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

ASTEROID OUTPOST

Introduction
Welcome to Ronin Arts Future: Installation 1 steadily built his repertoire, and reputation, by work-
Asteroid Outpost, the first in a new series of PDFs ing for such companies as Ronin Arts, Alderac
for use with futuristic D20 System campaigns. This Entertainment Group, Dark Quest Games, and E.N.
series makes some assumptions about your cam- Publishing. He is currently trying to balance his writ-
paign; the equipment, bases, starship designs, and ing schedule with his role as stay-at-home father. To
ideas in this series will be most useful in campaigns catch the latest from Michaels Imagination, please
in which the following statements are true: visit www.michaelhammes.com.
The campaign is not a hard science setting.
Campaigns that are more space opera/adven- e-Future Tiles
ture movie are the intended target for this The Asteroid Outpost is based on SkeletonKey
series. Games e-Future Tiles: Ice Cave Base and e-
Starships are not rare or unusual. It is assumed Adventure Tiles: Ice Cave tile sets. While this PDF
that space travel is a standard and common can be easily used on its own you will get a lot more
occurrence; starships and space travel are as use out of it in your game sessions if you construct
common for characters as a plane ride is for the base at miniatures scale using the printable
people of our reality. tiles. The only tile you will need that are is not
The campaign is packed with action. If things available in the previously mentioned SkeletonKey
arent exploding, how much fun can the game Games sets is the lounge which has been thought-
really be? fully included at the end of this PDF.
To learn more about SkeletonKey Games please
About the Author visit their website at www.skeletonkeygames.com.
Michael Hammes has been freelancing in the role-
playing industry since 2001. Starting small, he has

New Rules and Ideas


This section contains new rules and ideas movements of enemy ships, the system provides
relating to the asteroid outpost. As always, inclu- an equipment bonus on attack rolls depending on
sion of this information in a campaign is up to the the ships size: Huge +4, Gargantuan +5,
GM. Colossal +6.
The purchase DC of the targeting system

NEW STARSHIP depends on the size of the ship.


Purchase DC: 24 (Huge), 29 (Gargantuan),
or 34 (Colossal).
SYSTEMS Restriction: Military (+3).
The following are new systems found on the
Devilbat class of fighters. They are included here
PLASMA CANNON, LIGHT (PL 7)
so that you may easily use them to modify exist- This is a smaller version of the standard plas-
ing starships or as a reference when designing ma cannon. Although the smaller size means
your own original ships. reduced range and power when compared to a
standard plasma cannon, it is still one of the most
MARKSMAN TARGETING SYSTEM powerful weapons for a ship of Huge size.
Damage: 10d8 (45)
(PL 7) Critical: 20
The Marksman targeting system is an Damage Type: Energy
advanced military targeting system. Employing
Range Increment: 2,000 ft.
enhanced fuzzy logic theorems to predict the

2
ASTEROID OUTPOST
Rate of Fire: Single, S, or A
Minimum Ship Size: Huge
ENVIRONMENTAL PROTECTION
Purchase DC: 33 SUIT (PL 7)
Restriction: Military (+3) The environmental protection suit is capable of
sustaining life in extremes of temperature and a
SENTINEL DRONES (PL 7) lack of breathable air. Thanks to advances in
miniaturized technology, chemical engineering,
Equipped with a Class IV sensor system, sen-
and material composition, the environmental pro-
tinel drones are used to supplement a base or
tection suit offers the same level of protection
ships sensor capabilities, usually by patrolling in
from the hazards of space, communication, and
areas that the ships sensors cannot reach, and
biological function monitoring as the PL 5 space
often serve an early warning system for a base or
suit but at a fraction of the weight while also
planet. Sentinel drones are equipped with
adding the capabilities of the PL 6 survival suit.
thrusters for maneuvering (allowing them to take
The environmental protection suit is composed of
off and land on their own) and an autopilot sys-
a full-body suit and helmet made of advanced
tem for self-navigation. A mass transceiver
materials.
allows the sentinel drone to communicate infor-
mation to its home base or ship as well as to Internal air recyclers provide enough oxygen
receive new instructions; sentinel drones can be for 24 hours of continuous operation at which
manually piloted from a home base or ship. Most point the oxygen ratio starts to become thin (treat
sentinel drones carry a radio transceiver as a this condition as drowning, except that the indi-
communications backup and long-range sentinel vidual must make a Constitution check every hour
drones use a laser transceiver instead of a mass instead of every round). Water is available from
transceiver. several internal pouches accessible through a
small tube; the suit recycles and purifies sweat
Sentinel drones are usually deployed in spe-
and urine to refill these bags as needed. Solar
cific locations and programmed to either remain
panel material absorbs solar energy and heat and
in place (stationary) or to patrol a certain area
stores that energy in tiny heat cells throughout the
(patrolling). A sentinel drone can be placed on
suit. The suit can release enough heat to keep a
continuous relay (the drone continuously sends
comfortable temperature for the human body for
back the data it collects) or on contingency relay
up to 24 hours before needing to recharge.
(the drone only sends back data if a certain trig-
Thereafter, chemical pouches can be activated one
gering condition is met; i.e. a spaceship enters
time for an additional 24 hours of heat (once these
sensor range).
too are depleted the individual suffers from any
A sentinel drone is a Medium-size object with external cold per the standard rules, receiving a +4
a Defense of 12, Hardness 10, 10 hit points, and equipment bonus on saves against cold due to the
it rolls 1d20 on opposed grapple checks. suits insulation). Tiny fans and vents built into
Purchase DC: 34 for drone launcher and one the suit cool the body in temperatures of extreme
drone, 33 for each additional drone. heat without losing any body moisture. A tiny
Restriction: Military (+3) intravenous feeding system provides basic nutri-
tion for up to three weeks (thereafter, the individ-

