ability to disrupt stealth systems. For every 20 points of damage dealt (not counting damage ignored by hardness or damage reduction), penalties to scan or target a target with stealth systems is negated by 1, or 1% for those that grant a miss chance. For example a ship equipped with a Stealth Screen normally provides a -10 to ships scanning for the ship, suffers 60 points of damage from Stormfire, the scanning ship will only suffer -7 to scan checks, and the equipped ship only has a 17% miss chance for attacks against it instead of 20%.
Ammunition: Due to the specialized ammunition the Stormfire uses, it usually only cares 4 belts of 50 rds (200 rounds), although larger ships can carry more. 50 rd belt has a PDC 22.




Piranha Missile (PL6)
The Piranha missile was developed as an anti-starfighter missile, fitted with better sensors, maneuvering thrusters and larger fuel capacity. Once fired, even if it misses its intended target initially, the Piranha will continue to hunt its target until it strikes, or runs out of fuel.

Piranha Missile (PL6)
Damage: 4d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 27
Restriction: Military (+3)
Note: Targeting systems on the missile grant it a +2 to strike ships or objects of ultralight category. After firing, if initial attack roll roll fails to strike the target, the onboard sensors and targeting system will allow the missile to make its own attacks at +5 (+7 for ships of ultra light category) for 5 rounds after firing until it strikes its target. After 5 rounds the missile runs out of fuel.




Starship Systems

There are parts that all starships are equipped with, sensors, communications systems, engineering, medbays, etc., which are all included in the basic design of the ship. But some ships have expanded version or completely new ones. Hospital or medical ships have greatly expanded medbay, rooms for housing the sick after treatment or even before while the ship is moving to a station with greater medical facilities, and has large shuttle bays for transports to bring wounded to and from the ship. Scout or exploration ships have expanded sensors and storage for fuel and food.

These systems will expand upon the base systems the ship already has, and take up cargo space or weapon slots or other equipment slots of a starship.

Basic Medical Bay
Most ships that have a crew larger that 3 will have some kind of medical bay, or systems. In small ships, this may just include a basic medical sensor, basic tools and medicines that equal to Advanced First Aid and Surgical kits with at least enough supplies for 5 to 10 uses. Larger ships will have enough beds and supplies to treat about 10% of the crew at any given time without taxing the supplies and needing to be resupplied during normal resupply times.

Medical Bay, Expanded
The expanded medical bay is larger, and more advanced than the basic medbay on most ships, including more diagnostic equipment, automatic diagnostic systems and automatic monitoring systems and possibly automatic drug dispensing systems. This medical bay can easily treat 20% of the crew at any given time without taxing the supplies before scheduled resupply times. The medical database will also contain basic surgery instructions, information about common bacteria, diseases, poisons, toxins and venoms and treatments as well as supplies for treating them. Grants +1 to Knowledge: Earth and Life Sciences (in relation to medicine, biology, genetics) and Treat Injury. Requires 1 doctor per 10 crew and 1 nurse per 8 crew of starship.
Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC 25.

Enhanced Medical Bay
The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies.
Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC +3.

Large Medical Bay
This medical bay is larger than most on the type of ship it is installed in. Enough room and supplies to treat 30% of the crew at any given time without taxing the supplies, plus in emergencies, can treat up to 60% of the crew at once, although some crew, until having at least having their most serious injuries treated, may have to sit or stand if they are able before getting more longer term care. This type of medical bay will also have 2 isolation rooms with 2 beds each, with their own oxygen supplies, a moderate sized autopsy area and 1d4+2 cold storage bays for storing dead bodies and 1d3 suspended animation pods (if that technology exists in your game).
Requires 1 doctor per 10 crew, 1 nurse per 5 crew.
Uses up 3 tons of cargo space per type of starship, PDC 33.

Small Field Hospital Medical Bay
This is a large medical bay with large stores of drugs, anti-toxins and other medical chemicals, triage area, 4 isolation areas with 2 beds each and independent oxygen, a large cold storage area that can easily store numerous dead bodies (10% of the crew), 1d6+2 suspended animation pods (if the technology exists), 5 dedicated operating rooms, large autopsy area. Can easily treat 75% of the crew at any given time, but can treat up to 150% of the crew a day for 3 days before needing to resupply. Anyone performing Treat Injury checks gains +1 due to the equipment and supplies. Requires a minimum of 1 doctor per 10 crew and 1 nurse per 5 crew, and usually 1d4 specialists (medical chemists, geneticists, specialists in certain types of surgeries or medical areas) per 40 crew.
Uses up 50 tons of cargo space per type of starship, PDC 38, minimum ship size light.

Field Hospital Medical Bay
This medical bay is a field hospital, used for emergency response or as mobile hospitals during war time. Contains multiple triage areas, 8 isolation areas with 3 beds each with independent oxygen and variable atmosphere, large cold storage (up to 1d100+30 bodies), multiple operating rooms, rooms that can hold up to 6 patients recovering from surgery, can treat 50 people per type of ship per hour, able to hold 200 patients per type of ship. Enough medical supplies to provide medical care for maximum number of patients per day (50 x 24 x type of ship) for 5 days before needing to resupply.
Requires 20+1d4 per type of starship doctors, 40+2d6 per type of starship nurses, 1d6+1 per type of starship specialists. Minimum ship size Mediumweight, uses up 8000 tons of cargo space + 1000 tons per type larger than Mediumweight, ship loses 1 weapon system, PDC 42.

