Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
DEVASTATOR
Introduction
their ship systems when they attempt to ID a ship — and GMs need only give the players the page when they encounter a ship from this series.
Welcome to Ronin Arts Future: Starship 9 — The Devastator Class, the ninth in a new series of PDFs for use with futuristic D20 System campaigns. This series makes some assumptions about your campaign; the starship designs in this series will be most useful in campaigns in which the following 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 standard and common occurrence — individuals either fly their own ships or ride on enger 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 player 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? Most of the starships in this series are designed to fill 4 pages. This is so that you can print the pages — back-to-back if you wish — and drop them into a binder. This introduction, and the page of new starship equipment and assorted information, can also be printed separately and added to your binder. The schematic and silhouette page is designed to be used as a player handout — it s what flashes up on
About the Author 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, 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, please visit www.michaelhammes.com.
e-Future Tiles The Devastator design is based on SkeletonKey Games e-Future Tiles: Star Chasers, Star Freighter, and Star Patrol tile sets. 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 construct the ship — at miniatures scale — using the printable tiles. The only tiles you will need that are not available in the SkeletonKey Games tiles sets are the wing extensions — which have been thoughtfully included at the end of this PDF — and two wing tiles found in Future: Starship 3. To learn more about SkeletonKey Games please visit their website at www.skeletonkeygames.com.
New rules and ideas The InfantryBot was perfect for soldiers raised in the video-game generation. With a rotating cylindrical body sprouting two claw-wielding arms and outfitted with a pair of assault rifles sitting on fully elevating weapon mounts, all of which was mounted on four spider-like legs, the InfantryBot looked like something out of a summer blockbuster. Add to this was the fact that it was remotecontrolled using a game pad-style controller, and you had a robot that was almost intuitive for new recruits raised on combat simulation games. InfantryBots and their operators first saw combat during the Guatemalan crisis where they were assigned to infantry squads fighting their way
R.I. INFANTRYBOT SERIES 1.X (PL 5)
With the growing intolerance for human casualties among the United States population in the latter stages of PL 5, yet with no lack of conflict, there arose a need for a robot replacement for the common infantryman. With its InfantryBot the recently formed Republican Industries won the lucrative first U.S. military contract for combat robots by besting seven other models in a live combat simulation.
2
DEVASTATOR despite constant updates, obsolescence could not be staved off indefinitely and the arrival of the first biodroids marked the death-knell of the Series 1.x. The R.I. InfantryBot Series 2.x represented a quantum leap in the InfantryBot series, being an almost complete redesign from the ground up. Interestingly enough, although carrying the artificial intelligence and other software improvements of biodroids, Republican Industries chose to retain a version of the armature frame from the Series 1.x. Although many dismissed this move as a cost-saving measure, the fact was that the armature frame was widely recognized, and respected, and would show an evolutionary consistency from model to model; there was also no need to make a military robot resemble humanity. The Series 2.x variants looked like a bipedal humanoid skeleton covered from top to bottom in duralloy plates. With its hands and legs a Series 2.x was capable of almost all actions that a regular infantry soldier was; it was especially suited for urban and other low-visibility environments. Standard equipment for the Series 2.x was an infantry-issue laser rifle, although the Series 2.x was capable of using any infantry weapon.
through Guatemala City. Used mainly in point/scout rules, the Infantrybots were plagued by software glitches and suffered greatly in the daytime heat and humidity. Despite these problems, the use of InfantryBots was considered a success. Although many critics argued, and rightly so, that the Infantrybots’ achievements were due to their intimidating appearance than actual combat capability, the era of combat robots had begun.
R.I. InfantryBot Series 1.0 Purchase DC: 29. Restriction: Military (+3). InfantryBot 1.0: CR 1; Medium construct; HD 1d10+10; hp 15; Mas —; Init +0; Spd 30 ft.; Defense 15 (+5 equipment), touch 10, flatfooted 15; BAB +0; Grp +2; Atk +2 melee (1d4+2, 2 claws) or -4 ranged (3d10, 2 fire-linked HK G3); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits; AL Operator; SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 10, Con -, Int -, Wis 10, Cha 1. Skills: Listen +5, Search +5, Spot +5. Feats: N/A Equipment: 2 fire-linked* HK G3 assault rifles with 4 20-round magazines (*functions as per the starship rules). The Infantry Bot has the following systems and accessories: Frame: Armature. Locomotion: Legs (4, speed enhanced +5 ft.). Manipulators: Claws (2). Armor: Alumisteel. Sensors: Class III sensor system. Skill Software: Listen skill chip (5 ranks), Search skill chip (5 ranks), Spot skill chip (5 ranks). Feat Software: N/A. Ability Upgrades: N/A. Accessories: AV recorder, AV transmitter, loading mechanisms (2), remote control unit, robolink, weapon mounts (2).
