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 Star ship go here. For rules on piloting and exploration with space ships go here
Space Craft Categories
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. 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). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the procure difficulty.
Hull Sizes
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead.
Size | Size Modifiers |
Armor Bonus |
Weapon Size Hard Points |
Sq ft | Num of Squares | Base Price | Support Life |
---|---|---|---|---|---|---|---|
Colossal | –8 | +6 | Huge / 10 | ~32,000+ ft | 64+ squares | 12 Million | Yes |
Gargantuan | –4 | +2 | Large / 10 | ~18,000+ ft | ~36 squares | 4 Million | Yes |
Huge | –2 | +1 | Large / 8 | ~8,000+ ft | ~16 squares | 1.8 Million | Yes |
Large | –1 | 0 | Medium / 8 | ~2,000+ ft | ~4 squares | 800,000 | Yes |
Medium | +0 | 0 | Medium / 6 | ~500+ ft | ~1 squares | 200,000 | Yes |
Small | +1 | 0 | Small / 4 | ~250+ ft | 4 per sq | 50,000 | Yes |
Tiny | +2 | -1 | Small / 2 | ~125+ ft | 16 per sq | 20,000 | Yes |
Diminutive | +4 | -2 | N/A / 3 | ~75+ ft | 64 per sq | 10,000 | No* |
Fine | +8 | -6 | N/A / 2 | <75 ft | 256 per sq | 5,000 | No* |
*Emergency Craft/Escape Pods Only can support life and be this small. |
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a 'ship' that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.
Space Craft Attributes
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character's ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.
There are also additional Statistics that will be reviewed below in the Secondary Statistics section.
Tech Level | Points |
---|---|
0 | -5 |
1 | 0 |
2 | +5 |
3 | +10 |
4 | +15 |
- Engines
- Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.
- Mobility
- Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed.
- Amour
- Like Constitution. Can add bonuses to AC and extra Hit Die
- Electronics
- Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.
- Sensors
- Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.
- Communications
- Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam.
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right.
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.
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.
Spending Points
Score | Points |
---|---|
7 | –4 |
8 | –2 |
9 | –1 |
10 | 0 |
11 | 1 |
12 | 2 |
13 | 3 |
14 | 5 |
15 | 7 |
16 | 10 |
17 | 13 |
18 | 17 |
Just as in the alternative rules for Character Creation found here. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on.
- Example of spending points
- You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.
Space Ship Default Statistics
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.
Size | AC | Hit Die | Shields Multiplier |
Cargo Capacity | Passenger Capacity |
Weight | Cost Procure Diff |
---|---|---|---|---|---|---|---|
Colossal | 8 | 30d12 | DR 15 / Mod 5 | 128,000 Units | 324 | 32,400 Tons | 36 Million / 4 |
Gargantuan | 8 | 24d10 | DR 10 / Mod 4 | 32,000 Units | 108 | 10,800 Tons | 12 Million / 3 |
Huge | 9 | 18d10 | DR 7 / Mod 4 | 8,000 Units | 36 | 3,600 Tons | 4 Million / 2 |
Large | 9 | 16d8 | DR 5 / Mod 3 | 1,920 Units | 12 | 360 Tons | 320,000 / 1 |
Medium | 10 | 12d8 | DR 4 / Mod 3 | 480 Units | 4 | 120 Tons | 160,000 / 0 |
Small | 11 | 8d8 | DR 3 / Mod 2 | 70 Units | 2 | 40 Tons | 80,000 / 0 |
Tiny | 11 | 6d6 | DR 2 / Mod 2 | 16 Units | 0 | 4 Tons | 32,000 / 0 |
Diminutive | 12 | 4d6 | DR 2 / Mod 2 | 4 Units | 0 | 2 Tons | 16,000 / 0 |
Fine | 12 | 2d6 | DR 2 / Mod 2 | 1 Unit | 0 | 1 Ton | 8,000 / 0 |
The AC in the chart above is the total after the Size Modifier is applied.
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship's Shield Statistic. Learn more about ship Shields in the following section.
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers.
The prices in the above graph already include the procure difficulty. Procure Diff and price can increase due to Hull Configurations and customizations.
Ship Statistics
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes.
Craft Statistics:
Attack Damage Bonus: |
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The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired. |
Combat Attack Bonus: |
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This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod. |
Combat Defence Bonus: |
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This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod |
Hit Die: |
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Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod. |
Initiative: |
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Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor. |
Shields: |
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Shields is a ships Damage Reduction. A ship doesn't have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. |
Targeting Bonus: |
---|
This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod |
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats.
Misc Statistics:
Cargo Capacity: |
---|
Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space. |
Cost/Procure Diff: |
---|
This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship. |
Crew: |
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This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it. |
Dimensions/Weight: |
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Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! |
Passenger Capacity: |
---|
Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more 'meat bags' that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. |
Pilot Bonus: |
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This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. |
Pilot Dex Mod: |
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This is the Dex Mod of the Pilot. This only is applied if the Pilot has the Pilot skill. |
Name: |
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Of course a ship has to have a name! |
Summary Design Specs: |
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A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and 'character' to the ship. Kinda like giving a character a backstory this is where one would record such things. |
Hull Configurations
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.