Astrometrics
This system is a dedicated set of extra sensors, computer systems tied into the navigation and main sensors, designed for studying space, nebulas, asteroids and other stellar phenomenon. These systems also aid in better navigation and mapping stellar routes. Provides +6 to Computer Use checks to study stellar phenomenon, nebulas, asteroids, etc. Provides +4 to all Navigation based checks, and +2 to Pilot checks to avoid stellar hazards, +6 to Knowledge: Physical Sciences, ship sensor range is doubled. Requires 1 crew per starship type, 50 tons per ship type, removes 1 weapon system, may add an additional sensor system, PDC 34.

Science Lab Basic
This is a lab designed for research, minor surveying, and studying whatever the crew happens to come across. It is also tied to the ship sensors for studying stellar phenomenon, and can be tied to an astrometics system for stellar studies. The basic lab includes basic lab tools and sensors for performing research, studying samples of various types of materials from liquids, gases and solids. Includes many sample containers and shelving for holding samples, microscopes, small x-rays, chemical analyzing equipment, carbon dating systems, an isolation chamber for samples, heavy radiation shielding for any radioactive samples, fire suppression, ventilation systems for containing any poisonous or toxic fumes that might escape. Provides all the basic equipment of any science lab. Requires a crew of 1 per ship type. Takes up 25 tons of cargo, PDC 30.

Standard Science Lab
This is a full lab for research, minor reverse engineering, studying and some surveying, cataloguing new specimens. Comes with all kinds of sensors, tools and equipment to conduct research and study specimens. Has everything in the basic science lab, but includes far more sample storage, 2 large isolation areas (each 15 ft by 15 ft) with independent environmental controls and oxygen supplies and two robotic arms for manipulating objects inside and special sterile pass through box in the wall and airock, 8 small isolation pods that are 4 ft by 4 ft that users can access the material with robotic arms or built in gloves. The isolation pods are all radiation shielded. The computers and equipment grants +2 to Knowledge: Earth and Life Sciences, Physical Sciences, Technology, Xeno-technology, Research. Comes with a small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical. The small workshop allows the study and assembly of small equipment (nothing larger than the size of a medium sized bookshelf), or for reverse engineering.
Requires a crew of 2 per ship type, takes up 50 tons of cargo +10 per ship type over ultralight, PDC 35.

Advanced Science Lab
This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days.
Requires a crew of 2 per ship type, takes up 70 tons of cargo per ship type, remove 1 weapon system, may add an additional sensor, PDC 40.

Workshop Basic
This is a basic workshop, allowing for repairing equipment and crafting small replacement parts for ships. Small inert ammunition can be crafted (bullets or railgun rounds but no specialty rounds that require chemicals, explosives or moving parts). Provides the tools for crafting electrical, mechanical and small structural items from simple hand weapons, electrical equipment, pieces for armour suits, small ship parts, small structural items, or repairing such items. Nothing larger than 6 ft by 4 ft by 4 ft in size. Has all the equipment to make Craft: Electrical, Mechanical, Structural and Repair checks without penalties. Has enough supplies on hand to create, or repair up to 400 lbs of gear, or 40 hp of items within the shop itself. More supplies can be carried in cargo bays.
Requires a crew of 2 per ship type, uses up 20 tons of cargo, PDC 34.

Standard Workshop
This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even craft, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger.
Requires a crew of 4 per ship type, uses up 70 tons of cargo, minimum ship size gargantuan, PDC 38.

Expanded Workshop
This workshop is large, able to work on multiple large items or pool resources to work on an object up to gargantuan size, or 4 large objects at once. Has direct access to cargo bay or hanger. These shops can work on more complex items, and with skilled crew, can assemble small fighter craft, with the correct components on hand. Grants +4 to Craft: Electrical, Mechanical, Structural and Repair checks, carries enough supplies for up to 5 tons of items, or 200 hp.
Requires a crew of 8 per ship type, uses up 150 tons of cargo, minimum ship type Light, PDC 43.


Heavy Workshop
This workshop can work on items up to huge size, or smaller. Exactly the same as the Expanded Workshop, just larger and can support the heavier weight of larger ships or equipment being created and the equipment to move them between the workshop and cargo bay or hanger. Same bonuses, but objects of large size or smaller have craft and repair times reduced by 25%. Holds enough supplies in the workshop for 15 tons of items or 300 hp to be created or repaired, additional supplies must be held in cargo bays.
Requires a crew of 12 per ship type, uses up 300 tons of cargo, minimum ship type Mediumweight, PDC 49.

Advanced Workshop
This workshop has more advanced equipment, and is added to any workshop except the basic workshop. Comes equipped with Electricomp and Mechanicomp sensors (+4 to Repair checks), grants +4 to Craft: Electrical, Mechanical and Structural checks. Repair times are reduced by 25%, but not crafting time.
Uses up an additional 5 tons of cargo per ship type, increase PDC +4.
 

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