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Page 1: Requires the use of the d20 Modern™ Roleplaying Game ...users.atw.hu/atlantisz/starwars/D20/urhajok_alaprajzzal/Starship_2... · Campaigns that are more space opera/adventure

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

Page 2: Requires the use of the d20 Modern™ Roleplaying Game ...users.atw.hu/atlantisz/starwars/D20/urhajok_alaprajzzal/Starship_2... · Campaigns that are more space opera/adventure

Welcome to Ronin Arts’Future: Starship 2 – TheFoxhawk Class, the second in a new series of PDFsfor use with futuristic D20 System campaigns. Thisseries makes some assumptions about your campaign;the starship designs in this series will be most usefulin campaigns in which the following statements aretrue:

• The campaign is not a “hard” science setting.Campaigns that are more space opera/adventuremovie are the intended target for this series.

• Starships are not rare or unusual. All of the star-ships in this series assume that space travel is a stan-dard and common occurrence – individuals either flytheir own ships or ride on passenger ships. Starshipsand space travel are as common for characters as aplane ride is for people of our reality.

• Space combat is not uncommon. It’s just anoth-er exciting adventure when the player characters haveto engage the enemy while fleeing from some worldor other.

• The campaign is packed with action. If thingsaren’t exploding, how much fun can the game reallybe?

Most of the starships in this series are designed tofill 4 pages (the Foxhawk is an exception since it isactually two ship designs in one PDF). This is so thatyou can print the pages – back-to-back if you wish –and drop them into a binder. This introduction, andthe page of new starship equipment and assortedinformation, can also be printed separately and added

to your binder. The schematic and silhouette page isdesigned to be used as a player handout – it’s whatflashes up on their ship systems when they attempt toID a ship – and GMs need only give the players thepage when they encounter a ship from this series.

About the AuthorMichael Hammes has been freelancing in the role-

playing industry since 2001. Starting small, he hassteadily built his repertoire, and reputation, by work-ing for such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance his writ-ing schedule with his role as stay-at-home father. Tocatch the latest from Michael’s Imagination, pleasevisit www.michaelhammes.com.

e-Future TilesThe Foxhawk class design is based on

SkeletonKey Games’ e-Future Tiles: Star Patrol andStar Freighter tile sets. While this PDF can be easilyused on its own you will get a lot more use out of it inyour game sessions if you construct the ship – atminiatures scale – using the printable tiles. The onlytile you will need that is not available in either of thetwo mentioned e-Future Tiles is the cockpit – whichhas been thoughtfully included at the end of this PDF.

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

2

The FoxHawk-Class

Introduction

New rules and ideasSTARSHIPS ANDPURCHASE DCS

According to the rules as presented, starshipsare extremely expensive pieces of equipment. Thisis appropriate for many types of games but, when itcomes to a space opera setting where several peo-ple own and operate starships, the printed purchaseDCs are far too high.

To make starships more prolific in a campaignsetting, especially one in which it’s preferable forthe player characters to own their own starships,

reduce the printed purchase DCs of all non-militarystarships by 15. This change brings starship pur-chase DCs to a range closer to that of civilian landvehicles in a Modern campaign.

This is an optional rule and one that must beapproved by the GM.

OBTAINING AMILITARY VESSEL

Although ships of the Foxhawk class are mili-tary vessels, this does not mean that they are notavailable for civilian purchase. The purchase

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restriction listed for each ship assumes that the shipis currently in service with the military. However,as ships are moved out of service to make room forimproved models (especially during the transitionfrom PL 6 to PL 7), old and obsolete ships aredecommissioned and put on the sale in the privatemarket. While it is not likely that a group of privateindividuals will be able to purchase a star carrier,scout ships are often readily available.

In general, the previous generation of militaryships will be available for purchase when the nextgeneration comes out (i.e. a PL 6 Foxhawk will beavailable for civilian purchase at PL 7). Suchdecommissioned vessels are sold either by the gov-ernment to pre-approved buyers (who often turnaround and sell them to anyone they wish).