NEW EQUIPMENT ual begins to starve as per the standard rules).


An environmental protection suit has the fol-
lowing statistics:
The following piece of equipment is available
for personnel on the asteroid outpost. It is includ- Type: Tactical
ed here so that you may easily use it in your own Equipment Bonus: +3
campaign. Nonprof. Bonus: +1
Max Dex. Bonus: +5
Armor Penalty: -1
Speed (30 ft./20 ft.): 30 ft./20 ft.
Weight: 9 lb.
Purchase DC: 18
Restriction: -

3
ASTEROID OUTPOST

New Starship
The following section details a new fighter Complementing the most up-to-date engines and
attached to the asteroid outpost. This fighter features communications systems available, the Devilbat is
two new pieces of equipment that were detailed in the equipped with a displacer for enhanced survivability
New Starship Systems section. (House Fujiwara will be the only great House of the
Empire during the entirety of the Successor Wars with

DEVILBAT CLASS the resources to mass-produce displacer systems). In


addition, two new technologies make their debut on
the Devilbat.
Background information The first is the Marksman targeting system that, at
the time of its introduction, is the most advanced tar-
Retreating on all fronts under the onslaught of the
geting system in the Empire. The second is courtesy of
combined might of Houses Steinburg, Exeter, and
House Fujiwara weapon researchers, who can count on
deVilmort, House Fujiwara desperately searches for a
the great Houses deep pockets, and that finally over-
weapon to stem the tide of battle.
come the challenge of creating a powerful gun for a
Given the name Devilbat because of its resem-
ship of the Devilbats small size. The reduced plasma
blance to the bloodthirsty flying mammals of Sabishii
gun, although less powerful and with a significantly
Ichi 4 this new weapon, a single-seat fighter, will not
shorter range than a standard plasma gun, provides
only stem but turn the tide of battle in House
unheard of power for such a small ship.
Fujiwaras favor and will lead to the eventual ascen-
Rushed into production, the first Devilbat wings
sion of Duchess Reiko Fujiwara to the Empires
make their appearance at the Battle of Three Moons.
throne.
Flying from Fujiwara fleet carriers, the Devilbats inter-
Its very compact design makes the Devilbat not
cept a small, unsuspecting Exeter fleet on its way to
only very maneuverable, but also surprisingly tough
rendezvous with the Allied Grand Fleet. In a matter of
for a fighter of its size. More important than the
minutes, the Exeter fleet loses eleven corvettes, seven
impressive design, however, is the abundance of
frigates, five destroyers, two fleet carriers, and almost
advanced technology that the fighter features (all cour-
three score fighters. As the remnants flee to seek the
tesy of House Fujiwaras factories and ancillary
safety of the Grand Fleet, the legend of the Devilbat
research facilities).
begins.

Cargo Capacity: 250 lb.


