Space Ships
This page is for rules on building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a space ship go here. For rules on piloting and exploration with space ships go here. For space ship weapons and other equipment go here
For the Character Sheet PDF file go [here!]
Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures actively personify there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character.
Ship Examples
You can see a full list of Space Ships on the Space Ship Examples page. Below is a list of basic Ship examples.
Ship Summary
The foundation of a spaceship is the "Core" which determines the Tech Level of the ship and which type of FTL Drive it can use. The Core level determines how many points can be spent on the 6 Core System Attributes which affect all the different aspects of the ship. The Size of a ship determines Secondary Attributes like Hard Points and Bays. A ship can be generic or have a Hull Configuration which can modify secondary attributes. Lastly, a ship may also have Quirks which can add flavor and uniqueness to a ship.
Although not an aspect of a ship directly a ship is only as good as its crew. Crew can take on positions within the ship to help improve ship performance.
The Ship Core
The Core of the ship represents the foundation for its main systems otherwise known as the 6 Core System Attributes or (CSA). The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission.
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them. Using the Tech level system Cores are listed by how advanced there technology is. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the FTL Drive section below.
The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal or they can build all sizes.
The 6 Core System Attributes of Space Ships
These 6 Core.System.Attributes are the galactic modern standard for ship building. They represent the foundation of a ship and its main functions. All other sub-systems and functions are effected by the performance of the 6 Core System Attributes. A ship's Core can only handle so much power flowing through it. So the 6 C.S.A have to be balanced so as to not overload the Ship Core. This is represented by the point buy system and the number of points available to spend is shown on the table to the right.
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the Secondary Statistics section.
Tech Level | Points | Max Size | Cust. / Points |
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0 | N/A | N/A | N/A |
1 | 10 | Large | 1 |
2 | 15 | Gargantuan | 1 |
3 | 20 | Colossal | 2 |
4 | 25 | Colossal | 3 |
- Engines
- Engines are the heart of a ship. These do not affect a ship's faster then light speed. However, it does help a ship's mobility in combat as well as out race other ships with weaker engines.
- Bonus: Provides a bonus to Ship's Armor Class (AC) equal to the Engine's Modifier.
- Notes: This helps the ship's Pilot perform piloting functions of the ship.
- Weapons
- Ship's need to protect themselves in the wild depths of space. A ship's weapon system uses the equipment installed in hard points. An upgraded Weapon system provides the means of hitting the enemy harder.
- Bonus: Allows for a Weapon's Officer to re-roll successful d10s up to the modifier value. This also provides a bonus to the repair DC for battle damage.
- Structure
- How solid the ship's internals are. Shield's are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out.
- Bonus: This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship's AC by the modifier value.
- Shields
- How strong a ships shields are. Shields are a staple of space ships. It is the ability to reflect some of the incoming damage. Many upgrades can be done to shields to help it better defend itself. The stronger the shields the easier it is to detect a ship.
- Bonus: This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier it lowers the Detection DC of the ship by 1 unless the shields are turned off.
- Electronics
- Ship's may be built by the finest steels and alloys a civilization can fabricate but it is run by Electronics. Advance computer technology that both provides the ship with better functionality but also defensive and offensive cyberwarfare.
- Bonus: This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.
Score | Points |
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7 | –4 |
8 | –2 |
9 | –1 |
10 | 0 |
11 | 1 |
12 | 2 |
13 | 3 |
14 | 5 |
15 | 7 |
16 | 10 |
17 | 13 |
18 | 17 |
19 | 21 |
20 | 25 |
- Sensors
- Sensors are a ship's way of perceiving the universe. Sensors are used to scan for objects and to find out information about them or scan for shield weakness. This is also part of the system that performs communications.
- Bonus: This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship's AC. If successful the Sensor Modifier is added to all d10's rolled by the Weapon's Officer. If a ship is stealth-ed it may be required to perform a Scan against the ship's Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.
Spending Points
The total number of Ship Point's come from a ship's Core Level (Tech Level). As well as any Bonus Points provied by Character's Crafting skill. For more rules on Character's crafting there own ships or ship components review the ship crafting rules below. Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.