R.I. InfantryBot 2.0 Purchase DC: 32. Restriction: Military (+3). InfantryBot 2.0: CR 1; Medium construct; HD 1d10+10; hp 15; Mas —; Init +0; Spd 40 ft.; Defense 19 (+1 Dex, +8 equipment), touch 11, flatfooted 18; BAB +0; Grp +3; Atk +3 melee (1d3+3 nonlethal, 2 hands) or +1 ranged (3d8, laser rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems, darkvision 120 ft., resistance to acid 10, cold 10, electricity 10, and fire 10; AL Military; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 17, Dex 12, Con -, Int 10, Wis 10, Cha 5. Skills: Climb +11, Listen +12, Search +8, Spot +12. Feats: Personal Firearms Proficiency. Equipment: Laser rifle with 4 50-shot power packs. The InfantryBot 2.0 has the following systems and accessories: Frame: Armature. Locomotion: Legs (2, speed enhanced +20 ft.). Manipulators: Hands (2). Armor: Duralloy. Sensors: Class V sensor system (with ladar).
R.I. INFANTRYBOT SERIES 2.0 (PL 6)
As robot technology, especially software, improved, Republican Industries continued to improve upon the original InfantryBot and even created several variants for specific battlefield conditions (including the very successful Series 1.7, also known as the “Advance Scout”). However,
3
DEVASTATOR what they would do to buildings). By comparison, a laser rifle does 3d8 points of damage (or an average of 13 points of damage). Given that even the weakest of the starship armors have a Hardness of 20, this wouldn’t even dent them. Makes you wonder why in all those Sci-Fi shows a starship doesn t simply go out and take over some backwoods planet? And that doesn t even take into consideration that a starship laser has a range increment of 3,000 feet versus 80 feet for a laser rifle so that the starship can fly out of range of the laser rifle-wielding character while still shooting at what amounts to point-blank range. Okay, so maybe I ve oversimplified a bit here, but the fact is that competently piloted starships are almost impossible for characters to defeat in straight-up combat unless they too have a starship. Of course, people aren t just simply going to accept this; planets and characters without starships are going to have some means of defending themselves from starships. If they didn t, every colony would have to have starships of their own or fall prey to any wanna-be Jesse James with an old fighter. Fortunately, although the standard rules don t actually have rules for planetary defense, they do provide us with the means for creating such defenses. And, no, I don t mean by having other spaceships; I m talking about creating mobile and fixed weapons capable of dukeing it out with the biggest starships. How is this done, by putting starship weapons on ground-based vehicles and in fixed positions? For instance, take a fusion beam, add some Vanadium armor, and put it all on the back of a Cretan Motors Hecaton (which happens to be a Gargantuan vehicle and thus fits in with the starship
Skill Software: Language chip (per operator; usually English or Chinese), Climb skill progit (8 ranks), Listen skill progit (8 ranks), Search skill progit (8 ranks), Spot skill progit (8 ranks). Feat Software: Personal Firearms Proficiency progit. Ability Upgrades: Strength upgrade (+2), Dexterity upgrade (+2). Accessories: A/V transmitter, magnetic feet, self-destruct system (2d6), survivor array (+10 to Navigate checks), videophone, vocalizer.
STARSHIPS VS. PLANETS AND CHARACTERS
Starships are the single most powerful battlefield element in starship campaigns, both in space and planet-side. The fact is that, as the standard rules are written, starships pack unmatched firepower, incredible protection, and go-anywhere maneuverability and can only be challenged by other starships; a gang of bandits with a single fighter could take over an entire planet, as long as that planet doesn’t have a starship of its own to protect itself from it. Don’t believe me? Starship lasers, one of the weakest of starship weapons, cause 6d8 points of damage (or an average of 27 points of damage), more than enough to overcome the massive damage threshold of any character and cut down all but the most heroic characters in just a couple of rounds (not to mention
THAT’S ONE POWERFUL TRUCK!
