TEXT: The Modern Dispatch
  Starship�Sensor�Contacts
  Page 1
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  phil�reed,�chris�davis
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  Chris�Davis
  Requires the use of the d20 Modern Roleplaying 
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  com/d20.
  #52
  Starship Sensor Contacts
  by Phil Reed
  By far the most popular new addition to Ronin Arts’ 
  library of adventure material for sci-ﬁ campaigns is 
  the concept of sensor contacts. First introduced in 
  the Future: Datastream, and then reﬁned in Future: 
  6 Free Sensor Contacts (a free PDF available at 
  RPGNow), starship sensor contacts are a special type 
  of adventure seed designed speciﬁcally for use when 
  the players’ characters are onboard their starship and 
  exploring the galaxy. I get more requests for new 
  sensor contacts than anything else these days and, 
  considering Modern Dispatch issues try to feature 
  adventure material, I thought it appropriate to write 
  a selection of new sensor contacts for my latest 
  contribution to the Dispatch.
  I hope that you can ﬁnd a way to use some (or all!) 
  of these sensor contacts in your campaign. As with 
  the other starship-related releases that Ronin Arts has 
  published this PDF makes some assumptions about 
  your campaign; the sensor contacts in this PDF 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 PDF.
  • Starships are not rare or unusual. Everything that 
  I’ve written in this PDF assumes that space travel 
  is a standard 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 players’ 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?
  What’s Required to Use this PDF?
  In order to use this Modern Dispatch issue you will 
  need the D20 Modern roleplaying game, published 
  by Wizards of the Coast, Inc., and the ofﬁcial future 
  supplement, also published by Wizards of the Coast, 
  Inc.. You can ﬁnd both at your favorite local game 
  store or online at any number of roleplaying game 
  vendors. Though some products are suggested in the 
  text, no other products are required to use this PDF. 
  Future: Datastream
  As of the time of publication, Ronin Arts’ Future: 
  Datastream subscription service is running, 
  introducing new material for futuristic campaigns 
  ﬁve times each week. For more information on 
  the Future: Datastream, including subscription 
  information, please visit the ofﬁcial forums at www.
  d20projects.com.
  
  The Modern Dispatch
  Starship�Sensor�Contacts
  Page 2
  Open Game Content
  All of the text of this PDF is presented as open game 
  content. While this means absolutely nothing to your 
  campaign it does give other publishers permission 
  to use this material as long as they follow the open 
  game license (see the end of this PDF).
  About the Author
  Philip Reed has been working professionally in the 
  roleplaying game industry since 1995. In that time 
  he has worked for such companies as West End 
  Games, Privateer Press, and Steve Jackson Games. 
  Today Philip spends his days at home running Ronin 
  Arts, writing and designing new games, and reading 
  whatever books interest him at the time. To learn 
  more about Philip Reed – and Ronin Arts – please 
  visit www.philipjreed.com/php and www.roninarts.
  com.
  The Sensor Contacts
  Sensor Ghost (PL 6)
  As the player characters’ ship drops out of lightspeed 
  (or whatever form of FTL travel is appropriate to 
  your campaign) on the edge of a heavily-populated 
  system their sensors sound contact. An unknown 
  object just beyond their visual range is almost 
  directly above them. A single Computer Use check 
  reveals the following (give the players all of the 
  information up to and including the highest result of 
  the check):
  10: Metallic object. High energy and lifeform 
  readings, deﬁnitely an active contact.
  15: The contact is a starship of the exact classiﬁcation 
  as the player characters’ ship. If the player characters’ 
  ship is a custom job or heavily modiﬁed the contact 
  still matches the exact speciﬁcations of their ship.
  20: The starship is carrying exactly as many 
  personnel as the player characters’ ship and is in 
  the exact same condition. It appears to be matching 
  their speed and angle no matter what they do and 
  remaining constantly 30,000-ft. away.
