The Modern Dispatch 080 More Starship Sensor Contacts


The Modern Dispatch
More Starship Sensor Contacts
by Phil Reed
In going over feedback and sales I found that last Space combat is not uncommon. It s just another
year s Starship Sensor Contacts issue of the Modern exciting adventure when the players characters have
Dispatch has proven quite popular, out-selling most to engage the enemy while fleeing from some world
other Ronin Arts releases in the Dispatch series. Not or other.
wanting to ignore the evidence, I ve put together a
new selection of sensor contacts. First introduced in The campaign is packed with action. If things aren t
#80
the Future: Datastream, and then refined in Future: exploding, how much fun can the game really be?
6 Free Sensor Contacts (a free PDF available at
RPGNow), starship sensor contacts are a special type
What s Required to Use this PDF?
of adventure seed designed specifically for use when
ContentżÿManager:żÿ
In order to use this Modern Dispatch issue you will
the players characters are onboard their starship and
need the D20 Modern roleplaying game, published
philżÿreed,żÿchrisżÿdavis
exploring the galaxy.
by Wizards of the Coast, Inc., and the official future
Layout:żÿ
supplement, also published by Wizards of the Coast,
ChrisżÿDavis
I hope that you can find a way to use some (or all!)
Inc.. You can find both at your favorite local game
of these sensor contacts in your campaign. As with
store or online at any number of roleplaying game
the other starship-related releases that Ronin Arts has
vendors. Though some products are suggested in the
published this PDF makes some assumptions about
text, no other products are required to use this PDF.
your campaign; the sensor contacts in this PDF will
be most useful in campaigns in which the following
Future: Datastream
statements are true:
During 2005 Ronin Arts ran the Future: Datastream,
a subscription service for players using the future
The campaign is not a  hard science setting.
SRD. That material has been recently collected into
Campaigns that are more space opera/adventure
Requires the use of the d20 Modern Roleplaying a 170+ page PDF packed with new starships, mecha,
movie are the intended target for this PDF.
Game, published by Wizards of the Coast, Inc. optional rules, and also some sensor contacts. You
can find this collection for only $20 at www.rpgnow.
Starships are not rare or unusual. Everything that
d20 Modern and Wizards of the Coast are com.
I ve written in this PDF assumes that space travel is a
trademarks of Wizards of the Coast, Inc. in the
standard and common occurrence  individuals
United States and other countries and are used
Open Game Content
either fly their own ships or ride on passenger
with permission.  d20 System and the  d20
All of the text of this PDF is presented as open game
ships. Starships and space travel are as common for
System logo are trademarks of Wizards of the
content. While this means absolutely nothing to your
characters as a plane ride is for people of our reality.
Coast, Inc. and are used according to the terms
campaign it does give other publishers permission
of the d20 System License version 6.0. A copy
to use this material as long as they follow the open
of this License can be found at www.wizards.
game license (see the end of this PDF).
com/d20.
moreżÿStarshipżÿSensorżÿContacts
Page 1
The Modern Dispatch
25: The computer zooms in on and identifies a forced to drop into an unknown system when their
About the Author
symbol painted on the escorts  they re flying the FTL travel device fails. Their sensors immediately
Philip Reed has been working professionally in the
colors of the Arc Ring, a pirate vessel rumored to sound multiple contacts and for as far as their visual
roleplaying game industry since 1995. In that time
have been responsible for the destruction of over one recorders can register the characters see a mass of
he has worked for such companies as West End
hundred starships in the last decade. battered starships. A single Computer Use check
Games, Privateer Press, and Steve Jackson Games.
reveals the following (give the players all of the
Today Philip spends his days at home running Ronin
How the player characters deal with this situation information up to and including the highest result of
Arts, writing and designing new games, and reading
will say a lot about their personalities. If they hang the check):
whatever books interest him at the time. To learn
back and do nothing then the pirate vessels close in
more about Philip Reed  and Ronin Arts  please
and dock with the station within 2d6+10 rounds. Two 10: There are 1,245 individual starships floating
visit www.philipjreed.com/php and www.roninarts.
minutes after they dock the pirates will have overrun before them, each one exhibiting no energy or life
com.
the station, killing all crew and assuming control signs.
of the gas collector. Unfortunately for the player
The Sensor Contacts characters, that s also about the time that the Arc Ring 15: The computer does a quick star scan and cannot
(a stock destroyer, see the future SRD) drops out of identify the player characters current position.