Configuration | Avg. Size | Avg. Price Procure Diff |
---|---|---|
Barges | Medium | 250,000 / 0 |
Battle Cruisers | Large | 400 Million / 3 |
Battle Ships | Huge | 800 Million / 4 |
Capital | Colossal | 20 Billion / 5 |
Carriers | Gargantuan | 8 Billion / 5 |
Cruisers* | Medium | 20 Million / 2 |
Drones* | Diminutive | 10,000 / 0 |
Destroyers | Medium | 25 Million / 2 |
Dreadnoughts | Gargantuan | 2 Billion / 5 |
Fighters | Small | 500,000 / 1 |
Frigates | Medium | 2 Million / 2 |
Freighters | Huge | 4 Million / 1 |
Industrial | Large | 1 Million / 0 |
Shuttles | Small | 50,000 / 0 |
*Prices vary wilding depending on application. The name doesn’t necessary imply military application and vice-a-verses. |
- Barges
- The 'pack mule' of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.
- Dis-Advantages: -2 to Mobility, -3 Hard Points
- Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair
- Battle Cruisers
- A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.
- Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points
- Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point
- Battle Ships
- These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.
- Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points
- Advantages: +2 Engines, +2 Armor, All weapons gain the 'Barrage' mode for free.
- Capital
- So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries.
- Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points
- Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics
- Carriers
- Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.
- Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points
- Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.
- Misc: Can carry, deploy, repair ships of Large size or smaller.
- Cruisers
- A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft.
- Dis-Advantages: -2 Attribute Points
- Advantages: +1 Hard Point, +2 Mobility
- There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be.
- Dis-Advantages: -2 Armor
- Advantages: -4 Hard Points, +2 Mobility
- Drones
- Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.
- Dis-Advantages: -1 across all Attributes.
- Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.
- Destroyers
- These ships where meant to ask the question: "How much fire power can one medium ship truly have?". While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.
- Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points
- Advantages: +2 Hard Points, All weapons are considered 'Gimbaled' for free.
- Dreadnoughts
- Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a "Station buster". Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts.
- Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction.
- Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points
- Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.
- Fighters
- Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target.
- Dis-Advantages: -2 Armor, Passenger Cap is 1
- Advantages: +2 Mobility
- Frigates
- A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere.
- Dis-Advantages: -1 to Sensors
- Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point
- Freighters
- When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything.
- Dis-Advantages: -4 Mobility, -4 Hard Points
- Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.
- Industrial
- Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet.
- Dis-Advantages: -2 Mobility, -2 Hard Points
- Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.
- Shuttles
- Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.
- Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points
- Advantages: +4 Mobility, +2 Communications, Pilot doesn't need the Pilot skill to provide Dex bonus, +2 Passengers
Space Ship HardPoints and Bays
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.
Size | Weapon Size | Hard Points | Number of Bays |
---|---|---|---|
Colossal | Gigantic | 10 | 12 |
Gargantuan | Large | 10 | 8 |
Huge | Large | 8 | 6 |
Large | Medium | 8 | 4 |
Medium | Medium | 6 | 2 |
Small | Small | 4 | 1 |
Tiny | Small | 2 | 0 |
Diminutive* | N/A | 3 | 0 |
Fine* | N/A | 2 | 0 |
*These ships use 'normal' sized weapons noted in the Weapons Section |
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 section. 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. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the Ship Bays section below.
Space Ship Abilities and Upgrades
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats 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 in the Wealth and Equipment section.
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section here.
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. Ships are expensive and you don't want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its 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:
- Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.
- Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.
- Positive: Choose another quirk and ignore its negative effect.
Cranky :
- Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly.
- Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.
- Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.
Falling Apart :
- Description: Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component.
- Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm.
- 1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.
- 11-20%: A minor problem with the engines. -1 to the engines until they are repaired.
- 21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.
- 31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired
- 41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn't work! Eks!
- 51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.
- 61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn't. GM Choice.
- 71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.
- 91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)
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.
- Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.
Infested :
- Description: You do not know how or when and frankly you don't care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that's if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew.
- Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick and gain the condition Sickened. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful Treat Disease check. Engineers have a -1 to repair checks on the ship.
- Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don't like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don't want to even think about docking with your ship. Making stealing your stuff all that much harder.
Bad Past :
- Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its Tracers or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.
- Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation.
- Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.
Artificial Intelligence :
- Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn't tell you right aware it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn't turn on you! *gulp*.
- Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the 'Out Dated' quirk)
- Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities!
- Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend
- Optimist
- Bully
- Physio
- Shy/Unsure
- Over achiever
- Whimsical
Ship Positions
There are 3 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 a Moderate -2 per extra position a single Character is fulfilling.
The 3 main positions are:
- Helm: Supplies the Pilot bonus
- Weapons: Supplies a bonus to accuracy checks
- Communications: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming.
There are also 4 other positions that are note worthy.
- Captain
- Engineer
- Science
- Medical
The Captain can use the Leadership feat to provide bonuses to the people in different positions on the ship. The Captain can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.
The Engineer 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 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.
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.
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 |
Type | Die Type | Range Penalty Accuracy / Damage |
---|---|---|
Projectile | d4 | -1 / 0 |
Laser | d8 | -2 / -1 |
Plasma | d10 | -4 / -2 |
Missile | d6 | Amo Dependent |
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.
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 Crafting
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.
The materials costs are based on the finishing price of the ship not including the hardpoints and bays 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.