d20 Devil's Workshop Rocketships of Pulp Destruction.pdf

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BACKGROUND
Alien cover-ups. Strange lights in the sky. Tales
of encounters. UFOs. As mankind entered
the atomic age on shaky feet, they started
to have some visitors. A few of these
visitors came down, destroyed by
anti-aircraft weaponry- leaving
behind the technology which
was the key to the stars. But
is humanity, and the world,
prepared?
LPJ9737
Unlike starships of the
future, human-made
starships of the pulp era are quite
basic in their design. They are not
very technically advanced, and quite
fragile compared to their otherworld
and futuristic counterparts.
The progress level for pulp settings
that use rocketships as means of
travel and combat are normally
PL 4, on the cusp of PL 5. In
contrast, the worlds where these
devices are coming from are PL
6 or even 7. In PL 4, the concept
of a working rocketship is very
much a flight of fancy. Any rock-
etship discovered or usable at
PL 4 is normally a craft that has
been reverse engineered in part
from a nearly destroyed unidenti-
fied flying object. This accidental
discovery of a wreck, combined
with some current engineering
and skill with rocketry, resulted in
the humans’ first leap into space.
Rocketships of
Pulp Destruction
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
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2
ROCKETSHIPS OF PULP DESTRUCTION
TECHNOLOGY COMPATIBILITY
PL 4
PL 5
PL 6
PL 7
PL 8
PL 9
PL 4
-
Easy
Medium Difficult Very Difficult Not Compatible
PL 5
Easy
-
Easy
Medium
Difficult
Very Difficult
PL 6
Medium
Easy
-
Easy
Medium
Difficult
PL 7
Difficult
Medium
Easy
-
Easy
Medium
PL 8 Very Difficult
Difficult
Medium
Easy
-
Easy
PL 9 Not Compatible Very Difficult
Difficult Medium
Easy
-
In a PL 5 environment, rocketships are somewhat more
common, but still they are rare. The spacebound humans
generally have alien assistance, or unbelievable luck.
CRITICAL HITS AND RESULTS
Critical hits by Rocketships work just like critical hits by
characters. When a Rocketship makes an attack roll and
gets a natural 20, the attack hits regardless of the target’s
Defense, and it has scored a threat of a critical hit. To
find out whether it is actually a critical hit, the rocket-
ship immediately makes another attack roll with all the
same modifiers as the attack roll that scored the threat.
If the second roll also results in a hit against the target’s
Defense, The rocketship’s attack is a critical hit. Then roll
on the Critical Hit Result chart to determine the effect of
the critical hit.
ROCKETSHIP TYPES AND
SUBTYPES
Rocketships in PL 4 and PL 5 follow the same basic
structure and type as future starships. As with future
crafts rocketships have a type and a subtype. In the PL
4 and PL 5 period on Earth, there are only three types of
Rocketships available for human production: ultralight,
light and mediumweight.
D20 Roll Effect(s)
1 - 5 Normal critical hit
6 - 8 Normal critical hit, crew casualties
9 - 11 Severe critical hit, artificial gravity disabled
12
TECHNOLOGY COMPATIBILITY
Due to the nature of science and the discoveries that are
made over periods of time, not all technological equipment
is compatible with older gear from different time periods.
The following Technology Compatibility chart lists the
possibility of using technologies of different PL together.
Severe critical hit, crew casualties
13
Damaged system: cargo hold
14
Damaged system: defense system
15
Damaged system: engines
Easy: These pieces of technology are easily compatible
and can be used together by making a Repair check at DC
5.
16
Damaged system: sensors
17
Damaged system: targeting system
18
Damaged system: weapon
Medium: These pieces of technology are easily compat-
ible and can be used together by making a Repair check at
DC 10
19
Destroyed defensive system
20
Destroyed weapon
Normal Critical Hit: Roll critical hit damage normally.
Difficult: These pieces of technology are easily compat-
ible and can be used together by making a Repair check at
DC 20
Crew Casualties: A number of crewmembers and passen-
gers are killed ( this effect applies only if the rocketship
isn’t destroyed ). Roll 1d10 to determine the number of
fatalities. These fatalities are divided up between crew
members and passengers in a way appropriate for the
numbers of each. A larger crew in respect to number of
passengers means more crew are killed, and vice versa.
A rocketship with less than one-half of its normal crew
complement takes a –2 penalty on all attack rolls and
checks. A rocketship with less than one-quarter of its
normal crew complement takes a –4 penalty on all attack
rolls and checks. A rocketship with no crew is immobile
Very Difficult: These pieces of technology are easily
compatible and can be used together by making a Repair
check at DC 30
Not Compatible: These pieces of technology are not
compatible and cannot be used together.
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3
ROCKETSHIPS OF PULP DESTRUCTION
and cannot attack. If this result is rolled again and the ship
has no living crew or passengers, ignore this result and re-
roll.
choice ) ceases to function. The weapon remains inop-
erable until it is repaired. If this result is rolled again
and the ship has no functional weapons, ignore this
result and re-roll.
Severe Critical Hit: Roll critical hit damage using a ×10
multiplier instead of the weapon’s normal multiplier. In
addition, The rocketship and its crew are shaken for 1
round.
