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. 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 which also works as the weapons advantage die.

Space Craft Weapon Overview
Size =>
v=Types=v
Small Medium Large Huge
# of die 2dX # of die 3dX # of die 4dX # of die 5dX
Projectile
Dmg Die d6
$10,000 /
2d6
$100,000 /
3d6
$1,000,000 /
4d6
$10,000,000 /
5d6
Laser
Dmg Die d8
$25,000 /
2d8
$250,000 /
3d8
$2,500,000 /
4d8
$25,000,000 /
5d8
Plasma
Dmg Die d10
$50,000 /
2d10
$500,000 /
3d10
$5,000,000 /
4d10
$50,000,000 /
5d10
Missile
Dmg Die d6
$20,000 /
2d6
$200,000 /
3d6
$2,000,000 /
4d6
$20,000,000 /
5d6
Minimum Range 3,000ft /
6 Squares
9,000ft /
18 Squares
27,000ft /
54 Squares
81,000ft /
162 Squares
*The weapon damage die is also the weapons advantage/disadvantage die.
Accuracy Penalty & Range Penalty
For every range increment beyond the minimum range the weapon looses a damage die and takes disadvantage to hit. The maximum is 3 range increments beyond the first. So for A Small Projectile weapon anything within 3,000ft or 6 squares hits with 3d6 damage per weapon. But at 4,500ft or 9 squares that would be within the first range increment so the weapon would only hit for 2d6 and takes a d6 for disadvantage on accuracy checks.

Weapon Types

Projectile
These are basic weapons able to deliver massive kinetic damage too a target. There advantages are that it is a cheap common weapon and its ammo also comes cheap and can be manipulated.
Laser
These are directly powered by the ships power core and its only weakness is the massive amount of waste heat that has to be dealt with in order to keep firing.
Laser Ammo: Lasers do not need ammo they use the ship's Core. However if the Core is damage or if the power distribution system is damage this can effect how powerful the lasers are or if they can even fire.
Plasma
These are the most advanced weapons. Civilizations have to master both stable projectile combat in space as well as dealing with waste heat from lasers before moving on to Plasma based weaponry. Therefore Plasma is both the most powerful weapon system and also the most expensive. Its only disadvantage is range and cost of both the weapon itself and its ammo.
Missile
Considered to be the most flexible and desirable weapon system of all civilizations. Missiles Racks/Turrets can be quickly reloaded to fire different style missiles depending on the need of the battle field. They are not as powerful as Plasma weapons or as far reaching as Laser or Projectile but there flexibility is most coveted on the field.

Special Features

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

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

Ammo

Ammo adds an extra layer of customization too what your ships weapons can do. Ammo 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.

Below is a chart of the base prices for Ammo 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.

Space Craft Weapon Ammo Costs
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 Ammo then it is the launcher. Missiles can be very flexible as there ammo can be changed out on the fly. Below are just a few different types of Missile Ammos that can be used by a Missile Launcher Hard Point. Missiles cannot at all exceed the range they are given. Unlike other systems like Projectile or Laser where they can exceed there range increment up to 3 times while taking penalties.

Short Ranged Missiles
Description: These missiles have a bonus to accuracy making them a short hit. Except that take a range increment is one size smaller. For small weapons this is 1/2. However these missiles gain advantage to accuracy.
Price: Normal Price after +1 procure difficulty increase.
Medium Ranged Missiles
Description: These are the default normal missiles. They are found everywhere and usually come with bulk buying discounts. They have no other advantages.
Price: Normal cost.
Long Ranged Missiles
Description: These missiles fire on targets at a long distance. The range increment is one size higher +10%. For Gigantic the range is triple. However these missiles reduce there damage to increase the fuel. The damage is d4 instead of d6.
Price: Normal Price after +1 procure difficulty increase.
Seeker Missiles
Description: These are normal range missiles that have a bonus to accuracy. Can advantage when firing them. They have advanced tracking systems that improve there ability to hit.
Price: Double Normal Cost and then add Procure Diff +1
Scatter Missiles
Description: A Multi-Explosive Head Rocket or MEHR are designed to hit the target across a spread. The range increment is reduced to the size category smaller with small being 1/2 the range and the damage is reduced by 1 die per size category starting with medium. However the weapon gains advantage to accuracy and cannot be jammed or targeted with counter measures.
Price: Double Normal Cost and then add Procure Diff +1
Mine Laying
Description: These smart bombs lie in a stealth mode making it difficult to detect and once a ship gets close enough it activates and rockets toward the nearest victim. The goal is to lay multiple of these around an area that is known for enemy traffic. The objects can stay active for decades and are extremely devastating.
Price: Halve the normal cost however Procure Diff is +3 as this is illegal even for military to use.
Torpedo
Description: These are long range heavy rockets. These are known for there straight but fast trajectories and even more so for there devastating pay loads. The range of these weapons are one size increment up and for Gigantic it is quadruple. They take disadvantage to hit and use d10s for damage die.
Price: Triple Cost and then add Procure Diff +2
Defense Missiles
Description: These reaction anti-missile or drone counter missiles are especially designed to hit tiny fast moving objects. They can target and destroy incoming fire. Each Defense Missile fired per round has a 50/50 chance of destroying a missile or hitting a drone. The damage done to the drone is Xd4 instead of Xd6 and the X is -1 for every size category starting with small.
Price: 50% increase after including the Procure Diff +2.
Shield Piercers
Description: Especially designed rockets to shred through enemy target shields. If the shield configuration is set for DR this missile negates 50% of the DR round up. If the configuration is set for Shield Hit Points then this missile rolls double the number of damage die but only damages shields.
Price: Triple Cost and then add Procure Diff +2

Ship Weapons Crafting

Weapons require crafting skill rank of 4 in the appropriate skill. The appropriate skill is determined by the weapon type. Projectile and Missiles are both Mechanical. Laser is Electrical. And Plasma is Electrical and Chemical. In order to craft a weapon with a special feature the Character must have a skill rank of 6 in the appropriate skill or skills. The weapon is also considered master worked. This is the only feature granted to masterworked weapons.

