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While the Force was the most complicated aspect for incorporating
into d20 Modern rules, star ships have been the most challenging. Do to
simply figuring out how to calculate the purchase DCs for the various
craft but otherwise take them directly as is, or do a reconstruct of them
using the rules given in d20 Future? While taking star ships directly from
the core rulebooks is by far the easiest option, it really doesn't lend
itself to balance very well. Take, for instance, personal weaponry. in
the movies, personal weaponry doesn't seem capable of doing more than
destroying the paint job of a ship, yet with the rpg stats a single storm
trooper can destroy a small craft without even having to reload. This
fact alone was almost enough to decide which option to use. Add to that
fact that the various sources on the capabilities of Star Wars ships varies,
in some cases by an almost insane amount, and i'm left with having to
reconstruct a multitude of craft. As i had been hoping to avoid such a
workload, i sighed in defeat. Fortunately for me, d20 Future already has a
large variety of pre constructed ships, and a plethora of rules for
modifying them. Now all that remained was deciding on the base ships, and
how i would modify it into the appropriate craft. i have broken the list
of ships into different categories to help with finding what your
adventure calls for. if you're trying to decide what kind of fighter
support that neutral colony world is using, you don't want to have
capitol ships interspersed throughout them. i have also had to create a
few rules adjustments and ship systems. As these are universal changes, not
for specific ships, they are posted below.
Defenses: With all this destructive power coming at you ship, you'll
want some way of averting it. Armor, shields, and stealth options all
come in handy. As armor is fairly basic, all PL7 an below armor is
available at the listed costs. Autopilot systems are nice additions, but
few ships come with them per-installed. Point defense systems seem to be
non-existent in Star Wars, at least among the factions we've seen fighting.
it's quite probable some sectors utilize them, but the galaxy at large
seems to decide that other systems are more critical for the cost.
Particle shielding, mostly used to keep micrometeorites from damaging ship
systems, also provides protection against missiles. Magnetic fields
represent it the best. Ray shielding is a little more sensitive of an area.
While a particle field best represents it, it does not wholly capture it's
capabilities. Angling shields allows for greater protection from one
direction, but leaves the rest unprotected. This has been a tricky issue to
deal with, but the mechanics do work out. As a move action, a character
may make a Computer use check (DC 15) to provide an additional +2 bonus
against one specified target, but against all other targets the shield
bonus does not apply. A second Computer use check (DC 15) is required to
stabilize the deflectors. Damage control systems are generally not used
during combat, as it requires a move action for the ship, and thereby
lessens it's combat capabilities. They are frequently used outside of
combat, as star-port repair charges add up over time. Top of the line
ships are frequently fitted with repair drones, although star-fighters
rarely have them, as such a system makes them too costly. Decoys, stealth
screens, and other concealment devices are illegal in most civilized
systems. Possession of one is commonly punishable by death, on assumption