Destroyed Defensive System: One of The rocketship’s
defensive systems ( determined by the attacker ) is
destroyed. It cannot be repaired and must be replaced. If
this result is rolled again and the ship has no defensive
systems, ignore this result and re-roll.
Artificial Gravity Disabled: The rocketship’s artificial
gravity is disabled for 1d10 rounds. During this time, an
untrained crew takes a –4 penalty on all attack rolls and
skill checks while coping with the zero-gravity condi-
tions. Trained, expert, or ace crews take no penalties, as
they are assumed to have the Zero-G Training feat. Ignore
this result if it comes up again while the artificial gravity
system is disabled.
Destroyed Weapon: One of The rocketship’s weapons
( determined by the attacker ) is destroyed. It cannot be
repaired and must be replaced. If this result is rolled again
and the ship has no weapons, ignore this result and re-roll.
If the destroyed weapon was fire-linked, the other weapons
to which it was linked continue to function normally. If
the destroyed weapon was part of a weapon battery, the
remaining weapons in the battery continue to function
normally.
Damaged Area: A damaged area remains inoperable
until it is repaired, which requires 10 hours of work and a
successful Repair check ( DC 40 ). A Rocketship’s engineer
( or engineering team ) can perform jury-rig repairs on the
system as a full-round action with a successful Repair
check ( DC 35 ), but the repairs last only until the end of the
battle ( or until the system is disabled again ). During that
round of jury-rigged repairs, the rocketship can continue to
take actions.
HIT POINTS FOR ROCKETSHIPS
At negative hit points, a ship begins breaking apart.
When its hit points drop to a certain negative hit point
total, the ship is destroyed. The point at which a ship is
destroyed varies depending on its type, as shown in Table:
Destruction Threshold.
Cargo Hold: The hold has been breached, destroying
some of the cargo. For every 50 points of damage
from the critical hit, 1 ton of cargo is lost. The cargo
lost is determined randomly.
Defense System: One defense system of the attacker’s
choice is disabled. If this result is rolled again and the
ship has no undamaged defense systems, ignore this
result and re-roll.
Engines: The engine struck is determined randomly.
If it is the primary engine, the ship’s combat speed
drops by one half, and cruising speed becomes impos-
sible. If it is a secondary engine, the ship’s combat
speed remains unaffected. Repairing an engine
requires 5 hours per slot it occupies, and DC 32 repair
check.
Sensors: The rocketship is blinded until repaired. All
The rocketship’s targets gain the equivalent of total
concealment ( 50% miss chance ). If this result is rolled
again, ignore the result and re-roll.
Targeting System: The rocketship’s targeting system
ceases to function. The rocketship loses the targeting
system’s equipment bonus on attack rolls until the
system is repaired. Re-roll if this result comes up
again.
• Weapon: One of The rocketship’s beam weapons,
projectile weapons, or missile launchers ( attacker’s
Ship Type
Destroyed At
Ultralight
–10 hp
Light
–20 hp
Mediumweight
–30 hp
ROCKETSHIP EVACUATION
In PL 4, you basically have no method of escape if your
craft is going down. At PL 5, you have the option of
installing an escape pod, so that the crew and passengers
can evacuate. Evacuation times vary depending upon how
well the crew is trained.
Size
Untrained Trained Expert
Ace
Ultralight 1d6
1d3 Full round Move action
Light
1d8
1d6
1d4
Full round
Medium 2d8
2d6
2d4
1d4
Heavy
3d8
3d6
3d4
2d4
Superheavy 4d8
4d6
4d4
3d4
ROCKETSHIP TYPES
Human-made Rocketships have advanced to the stage
where they have a medium weight maximum. The
Chronans and Venusians have no such issues with ship
size. A Rocketship’s type determines how much space it
occupies on the battle grid, as well as its game statistics.
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4
ROCKETSHIPS OF PULP DESTRUCTION
SHIPBUILDING
Ship size
Time required
Races who can build
Facility required?
Ultralight
800 hours
Humans, Chronans, Venusians
no
Light
1,200 hours
Humans, Chronans, Venusians
no
Mediumweight 2,400 hours
Humans*, Chronans, Venusians
Yes, terrestrial
Heavy
4,800 hours
Chronans, Venusians
Yes, terrestrial
Superheavy
9,600 hours
Chronans
Yes, space-assembled
*Humans require special facilities to construct medium weight vessels, which are, at this stage, only available to the
military (and only in an experimental context).
Ship
Weight reduction Cargo expansion
SHIPBUILDING
To build a Rocketship hull from scratch, a character
must succeed at a Craft (structural) check (DC 40) after
investing the requisite amount of assembly time, based on
the ship’s type.
weight
hit die stripped
hit die stripped
class
(in tons)
(in tons)
light
50 tons
40 tons
medium
250 tons
200 tons
heavy
500 tons
400 tons
superheavy
1000 tons
800 tons
The character must make a Wealth check against the ship’s
base purchase DC. Constructing a ship cannot be easily
accomplished outside of a shipbuilding facility. Without
such a location, checks to build an ultralight or light ship
are at -4. Building larger ships without the appropriate
location and equipment is impossible.