Gas Collector (PL 7)
lightspeed. The Arc Ring and two of the escorts will
As the player characters ship drops out of lightspeed
pursue the player characters starship and attempt to 20: Most of the ships are horribly disfigured and open
(or whatever form of FTL travel is appropriate to
capture or destroy it  they don t want any witnesses to the vacuum of space but a few, less than a dozen,
your campaign) on the edge of a star system with at
talking about this event. appear to be intact.
least a single gas giant, their sensors sound multiple
contacts. A small station is in orbit around a gas
If the players act as heroes and move in to intercept 25: The ships are floating aimlessly and, at times,
giant while on the other side of the world, out of
the escorts then the pirates immediately break-off ramming into each other. There is just enough room
the station s sensor range but clearly visible to the
and jump to lightspeed  they didn t plan on any for the player characters starship to maneuver
player characters starship, are a trio of ultralight
resistance and they can t afford to waste time in between the wrecks, though.
craft moving at high speed. A single Computer Use
a space battle at this time. The escorts contact the
check reveals the following (give the players all of
Arc Ring and notify the destroyer of the chance; the A successful Knowledge (History) check (DC 25) is
the information up to and including the highest result
destroyer turns back and will not arrive in-system. required to identify the area as the Hadrian s Cloud,
of the check):
a massive starship graveyard  all that remains of
The station will thank the heroes and reward them as an ancient galactic war. While the wrecks have been
10: The station is skimming the planet s surface
best they can, most likely with an offer to refuel the gone over by pirates, scavengers, scoundrels, and
and most likely completely blinded by the intense
characters starship and perform any minor repairs. other spacers, there are enough starships here that the
radiation being released by the world. The exact type
The crew onboard the station will be very thankful player characters should be able to find something
of the small craft cannot be identified.
and will attempt to assist the heroes in any small way of value. Maneuvering between the wrecks requires
15: The computer identifies the smaller craft as
that they can, such as sharing rumors or pointing the a successful Pilot check (DC 25) each round  for
escorts (see the future SRD) but their identification
heroes toward possible jobs on nearby worlds. each point by which a Pilot check fails the player
transponders are switched off.
characters starship suffers 1d10 points of damage as
20: The station is a gas collection platform, a
it scrapes against a wreck.
specialized device that gathers valuable gasses from Graveyard (PL 7)
gas giants. The computer calculates a 75% chance After the player characters starship is damaged
It takes the ship s computers over a week to properly
that the escorts are pirate vessels on an intercept and jumps to lightspeed (or whatever form of FTL
determine their current position (maneuvering out
course. travel is appropriate to your campaign) they re
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Page 2
The Modern Dispatch
of the debris field drops that time to 5 minutes  the
computer is having a hard time getting a clear star
scan with all of the wreckage nearby).
Futuristic Timeship (PL 9)
Type: Ultralight
The GM can use this opportunity to strand the player
Subtype: Escort
characters in a desolate graveyard where they have
Defense: 7
to deal with scavengers and pirates that look on the
Flat-footed Defense: 5
player characters starship as just another item to strip
Autopilot Defense: 5
parts from.
Hardness: 50
Hit Dice: 30d20 (600 hp)
Initiative Modifier: +6
Temporal Storm (PL 7)
Pilot s Class Bonus: +3
As the player characters ship drops out of lightspeed
Pilot s Dex Modifier: +2
(or whatever form of FTL travel is appropriate to
Gunner s Attack Bonus: +2
your campaign) on the edge of any star system their
Size: Colossal ( 8 size)
sensors pick up an unusual energy cloud directly in
Tactical Speed: 3,500 ft. (7 sq.)
their path. The cloud shimmers a bright, glowing
Length: 180 feet
green and constantly twists and turns. Flashes of
Weight: 900 tons
brilliant light illuminate the cloud, revealing dark
Targeting System Bonus: +3
shapes every few seconds. A single Computer Use
Crew: 8 (trained +4)
check reveals the following (give the players all of
Passenger Capacity: 24
the information up to and including the highest result
Cargo Capacity: 30 tons
of the check):
Grapple Modifier: +16
Base Purchase DC: 52
10: The cloud is electrical in nature and covers a
Restriction: Military (+3)
total area of 50 tactical squares. Every round the
cloud moves one square toward the player characters
Attack: 2 fire-linked heavy neutron guns  3 ranged (15d8), 2 fire-linked rail cannons  8 ranged (9d12), 2
starship.
fire-linked quantum cannons +1 ranged (24d8/20), and CHE missile  8 ranged (6d12/19 20)
15: The shapes within the cloud register as starships,
Attack of Opportunity: Point-defense system +3 ranged (1d12 x10)
but the computer is having an extremely difficult time
identifying the ships exact types.
20: The cloud is growing larger, increasing by 10%
Standard PL 9 Design Specs
each round.
Engines: Spatial compressor, temporal drive generator.
25: The cloud is a temporal storm and anyone within
Armor: Nanofludic.
the cloud will be thrust violently through time,
Defense Systems: Damage control system (1d10), magnetic field, point-defense system, radiation
possibly traveling to a random point in time.
shielding, sensor
30: A central ship within the storm appears to be the
jammer.
center of the disturbance. Sensor scans of the ship are
Sensors: Class V sensor array, targeting system.
unable to identify its exact type but the timestream
Communications: Drive transceiver, ansible.
disturbance definitely emanates from the ship.
