d20 Ronin Arts Future Starship 17 - The Cygnus.pdf

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INTRODUCTION
INTRODUCTION
A BOUT THE A UTHOR
Michael Hammes has been freelancing in the
role-playing industry since 2001. Starting small, he
has steadily built his repertoire, and reputation, by
working for such companies as Ronin Arts, Green
Ronin, Alderac Entertainment Group, Dark Quest
Games, and E.N. Publishing. He is currently trying to
balance his writing schedule with his role as stay-
at-home father. To catch the latest from Michael’s
Imagination,
Welcome to Ronin Arts’ Future: Starship 17 –
The Cygnus , the 17th installment in our ongoing
series of PDFs for use with futuristic D20 cam-
paigns. This series makes some assumptions about
your campaign; the starship designs in this series
will be most useful in campaigns in which the fol-
lowing statements are true:
• The campaign is not a “hard” science setting.
Campaigns that are more space opera/adventure
movie are the intended target for this series.
• Starships are not rare or unusual. All of the starships
in this series assume that space travel is a stan-
dard and common occurrence – individuals
either fly their own ships or ride on passenger
ships. Starships and space travel are as common
for characters as a plane ride is for people of our
reality.
• Space combat is not uncommon. It’s just another
exciting adventure when the hero characters
have to engage the enemy while fleeing from
some world or other.
• The campaign is packed with action. If things aren’t
exploding, how much fun can the game really be?
please
visit
www.michael-
hammes.com.
F UTURE T ILES : S TARSHIP
The Cygnus design is based on SkeletonKey
Games’ Future Tiles: Starship tile set . While this
PDF can be easily used on its own you will get a lot
more use out of it in your game sessions if you con-
struct the ship – at miniatures scale – using the
printable tiles.
To learn more about SkeletonKey Games please
visit their website at
www.skeletonkeygames.com .
BASIC INFORMATION
The Cygnus is an experimental PL 7 starship fea-
turing a prototype PL 8 gravitic redirector engine.
Designed purely as a test platform the ship has
none of the features (i.e. kitchen, recreational facil-
ities, medical bay) found in ships built for interstel-
lar travel; the crew quarters and bathrooms are
there solely to provide crew comfort on extended
(48 to 72 hour) testing operations.
That’s not to say that the Cygnus stays only in its
home system, far from it; no one in their right mind
would make test runs of an engine designed to cre-
ate a black hole, even a submicroscopic one, in a
populated system. Rather, the Cygnus always
deploys with a small support fleet (i.e. civilian, mil-
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GAME STATISTICS
itary, or a mix depending on the situation) that
monitors the test runs (from a “safe” distance),
attends to the crews’ comforts, carries supplies and
equipment, and provides any necessary protection.
The Cygnus is crewed exclusively by senior tech-
nicians and highly experienced pilots (although
security personnel may be on board if sabotage or
other trouble is possible).
Two complete and identically qualified crews
are assigned to the Cygnus on a rotating basis;
when one crew is conducting tests aboard the ship
the other is aboard the main support ship resting
and helping with data analysis. So far this rotating
crew system has proved to be an excellent method.
GAME STATISTICS
T HE C YGNUS (PL 7)
Type: Ultralight
Subtype: Unique
Defense: 15
Flat-footed Defense: 9
Autopilot Defense: 5
Hardness: 20 (ballistic)/40 (energy)
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +12 (+6 Dexterity, +4
Improved Initiative, +2 Class V Sensor Array)
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner ’s Attack Bonus: n/a
Size: Colossal (–8 size)
Tactical Speed: 4,500 ft.*/3,000 ft. (9 sq*./6
sq.)
CYGNUS-CLASS DESIGN SPECS:
Engines:
Prototype
gravitic
redirector,
thrusters
Armor: Deflective
Defense Systems: Improved damage control
(2d10), light fortification, radiation shielding,
repair drones, self-destruct system (in case the
engines go critical)
Sensors: Class V Sensor Array
Communications:
Mass transceiver,
radio
transceiver
Weapons: n/a
Grappling Systems: n/a
*assuming the prototype engine works
Length: 115 feet
Weight: 750 tons
Targeting System Bonus: n/a
Crew: 19 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 20 tons
Grapple Modifier: +16
Base Purchase DC: 68
Restriction: Military (+3)
Attack: n/a
Attack of Opportunity: n/a
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NEW RULES AMD IDEAS
NEW RULES AND IDEAS
P ROTOTYPE G RAVITIC R EDIRECTOR
The prototype gravitic redirector engine of the
Cygnus is presently in its development stage. While
the GM can simply assume that the engine func-
tions as a standard gravitic redirector, this would
not reflect the nature of a developmental proto-
type.
Developmental prototypes are by their nature
rough in execution, unreliable (and potentially
dangerous) in function, and high maintenance. As a
result one would expect optimal functioning of the
engine to be the exception rather than the rule.
Although the GM is encouraged to come up
with his or her own possible mishaps for the
Cygnus and the frequency with which they occur, a
simple table has been included here; any time the
engine is used the GM should roll 1d8 and consult
the table below:
6
As 3 above except that 1d4 ship sys-
tems are damaged beyond repair and
must be replaced.