Just as in the alternative rules for Character Creation found here. The Player has to spend points on the 6 C.S.
- Example of spending points
- You have a Tech 1 Medium sized Hull and you want to spend points on your Sensors. That mean you have 10 points to spend. You also want better Engines and Shields. So you put a +1 in Engines and a +1 in Shields so they are both at 11. Each will cost 1 point. You now have 8 points left. However your main concern is Sensors sense this is a ship for your Diplomat. You want to have +4 for Sensors. This requires the 5 points for a Sensors score of 14. You now only have 3 points left. You must deiced where to spend these finial 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.
Secondary Ship Attributes
Besides the 6 Core Ship Attributes there are Secondary Attributes. Just like a Character has stats that are affected by there ability scores these stats can be affected by the 6 Core Ship Attributes.
Reflectors (Shields): | Damage Resistance (Resistance): | Battle Damage Defense: |
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A ship's Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield's attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total the higher the d10 roll result has to be in order for that role too count as a success. | The Damage Resistance comes from the ship's Structure Mod. The better the ship Structure the more successful d10 rolls against the ship is necessary to do Battle Damage. By default, the Damage Resistance is 4 and a Weapon's officer needs 4 successful d10s to do Battle Damage. | This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4 or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage. |
Repair DC Bonus (Battle Damage Bonus): | Tactical Mobility: | Initiative: |
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The Repair DC Bonus is equal to the Weapon's Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect if any happens as well as the DC to repair that damage. The Weapon's Mod of a ship is added to the Repair DC. | This represents a bonus to how well the ship can move in combat. It comes from the Ship's Engine's Mod. However, a ship is only as good as the person piloting it and thus the max possible Tactical Mobility score is the Pilot's Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship's Engines. It is what is added to most Pilot functions. A ship's AC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important to not only have good Engines but a good Pilot behind those Engines. | Initiative determines who goes first in a stand-off. It also can determine the order that damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure. |
Passive Sensors: | Stealth DC: | |
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This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship's Detection DC is used against this or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship's Passive Sensors then it is automatically detected and a ship's crew should be made aware of it. | This by default is the Detection DC + Electronic's Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship's Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of there own just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move but only slowly. |
Sub Ship Attributes
Below are things that are either not affected by the 6 Main Attributes or they are not as important. They are provided by default from the Hull Size/Configuration. However, some modifications were done by Characters such as installing modifications or upgrades.
Movement Speed: | FTL Engine/Speed: | Dimensions/Weight: |
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This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally this is 4 squares worth of its size. Plus 1 square for each Engine Mod. | FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted here. A ship can only have a drive that corresponds with its CORE Tech level. | Normally a ship's Size and Weight is determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here. |
Crew: | Passenger Capacity: | Cargo Capacity: |
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A ship will need a Crew and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. this is a place to record the different members of a ship and there duties. | This is the number of living average size creatures can be onboard without taxing life support. The default value is specified by the Hull Size but can be increased with improvements. | This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume. |
Hull/Configuration (Design Specs): | Hard Points/Bays/Customization Slots: | Name: |
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A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cursier instead of just 'Battle Cruiser'. | This is a place to record how many Hard Points, Bays and Customization Slots the ship has. | Every ship has to have a Name. |
Hull Sizes
The Hull Size is what lays out the Secondary Attributes for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, Hull Configuration, or Ship Equipment. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one).
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal spaceship also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.