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The Modern Dispatch
A timeship from the future (see box) is having severe distraction from the current campaign events. How
As above, but the starship is thrown forward only
difficulty with their temporal drive generator (see will the heroes react to this unusual, new universe?
1 progress level and the chance that they will be
5
the future SRD). The device has been infected by a What will they do when an unstoppable cataclysmic
unable to escape the cloud s effects is increased to
temporal virus and is now breaking apart, releasing 35%. event threatens to destroy this new universe (so
uncontrolled temporal waves that are capturing any that their own can be born)? This can also be an
The temporal event has no effect on the player
ships that enter the affected area. excellent way to introduce new aliens, equipment,
characters starship (from their point of view).
and organizations to the regular campaign. (After all,
Unfortunately, the storm taps into an alternate
If the player characters starship enters a tactical 6 universe and draws an opposing (most likely evil) if the heroes manage to return to their own universe
version of the ship and the player characters into
square covered by the cloud they must make a why can t some elements of the pre-time universe
their own world. If the player characters starship
successful Pilot check (DC 30) in order to escape to a follow them?)
remains in the cloud roll again on this table.
clear square. If this check fails the starship is trapped
in the temporal event  roll on the following table:
Unidentified Military Prototype (PL 7)
NOTE: If GMs wish, any result that would leave
As the player characters ship drops out of lightspeed
the player characters starship in a progress level
(or whatever form of FTL travel is appropriate to
D6 Result
before the Stone Age (PL 0) actually takes them to an
your campaign) on the edge of any star system their
advanced civilization that existed before time as they
The starship is instantly thrown back in time
sensors sound contact. A starship just above the
know it. This can prove difficult for GMs to properly
1d4+1 progress levels. It remains in the exact
elliptic plane vanishes almost as quickly as their
same location in space but is in the past. There is a
execute but if done right it can make for a very fun
20% chance that they still cannot escape the cloud
1 when they arrive at the new time and that the ship
Table: No Escape!
will be further affected by the temporal storm (roll
on Table: No Escape!). If they manage to escape
D6 Result
the temporal cloud they ll have to find their own
10 minutes after arriving in the new time the ship is thrown through time again, arriving at a
way home.
point in time 2 progress levels before their current time. There is a 10% chance that they still
As above, but the starship is thrown back 1d4-1
1 cannot escape the cloud when they arrive at the new time and that the ship will be further
(minimum of 1) progress levels and the chance
2
affected by the temporal storm (roll again on this table). If they manage to escape the temporal
that they will be unable to escape the cloud s
cloud they ll have to find their own way home.
effects is increased to 35%.
2 As above, except that they move forward in time two progress levels.
The ship does not move through time but is stuck
3
in the cloud (roll on Table: No Escape!).
The starship suffers 4d10 points of damage and is immediately affected by the storm again (roll
3
The starship is instantly thrown forward in time again on this table).
1d3 progress levels. It remains in the exact same
4 As above but the starship suffers 8d10 points of damage.
location in space but is in the future. There is a
The ship shudders and shakes as the temporal forces tear at it. The starship immediately suffers
20% chance that they still cannot escape the cloud
4 when they arrive at the new time and that the ship
10d8 points of damage and is shaken for 3d4 rounds. Each round that the ship is shaken it suffers
will be further affected by the temporal storm (roll
another 2d6 points of damage. There is a 10% chance that they still cannot escape the cloud and
5
on Table: No Escape!). If they manage to escape
that 30 rounds after the shaken effect ends the ship is further affected by the temporal storm (roll
the temporal cloud they ll have to find their own
again on this table). If they manage to escape the temporal cloud they ll have to find their own
way home.
way home.
The ship is battered so violently by the storm that it is breaking apart  reduce the ship s hit
6
points to  1.
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Page 4
The Modern Dispatch
sensors detect it. A single Computer Use check An assault fighter equipped with an experimental
reveals the following (give the players all of the cloaking device (see box) was in the midst of a
Experimental Cloaking Screen
information up to and including the highest result of test flight when the arrival of the player characters
(PL 7)
the check): starship interrupted the test. If the characters ship
This Gravity Age starship device is near-
is legal and transmitting the proper identification
identical to the PL 8 Cloaking Screen (see the
10: There was no contact, the system suffered a signals then the fighter will do a single fly-by and
future SRD) except that the device has a limited
temporary electronic glitch. then jump out of system so that it may continue its
effective duration and cannot be used for more
test run elsewhere. If anything at all strikes the pilot
than 15 rounds at a time. At the end of 15 rounds
15: The computer indicates that there is a 50% as questionable, though, the pilot will hang back and
the system automatically shuts down and cannot
chance an ultralight starship was jumping out of trail the characters starship as it calls in a patrol craft
be reactivated for 5 rounds (during which time
system at the exact second that the player characters to deal with the situation. A successful Computer
the device is recharging  if the starship has
starship was arriving in-system. Use check (DC 30) is required to detect the pilot s
no operational engines then the system cannot
transmission. Once the pilot has called in support
recharge).
