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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.



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 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 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

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

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


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.

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
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
Feats: Personal Firearms Proficiency.
Equipment: Laser rifle with 4 50-shot power
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).

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,

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 wouldnt 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
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
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 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 doesnt have a starship of its own to protect itself from it. Dont 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


Youve 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 thats before taking into
account that the fusion beam on the Hecaton has a range increment of 3,000 ft. versus 100 ft. for the
Hovertanks mass cannon.
Doesnt seem fair, does it? Thats 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 wouldnt think that youd trade down in range as you improved in technology, would

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 ships 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 gunships 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
A Devastator is rarely alone; it is far too expensive to risk on solo missions. Rather, its standard
role is in fire support 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 Devastators 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.


game statistics

Restriction: Military (+3)

Attack: 4 turrets of 2 fire-linked needle drivers 1 ranged (12d12) and 2 heavy neutron guns -1 ranged
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
Pilots Class Bonus: +5
Pilots Dex Modifier: +4
Gunners 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)
Passenger 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 ships captain, crewmembers 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
crewmembers 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 ships
systems is through the floor panels.

1. Cockpit - The Devastators 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
ships 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
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

or by opening the bays floor and having the robots
either parachute or jetpack to the planets 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 ships second-in-command. Although confined, it is private.

8. Engine Bay - These bays are used to monitor

and maintain the Devastators engines and other vital
systems. These areas also provide access to the
engines and other vital ships systems.
9. Captains Quarters - These relatively spacious and private quarters are for the ships captain.
In addition to the only private bathroom on board,
they also hold a computer system that grants access
to ships network.
10. Senior Crew Quarters - These comfortable,
single bunks are reserved for the ships senior crew
(field medic, engineering chief, and robot technician).
11. Robot Bays - These areas hold the
Devastators 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 dont 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 elses)
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 doesnt 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 cant 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.


This is more of a campaign concept than an

adventure idea (although it wouldnt make for a bad
adventure). In airborne, the PCs are members 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; theres 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.


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,












1. Cockpit
2. Bridge
3. Medical Bay
4. Bathroom
5. Mess
6. Junior Crew Quarters
7. Gunnery Bay
8. Engine Bay
9. Captains Quarters
10. Senior Crew Quarters
11. Robot Bays
12. Robot Repair Room
13. Bathroom
14. Executive Officer Quarters


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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 Based on SkeletonKey
Games e-Future Tiles sets

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 registered trademark of Wizards of the
Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.


e-Future Tiles: Starship


All artwork is 2004 - Edward Bourelle and may be reproduced for personal use only.

e-Future Tiles: Starship


All artwork is 2004 - Edward Bourelle and may be reproduced for personal use only.