GAME STATISTICS Grapple Modifier: +8
Base Purchase DC: 48 (49 as equipped)
Restriction: Military (+3)
Devilbat Class (PL 7) Attack: 2 fire-linked semiautomatic light plasma
Type: Ultralight cannons +10/+5 ranged (15d8)
Subtype: Fighter Attack of Opportunity: None
Defense: 21
Flat-footed Defense: 15 Devilbat Design Specs:
Autopilot Defense: 8
Engines: Induction engine, thrusters
Hardness: 30
Hit Dice: 7d20 (140 hp) Armor: Cerametal
Initiative Modifier: +8 Defense Systems: Displacer, improved damage
Pilots Class Bonus: +7 control (2d10)
Pilots Dex Modifier: +6 Sensors: Marksman targeting system (see New
Gunners Attack Bonus: +8/+3 Starship Sensors section), Class V sensor array
Size: Huge (2 size) Communications: Mass transceiver, radio trans-
Tactical Speed: 4,000 ft. (8 squares) ceiver
Length: 18 feet Weapons: 2 fire-linked semiautomatic light plas-
Weight: 15,000 lb. (7.5 tons) ma cannons (range incr. 2,000 ft.) (see New Starship
Targeting System Bonus: +4 Weapons section)
Crew: 1 (ace +12) Grappling Systems: N/A
Passenger Capacity: 0

4
ASTEROID OUTPOST

DEVILBAT
Fighter
TOP VIEW

SILHOUETTE VIEW FRONT


5
ASTEROID OUTPOST

basic installation
information
This Fujiwara Yamato asteroid outpost is located Weapons: Four Gargantuan turrets of two fire-
on asteroid TX-476420 in the Yamato asteroid belt and linked quantum cannons (range incr. 6,000 ft.).
is typical of the remote outposts maintained by most of
the empires houses at the edges of their territories. TURRET STATS
The Yamato asteroid belt is located in the uninhab- Although the standard rules do not present any actu-
ited Class A Maruishi system, a fact that means the sur- al rules for creating turrets, by cannibalizing the star-
face of every asteroid is moderately irradiated (the out- ship rules one can create the following relevant statis-
post is sufficiently deep underground to avoid any of tics for the asteroid outposts four turrets:
the radiation effects). Although the systems star is rel- Asteroid outpost Turret (PL 7)(immovable
atively hot, the asteroid belt itself located far enough object of Gargantuan size)
away that the asteroid belt escapes the worst effects of
Hardness: 40
the heat if not the radiation.
Hit Dice: 10d20 (200 hp)
Asteroid TX-476420 itself is devoid of atmosphere
(vacuum) and is so small that it is effectively a zero- Initiative Modifier: +6
gravity environment; the dark side of TX-476420 Size: Gargantuan (32 foot diameter dome)
(which is where the outpost is located) is covered in ice Targeting System Bonus: +4 (improved targeting
and has an average temperature of -170F (-110C) system)
while the sunward side temperatures average 265F Crew: 0* (expert +8; *gunner located inside base;
(130C). turret operated by remote)
Temperatures within the asteroid outpost vary by Attack: 2 fire-linked quantum cannons +4 ranged
location. In those areas with ice, including the cafete- (24d8)
ria, the temperature is regulated to a balmy 30 F (- Base Purchase DC: 36
1C) while the living quarters and other areas with Standard PL 7 Design Specs
grates are kept at a positively torrid 65F (18C). The Armor: Neutronite
atmosphere within the asteroid outpost is Terran stan- Defensive Systems: Light fortification, magnetic
dard. field*, particle field*, stealth screen* (*these systems
The asteroid outpost has a number of systems are located inside the Asteroid outpost and cover the
(these work for the outpost just as they do for star- turrets; at the GMs option these may be assigned to
ships): each turret separately, driving up the cost of the turrets
Defensive Systems: Magnetic field, particle field, significantly).
self-destruct system, stealth screen. Sensors: Class V sensor array, improved targeting
Sensor System: Class V sensor array system
Communications Systems: Laser transceiver, Weapons: Two fire-linked quantum cannons (range
mass transceiver, radio transceiver. incr. 6,000 ft.)