  25: The contact fades in and out, appearing and 
  disappearing from the sensor scan so quickly that it’s 
  barely noticeable.
  30: The contact doesn’t really exist and is a reﬂection 
  of the player characters’ ship. 
  How the player characters respond to this contact 
  depends on their degree of success when making the 
  Computer Use check. If they honestly believe that the 
  contact is an actual ship they may agonize for several 
  minutes before realizing what’s happening. Once 
  each minute secretly make a Knowledge (technology) 
  check (DC 20) for each player character. Any 
  character that makes a successful check suddenly 
  realizes that the contact doesn’t really exist and is 
  merely a sensor ghost.
  This contact could be used in conjunction with any 
  other sensor contact. Imagine the players’ response to 
  any situation if they feel they’ve stumbled into two 
  unidentiﬁed contacts at once.
  Wreckage (PL 6)
  Along any heavily traveled merchant lane the 
  player characters come across a distant contact. The 
  computer appears confused as it sounds multiple 
  contact alerts and then revises its ﬁnding to display 
  only one contact the size of a light starship and, 
  surprisingly, growing larger with each passing 
  moment. A single Computer Use check reveals the 
  following (give the players all of the information up 
  to and including the highest result of the check):
  10: Multiple metallic contacts. Revision: one 
  metallic contact. Revision: multiple metallic contacts. 
  Revision: one . . .
  15: The contact is the remains of a starship. What 
  type of ship it originally was, and what caused its 
  destruction, cannot be determined.
  20: The computer manages to locate and read the 
  ship’s transponder (that’s still broadcasting even 
  though it is ﬂoating in the wreckage). The ship was 
  the escort Jupiter’s Hammer, an older model design. 
  According to information the sensors are collecting 
  from the transponder signal the Jupiter’s Hammer 
  was assigned to a convoy seven weeks ago.
  25: The wreckage is recent, the accident occurring no 
  more than an hour before the player characters arrive. 
  Ion trails head off in multiple directions from the 
  wreckage.
  30: The computer has detected a destroyer, 
  identiﬁcation unknown, hiding just beyond the 
  wreckage of the Jupiter’s Hammer. The destroyer’s 
  intentions are unknown though it is powering up its 
  weapons.
  The stock destroyer (see the future SRD) is the 
  Arc Ring, a pirate vessel rumored to have been 
  responsible for the destruction of over one hundred 
  starships in the last decade. If the player characters 
  are carrying any sort of cargo, or are ﬂying a freighter 
  of any sort, the Arc Ring will attack, attempting 
  to knock out their engines and capture them in 
  grapplers. Any other sort of ship the Arc Ring will 
  attempt to destroy on sight.
  If the pirates are outgunned or outmaneuvered they’ll 
  call in support that’s hiding behind a planetoid just 
  below the system’s elliptic plane. Within 6d6+5 
  rounds a corvette and four ﬁghters will reach the 
  battle.
  While it is highly unlikely there is the possibility that 
  the player characters will defeat the pirates. If this 
  happens they may choose to salvage the wreckage 
  
  The Modern Dispatch
  Starship�Sensor�Contacts
  Page 3
  – the pirates will not surrender – but as soon as any 
  pirate ship’s hit points are reduced by 75% it will 
  attempt to ﬂee the battle.
  Freighter in Distress (PL 7)
  As the players’ characters prepare to engage their 
  FTL drive, the computer indicates a contact 5,000 
  ft. directly ahead, blocking their path. The computer 
  identiﬁes the contact as a starship, The Targovlya 
  Syem, and the comm. system receives a broken 
  transmission:
  “ . . . tems are failing and we’re . . . ble to activate 
  the . . . peat this is a call for help. This is the 
  freighter Targovlya Syem experie . . . minutes 
  remain.”