Size | AC | Detection DC |
Battle Damage |
Sq ft / Num of Squares |
Pass. Cap. |
Avg. Weight | Cargo Capacity | Cust. / Bonus |
Military Ship | Civilian Ship | ||||
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Cost / Procure Diff |
Weapon Size / Hard Points |
Number of Bays |
Cost / Procure Diff |
Weapon Size / Hard Points |
Number of Bays | |||||||||
Colossal | 8 | 7 | 5 | ~512,000+ ft / ~1,024 sq | 432 | ~65,536 Tons | 65,000 Units | +3 | 2.9 Billion / 4 | Huge / 10 | 8 | 972 Million / 4 | Huge / 8 | 10 |
Gargantuan | 8 | 8 | 4 | ~128,000+ ft / ~256 sq | 144 | ~16,384 Tons | 16,000 Units | +2 | 972 Million / 3 | Large / 9 | 7 | 324 Million / 3 | Large / 7 | 9 |
Huge | 9 | 9 | 4 | ~32,000+ ft / ~64 sq | 48 | ~4096 Tons | 4,000 Units | +2 | 324 Million / 3 | Large / 8 | 5 | 108 Million / 2 | Large / 6 | 8 |
Large | 9 | 10 | 3 | ~8,000+ ft / ~16 sq | 16 | ~1,024 Tons | 1,000 Units | +2 | 108 Million / 2 | Medium / 7 | 4 | 36 Million / 1 | Medium / 5 | 7 |
Medium | 10 | 10 | 3 | ~4,000+ ft / ~8 sq | 8 | ~512 Tons | 510 Units | +1 | 36 Million / 2 | Medium / 6 | 3 | 12 Million / 0 | Medium / 4 | 6 |
Small | 11 | 10 | 2 | ~2,000+ ft / ~4 sq | 4 | ~256 Tons | 250 Units | +1 | 12 Million / 1 | Small / 6 | 2 | 4 Million / 0 | Small / 4 | 5 |
Tiny | 11 | 11 | 2 | ~500+ ft / ~1 sq | 3 | ~64 Tons | 64 Units | +1 | 1.9 Million / 1 | Small / 5 | 1 | 640,000 / 0 | Small / 3 | 4 |
Diminutive | 12 | 12 | 1 | ~125 ft / 16 per sq | 2 | ~16 Tons | 16 Unit | +0 | 480,000 / 1 | Small / 3 | 0 | 160,000 / 0 | Small / 2 | 2 |
Fine | 12 | 13 | 0 | <75 ft / 256 per sq | 1 | ~4 Tons | 4 Units | +0 | 240,000 / 0 | Small / 2 | 0 | 80,000 / 0 | Small / 1 | 1 |
Table: Column key for Space Craft Size table. |
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Hull Configurations
Hull Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build.
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the ships themselves. Different configurations supply different bonuses to help to stylize the space ship.
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Ship Functions
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade to use. The default ship Functions are Ram, Target and Scan. All other ship functions require a Ship Upgrade too use. Ship upgrades and there rules located on the Ship Equipment page.
Ship functions require a Character to be in a specific Ship Function in order to utilize the function.
The full list is as follows: (Click for a full description)
- Beam: (Electronics, Science/Comms Officer): A semi-instant form of transportation where matter is transformed into energy and beamed to a new location where it is converted back to matter.
- Bombard: (Weapons, Weapons Officer): A tactical maneuver where the weapons are given the 'Suppression Fire' ability.
- Boast: (Eng,Wps,Shl,Elc,Sen): An action that increases the output of that certain Ability for the rest of the round or the following one.
- Cloak: (Electronics, Science/Engineer Officer): Cloaking implies some form of stealth technology designed to full Sensor Scans.
- Crypto: (Electronics, Science/Comms Officer): A way to send or receive protected communications. Similar to Decipher Script.
- Feint: (Engines, Helm Officer): An A.I computer supplement for combat techniques. If activated the ship will attempt to make automatic 'corrections' to ship movement to full targeting sensors.
- Grapple: (Engines, Engineer Officer): Different kinds of ways to 'grab' a ship and hold or even move its position.
- Hack: (Electronics, Science/Comms/Engineer Officers): If Cyber Warfare modules where installed this Function can be used to attack and disable one of the 6 Core Systems of a target ship.
- Jam: (Electronics, Science/Comms Officer): Designed to target a specific component of an opponent Sensor array. Either Targeting, scanners or other devices and keep them from functioning.
- Ram: (Engines, Helm Officer): The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.
- Scan: (Sensors, Science, Comms Officer): The ability to search for or study a object or objects in space.
- Target: (Sensors, Weapons Officer): The ability to lock onto a specific object and accurately track its position.
The modules that are installed that provide the Ship Function take up either a Bay or a Hard Point except for the 3 default functions, Ram, Scan, Target. These modules have a Class level. That level is 0-5 and provides a bonus when a player preforms a roll. This also increases the price. The default price increase is double the base price for each level.