Of course, these vessels have usually beenstripped of everything of use (especially any tech-nology that is still military sensitive), but a moti-vated buyer can quickly turn such an old hulk backto military-spec (rather than get into complicatedPurchase DC calculations, simply assume that sucha second-hand ship brought back to military speccosts the same as when new or has its Purchase DCreduced by 2 to reflect use and older technology),and most of a given class of ships are bought by pri-vateers who once served on the class.

Naturally, buying a gutted hull is cheaper (per-haps half the standard DC or whatever the GMdeems appropriate to place it into the hands of theplayers) and then the ship can be converted and out-fitted the way the buyer(s) want.

Other means of getting hold of such vessels arerobbery, theft, salvage, etc., but any ship that is notbought through proper channels may face unfavor-able scrutiny when other military vessels are near-by. As always, caveat emptor!

3

The FoxHawk-Class

DESIGN NOTESThe Foxhawk-class is typical of military

designs in its utilitarian construction.Featuring triple-redundant systems, interiorvanadium airlock doors (Hardness 30, 180 hp)with built-in electronic locks (Open Lock DC40) and individual air supplies for each air-locked section. This information is standardon all generations and types of the Foxhawklisted in this book.

Basic InformationThe Foxhawk class is a class of ultralight scout

ships. Like all scout ships, ships of the Foxhawkclass are designed to cross great distances to gatherintelligence on the enemy while keeping a low pro-file and reporting the information back to theirheadquarters. The headquarters is usually a largership or a base. Found in a dozen interstellar fleets,various versions and copies of the Foxhawk servewith all the major navies.

Manufactured in large quantities, the Foxhawkclass is designed to be both inexpensive and effec-tive. In addition, the class is a particularly resilientclass that is easy to maintain, a necessity for oper-ating far from home base and a fact that makes theclass a favorite of privateers.

Due to the vessels’ design for speed and stealth,many such ships see service as couriers, transports-for-hire, and exploration vessels once they enterprivate hands. Common places that Foxhawk ves-sels will be found include:

-Engaged in interstellar research for a researchinstitution.

-Serving as a survey ship for a large miningcorporation.

-In the hands of blockade-runners and smug-glers of all types (including those trafficking in liv-ing cargo).

-Private transportation vessels for in-systemruns.

-Local law enforcement agencies.

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Foxhawk-Class (PL 6)Type: Ultralight Subtype: Scout Defense: 7 Flat-footed Defense: 5 Autopilot Defense: 5 Hardness: 30 Hit Dice: 12d20 (240 hp) Initiative Modifier: +6 (+2 Dexterity, +4

Improved Initiative) Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: +2 Size: Colossal (–8 size) Tactical Speed: 3,500 ft. (7 sq.) Length: 100 feet Weight: 400 tons Targeting System Bonus: +3 Crew: 8 (trained +4) Passenger Capacity: 8 (hot-racking crewmem-

bers or passengers) Cargo Capacity: 30 tons Grapple Modifier: +16 Base Purchase DC: 50 Restriction: Military (+3) Attack: 2 unlinked heavy neutron guns –3

ranged (10d8) and 2 CHE missile -3 ranged(6d12/19-20); each weapon system is fired by onegunner so all four can attack during an attackaction.

Attack of Opportunity: None

Foxhawk-Class Design Specs:Engines: Ion engine, thrustersArmor: VanadiumDefense Systems: Damage control system

(1d10), improved autopilot system, radiationshielding, sensor jammer

Sensors: Class II sensor array, targeting systemCommunications: Laser transceiver, radio

transceiverWeapons: 2 fire-linked heavy neutron guns

(range incr. 6,000 ft.), 2 CHE missile launcher (8missiles)

Grappling Systems: N/A

FOXHAWK UPGRADE-CLASS TEMPLATE(PL 7)

The following template represents the upgradesmade to the Foxhawk class at PL 7. Chief upgradesfocus on a stronger and more efficient engine,cheaper but still effective armor, the introduction ofa stealth screen, sensor and targeting systemupgrades,

A tactical change also takes place due to theadvent of the mass transceiver. This communicationsystem, although allowing instantaneous in-systemcommunication, is not capable of interstellar com-munication. Thus, Foxhawk-class ships equippedwith mass transceivers are part of a four-ship wingthat includes a Foxhawk-class command ship.