20: The contact was real and seems to still be in the it will take 4d6 rounds for the patrol craft to reach
Purchase DC: 15 + one-half the base purchase
immediate area of the player characters starship. the maximum sensor effectiveness of the characters
DC of the starship.
starship.
Restriction: Military (+3).
25: The contact is still there. The sensors detected it
again and continue to pick up faint sensor shadow
every few seconds.
30: The contact is a fighter equipped with some sort
of cloaking device.
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Page 5
The Modern Dispatch
3.Offer and Acceptance: By Using the Open Game Content You 12 Inability to Comply: If it is impossible for You to comply with any
OPEN GAME LICENSE indicate Your acceptance of the terms of this License. of the terms of this License with respect to some or all of the Open
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OPEN GAME LICENSE Version 1.0a 4. Grant and Consideration: In consideration for agreeing to use this then You may not Use any Open Game Material so affected.
License, the Contributors grant You a perpetual, worldwide, royalty-
The following text is the property of Wizards of the Coast, Inc. and free, non-exclusive license with the exact terms of this License to Use, 13 Termination: This License will terminate automatically if You fail
is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights the Open Game Content. to comply with all terms herein and fail to cure such breach within 30
Reserved. days of becoming aware of the breach. All sublicenses shall survive the
5.Representation of Authority to Contribute: If You are contributing termination of this License.
1. Definitions: (a) Contributors means the copyright and/or trademark original material as Open Game Content, You represent that Your
owners who have contributed Open Game Content; (b) Derivative Contributions are Your original creation and/or You have sufficient 14 Reformation: If any provision of this License is held to be
Material means copyrighted material including derivative works rights to grant the rights conveyed by this License. unenforceable, such provision shall be reformed only to the extent
and translations (including into other computer languages), potation, necessary to make it enforceable.
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compilation, abridgment or other form in which an existing work NOTICE portion of this License to include the exact text of the 15 COPYRIGHT NOTICE
may be recast, transformed or adapted; (c)  Distribute means to COPYRIGHT NOTICE of any Open Game Content You are copying,
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit modifying or distributing, and You must add the title, the copyright Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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to the extent such content does not embody the Product Identity and is the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
an enhancement over the prior art and any additional content clearly 7. Use of Product Identity: You agree not to Use any Product Identity, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip
identified as Open Game Content by the Contributor, and means any including as an indication as to compatibility, except as expressly Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
work covered by this License, including translations and derivative licensed in another, independent Agreement with the owner of each Andy Collins, and JD Wiker.
works under copyright law, but specifically excludes Product Identity. element of that Product Identity. You agree not to indicate compatibility
(e)  Product Identity means product and product line names, logos or co-adaptability with any Trademark or Registered Trademark in System Reference Document Copyright 2000-2004, Wizards of the
and identifying marks including trade dress; artifacts; creatures conjunction with a work containing Open Game Content except as Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams,
characters; stories, storylines, plots, thematic elements, dialogue, expressly licensed in another, independent Agreement with the owner Bruce R. Cordell, based on original material by E. Gary Gygax and
incidents, language, artwork, symbols, designs, depictions, likenesses, of such Trademark or Registered Trademark. The use of any Product Dave Arneson.
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visual or audio representations; names and descriptions of characters, ownership of that Product Identity. The owner of any Product Identity Sci-Fi Seeds II, Copyright 2004, Expeditious Retreat Press, Authors:
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special abilities; places, locations, environments, creatures, equipment, and to that Product Identity.
Hunt, Matthew Lane, Khaver Siddiqi
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Modern Dispatch #80 2005, Ronin Arts; Author Phil Reed
identified as Product identity by the owner of the Product Identity, and indicate which portions of the work that you are distributing are Open
which specifically excludes the Open Game Content; (f)  Trademark Game Content.
means the logos, names, mark, sign, motto, designs that are used by a
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 Used or  Using means to use, Distribute, copy, edit, format, modify, of this License to copy, modify and distribute any Open Game Content
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translate and otherwise create Derivative Material of Open Game originally distributed under any version of this License.
License: Modern Dispatch, .
Content. (h)  You or  Your means the licensee in terms of this
agreement. 10 Copy of this License: You MUST include a copy of this License
Designation of Open Gaming Content: The following sections of
with every copy of the Open Game Content You Distribute.
Modern Dispatch #80 is designated as open gaming content except for
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Page 6


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