TEXT: Weapons of starship Destruction
  Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
  LPJ9868
  
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  Weapons of Starship Destruction
  The creation, use and execution of starship are a main 
  stay in the genre of science fiction.  In the realm of 
  RPGs, the futuristic rules of d20 Modern make it 
  possible for individuals to create their own personal-
  ized starships for people’s individual and home based 
  games.  The following items were created to enhance 
  and augment those games and player’s choices.
  STARSHIP ARMOR
  Organic Technology (PL 8)
  This type of technology is based on the concept of 
  growing and creating organisms to perform the actions 
  that would normally be done by inorganic machines.  
  Starship created using this concept are completely 
  organic in nature, simply put this type of starship is a 
  living being.  Any starship with this system gains the 
  following list of abilities:
   •  The starship will automatically heal 5% of the 
  starship’s total hit points per round. The organic 
  technology will be considered “dead”, when the 
  starship loses all its hit points.
  A mine can be equipped with organic technology.
  Hardness: 35
  Tactical Speed Penalty: None
  Weight: One-tenth the weight of the starship (rounded 
  down)
  Purchase DC: 20 + one-half the Starship’s base 
  purchase DC
  Restriction: Military (+3)
  Reactive Armor (PL 6)
  A starship with this modification has had small explo-
  sive charges bolted to its outer surfaces on the star-
  ship.  When the starship is hit by weapons which use 
  does Ballistic type of damage, this explosives detonate 
  in response to disrupt the attack.  In gaming terms the 
  reactive armor gives the Starship damage reduction 20 
  to ballistic damage.
  Hardness: 20
  Tactical Speed Penalty: None
  Weight: One-tenth the weight of the starship (rounded 
  down)
  Purchase DC: 20
  Restriction: Restricted (+2)
  STARSHIP DEFENSE SYSTEMS
  Artificial Intelligence Computer 
  System (PL 7)
  This starship is equipped with and Artificial Intel-
  ligence to help with the common and mundane tasks 
  that would normally be done by a starship’s pilot.  In 
  gaming terms, starship equipped with this modifica-
  tion gains +2 equipment bonus to piloting the starship 
  and adds a +2 bonus to Defense.
  Purchase DC: 10 + one-quarter the base purchase DC 
  of the starship.
  Restriction: Restricted (+2)
  EMP Shielded (PL 8)
  Starships with this device have had had its major 
  operational systems protected and reinforced from all 
  various types of electromagnetic pulses (EMP) attacks 
  and/or effects.  Starship with this device gains a +5 to 
  all rolls when dealing with EMP attacks and/or effects.
  A mine can be equipped with EMP Shielding.
  Purchase DC: 10
  Restriction: None
  Inertial Dampers (PL 7)
  Inertial dampers are mechanisms aboard starship to 
  compensate for acceleration forces caused by speed 
  and direction changes at high velocities.  In gaming 
  terms, any ships with this equipped can make an addi-
  tional move action at the end of each turn.
  Purchase DC: 15
  Restriction: None
  Phased Cloaking Device (PL 8)
  Initial started as a new experimental type of cloaking 
  starships, it developed into a technology to make it 
  possible for not only the starship to be invisible to 
  sight and electronic sensors, but would also alter the 
  ship’s atomic structure to allow it to pass through ordi-
  nary matter.  For gaming, a starship equipped with this 
  equipment could only be invisible, but can ignore any 
  solid material including asteroids, meteoroids, ballistic 
  weapons fire, and even other starships.  Energy based 
  attacks will effect the starship with this devices as 
  normal.  Due to the massive amounts of energy 
  needed to power this device, it can only be used for a 
  maximum of 3 rounds before it needs to be recharged 
  for 20+2d6 rounds. 
  Purchase DC: 20 + one-half the Starship’s base 
  purchase DC
  Restriction: Restricted (+2)
  Sentient Artificial Intelligence 
  Computer System (PL 8)
  Starship is equipped with and Sentient Artificial Intel-
  ligence to help with the several tasks that would be 
  done by a starship’s pilot.  In gaming terms, starship 
  equipped with this modification gains +4 equipment 
  bonus to piloting the starship and adds a +4 bonus 
  to Defense.  In addition once per round, the Sentient 
  Artificial Intelligence is able to attack with one of the 
  weapon systems totally by itself.  The Sentient Arti-
  ficial Intelligence base attack is equal to the gunner’s 
  ranged attack bonus –5.
  