Foxhawk-Class UpgradeTemplate (PL 7)

The Foxhawk-class template can be applied toany PL 6 scout ship. The ship’s design specs shouldbe adjusted as follow:

Engine Upgrade: Particle Impulse Engine,thrusters (tactical speed +1,000 feet).

Armor Upgrade: Cerametal (cost-saving meas-ure)

Defense System Upgrade: Stealth screen (-10penalty to sensor checks made against the ship,50% chance of mines not detecting ship, gains one-half (20% miss chance) concealment against allattacks; replaces PL 5 sensor jammer).

Sensors Upgrade: Class III sensor array (asClass II sensor array and ship gains a +2 equipmentbonus on all initiative checks, replaces Class II sen-sor array), improved targeting system (+5 equip-ment bonus on attack rolls; replaces PL 6 targetingsystem)

Communications Upgrade: N/A or mass trans-ceiver (replaces PL 6 laser transceiver in shipsdesigned to report to a Foxhawk command ship).

Weapons Upgrade: N/AGrappling System Upgrade: N/A

4

The FoxHawk-Class

Game Statistics

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FOXHAWK COMMANDSHIP (PL 7)

A Foxhawk-class command ship is a slightlylarger, and thus heavier, version of the standardFoxhawk-class ship. Its role is to serve as the com-mand vessel of a Foxhawk wing, gathering anddirecting the other ships, and to serve as a securerelay to headquarters for the information gatheredby the wing.

Foxhawk-Class Command Ship(PL 7)

Type: Ultralight Subtype: Scout Defense: 7 Flat-footed Defense: 5 Autopilot Defense: 5 Hardness: 30 Hit Dice: 15d20 (300 hp) Initiative Modifier: +8 (+2 Dexterity, +4

Improved Initiative, +2 Class III Sensor Array) Pilot’s Class Bonus: +3 Pilot’s Dex Modifier: +2 Gunner’s Attack Bonus: +2 Size: Colossal (–8 size) Tactical Speed: 4,000 ft. (8 sq.) Length: 120 feet Weight: 480 tons Targeting System Bonus: +5Crew: 8 (trained +4) Passenger Capacity: 8 (hot-racking crewmem-

bers or passengers)Cargo Capacity: 30 tons Grapple Modifier: +16 Base Purchase DC: 51 Restriction: Military (+3) Attack: 4 unlinked heavy neutron guns –1

ranged (10d8); each weapon system is fired by onegunner so all four can attack during an attackaction.

Attack of Opportunity: None

Foxhawk-Class Command ShipDesign Specs:

Engines: Particle impulse engine, thrustersArmor: CerametalDefense Systems: Damage control system

(1d10), improved autopilot system, radiationshielding, self-destruct system, stealth screen

Sensors: Class III sensor array, improved tar-geting system

Communications: Laser transceiver, masstransceiver

Weapons: 4 heavy neutron guns (range incr.6,000 ft.)

Grappling Systems: Grapplers

FOXHAWK WINGA Foxhawk wing consists of three Foxhawk-

class upgrade ships with mass transceivers insteadof radio transceivers and one Foxhawk-class com-mand ship.

The ships of the wing communicate among eachother using the mass transceivers under the direc-tion of the command ship, which relays messagesback to headquarters using its laser array.

A Foxhawk wing can quickly cover an entirestar system, either for reconnaissance or early-warning missions, and often serves as the scout armfor a fleet; the command ship is in constant com-munication with the fleet headquarters.

5

The FoxHawk-Class

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1. Cockpit - The cockpit has three stations:pilot, communication/engineering, and sensors/nav-igation. It is arranged in typical utilitarian militaryfashion.