  The message continues to repeat, each time slightly 
  differently, but the above is the most the characters 
  will be able to decipher. A single Computer Use 
  check reveals the following (give the players all of 
  the information up to and including the highest result 
  of the check):
  10: The Targovlya Syem is a compact freighter (show 
  the players the recognition sheet, the PDF page 
  that displays the starship’s top view and silhouette 
  – this is what their computer monitor displays) that’s 
  breaking apart. There’s very little time before the 
  starship will explode, killing everyone onboard and 
  destroying anything that the freighter is carrying.
  15: The starship is currently at –18 hit points and 
  losing 1 hit point each round. The computer alerts 
  the player characters that the freighter has only a few 
  moments before the ship will be destroyed.
  20: The Targovlya Syem is equipped with damage 
  stabilization equipment – unlike a standard starship 
  of this size the ship has almost three minutes before it 
  will be destroyed. Scans indicate that the ship still has 
  functioning lifesupport systems.
  25: The computer can identify three humanoid 
  lifeforms aboard the ship, all of which are in the port 
  cargo bay. The computer has also managed to scan 
  the ship and construct a visual representation of the 
  starship’s layout (show the players the deckplan sheet 
  – this is what their computer monitor displays).
  30: The starship’s port cargo ramp is disabled – 
  sensor scans show that all power to the ship’s cockpit, 
  port cargo bay, and engineering is off-line – and only 
  the starboard cargo ramp is still functional.
  The player characters will need to decide what course 
  of action to take. Will they close with the dying 
  freighter and attempt to rescue the crew or will they 
  hang back and wait for the ship to destroy itself? If 
  the player characters elect to allow the ship to be 
  destroyed this is an adventure opportunity missed 
  (and why are you playing with such dull people?). If 
  they’re a heroic bunch and move in to save the crew 
  of The Targovlya Syem continue reading.
  Take three ten-sided dice and arrange them to read 
  “162”; this is the number of rounds the freighter has 
  before it explodes. Reduce the number by 1 at the 
  beginning of each turn. When the counter reaches 
  “0” the freighter explodes, inﬂicting 20d6 points of 
  damage (no save) to anyone onboard the ship and 
  10d6 points of damage to any ship within the same 
  square.
  Though the freighter is wounded it is drifting through 
  space, moving 500 ft. (1 tactical square) per round 
  away from the PCs’ starship. Whichever player 
  character is piloting will need to close to within a 
  square adjacent to the freighter (or the same square 
  if the player characters’ starship is also an ultralight) 
  and match speed and angle – a successful Pilot check 
  (DC 15) is required, each check taking three rounds; 
  the player may retry as many times as necessary (as 
  long as he succeeds before the freighter explodes). 
  Once the PCs’ ship has matched speed and angle with 
  the freighter a second successful Pilot check (DC 20) 
  is required to dock with the ship. There are only two 
  docking points on the freighter – the cargo ramps 
  – and if the players do not know that the port ramp is 
  nonfunctional there’s a chance they’ll initially dock at 
  the wrong ramp. Each docking attempt requires ﬁve 
  rounds.
  Docking with the Port Ramp: Unfortunately, 
  the ramp’s controls are dead – there’s no power. 
  A manual control can be used to open the ramp’s 
  emergency hatch (a 5-foot square) – requiring 10 
  successful Strength checks (DC 15) to open. Each 
  check requires one round and only one character may 
  attempt to open the hatch each round. If the player 
  characters can manage to communicate with the crew 
  of the freighter there’s a fast-release switch inside 
  that will open that hatch in three rounds. 
  Docking with the Starboard Ramp: If the player 
  characters’ starship has a large enough cargo bay door 
  (at least 20-ft. wide by 10-ft. tall) they can activate 
  the freighter’s underside ramp that opens into the 
  player characters’ ship (requiring six rounds). If they 
  don’t have a door large enough to accommodate the 
  ramp they’ll need to use the emergency hatch (see 
  above). Fortunately, this side has power and the 
  emergency hatch is powered and opens in one round.