Turrets Under Cover


As written, the asteroid outposts turrets are capable of full rotation and elevation and are thus
without any protection except for that provided by their armor. At the GMs option, these turrets can
be located within the rock of the asteroid itself. While this reduces the turrets ability to rotate and
elevate, it does provide them with cover and additional protection in the form of the asteroids rock.
The simplest way to deal with this is to assign the turrets the appropriate cover bonus for the
amount of cover they have (usually +4 for one-half cover or +7 for three-quarters cover) and assume
that any shots which miss hit the protective rocks and cause no damage (while it is tempting to keep
track of the hit points of protection provided by the rocks, this becomes tedious very quickly).

6
ASTEROID OUTPOST

ASTEROID OUTPOST
Full Map
1. Runway 6. Power Core 11. Latrines
2. Hangar 7. Central Command 12. Pilot Quarters
3. Storage 8. Cafeteria 13. Executive Officer Quarters
4. Auxiliary Command 9. Supply 14. Commanding Officer
5. Hospital 10. Junior Personnel Quarters Quarters

1 2

4
3

12 12 13 14 5

9 6

11 10 10 8 7

7
ASTEROID OUTPOST

ASTEROID OUTPOST
Detailed view

8
ASTEROID OUTPOST

Installation Key
1. Runway - The runways opening resembles etc.) as well as the magnetic field, particle field,
a natural cave and is indistinguishable from any of and stealth screen generators. Access to this area is
the other caves that dot the asteroid. It is important restricted to authorized maintenance techs, the
to note that this runway is the only way into or out maintenance chief, and the executive and com-
of the outpost and that the runway is exposed to manding officers.
the vacuum of space; an electrostatic field at the Destruction of the reactor, whether through
blast doors prevents atmosphere leaking from the sabotage or the activating the bases self-destruct
outpost itself when these doors are opened. mechanism, blows the entire asteroid apart, killing
2. Hangar - This is where the wing of everyone within the outpost or on the asteroid.
Devilbats resides when not on patrol. The entire 7. Central Command - This area serves as the
base runs on two 12-hour shifts (12 hours on and nerve center of the outpost and is manned around
12 hours off). Two Devilbats are assigned to each the clock. Flight control, sensor control, commu-
12-hour shift. When on shift, the pilots fly an early nications, probe control and gunnery are all
and late patrol of 2 hours each as well as any spe- housed here. The computers in this area are inter-
cial missions (usually scouting missions or train- changeable; each is able to access any of the sys-
ing exercises); maintenance on the Devilbats is tems.
completed off-shift. Ceiling hoists as well as 8. Cafeteria - This large room serves not only
pneumatic and electric tool connections make the personnels sustenance needs, but with two
maintenance on the ships relatively easy. large holo-fireplaces and plenty of space to sit and
3. Storage - This large area serves as the bases relax also serves their socializing needs.
primary storage area. From spare parts for the Everything in the kitchen area, from food prepara-
Devilbats and drones to general supplies (i.e. food, tion to dishwashing, is automated. Meals are vac-
entertainment products, clothing, tools, low- uum-packed and selected from the vending
expense sensors, etc.), whatever is bulky or can be machine (which is restocked by the quartermas-
stored unsecured is found here. This area also ter). The vending machine conveys the meal to the
serves as a maintenance bay for the sentinel drones super-convection oven and, one minute later,
and, like the hangar, is equipped with ceiling theres a complete meal. Except for the silverware
hoists and pneumatic and electric tool connec- and drinking cups, the entire meal including its
tions. packaging is edible (i.e. when one selects soup, it
4. Auxiliary Command - This area is used is served in an edible soy-protein bowl). As with
only when the outpost is under attack (when four all military rations, these meals provide for maxi-
of the monitors here serve as gunnery controls for mum nutrition and minimum bodily waste.
the outposts turrets) or if there is an overflow 9. Supply - This area is the domain of the quar-
from Central Command. The computers here serve termaster (one per shift) and holds a number of
the same functions as those found in Central accountable items such as spare environmental
Command. protection suits, high-cost tools and sensors, and
5. Hospital - Equipped with the medical sup- various expensive spare parts (chiefly electrical).
plies standard for a base of its size, the hospital is All of these items can only be obtained with a
capable of handling any medical emergency. The valid retinal scan checkout at the counter.
three medical pods are wonders of technology, This room also serves as the bases armory; it
combining advanced diagnostic and surgery capa- is where the plasma weapons (rifles for each of the
bilities, they grant a +10 equipment bonus to all junior personnel and pistols for the pilots and offi-
Treat Injury checks. This bonus does not stack cers) are stored along with a supply of power
with a characters bonus; either the pod or charac- packs and where the quartermaster performs main-
ters bonus (usually whichever is higher) applies tenance on the weapons. In a specially locked
to any treatments. compartment (retinal scan lock accepting only the
6. Power Core - Inarguably the most vital area scans of either one of the quartermasters or the
of the base, the power core not only holds the executive or commanding officer) are stored a
bases gravity induction reactor but also all of the supply of grenades including dissolver, gravitic,
other environmental systems (heat, air, electric, and stun.