Ship Ammo/Missiles Crafting

Crafting missiles is a Mechanical/Chemical combination. And requires 4 ranks in chemical and 2 ranks in Mechanical. There are no master-worked missiles. Only missiles with more enhanced bonuses beyond what is listed in the missile section above. A Character can add a +1 per each dmg die or add damage hybrid and pick two damage types. A Character can pick either of these but not both and in order to craft that they would need 6 ranks in chemical and 3 ranks in Mechanical. This is considered a masterworked/enhanced Missile Ammo and its base price is double with a +1 to the procure difficulty.

The same features can be added to Projectile or Plasma for the same price and procure difficulty increase. These are the only benefits that a masterworked/enhanced ammo can have. In order to craft a projectile the character must have 3 ranks in craft structural and for enhanced ammo its 5 ranks. For Plasma ammo the Character must have 3 ranks in both Electrical and Chemical and 5 ranks in both for enhanced ammo.

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.

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

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 can Craft or Buy and install on there ships. These items require ship Bays or Hard Points to install.

Table: Ship Accessories
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. $30,000
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 Enhancer 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. $45,000
Gas Extractor Allows for mining for Crafting resources. $65,000
Ice Mining System Allows for mining for Crafting resources $50,000

Warp Field Expander

Description
This system uses the ships Warp Drive to extend a warp field around a nearby ship to allow to to travel as fast as it in warp.

Requirements: The ship must be size Large or larger. This can only be used on ships of the same size or smaller. The ship must have a Warp style FTL and can only work on other Warp style FTLs.

Hard Points / Bays: 1 HP / 1 Bay

Price: $450,000 (Additional $450,000 every size above Large)

Jump Assistance Drive

Description
This acts like a Jump Gate and can assist in jumping other ships.

Requirements: The ship must be size Medium or larger. This can only be used on ships of the same size or smaller. The target ship must have a Jump Drive.

Hard Points / Bays: 1 HP / 1 Bay

Price: $30,000 (Additional $30,000 for every size above Medium)

Worm Hole Generator

Description
Generates a massive wormhole that allows ships that go through it to instantly travel to a target location. The distance that the Wormhole is able to send a ship is based on the size of the wormhole which is based on the size of the ship that made it. Large, Huge is Medium distance and Gargantuan, Colossal is Large distance.

Requirements: Must be a Large ship or larger. Largest ships that can use the wormhole are 1 size increment larger then base ship.

Hard Points / Bays: 1 HP / 1 Bay

Price: $2,500,00 (For Gargantuan or Colossal this item costs $7,000,000)

Shield Extender

Description
This allows the ship to give some of this shield over too another target ship. Whatever is provided to the target ship is taken away from the assisting ship. This can only happen if the ship systems are compatible. The amount is optional.

Requirements: Requires at least small size ship.

Hard Points / Bays: 1 Bay

Price: $1,500,000 (%1,000,000 for ever size ship above Small)

Shield Enhancer

Description
This passively provides a bonus to the ship shields. Either in the form of DR or in the form of Hit Points depending on ship shield configuration.

Requirements: The minimal size of the ship is small.

Hard Points / Bays: 1 HP

Price: $600,000 (Another $600,000 for every size ship above small.)

Phase Discriminator

Description
This assists in finding cloaked ships or Slip Stream/Phase Shift FTL drives. It provides a +1 by default but more enhanced version can be more powerful.

Requirements: The ship's Core must be Tech Level 2 or higher.

Hard Points / Bays: 1 HP

Price: $500,000 (Additional $500,000 for every +1 bonus to sensors max 5)

Plasma Flow Enhancer

Description
All FTL drives use plasma in some fashion or another. This sub-system is designed to increase the efficiency of the plasma even though it may break manufacture regulations.

Requirements:

Hard Points / Bays: 1 Bay

Price: $200,000 (Changes to $400,00 for Large ships, $600,000 for Gargantuan)

Engine Boosters

Description
Can provide a single +1 to the Movement Speed of the ship. This doesn't directly effect the Engine Core System Attribute just the Movement Score.

Requirements: Small ship or larger.

Hard Points / Bays: 1 Bay

Price: $250,000 (Additional $250,00 for every size ship above small)

Drone Controller

Description

Requirements:

Hard Points / Bays: 1 HP / 1 Bay

Price:

Ore Mining System

Description

Requirements:

Hard Points / Bays: 1 HP / 1 Bay

Price:

Gas Extractor

Description

Requirements:

Hard Points / Bays: 1 HP / 1 Bay

Price:

Ice Mining System

Description

Requirements:

Hard Points / Bays: 1 HP / 1 Bay

Price: