TEXT: 13 more Starship
  devices
  That certainly didn’t take long. I appreciate the
  e-mails from those of you that wrote in to say how
  much you enjoyed Future: 13 Starship Devices
  and requested that I send out more starship equip-
  ment as quickly as possible.A total of 16 items have
  been included in these pages (though some of
  these are taken from some earlier PDFs that I wrote
  – they’re included here for your convenience).
  There’s really not a lot to say here.I’m sure that
  all of you know exactly how this material will best
  fit into your current – or planned! – campaign.
  WHAT’S REQUIRED TO
  USE THIS PDF?
  In order to use Future: 13 More Starship
  Devices you will need the modern and future SRDs,
  available free online. This PDF assumes that you
  already own Future: 13 Starship Devices, though
  it is not exactly needed to use the items contained
  herein. No other Ronin Arts products are required
  to use this PDF.
  OPEN GAME CONTENT
  All of the text of this PDF is presented as open
  game content. While this means absolutely noth-
  ing to your campaign it does give other publishers
  permission to use this material as long as they fol-
  low 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 run-
  ning 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 approved Ronin Arts fan
  forum can be found at www.raforums.com.
  by philip Reed
  13 more Starship
  devices
  
  SECONDARY FUEL TANK (PL 5)
  This system expands the capabilities of starship
  engines that require refueling – such as thrusters,
  the fusion torch, and ion engines – doubling the
  amount of time the starship can be used before
  requiring refueling.The purchase DC when refuel-
  ing a starship with a secondary fuel tank is
  increased by 1.
  Example:A starship equipped with an ion engine
  and secondary fuel tank must refuel after every 10
  battles or interplanetary trips.This has a purchase DC
  of 30.
  A secondary fuel tank reduces the starship’s
  cargo capacity by 25%.
  Minimum Ship Size: Gargantuan.
  Tactical Speed Bonus: None.
  Purchase DC: 10 + one-quarter the base pur-
  chase DC of the starship.
  TWIN ENGINE SYSTEM (PL 6)
  During the Fusion Age starship engineers
  expand upon experimental starcraft and prototype
  twin engine technology,designing a command and
  control system capable of taking two identical
  engine types and slaving them together, boosting
  the overall tactical speed of a starship.
  A starship equipped with a twin-engine system
  must mount two identical starship engines – at
  the loss of 25% of the ship’s cargo capacity and one
  weapon slot – in order for the system to operate.
  This device increases the tactical speed bonus of
  one of the engines by 50% (round down up the
  nearest 500 ft.) – the pair provides a tactical speed
  bonus of 150% of a single engine design.If the sys-
  tem or one of the engines in damaged in combat
  (most likely due to a critical hit), the remaining
  engine provides a tactical speed bonus equal to
  one-half (round up) the bonus a single engine
  design would normally provide.
  Example: A starship equipped with this device
  and two induction engines would have a total tacti-
  cal speed bonus of +1,500 ft.If one of the engines is
  damaged or destroyed the bonus drops to +500 ft.
  A starship equipped with this device and two
  gravitic redirectors would have a total tactical speed
  bonus of +2,500 ft.If one of the engines is damaged
  or destroyed the bonus drops to +1,000 ft.
  Minimum Ship Size: Gargantuan.
  Tactical Speed Bonus: See text.
  Purchase DC: 15.
  QUICKJUMP MODULE (PL 8)
  This starship engine modification may only be
  installed on a starship that includes an FTL or
  jump-capable engine system (see the future SRD).
  With this device the starship may make a jump to
  jump to cruising speed maneuver without provok-
  ing an attack of opportunity.
  Minimum Ship Size: Colossal.
  Tactical Speed Bonus: None.
  Purchase DC: 20 + one-half the base purchase
  DC of the starship.
  2
  I I I I I I I I I I I I I I I I I I I I I
  engines
  I I I I I I I I I I I I I I I I I I I I I
  engines
  engines
  
  DAMAGE STABILIZATION
  SYSTEM (PL 7)
  A starship equipped with a damage stabiliza-
  tion 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.
  Purchase DC: 20 (Ultralight), 24 (Light), 29
  (Mediumweight),35 (Heavy),Superheavy (42).
  Restriction: Licensed (+1).
  RADIATION SHIELDING,
  IMPROVED (PL 7)
  During the Gravity Age,radiation-shielding sys-
  tems are reinforced by a gravitic field that further
  protects a ship’s crew and passengers against the
  harmful radiation of neutron stars,solar flares,and
  other hazards.All personnel aboard the ship gain a
  +8 circumstance bonus on saves to resist the
  effects of radiation poisoning.This system replaces
  the PL 6 radiation shielding device.
  Purchase DC: 10 + one-half the base purchase
  DC of the starship.
  Restriction: Restricted (+2).
  MK. I EVASIVE
  ACTION SYSTEM (PL 7)
  This improved operating system ties directly
  into the starship’s command systems, stealing
  maneuvering control from the pilot at random
  intervals while it is activated. The random, erratic
  maneuvers performed by this system are quick and
  jerky, designed to throw off the aim of enemy
  pilots.When the system is engaged (activating and
  deactivating the system requires an attack action)
  the starship may execute a total defense action
  (see Attack Actions under starships in the future
  SRD) as a move action.The system cannot be used
  to fight defensively (see Attack Actions under star-
  ships in the future SRD).
  Unfortunately, while the system is active any
  Pilot skill checks performed suffer a –2 penalty.
  Purchase DC: 20 + one-half the base purchase
  DC of the starship.
  Restriction: Military (+3).
  SHOCK STABILIZERS (PL 7)
  This defensive system consists of hundreds of
  anti-grav generators, stationed throughout the
  cockpit and each crew compartment, that engage
  and disengage automatically when the starship
  suffers any sort of collision or attack,stabilizing the
  gravitic conditions onboard the ship.
  The system grants all crew onboard the ship a
  Reflex save (DC 20) to avoid being dazed,shaken,or
  stunned due to collisions or attacks.The starship is
  otherwise affected normally.
  Once a starship is helpless this shock stabilizers
  no longer function.
  Purchase DC: 15 + one-quarter the base pur-
  chase DC of the starship.
  Restriction: Restricted (+2).
  I I I I I I I I I I I I I I I I I I I I I
  3
  I I I I I I I I I I I I I I I I I I I I I
  DEFENSE SYSTEMS
  defense systems
  defense systems
  
  4
  I I I I I I I I I I I I I I I I I I I I I
  Sensors
  I I I I I I I I I I I I I I I I I I I I I
  AUTOSENSOR SWEEP
  SYSTEM (PL 7)
  This automated device is installed along with
  one standard sensor device (any Class I through
  Class IX system, within PL restrictions), fully
  automating the system.A sensor system equipped
  with this device may make Operate Sensors (see
  Move Actions under the starship section of the
  future SRD) as a free action, once each round.The
  system has the Computer Use skill at 8 ranks.
  If the pilot wishes the sensors to target – and
  scan – a specific ship on the battlefield, then the
  pilot must provide the system with instructions.
  Designating a particular ship for the sensor system
  counts as a move action.
  Purchase DC: 36.
  Restriction: Restricted (+2).
  TARGETING SYSTEM,
  ADVANCED (PL 8)
  A starship equipped with an advanced target-
  ing system gains an equipment bonus on attack
  rolls depending on the ship’s size: Huge +5,
  Gargantuan +6, Colossal +7.This system replaces
  the PL 7 improved targeting system.
  The purchase DC of the advanced targeting sys-
  tem depends on the size of the ship.
  Purchase DC: 26 (Huge), 31 (Gargantuan), or
  36 (Colossal).
  Restriction: Military (+3).
  NANITE SHIELDING (PL 8)
  As nanocolonies and nanoviruses become more
  common, starship designers strive to protect their
  creations from nanite attacks.Nanite shielding is a
  special system of nanocolonies that operate
  together to protect their host starship from
  nanovirus attack and infection.A starship outfitted
  with a nanite shield resists all nanite attacks 50%
  of the time. This is a highly experimental system
  limited to military use. Few starships have been
  outfitted with nanite shielding and most citizens of
  the galaxy don’t even know that the equipment
  exists.
  Maximum Ship Size: No maximum.
  Purchase DC:25 + one-half the base purchase
  DC of the starship.
  Restriction: Military (+3).
  sensors
  sensors
  special systems
  special systems
  CARGO CRANE (PL 5)
  This simple device consists of a robotic arm,
  with multiple attachments, that is used to lift
  items into a starship’s cargo bay and to move
  them around within the cargo bay. Cargo cranes
  are standard equipment on any dedicated cargo
  ship, such as the hauler and star freighter. A con-
  