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  Weapons of Starship Destruction
  Purchase DC: 15 + one-half the Starship’s base 
  purchase DC
  Restriction: Military (+3).
  Shield Mutation System (PL 8)
  In a way to make starship shields more effective, 
  scientists have developed ways to vary the shield 
  frequencies and harmonics in a rotation making it 
  harder for those who are have discovered a way to 
  adapted or bypass the starships protective shield 
  systems including the Adaptive Energy Weapon 
  System.  In gaming terms, this system will negate the 
  effects of a weapon equipped with an Adaptive Energy 
  Weapon System.
  Purchase DC: 25 + one-half the Starship’s base 
  purchase DC
  Restriction: Restricted (+2) 
  Synthetic Bioneural Circuitry (PL 8)
  Synthetic Bioneural Circuitry adds synthetic bioneural 
  circuitry to a circuitry module designed to organize 
  information more efficiently and speed up response 
  time for the starship. While driving or piloting the 
  starship, the pilot gains a +2 bonus all of the Starships 
  rolls 
  Purchase DC: 10 + one-half the Starship’s base 
  purchase DC
  Restriction: Restricted (+2) 
  STARSHIP WEAPONS
  Adaptive Energy Weapon Systems 
  (PL 8)
  Any weapon equipped with this system will, over 
  time, progressively become smarter and adapt to 
  any and all force fields, starship shield or any other 
  starship defense systems.  Every time this weapon 
  systems fires on a target, both the attacker and the 
  defender will roll 2d6.  If the attacker and the defender 
  roll different numbers, the Adaptive Energy Weapon 
  System has not adapted to the protective field and its 
  protection will perform as normal against the attack-
  er’s attack.  But, the Adapted Energy Weapon System 
  will remember any and all the numbers it rolled prior.  
  If a remembered number from the Adaptive Energy 
  Weapon System comes up again by the defender in 
  future rolls, the systems has adapted to the defender’s 
  protection and the protection will no longer have no 
  effect against the attack’s attacks with any weapons 
  with an Adaptive Energy Weapon System
  Purchase DC: 20 + one-half the Starship’s base 
  purchase DC
  Restriction: Restricted (+2)
  Armor Defeating Weapon Systems 
  (PL 6)
  This weapon system has come into play more and 
  more often in recent years with stronger and tougher 
  structural armor.  The basic nature of this weapon 
  system makes it quite valuable and wanted by many.  
  All weapons on a starship equipped with this weapon 
  system when attacking will reduce their target star-
  ship’s hardness by 20 points.
  A mine can be equipped with Armor Defeating 
  Weapon Systems.
  Purchase DC: 10 + the cost of the weapon’s base 
  purchase DC
  Restriction: Military (+3)
  Energy Weapons Array (PL 8)
  An energy weapon array is an arrangement of energy 
  weapon emitters located in strategic areas of a star-
  ship, space station or other type vessel.  In comparison 
  to the typical used weapon batteries which have only 
  up to 5 weapons liked together, energy weapon array 
  consist nearly two hundred energy emitters in the 
  array making it possible for the weapons systems to 
  fired more often then normal.  In gaming terms, star-
  ships with an energy weapon array will fire d6+2 
  shots at every target within the range and firing arc of 
  the weapon system used.  Due the massive amounts 
  of energy it takes to use this weapon system, weapons 
  tied to a weapons array can only be fired one every 
  other round.  
  Only mediumweight, heavy, and superheavy starships 
  can be equipped with energy weapon arrays.
  Purchase DC: 10 + the cost of the weapon’s base 
  purchase DC for a 90 degree fire arc, 12 + the cost 
  of the weapon’s base purchase DC for a 180 degree 
  fire arc, 15 + the cost of the weapon’s base purchase 
  DC for a 270 degree fire arc, and 20 + the cost of the 
  weapon’s base purchase DC for a 360 degree fire arc,
  Restriction: Restricted (+2)
  Enveloping Weapon Systems (PL 7)
  All beam weapons that hit will envelop the target in 
  the same energy as the beam weapon.  The energy 
  enveloping of the target Starship does massive damage 
  to their target.  In gaming terms, a target hit by a beam 
  weapon with an enveloping weapon system will cause 
  all damage from beam weapons to be doubled.
  A mine can be equipped with Enveloping Weapon 
  Systems.
  Purchase DC: 30 + the cost of the weapon’s base 
  purchase DC
  Restriction: Military (+3)
  MIRV Missile System (PL 6)
  A multiple independently targetable re-entry vehicle, 
  or MIRV, missile system is one of a collection of small 
  missile that are launched together using the MIRV 
  system with the effect of having multiple missiles 
  
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  Weapons of Starship Destruction
  attacking on target.  In gaming terms, starships that 
  are equipped with this missile system will gain an 
  additional 50% damage to a target when using their 
  missiles.
  Purchase DC: 15 + the cost of the weapon’s base 
  purchase DC
  Restriction: Military (+3)
  Overloaded Missile System
  All missiles on this starship have been rewired to 
  produce a monstrously more powerful explosive effect 
  upon detonation.  Missiles with the overload missile 
  system will cause all damage from missile to be 
  doubled.
  A mine can be equipped with as overloaded system.
  Purchase DC: 15 + the cost of the weapon’s base 
  purchase DC
  Restriction: Military (+3)
  Pulsed Weapon System (PL 6)
  With this weapon system, one beam or energy-based 
  weapons on the starship will have their weapon fire 
  rate changed from single to autofire and the weapon 
  will cause an additional 50% damage to a target, but 
  the range of the weapon is reduce by 50%.
  Purchase DC: 10 + the cost of the weapon’s base 
  purchase DC
  Restriction: Restricted (+2)
  Self Replicating Mines (PL 8)
  The self-replicating mine is system that can be added 
  to any and all mines.  Basically one mine is released 
  and deployed from a starship.  Then that mine will 
  replicate itself over and over and this continues until 
  the mine are programmed not to, ordered not to or the 
  mine is detonated.  Designate a 500-foot square as the 
  starting point and the mines initial deployment zone 
  in the first round.  Each round after that add another 
  mine to an adjacent square to the last replicated mine.  
  As long as there is one mine remaining, the mines will 
  continue indefinitely until all the mines have been 
  detonated or ordered or programmed to stop.  The self 
  replicating mines can be detonated either one at a time 
  or in swarm mode, all simultaneously.  
  Purchase DC: 10 + the cost of the weapon’s base 
  purchase DC
  Restriction: Military (+3)
  
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  Weapons of Starship Destruction
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  Modern System Reference Document Copyright 2002-2003, 
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