ARMOR PLATING
This is more or less the exact opposite of hull stripping,
and has a similar effect, but in reverse. You can add as
much armor as your engines can handle weight. With
armor plating, you can, in fact, plate an ultralight ship.
IMPROVING A ROCKETSHIP’S
STATISTICS
The rocketship statistics presented below use standard
design specs appropriate for the lowest Progress Level
at which these ships can be played ( PL 4 or PL 5 for
most ships ). Improving a Rocketship’s statistics requires
upgrades to its crew, armor, defensive systems, sensor
systems, and/or weapons, as discussed throughout this
chapter.
Ship
Weight increase
Cargo loss
weight
hit die added
hit die added
class
(in tons)
(in tons)
Ultralight
5 tons
1 ton
Light
50 tons
40 tons
Medium
250 tons
200 tons
Heavy
500 tons
400 tons
superheavy
1000 tons
800 tons
ENGINEERING EXPANSION
You can expand the engineering section so there is more
room for engines. This is a costly, but permanent effect,
which has a variable cost depending on the size of the ship
altered. An engineering expansion can only be performed
once.
SHIP ALTERATION
TEMPLATES
Unlike in previous installations, the ship templates are not
simply equipment sets that you would purchase and outfit
a ship with. These templates, which cannot be removed,
are actual structural changes, which provide benefits and
penalties to certain aspects of the core ship stats.
Ship size
Number of
Purchase
category
slots added
DC
Ultralight
2
24
Light
4
28
HULL-STRIPPED
This ship has had much of the metal of its hull stripped
and gutted, to reduce the ship’s overall weight and
improve cargo space. The tradeoff is that the ship has less
structural integrity.
Notes: Ultralight ships cannot be stripped
Medium
8
32
Heavy
15
36
Superheavy
50
40
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5
ROCKETSHIPS OF PULP DESTRUCTION
Weight: 50 tons
Autopilot Defense: None standard
Targeting System Bonus: None standard
Hardness: 10
Crew: 3
Hit Dice: 9d20 (180 hp)
Passenger Capacity: 3
Initiative Modifier: 0
Cargo Capacity: 5 tons
Engine Slots: 2
Grapple Modifier: +8
Option Slots: 3
Base Purchase DC: 37
Attack Modifier: -4
Restriction: License (+1)
COMMON SHIPS IN THE
SOL SYSTEM
As the solar system is dominated by humans, Chronans,
and Venusians, it follows to reason that theirs are the ships
one would most commonly find there. The section below
details several ships from each of the races, with details on
their general use.
HUMAN ROCKETS
note: In the entries below, statistics and modifiers are not
given for pilots, crews, or gunners; these will be applied as
bonuses.
WEINHART I (PL 4)
Type: Ultralight
Size: Huge ( –2 size )
Subtype: Basic Rocket
Tactical Speed: 2,500 ft. ( 5 sq .)
Defense: 8 base ( -2 size )
Length: 30 feet
Flat-footed Defense: 8
Weight: 25 tons
Autopilot Defense: None standard
Targeting System Bonus: None standard
Hardness: 10
Crew: 1
Hit Dice: 7d20 ( 140 hp )
Passenger Capacity: 1
Initiative Modifier: 0
Cargo Capacity: 2 tons
Engine Slots: 2
Grapple Modifier: +4
Option Slots: 2
Base Purchase DC: 29
Attack Modifier: -2
Restriction: License ( +1 )
Made of a much lighter alloy than the Wienhart I, this
improved rocket can hold more engines and fly a greater
distance from the homeworld. This is probably the most
commonly used rocket amongst humans, overshadowing
its predecessor.
AUBRECHE (PL 5)
Type: Light
Size: Colossal ( –8 size )
Subtype: Corvette
Tactical Speed: 3,000 ft. ( 6 sq. )
Defense: 4 base ( -8 size )
Length: 150 feet
Flat-footed Defense: 4
Weight: 300 tons
Autopilot Defense: None Standard
Targeting System Bonus: +3
Hardness: 15
Crew: 16
Hit Dice: 40d20 ( 800 hp )
Passenger Capacity: 10
Initiative Modifier: 0
Cargo Capacity: 100 tons
Engine Slots: 8
Grapple Modifier: +16
Option Slots: 6
Base Purchase DC: 50
Attack Modifier: -6
Restriction: Military ( +3 )
This is a basic rocket, modified for a single pilot. It
is small and light, with poor armor, speed, and cargo
capacity, as most of it’s insides are taken up by rickety
systems and engines. It’s named after the German engi-
neer Dr. Weinhart, who built it.
WIENHART II (PL 4)
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Enhanced Rocket
Tactical Speed: 2,500 ft. (5 sq.)
Defense: 6 base (-4 size)
Length: 45 feet
Flat-footed Defense: 6
The largest ship in the human arsenal, constructed with
Venusian help. This is a squarish, bulky machine, usually
equipped with the most powerful weapons available. This
is an experimental human vessel which is humanity’s only
line of defense against attack from the Chronans.
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