  I I I I I I I I I I I I I I I I I I I I I
  5
  I I I I I I I I I I I I I I I I I I I I I
  SPECIAL SYSTEMS
  cealed, retractable version is available in the
  Fusion Age; revealing or retracting this advanced
  cargo crane requires one full minute.
  Minimum Ship Size: Gargantuan.
  Purchase DC: 15 (PL 5), 16 (PL 6).
  Restriction: None.
  ATMOSPHERIC
  STREAMLINING (PL 6)
  Smaller starships can be constructed to oper-
  ate efficiently in a planetary atmosphere. Such
  ships feature wings and maneuvering foils and
  are designed more like an aircraft than a starship.
  When flying a starship outfitted with atmospher-
  ic streamlining in a planetary atmosphere, the
  pilot of the starship gains a +2 equipment bonus
  to Pilot checks.
  Maximum Ship Size: Only light and ultra-
  light ships may use atmospheric streamlining.
  Purchase DC: 10 + one-half the base pur-
  chase DC of the starship.
  Restriction: None.
  COMBAT WINGS (PL 6)
  These advanced wings are structurally rein-
  forced, enabling each wing to carry one addition-
  al beam, projectile, or missile weapon over the
  starship’s standard limit (see the future SRD).The
  standard design for a starship includes only two
  wings,though some unusual configurations sport
  four wings.The exact cost – and number of extra
  weapons the ship can carry – of this special sys-
  tem depends entirely on the ship’s design.
  Maximum Ship Size: Gargantuan.
  Purchase DC: 10 + one-quarter the base pur-
  chase DC of the starship (two wing designs);18 +
  one-quarter the base purchase DC of the starship
  (four wing designs).
  Restriction: Military (+3).
  CONCEALED CARGO HOLD (PL 7)
  Smugglers, scoundrels, and criminals are fre-
  quently hired to transport illegal items, often
  times expected to carry their cargo through mili-
  tary and customs patrols and – no matter what –
  deliver their cargo. The experienced smuggler
  sinks time and money into retrofitting his star-
  ship, equipping it with hidden compartments
  where illegal items can be safely stored.
  Discovering a concealed cargo hold through
  typical means – actually searching the starship –
  requires a successful Search check (DC 25).If scan-
  ning systems, such as starship sensors, are used, a
  successful Computer Use check (DC 25) is
  required; the hold is equipped with a variety of
  electronic devices that can befuddle most scan-
  ning devices (it takes a skilled, experienced oper-
  ator to detect the sensor anomalies that point to a
  concealed cargo hold).
  A concealed cargo hold has a capacity equal to
  25% of the modified starship’s regular cargo
  capacity – though the base cargo capacity is
  reduced by 25%. A starship may take this modifi-
  cation no more than twice.
  Example:A PL 6 Hauler with a base cargo capac-
  ity of 3,300 tons that took this special system
  would have two cargo holds; the common hold
  would have a capacity of 2,475 tons while the con-
  cealed hold would have a capacity of 825 tons.
  Minimum Ship Size: None.
  Purchase DC: 10 + one-quarter the base pur-
  chase DC of the starship.
  Restriction: Illegal (+4).
  HOLO SUITE (PL 7)
  One of the greatest advancements in the
  Gravity Age is the development of life-like holo-
  grams.A holo suite is a dedicated chamber aboard
  a starship within which hundreds of holo-projec-
  tors work together to create an artificial, insub-
  stantial environment for entertainment purposes.
  A holo suite has no real mechanical impact on a
  campaign but the roleplaying possibilities are
  limited only by the imagination of the players and
  the GM.
  In the Energy Age the holo suite technology
  incorporates small matter replicators, giving
  physical form to some small props and items.
  Materials created by this advanced holo suite are
  temporary in nature, lasting only 2d8+4 minutes
  before they break down and turn to a gray, thick
  sludge.
  
  Minimum Ship Size: None.
  Purchase DC: 30.
  Restriction: None.
  PRE-FABRICATED MONITORING
  STATION (PL 7)
  This device is not a piece of starship equipment
  but, rather, a small one-man building equipped
  with sensor arrays,scanners,a life support system,
  and enough food and materials for one person to
  survive for one month without contact with the
  outside world.A pre-fabricated monitoring station
  requires 1,000 tons of cargo space in a starship,
  which includes both the building itself and a pro-
  tective heat shield and rudimentary launch system.
  When a temporary listening post is desired, on
  an asteroid or planet, a pre-fabricated monitoring
  station (and a specialized crew man) is jettisoned,
  small maneuvering thrusters guiding the building
  to the surface at which point the heat shield drops
  away and the building instantly shoots stability
  spikes into the surface, securing the building in
  place.
  The temporary shelters are quite expensive,
  costing almost as much as some small starships,
  and they are not deployed lightly.
  The building is made of neutronite and has a
  Hardness of 25 and 150 hit points.The only entrance
  into the station is electronically locked (DC 40), and
  the entire station is shielded against electromagnet-
  ic and radioactive attacks and natural phenomena.
  Minimum Ship Size: Colossal.
  Purchase DC: 40.
  Restriction: None.
  6
  I I I I I I I I I I I I I I I I I I I I I
  special systems
  I I I I I I I I I I I I I I I I I I I I I
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  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:13 More Starship Devices,copyright 2005 Philip Reed.Published
  by Ronin Arts www.roninarts.com.
  open game license
  open game license
  Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher.Some portions of this document are presented as open game con-
  tent,see the Open Game License at the end of this document for more information. Some artwork copyright Octavirate Entertainment,used with permission.
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