Ship Equipment
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Ship Weapons
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. Below is a table showing ship size and the relative sized weapon that ship can be fitted. 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.
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 | $10,000 | $100,000 | $1,000,000 | $10,000,000 |
Laser | $25,000 | $250,000 | $2,500,000 | $25,000,000 |
Plasma | $50,000 | $500,000 | $5,000,000 | $50,000,000 |
Missile | $20,000 | $200,000 | $2,000,000 | $20,000,000 |
Weapons can also have Special Features that increase the price and Procure diff.
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.
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.
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 and is considered master craft work.
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. 100 rounds is considered 1 Unit of space for Small, Medium. And 2 Units for Large and Gigantic.
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 |
Missiles
Missiles are special in that it is more about the Amo then it is the launcher. Missiles can be very flexible as there amo can be changed out on the fly. Below are just a few different types of Missile Amos that can be used by a Missile Launcher Hard Point.
- Short Ranged Missiles
- Medium Ranged Missiles
- Long Ranged Missiles
- Seeker Missiles
- Scatter Missiles
- Mine Laying
- Torpedo
- Defense Missiles
- Shield Piercers
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. There are other items that can take up bays. These items are listed below under the Ship Upgrades & Modifications
- 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. The Grade determines how many bays or hard points it will take to install the item. And the items Class determines what the modifier will be. Before calculating the price of an item based on Grade and Class you first must know the base price. There is a table of the base prices for the 6 C.A.S while the base prices for Ship Functions can be find on a Functions detail page. 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. D Grade upgrade requires both a bay and a hard point to be installed. C Grade upgrade requires either a Hard point or a Bay. The Character can choose unless the upgrade specifies otherwise. B Grade upgrade acts like D except that it is stack-able. And finally A Grade acts like a C except that it is also stack-able. 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 respectively.
- 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. 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 x3, lvl 5 is x4.
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 ship functions go to the functions section here. The upgrades for the 6 C.S.A base prices are shown below.
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 |
Crafting Upgrades
Crafting a ship upgrade is simple. In order to craft an update the Character must have at least 3 ranks in the correct Crafting Skill. At 3 ranks the Character can make a Class 1 upgrade. At 4 ranks a Class 2 and so on. A rank 3 the Character can only make D Grade upgrades. At rank 4 C Grade. At rank 6 B and at rank 7 A.
The upgrade's required Crafting skill is based on the Attribute that the upgrade is associated with. 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. Each ship function is associated with one of the 6 C.S.A which C.S.A it is associated with determines the crafting skill.
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.
Misc Ship Accessories
Below is a list of additional ship items Characters and Craft or Buy and install on there ships.
Item Name | Summary | Base Cost |
---|---|---|
Warp Field Expander | This allows a ship with a Warp Drive FTL to expand there warp field around another ship and allow it to travel as fast. | $450,000 |
Jump Assistance Drive | This allows a Ship with a Personal Jump Drive to assist another ship as if it was a Jump Gate. | $300,00 |
Worm Hole Generator | This allows a Ship to build a Worm Hole that allows other ships to instantly travel from location too location without any FTL. | $2,500,00 |
Shield Extender | This allows a Ship to manipulate its shields into any shape and can use this ability to help shield other ships. | $1,500,000 |
Shield Booster | This allows a small boost to the DR and Mod of a ships shields. | $600,000 |
Phase Discriminator | This gives a bonus to Scan function when searching for ships that are 'Out of Phase'. | $500,000 |
Plasma Flow Enhancer | Gives a boost too the Warp speed. +1 to Warp speed unless Warp speed is already 10. | $200,000 |
Engine Boosters | Gives bonus too the the Movement check. | $250,000 |
Drone Controller | Provides the ability to use Drones. | $100,000 |
Ore Mining System | Allows for mining Ore for Crafting resources. | $45,00 |
Gas Extractor | Allows for mining for Crafting resources. | $65,000 |
Ice Mining System | Allows for mining for Crafting resources | $50,000 |