1a. Bridge (Command ship only) - The two sta-tions monitor and analyze data and communicationsfrom the other members of the wing and also serveas gunnery stations for the adjacent unlinked neu-tron guns. The 3-D display allows the wing com-mander to track the positions of friendly and enemyships as well as to track any other information ofinterest in an easy to see manner and relay thisinformation directly to headquarters.

2. Storage - The lockers and bins in this areahold various necessary pieces of equipment, includ-ing critical spare parts, tools, data storage devices,etc.

3. Sick Bay - This compact medical facilityhouses everything required to treat all but the mostcomplex of surgeries or sickness. Treat Injurychecks made while in the Sick Bay gain a +2 equip-ment bonus.

4. Galley - Serving as both kitchen and recre-ational lounge, the galley is large enough to housean entire shift at once. Food preparation is fromfreeze-dried and dehydrated military rations. Thegalley houses enough food to feed the entire crewfor an entire month. Additional food is stored in theport and starboard supply bays.

The fore computer station serves as entertain-ment center and is for personal use (sending e-mails, playing games, downloading reading materi-al to personal data pads, etc.).

5. Head - Featuring a shower, sink, and toilet,the head is of standard military design.

6. Crew Storage Bins - These standing lockers(set up in a bottom/top combination) serve as stor-age space for the lower ranking members of thecrew. Each locker accommodates the personal itemsof two crewmembers.

7. Crew Quarters - Four double racks are thedominant feature in this room. They accommodatea total of up to 16 crewmembers during wartime(using a 12-hour “hot rack” sleeping system), butusually only hold 8 during standard reconnaissancepatrols.

8. Space Suit Storage - These lockers accom-modate a trio of space suits for repairs outside of theship (not for emergency use;

9. Port Gunnery/Engineering Station - Thisgunnery station is used to fire the port neutron gunand also serves as engineering station, grantingaccess to the port engine, mechanical systems, andship vitals.

10. Port Supply Bay - This storage area holdsextra food, rarely used spare parts, cleaning sup-plies, etc.

11. Starboard Gunnery Station - This gunnerystation is used to fire the starboard neutron gun andalso serves as engineering station, granting accessto the starboard engine, mechanical systems, andvitals.

12. Starboard Supply Bay - This storage areaholds extra food, rarely used spare parts, cleaningsupplies, etc.

13. Staging Area - This area is usually empty.Occasionally, it serves as a staging area for spacewalks or as additional storage space during wartimeor long reconnaissance (when every inch of the shipis used). When carrying a complement of marines,this area serves as the marine squad leader’s sleep-ing area and tactical room (and will be filled with acot and several footlockers).

14. Port Utility Bay - This bay serves as cargobay, storage area vehicles (for use on-planet or forshort-range space needs or both), and also as thehome and staging area of half of a squad of marines(at which point it will be filled with the marines’cots and equipment). This bay also grants access to4 of the ship’s 8 evacuation pods.

15. Starboard Utility Bay - This bay serves ascargo bay, storage area for vehicles (for use on-planet or for short-range space needs or both), andalso as the home and staging area of the other halfof a squad of marines (at which point it will befilled with the marines’ cots and equipment). Thisbay also grants access to 4 of the ship’s 8 evacua-tion pods.

6

The FoxHawk-Class

Starship Key

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Get That Ship!A group of pirates is using an old Foxhawk-class

ship to terrorize the local area. The PCs are hired bythe local authorities to bring the pirates to justice.

If the PCs already have a ship, then this can beas simple as a straightforward space battle(although a boarding maneuver followed by combaton the other vessel is much more exciting), or achase culminating with bringing the pirate vessel toheel planet-side and fighting it out there.

If the PCs do not already have a ship, this is anexcellent way to get them one! After all, the pirateshave to land and pick up supplies somewhere. Oncethe PCs have located the pirate’s base (throughsome detective work), they can lay an ambush andattempt to take the ship while it is planet-side. If thePCs are successful, the grateful authorities rewardthem with the ship.