7
Catastrophic
failure!
Evacuate!
Evacuate!
8
Instant atomization of the Cygnus and
all aboard (or see the Marooned
Campaign section below)
T HE M AROONED C AMPAIGN
Thanks to its prototype (experimental) gravitic
redirector engine the Cygnus provides a ready-
made excuse to launch a campaign wherein the
heroes (one of the ship’s two crews) are marooned
in some unknown corner (or quadrant if you prefer)
of space and must find their way back home.
HOW DID WE END UP HERE?
How do the heroes end up in the far corner of
the galaxy, months or even years from home (if
they can even find the direction of home)? Through
the classic plot device of an engine malfunction.
Here are some possibilities:
1
The engine functions normally.
2
The engine fails to function; it is inop-
erable until repaired.
3
Engine only partially functions.
Instead of providing the +1,500 tacti-
cal speed bonus roll d8 and multiply
that by 500 feet to get the total tacti-
cal speed. For example, a roll of 5 gives
a total tactical speed of 2,500 feet; the
engine is causing a tactical speed
penalty of –500 feet.
Turbo – the engine somehow manages to
propel the ship at a geometrically increas-
ing velocity, covering unbelievable dis-
tances before the crew can manage to shut
it down or it burns out. Once they’ve dealt
with any potential danger from the
engine’s massive output (i.e. fires, hull
breach, etc.) the crew find themselves far
from their navigation system’s maps.
4
Either right from the start or after
1d10 rounds of functioning (75% par-
tial function, 25% normal function)
the engine shuts down and must be
repaired.
Hop, Skip, and Jump – assuming that
there is no such thing as jump technology
in the campaign, or at least no jump drives
available, the engine somehow creates an
uncontrollable jump drive effect that
deposits the ship in the unknown.
5
As 3 above except that 1d4 additional
ship systems are damaged and must
be repaired.
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NEW RULES AND IDEAS
WE’VE GOT PROBLEMS
Once the heroes realize that they are effectively
lost in outer space, they’ll have to begin focusing on
their survival needs. Some challenges they face:
Quantum Leap – the ship’s crew has
made a serendipitous discovery: they have
temporarily caused the engine to act as a
spatial compressor; the resulting “fold” in
space has potentially transported them
across the entire universe.
Food – except for any snacks and light
meals the heroes had aboard at the time of
the accident the ship has no food stores (if
the GM is kind it may have some sort of
standard “emergency” rations aboard, per-
haps in the escape pods); the heroes will
have to figure out some way to get (and
preserve) food before they starve to death.
Fortunately for them, the ship does have an
adequate water supply.
ONE-WAY TRIP
Now, one would think that all the heroes would
have to do to get home is to recreate the circum-
stances of the “accident” and travel back. Naturally,
this won’t work, at least not initially (after all, it
wouldn’t be much of a campaign if it did). Here are
some reasons why they won’t be able to book that
return ticket:
Illness – the ship is equipped with only
basic medical supplies; any real injuries
would have been treated aboard the med-
ical support ship. While the heroes can at
least supply first aid, what do they do when
they encounter more serious injuries, alien
viruses and diseases, or radiation sickness?
Repairs – except for some minor and com-
mon spare parts and emergency tools the
ship has no provisions for making its own
repairs; that’s what the support ships were
for. As a result, the heroes will have to figure
out a way gather materials and tools for
any major repairs. To make matters worse,
as an experimental ship featuring the latest
untested technology, the Cygnus is signifi-
cantly more high maintenance and prone
to breakdowns of all kinds (i.e. computer
glitches, electric system short-circuits,
plumbing back-ups, etc.); the heroes will
often be asking themselves “who designed
this mess?”
Destroyed Component – a vital engine
component was burned out in the process.
Naturally, all the spare components are on
the support vessels. Until the crew can get
another component (i.e. build one from
scratch, modify an alien component, etc.)
they have no way to duplicate the acci-
dent.
Data Crash – the journey has crashed the
ship’s computer system and vital data
about the experiment has been lost. As a
result the crew is unable to determine
what exactly went wrong, and even if they
did, they’d have no way of being sure that
they can create the exact circumstances of
the accident since there are millions of
variables involved.
Unexpected Factor – the data suggests
that the engines themselves actually per-
formed as they were supposed to.
However, some unexpected variable (i.e.
space debris, energy field, unknown space
phenomenon) interacted with the engine
and caused the accident. The crew either
can’t determine what the variable was (i.e.
the data is lost or it is a heretofore
unknown) or the variable is not present in
the part of the galaxy in which they cur-
rently find themselves.
Xenomorphs – the heroes should have
the opportunity to encounter numerous
alien species along the way. These species
can range the gamut from the most primi-
tive to the most advanced. They can be
friendly, neutral, or hostile. They may be
willing to trade with the heroes, or they
may seek to enslave them; basically, this is
an excuse for the GM to introduce whatev-
er alien species and civilizations he or she
sees fit.
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