9
ASTEROID OUTPOST
10. Junior Personnel Quarters - Space is at a Devilbat pilots. Each room features two storage
premium in these tight quarters. Featuring triple lockers, one for each pilot, and a single computer
bunks and minimal under-bunk storage space and desk as well as a wall-mounted video screen
(which forces individuals to keep things in their that serves as both entertainment center and inter-
duffel bags on the floor), these quarters house com. In order to simplify things, the two pilots
everyone from the medics to the maintenance and assigned to each shift share the same room.
systems techs. In order to minimize disturbances, 13. Executive Officer Quarters - Although
and to allow use of the on-wall entertainment cen- titled for the executive officer, this room actually
ter without disturbing anyone, all personnel in a features a double bunk as the executive officer
room share the same shift. shares these quarters with the bases maintenance
11. Latrines - This area features a quad of indi- chief. It is equipped identically to that of the pilot
vidual bathrooms complete with toilet, sink, and quarters.
shower. This area is always busiest just before shift 14. Commanding Officer Quarters - This pri-
change when all the junior personnel get themselves vate room belongs to the bases commander.
prepared for their work shifts. Although no more spacious or better equipped than
12. Pilot Quarters - These two small rooms fea- either the pilots or executive officers quarters, it is
ture double bunks and are for the use of the the only private room in the entire base.

Adventure Hooks
HOME SWEET HOME ASSAULTING THE ROCK
This is more of a campaign concept than an In this adventure, the PCs have to obtain some-
adventure idea and, as you can probably guess it thing from within the Asteroid outpost. It could be
concerns the PCs obtaining the asteroid outpost as plans for a new weapon, a hostage, valuable object,
a base of operations for their own activities. How whatever, as long as it gets them inside the asteroid
do they obtain the outpost? They could capture it outpost (a twist on this is that they have to destroy
from someone (a good choice would be the priva- the outpost by activating the self-destruct system as
teer Meng Li and his three sons who operate they leave). This sort of adventure could include
Starship 3 - The Black Mantis as the runway is the PCs ship fighting the turrets as well as battles
large enough to accommodate that ship), they could on the asteroids surface.
simply buy it (perhaps the Fujiwara no longer have
a use for it), or it could simply be abandoned (pos-
session is nine-tenths of the law). Naturally, once in
residence others will be looking to forcibly evict
them.

10
ASTEROID OUTPOST
Open Game License NOTICE portion of this License to include the exact text of the
OPEN GAME LICENSE Version 1.0a COPYRIGHT NOTICE of any Open Game Content You are copy-
The following text is the property of Wizards of the Coast, Inc. and is ing, modifying or distributing, and You must add the title, the copy-
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to any Open Game Content that you Use. No terms may be added to 15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright
or subtracted from this License except as described by the License 2000, Wizards of the Coast, Inc.
itself. No other terms or conditions may be applied to any Open Game Modern System Reference Document Copyright 2002-2004, Wizards
Content distributed using this License. of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
3.Offer and Acceptance: By Using the Open Game Content You indi- Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins,
cate Your acceptance of the terms of this License. Rodney Thompson, and JD Wiker, based on material by Jonathan
4. Grant and Consideration: In consideration for agreeing to use this Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
License, the Contributors grant You a perpetual, worldwide, royalty- Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content. Future: Installation 1 Asteroid Outpost, copyright 2004 Michael
5.Representation of Authority to Contribute: If You are contributing Hammes. Published by Ronin Arts www.roninarts.com. Based on
original material as Open Game Content, You represent that Your SkeletonKey Games e-Future Tiles sets
Contributions are Your original creation and/or You have sufficient www.skeletonkeygames.com.
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT

Future: Installation 1 Asteroid Outpost 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.

11
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
Copyright 2004 Philip Reed. Permission is granted to copy these counters for personal use only.
e-Future Tiles: Ice Cave Base

ICB49ronin

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

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