  Once the player characters have managed to gain 
  access to the freighter there are several different ways 
  in which the scenario could play out. The following 
  are just a few of the possibilities:
  • The PCs split up, some of them working to rescue 
  the crew while the others hastily examine shipping 
  containers in the hopes of ﬁnding something cool (see 
  box) to take as “payment” for their time. 
  • The crew of the dying freighter attempt to overtake 
  
  The Modern Dispatch
  Starship�Sensor�Contacts
  Page 4
  the PCs and steal their ship.
  • The PCs offer to save the crew for a fee. This 
  is particularly mercenary behavior – but it could 
  happen.
  • Another starship appears just as the PCs are entering 
  the freighter. How that ship changes the scenario 
  could really make things interesting.
  No matter what, remember that the clock is ticking. 
  If the players begin spending time talking over the 
  situation and deciding what their characters should 
  do reduce the counter by one for every six seconds 
  of real time. You want to constantly remind them that 
  disaster is fast approaching.
  What the players’ characters elect to do with the crew 
  after they’ve saved them could be an adventure all 
  its own. Statistics for the crew can be taken from 
  almost any source – the exact levels of the rescued 
  crew will need to be determined to suit the level of 
  your campaign. To rapidly create GMCs consider 
  RPGObjects’ Modern Character Generator at www.
  rpgobjects.com.
  New Starship: The Targovlya 
  Syem
  A compact freighter, The Targovlya Syem is only 
  slightly modiﬁed (a damage stabilization system was 
  added) from its base design. The small size and light 
  cargo carrying capabilities makes them popular with 
  independent smugglers and freetraders.
  The Targovlya Syem (PL 7)
  Type: Ultralight 
  Subtype: Compact Freighter
  Defense: 7
  Flat-footed Defense: 5 
  Autopilot Defense: 5
  Hardness: 30 
  Hit Dice: 16d20 (320 hp) (currently -18 hp)
  Initiative Modiﬁer: +2 
  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: 75 feet 
  Weight: 200 tons.  
  Targeting System Bonus: +3 
  Crew: 3 (trained +4) 
  Passenger Capacity: 0 
  Cargo Capacity: 100 tons. 
  Grapple Modiﬁer: +16 
  Base Purchase DC: 53 
  Restriction: Restricted (+2)
  Attack: 2 ﬁre-linked heavy lasers –3 ranged (12d8) 
  and 2 ﬁre-linked rail cannons –8 ranged (9d12)
  Attack of Opportunity: None
  Standard PL 7 Design Specs:
  Engines: Induction engine, thrusters
  Armor: Cerametal
  Defense Systems: Autopilot system, damage control 
  system (1d10), damage stabilization equipment, 
  magnetic ﬁeld, radiation shielding, sensor jammer
  Sensors: Class II sensor array, targeting system
  Communications: Laser transceiver, radio 
  transceiver
  Weapons: 2 ﬁre-linked heavy lasers (range incr. 
  4,000 ft.), 2 ﬁre-linked rail cannons (range incr. 3,000 
  ft.)
  Grappling Systems: Grapplers
  New Starship Defense System: 
  Damage Stabilization System (PL 7)
  A starship equipped with a damage stabilization 
  system takes longer to break apart, the ship working 
  against the clock to delay the inevitable. The damage 
  stabilization system cannot repair a ship that is 
  breaking apart but it does extend the time the ship 
  requires to completely break apart (see the future 
  SRD) by 50%.
  Example: An ultralight starship equipped with a 
  damage stabilization system’s destruction threshold is 
  increased from –20 hit points to –30 hit points.
  A damage stabilization system can only be installed 
  on a starship that is equipped with a damage control 
  system.
  What’s the Freighter Carrying?
  This is the perfect opportunity to provide your players with some new equipment. If they’ve been working 
  hard, and the campaign has been a lot of fun, reward them with some equipment that they’ll ﬁnd useful 
  (or be able to sell). If things aren’t going as smoothly as they should you could always present them with 
  a really good cargo – but one that’s so large there isn’t time (or equipment) to save it before the freighter 
  explodes.