Space Ship Accessories Slots
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item's that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules and other Upgrades. All of these items can be found on the Ship Equipment page.
Thea mount of Customization Points are determined by Ship Tech Level and Hull Size and the amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these stats.
Size | Weapon Size | Customization Point Bonus |
Military Ship | Civilian Ship | ||
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Hard Points |
Number of Bays |
Hard Points |
Number of Bays | |||
Colossal | Huge | +2 | 10 | 8 | 8 | 10 |
Gargantuan | Large | +2 | 9 | 7 | 7 | 9 |
Huge | Large | +2 | 8 | 5 | 6 | 8 |
Large | Medium | +1 | 7 | 4 | 5 | 7 |
Medium | Medium | +1 | 6 | 3 | 3 | 6 |
Small | Small | +1 | 6 | 2 | 2 | 5 |
Tiny | Small | +0 | 5 | 1 | 1 | 4 |
Diminutive | Small | +0 | 3 | 0 | 1 | 2 |
Fine | Small | +0 | 2 | 0 | 1 | 1 |
Customization Points
Customization Points are used as a way to provide Ship Upgrades and Modifications. These can act as a Bay or a Hard Point for Upgrades and Modifications that require them. However items that exclusively require a Hard Point or Bay such as Weapons or Ship Bays cannot use Customization Points.
Hard Points
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the Ship Weapons page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.
Bays
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the Ship Bays page.
Upgrades & Modifications
Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the here.
Space Ship FTL Drive
FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn't help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL.
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the Transportation rules.
FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.
Tech Level 1 | ||||||||||||||
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Assisted Jump Drive
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Warp Drive (The Hopper)
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Tech Level 2 | ||||||||||||||
Assisted Advanced Jump Drive
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Warp Drive (The Skimmer)
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Slip Stream Drive
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Tech Level 3 | ||||||||||||||
Personal Jump Drive
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Warp Drive (The High Pulse Drive)
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Phase Shift Drive
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Tech Level 4 | ||||||||||||||
Personal Advanced Jump Drive
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Expert Warp Drive
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Advanced Slip Stream Drive
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A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.
Ship Quirks
Ship's can have Quirks about them. Similar in nature to a Character difficultly/trait ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Over time a ship may start to gain a personality in the eyes of the crew.
Here are some 'Quirks' or 'defects' that ships can gain over time. They can be 'earned' or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.
Out Dated:
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Cranky :
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Falling Apart :
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.
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Infested :
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Bad Past :
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Artificial Intelligence :
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Noisy :
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Battle Scars :
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Lucky :
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Cursed :
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Ship Positions
There are 2 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take disadvantage per extra position a single Character is fulfilling. To learn more about how ship positions effect combat read the Ship Combat section of the Combat page.
The 2 main positions are:
- Helm: (Engines) Supplies the Pilot bonus
- Weapons: (Weapons) Supplies a bonus to accuracy checks and rolls for damage.
There are also 5 other positions that are note worthy.
- The Captain can use the Leadership feat to provide bonuses to the people in different positions on the ship.
- The Communications (Sensors) officer supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming.
- The Engineer (Structure) does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.
- The Science (Electronics) officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.
- The Medical officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses.
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.
Space Stations
Space Station's are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn't have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.
To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.
To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.
Ship Crafting
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural
Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those.
The time is based on the size of the ship.
- Colossal: 36450 Days - Requires Super Heavy Ship Yard
- Gargantuan: 12150 Days - Requires Super Heavy Ship Yard
- Huge: 4050 Days - Requires Heavy Ship Yard
- Large: 1350 Days - Requires Heavy Ship Yard
- Medium: 450 Days
- Small: 150 Days
- Tiny: 50 Days
- Diminutive: 20 Days
- Fine: 10 Days
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go here. Repair work can also be divided up.
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships.
- Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.
- Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.
- Medium: 20 Days
- Small: 10 Days
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.
Crafting Ship Functions
It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons is associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on.
Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades visit the Ship Upgrades section of the Ship Equipment page.
Crafting FTL Drives
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 3 ranks in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go here. There is no mastercrafted FTLs.
Master Work Spaceships
A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship.
A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.