You’ve undoubtedly already noticed that a PL 6 “Hecaton” equipped with a fire-linked fusion beam would be capable of 10d8 points of damage per shot, which would make it almost as powerful offensively as a PL 7 M-300 Hovertank with a Rhino mass cannon, and that’s before taking into that the fusion beam on the Hecaton has a range increment of 3,000 ft. versus 100 ft. for the Hovertank’s mass cannon. Doesn’t seem fair, does it? That’s okay. Simply equip the Hovertank with starship weapons and you are good to go. After all, considering that the engagement range for a present-day (PL 5) M1 Abrams battle tank is 3,000 meters (which, if we assume that this is the maximum range, would mean it has a range increment of 300 meters or almost 1,000 feet), I would expect a PL 7 mass cannon to at least match that range. Heck, even the standard rules give the M1 Abrams a 150 ft. range increment and you wouldn’t think that you’d trade down in range as you improved in technology, would you?
4
DEVASTATOR planet/vehicle/PC battles are a regular occurrence in the campaign. The other is for the GM to simply play any such encounters as abstractly as possible by having the battle go which way will serve the adventure and the campaign best. The GM simply writes down some basic guidelines for him- or herself (i.e. weapon damage, armor, etc.) to pay attention to as the battle unfolds and then lets things rip. After all, the PCs only know how well they are shooting, not how well the opposition is, so it should be easy for the GM to fudge things to create drama and have things turn out the way they should to meet the adventure and campaign goals. In any case, whatever choice the GM makes, encounters between ground forces and a starship with the PCs involved should always be memorable. After all, having the PCs take down an enemy fighter that is harassing an agricultural colony with some guns mounted on the back of a turnip truck is always a satisfying ego boost.
rules that state that fusion beams must be placed on a ship of at least Gargantuan size) and you have a mobile gun platform. Or, put a pair of those same guns and the armor in a fixed position, give it some Hit Dice, and you have a bunker. Don t forget to add some sensor and defensive systems to round the whole thing out (yes, a bunker can have a chaff launcher, stealth screens, or displacer). Now, doing this sort of thing requires some creativity on the part of the GM. But this is a good thing. After all, when you make up the rules, the players that own the book don t have any ideas of what s coming their way. One way to make these mobile and fixed gun positions work is by meshing vehicle statistics with starship statistics and for the GM to treat vehicles as starships (i.e. by giving the vehicle s driver a class bonus that he or she can apply to the vehicle s Defense, converting all the Starship feats to Drive feats, allowing them the same sort of equipment such as targeting systems, etc.). Obviously, this is a lot of work and will only pay off if starship and
Basic Information Along with its well-trained crew, the Devastator class also carries a complement of half-a-dozen InfantryBot Series 2.0s. Onboard, these ‘bots provide the ship’s security detail and also its final line of defense against boarding actions. However, their primary purpose is to serve as planet-side scouts (reconnoitering likely targets for the gunship) and as clean-up detail (sifting through the wreckage left in the gunship’s wake to take prisoners, recover intelligence materials, etc.). The fact that they are capable of operating efficiently in almost any environment is a great boon in accomplishing these tasks. A Devastator is rarely alone; it is far too expensive to risk on solo missions. Rather, its standard role is in fire for planet-side operations; Devastators often spearhead planetary invasions. During such operations a screen of fighters and its own ground forces invariably protect a Devastator; everyone on the battlefield knows the importance of a gunship and much as the enemy will do anything to bring one down, so will its own forces do everything they can to protect a Devastator.
The Devastator-class is a member of what is arguably the heaviest and toughest subtype of ultralight ships: the gunship. Hidden behind massive armor, carrying scads of defensive systems, and bristling with armament, the sole purpose of a gunship is to battle it out toe-to-toe with its foes, be they other starships or planet-side targets. Gunships are indeed devastatingly effective; few things can stand up to a Devastator’s barrage of four turrets of fire-linked needle drivers. These guns are capable of pounding everything in a 1,000foot-by-1,000-foot area into dust in short order and a single Devastator is capable of laying waste to entire cities in a matter of minutes. To make matters worse for its opponents, the sheer amount of defensive systems carried by a Devastator along with its substantial bulk gives it great survivability, ensuring that it can deliver its own barrage in the teeth of all but the heaviest enemy fire.