  Future: 6 Free Sensor Contacts includes a few starship cargos that you could use here. For even more 
  starship cargo take a look at Future: 13 Starship Cargos.
  
  The Modern Dispatch
  Starship�Sensor�Contacts
  Page 5
  Purchase DC: Varies by starship type (see table 
  below).
  Restriction: Licensed (+1).
  Ship Type
  Purchase DC
  Ultralight
  20
  Light
  24
  Mediumweight
  29
  Heavy
  35
  Superheavy
  42
  Starship Key
  1. Cockpit – Designed for three crewmembers – a 
  pilot, communications ofﬁce, and navigator – the 
  cockpit is quite large for a ship of this size. The 
  navigation and communication stations include 
  backup controls from which the ship may be piloted 
  (-2 penalty to Pilot checks) in an emergency.
  2. Personal Storage Lockers – These lockers are 
  used by the crew to store their personal goods. Each 
  locker is equipped with an electronic lock – opening 
  a lock requires the proper access code of a successful 
  Disable Device check (DC 25). Each locker is 
  roughly 2.5-feet wide and 6-feet tall.
  3. Crew Quarters – This room was originally a 
  passenger compartment but the current owners of The 
  Targovlya Syem have retroﬁt the area to house three 
  single bunks. Storage space under each bunk is kept 
  locked (the locks are the same type as those found in 
  area 2).  Unfortunately for the crew, there isn’t much 
  room for privacy on a ship of this size.
  4. Bathroom – Minimal facilities. There is no shower 
  onboard since the original design was never intended 
  for more than short cargo hops between systems – the 
  crew is limited to sponge baths in the sink if they go 
  on an extended ﬂight. 
  5. Engineering Station – Actually two stations at the 
  rear of the ship, these two areas are used to monitor 
  and make any necessary repairs on The Targovlya 
  Syem’s engines and computer systems. 
  6. Cargo Bay – This small cargo bay is loaded from 
  the ramp in the ﬂoor (see the sensor contact Freighter 
  in Distress for information on the ramp). The largest 
  width cargo container the ship can hold is 10-feet 
  wide but the crew rarely accept such large loads. 
  There was once a cargo mover – a mecha forklift 
  – that the crew stored in one of the two cargo bay’s 
  but it was sold for fuel several years ago and they 
  never got around to replacing it. Otherwise the cargo 
  bays onboard the ship are identical to those found on 
  almost any other freighter.
  SkeletonKey Games
  The deckplan for The Targovlya Syem was created using SkeletonKey Games’ e-Future Tiles series. In 
  order to construct the starship for use with miniatures you will need the e-Future Tiles: Star Freighter 
  and e-Future Tiles: Star Hunter tiles sets for the main body and cockpit; the cargo wings can be found in 
  Ronin Arts’ Future: 13 Starship Cargos. None of these products are necessary to use the material in this 
  PDF, they just enable you to quickly put together the ship’s deckplan for use with your miniatures. To learn 
  all about SkeletonKey Games and their e-Future Tiles series please visit www.skeletonkeygames.com or 
  www.starbaseprime.com.
  
  The Modern Dispatch
  Starship�Sensor�Contacts
  Page 6
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of 
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  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
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  Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, 
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  Modern Dispatch #52 2005, Ronin Arts; Author Phil Reed
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated 
  as product identity as outline in section 1(a) of the Open Gaming 
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  All the text is open content.
  
  Targovlya Syem
  Gravity Age Ultralight
  compact freighter
  
  1
  2
  1.
  Cockpit
  2.
  Personal Storage
  Lockers
  3.
  Crew Quarters
  4.
  Bathroom
  5.
  Engineering Station
  6.
  Cargo Bay
  Targovlya Syem
  Gravity Age Ultralight
  compact freighter
  3
  4
  5
  6
  6
  
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