Ship Equipment

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Ship Weapons

There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.

Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the Weapons Levels section. There are also Weapon Types. Projectile, Laser, Plasma, and Missile.

The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.

The weapon Type provides the damage die type as well as the range increment penalty.

Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go here.

Weapons can also have Special Features that increase the price and Procure diff.


Space Craft Weapons Sizes
Size Damage Die
Number
Minimum Range
Small 3dX 3,000ft/6 Squares
Medium 6dX 9,000/18 Squares
Large 9dX 27,0000/54 Squares
Gigantic 12dX 81,000/162 Squares
Space Craft Weapon Types
Type Die Type Range Penalty
Accuracy / Damage
Projectile d4 -1 / 0
Laser d8 -2 / -1
Plasma d10 -4 / -2
Missile d6 Amo Dependent
Space Craft Weapon Costs
Types Small Medium Large Gigantic
Projectile $1,000 $10,000 $100,000 $1,000,000
Laser $2,500 $25,000 $250,000 $2,500,000
Plasma $5,000 $50,000 $500,000 $5,000,000
Missile $2,000 $20,000 $200,000 $2,000,000


Special Features

Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.

  • Burst Fire:
This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.
  • Barrage Mode:
This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action
  • Fully Unload:
This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns.
  • Suppressive Fire:
This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.
  • Gimbal:
Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.


Lastly the ship's weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.

Amo

Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money.

Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.

Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds.

Space Craft Weapons Speeds
Types Small Medium Large Gigantic
Projectile $100 $1,000 $10,000 $100,000
Laser N/A N/A N/A N/A
Plasma $15,000 $150,000 $15,000,000 $1,500,000,000
Missile $1,000 $15,000 $250,000 $10,000,000

Ship Bays

Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.

  • Cargo Bay: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the Space Ship Default Statistics section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay.
    • Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.
  • Science Bay: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.
    • Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.
  • Medical Bay: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the Treat Injury skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.
    • Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000
  • Industrial Bay: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.
    • Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.
  • Engineering Bay: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.
    • Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.
  • Astrometrics Bay: This provides a +1 per level to the ship's Sensor attribute. This also increases the range of the Sensors by double.
    • Price: $5,000. Triple the cost per level.
  • Refinery Bay: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant.
    • Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000
  • Docking Bay: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.
    • Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.
  • Passenger Bay: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.
    • Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.


Ship Upgrades & Modifications

Ship upgrades either add new functions or improve upon the 6 Core System Attributes. While Modifications are any accessory that improve upon an existing function or statistic of the ship.

Upgrades

Upgrades have both a Grade and a Class. Grade are A through D and Classes are 0 through 5. A upgrades Grade rank determines how many bays or hard points it will take to install the item. And the items Class level determines what its modifier will be. Before calculating the price of an item based on its Grade and Class you first must know the base price. This base price is provided by the details of the upgrade. Once you know the base price you will need to adjust based on Tech Level and/or Procure Diff. Always calculate Tech Level and Procure Diff price bonuses before Grades and Classes.

Grades
Each upgrade requires space on a space ship. Either the use of a hard point, or a Bay, or even both. A Grade D upgrade requires both a bay and a hardpoint to be installed. A Grade C upgrade requires either a Hard point or a Bay. The Character can choose unless the upgrade specifies otherwise. A Grade B upgrade acts like a grade D except that it is stackable. And finally a Grade A acts like a grade C except that it is also stackable. Only one upgrade per aspect of the ship unless its a Grade B or A. Only Grade Bs or As can stack onto other Bs or As.
  • Price: D is considered the base price. The price listed for the item. C is 50% more. B is x2 the base price. A is x3 the base price.
Classes
Normally each class level represents the modifier that will be added to the C.S.A or to the Function the upgrade represents. Although there may be item specific exceptions too this rule. Class levels go from 0 to 5. Extra bonuses to the modifier can be represented by tech level in some special cases. Tech 1 never provides a bonus. Class 0 items only provide the functions abilities but without a bonus.
  • Price: Always calculate the Grade into the price of the item first. Then use that as the base to calculate the extra cost of the class. Level 0 is 0%. Lvl1 is 25%, lvl 2 is 50%, lvl 3 is x2, lvl 4 is x4, lvl 5 is x6.

There are upgrades for each Function and for the 6 Core System Attributes. That means there are a total of 16 possible upgrades available all of which follow this Grade/Class schema. To view the 10 upgrades for ship functions go to the functions section here. The upgrades for the 6 C.S.As are detailed below. All other possible upgrades are considered ship Modifications and are detailed in the next section.

Space Craft C.S.A Upgrade Costs
Types Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Engines $50,000 $100,000 $150,000 $200,000 $250,000 $300,000 $350,000 $400,000 $450,000
Mobility $40,000 $80,000 $120,000 $160,000 $200,000 $240,000 $280,000 $320,000 $360,000
Armor $50,000 $100,000 $150,000 $200,000 $250,000 $300,000 $350,000 $400,000 $450,000
Electronics $60,000 $120,000 $180,000 $240,000 $300,000 $360,000 $420,000 $480,000 $540,000
Sensors $60,000 $120,000 $180,000 $240,000 $300,000 $360,000 $420,000 $480,000 $540,000
Communications $45,000 $90,000 $135,000 $180,000 $225,000 $270,000 $315,000 $360,000 $405,000


Base price for the C.S.As upgrades are based on size. The size multiplier starts with Fine being 1 and goes up to Colossal which is considered 9.

  • Engines Base Price $50,000 x Size Mod
  • Mobility Base Price: $40,000 x Size Mod
  • Armor Base Price: $35,000 x Size Mod
  • Electronics Base Price: $60,000 x Size Mod
  • Sensors Base Price: $60,000 x Size Mod
  • Communications Base Price: $45,000 x Size Mod

The Tech level is considered whatever the Tech Level of the Ship core is and the price should increase accordingly. There is no procure difficulty increase unless the ship is Tech 4 then there is a +1 procure diff with price adjustment. After that the Grade price is calculated in and then the Class level is calculated in.

Crafting Upgrades

Crafting a ship upgrade is simple. Firstly all ship upgrades require a crafter that can do Master worked items. In order to craft a master worked item the craft must have at least 3 ranks in the correct Crafting Skill. At 3 ranks the crafter can make a Class 1 upgrade. At 4 ranks a Class 2 and so on. A rank 3 a crafter can only make Grade D upgrades. At rank 4 Grade C. At rank 6 Grade B and at rank 7 Grade A upgrades.

The upgrade's required Crafting skill is based on the Attribute that the upgrade is associated with. To determine this for upgrades that provide functions it is whatever the Function uses as a modifier. For example a upgrade that provides the Grapple Function is associated with the Engine attribute. Each Attribute is associated with a Crafting Skill. Engines and Mobility is associated with Craft Mechanics. Armor is associated with Craft Structure. Electronics, Sensors, Communications is associated with Craft Electronics. A Character must have the correct rank in the associated Crafting skill in order to make an upgrade for that part of the ship.

Building these upgrades are considered crafting structures when following crafting rules. The rest of the rules are the same. To learn more about crafting go here.

Modifications

These are specific items that can provide extra bonuses or features too the existing ship functions or stats of a ship.