5
DEVASTATOR
game statistics
Restriction: Military (+3) Attack: 4 turrets of 2 fire-linked needle drivers 1 ranged (12d12) and 2 heavy neutron guns -1 ranged (10d8) Attack of Opportunity: Point-defense system +3 ranged (1d12x10)
Devastator Class (PL 6)
Type: Ultralight Subtype: Gunship Defense: 11 Flat-footed Defense: 7 Autopilot Defense: 7 Hardness: 30 Hit Dice: 30d20 (600 hp) Initiative Modifier: +2 Pilot’s Class Bonus: +5 Pilot’s Dex Modifier: +4 Gunner’s Attack Bonus: +4 Size: Colossal (-8 size) Tactical Speed: 3,500 feet (7 sq.) Length: 135 feet Weight: 1,200 tons Targeting System Bonus: +3 Crew: (+8 expert) enger Capacity: Cargo Capacity: 100 tons Grapple Modifier: +16 Base Purchase DC: 56 (57 as equipped)
Devastator Class Design Specs: Engines: Ion engine, thrusters Armor: Vanadium Defense Systems: chaff launcher (10 bundles), decoy drone launcher (3 drones), improved autopilot system, improved damage control (2d10), magnetic field (-4 penalty to missile and ballistic weapons), point-defense system, radiation shielding, selfdestruct system, stealth screen (20% miss chance) Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: 4 turrets of 2 fire-linked needle drivers (range incr. 4,000 ft.), 2 heavy neutron guns (range incr. 6,000 ft.) Grappling Systems: N/A
Starship Key
(although it does require some time to use). 4. Bathroom - Fully equipped and relatively spacious, it serves the Junior Crew Quarters. 5. Mess - Serving as food preparation and dining area, the mess’ storage bins hold military-grade rations (chiefly dehydrated meals designed to produce maximum energy and minimum waste). Depending on the ship’s captain, crew may or may not be allowed to bring and store their own personal foodstuffs here. A Devastator does not have a cook aboard. 6. Junior Crew Quarters - Four sets of double bunks hold the junior crew (gunners, maintenance techs, etc.). There is enough storage space for the crew’ personal belongings between the lockers within, and just outside of, these quarters. 7. Gunnery Bay - Each of these two bays holds two gunnery stations for the combined turrets. Maintenance access to the weapons and other ship’s systems is through the floor s.
1. Cockpit - The Devastator’s cockpit has pilot, co-pilot, sensor, and navigation positions. Its spaciousness is due to the fact that it is detachable in an emergency; it has its own environmental controls separate from the remainder of the ship. 2. Bridge - Dominating the center of the bridge is the tactical display, which is usually manned by the ship’s captain. It is capable of being used as a command post for ground forces, but ground commanders usually prefer to use their mobile command centers. The two gunnery stations are back-ups to the main guns and are usually not in use unless the Devastator is in imminent danger as their occupants’ and the systems’ primary roles is tactical analysts/communications. 3. Medical Bay - This is a standard military medical bay capable of dealing with all but the most catastrophic injuries. The Devastator is always staffed by at least one field medic and, should he or she be out of action, consulting the medical software provides a +8 equipment bonus to Treat Injury checks
6
DEVASTATOR or by opening the bays’ floor and having the robots either parachute or jetpack to the planet’s surface. 12. Robot Repair Room - The robot repair room is used by the robot technician for robot maintenance and recovery. The databank holds all of the necessary software to restore InfantryBot programming (a process that takes 1 hour per chip/progit and requires no Computer Check) as well as to create new programs (per the standard rules). An overhead lift and diagnosis module aids in robot maintenance, repair, and if necessary, resurrection. The room also holds complete electronic and mechanical repair kits. 13. Bathroom - Fully outfitted if somewhat cramped, this bathroom serves the senior crew and executive officer. 14. Executive Officer Quarters - This singlebunk cabin is home to the ship’s second-in-command. Although confined, it is private.