Find It!This assumes that the PCs are either in posses-

sion of a Foxhawk-class ship or are transported onsuch a ship.

If the PCs are in possession, their mission is todo some “off-the-record” reconnaissance work in aparticular contentious star system, gathering all thedata they can. Possible targets include gatheringintelligence on an enemy “super carrier”, locating asuspected enemy base, or even joining a pirate fleetin order to bring it down (it should be interesting tosee how the PCs handle having to participate in araid on a star liner).

If the PCs are being transported, the focus ofsuch a reconnaissance/infiltration mission mightchange to finding an enemy installation, or keepingtabs on enemy activity planet-side. Of course, whenthey attempt to leave the hostile zone, the ship isattacked (either planet-side or boarded in space) andthe PCs get to help the crew defend the vessel. Whoknows, they just might be able to get their own shipout of such an encounter.

7

The FoxHawk-Class

Adventure Hooks

A WORD FROM OUR SPONSORHowdy! This is Suleiman "Tex" Nagata of "Tex's Discount Spaceships" and have I got good news

for you! Just this past week I was able to pick up a number of decommissioned Foxhawk class shipsand I'm selling them at wholesale prices! That's right, the perfect ship for those of you just starting outon your journey into space, at wholesale prices! I must be crazy!

Just look at this ship! The Foxhawk class has everything you could possibly want! She's nice androomy, but not too big! She's build solid and can carry enough weapons and defense systems to beable to put up a real fight!

Made for the military duty, the Foxhawk class is low maintenance, with triple-redundancy builtright in! You can't get a more reliable ship!

And she's built for the long haul! She sleeps eight comfortably, has a full galley, a comprehensivesick bay, and a full, not partial, bathroom! How great is that? But wait, there's more!

With two large supply bays and two even larger cargo bays, she can haul plenty of gear! Butbeyond carrying gear, these spaces offer unmatched flexibility! Need some extra crew quarters? Noproblem! How about a place to set up a workshop, or store planet-side vehicles, or even a laboratory?No problem! You've got all the space you'll ever need.

So come on down to "Tex's Discount Spaceships" and take a look at these beauties! I've gotFoxhawk class ships in everything from near military-spec to customizable hulls! And you can't beatmy prices!

So come one down to "Tex's Discount Spaceships", where the ships are out of this world and thedeals are down to earth!

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The FoxHawk-Class

TOP VIEW

SILHOUETTE VIEW – FRONT

FoxHawkScout

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The FoxHawk-Class

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1. Cockpit2. Storage3. Sick Bay4. Galley 5. Head6. Crew Storage Bins7. Crew Quarters8. Space Suit Storage

9. Port Gunnery/Engineering Station10. Port Supply Bay11. Starboard Gunnery Station12. Starboard Supply Bay13. Staging Area14. Port Utility Bay15. Starboard Utility Bay

DECK PLAN

FoxHawkScout

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The FoxHawk-Class

TOP VIEW

SILHOUETTE VIEW – FRONT

FoxHawkCommand Ship

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The FoxHawk-Class

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1. Cockpit1a. Bridge2. Storage3. Sick Bay4. Galley 5. Head6. Crew Storage Bins7. Crew Quarters

8. Space Suit Storage9. Port Gunnery/Engineering Station10. Port Supply Bay11. Starboard Gunnery Station12. Starboard Supply Bay13. Staging Area14. Port Utility Bay15. Starboard Utility Bay

DECK PLAN

FoxHawkCommand ship

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12

The FoxHawk-Class

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

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

Future: Starship 2 – The Foxhawk-Class, copyright 2004Michael Hammes. Published by Ronin Artswww.roninarts.com. Based on SkeletonKey Games’ e-FutureTiles: Star Freighter and Star Patrol – www.skeleton-keygames.com.

Future: Starship 1 – The Foxhawk-Class is copyright © 2004 Michael Hammes. All text in this book is designated as open gamecontent. You may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast,Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of theCoast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

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