8. Engine Bay - These bays are used to monitor and maintain the Devastator’s engines and other vital systems. These areas also provide access to the engines and other vital ship’s systems. 9. Captain’s Quarters - These relatively spacious and private quarters are for the ship’s captain. In addition to the only private bathroom on board, they also hold a computer system that grants access to ship’s network. 10. Senior Crew Quarters - These comfortable, single bunks are reserved for the ship’s senior crew (field medic, engineering chief, and robot technician). 11. Robot Bays - These areas hold the Devastator’s InfantryBots Series 2.0 (3 in each bay) as well as a bin of spare parts for each of them; there are enough spare parts to completely rebuild an InfantryBot that has been reduced to 0 hit points. The robots may be deployed either through the back door,
Adventure hooks
foodstuffs, etc.), or they regularly swoop down to pick up some slaves for work in the asteroid mines. Whatever the reason if the bad guys are ever dissatisfied they will use their spaceship to turn the colonists to ashes (and they don’t even have to leave orbit to do that) or sell them all as slaves to some alien masters. Naturally, the colonists are tired of this. But what to do? Cue the PCs. Whether they are visitors or residents, the PCs are going to take it to the bad guys. How? By salvaging the guns and other stuff off the original colony ship or their own (or someone else’s) wrecked starship. Of course, the GM could make sure that the equipment they need is old, broken, etc. just to make it more of a challenge. In fact, it doesn’t even have to be a starship. The PCs might be able to convert mining equipment or a laser transceiver into a weapon (hmm, sounds like a certain ‘80s action show). And, if the PCs can’t handle the technical complexities, have some old retired master technician come and help them (this might encourage them to get some technical training). By the way, this is a perfect opening adventure for PCs just starting out in a d20 Future campaign. Tired of life on this agricultural backwater the PCs are a group of friends that yearn for the freedom of space and now they see their opportunity.
AIRBORNE!
This is more of a campaign concept than an adventure idea (although it wouldn’t make for a bad adventure). In airborne, the PCs are the military or mercenaries using a Devastator as home, command center, and to airdrop (perhaps with the InfantryBots) into hostile territory. This is obviously especially appropriate for combat-heavy, militarystyle campaigns; there’s nothing like having the PCs jetpack into a horde of aliens. A good choice for alien opposition would be the primitive Taxob-Zhin from Future: Alien Race 1 The Taxob-Zhin, especially on their jungle-like homeworld. Of course, the advanced Sauri from Future: Alien Race 2 - The Sauri might prove to be more of a challenge, especially since they no doubt have gunships and robots of their own.
UP, UP, AND AWAY!
One way for the PCs to gain a starship, and to also gain healthy respect for the advantages and vulnerabilities of a starship, is to defeat one (the GM might want to use something less powerful than a Devastator for this). This is the standard idea of bad guys in starship harass helpless colonists. Maybe they force the colonists to pay protection (money, grain,
7
DEVASTATOR
TOP VIEW
SILHOUETTE VIEW – FRONT
DEVASTATOR Gunship 8
DEVASTATOR
DECK PLAN
DEVASTATOR Gunship
8 7 11 12
3
5
9
2 13 14
10
6
1
4
11
1. Cockpit 2. Bridge 3. Medical Bay 4. Bathroom 5. Mess 6. Junior Crew Quarters 7. Gunnery Bay 8. Engine Bay 9. Captain’s Quarters 10. Senior Crew Quarters 11. Robot Bays 12. Robot Repair Room 13. Bathroom 14. Executive Officer Quarters
7 8
9
DEVASTATOR Open Game License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or ed trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in of this License. You must affix such a notice to any Open Game Content that you Use. No may be added to or subtracted from this License except as described by the License itself. No other or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or ed Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or ed Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Future: Starship 9 – Devastator, copyright 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’ e-Future Tiles sets – www.skeletonkeygames.com.
Future: Starship 9 – Devastator is copyright © 2004 Michael Hammes. All text in this book is designated as open game content. 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 ed trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.
10
e-Future Tiles: Starship
roninSS10
All artwork is © 2004 - Edward Bourelle and may be reproduced for personal use only.
e-Future Tiles: Starship
roninSS11
All artwork is © 2004 - Edward Bourelle and may be reproduced for personal use only.