Ship Equipment: Difference between revisions

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For a full list of Plasma Ammo/Weapon upgrades go [[Plasma_Ammo_and_Weapon_Upgrades|here]].
For a full list of Plasma Ammo/Weapon upgrades go [[Plasma_Ammo_and_Weapon_Upgrades|here]].


=== Missiles ===
==== 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.  
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.  

Revision as of 22:49, 26 December 2018

There are 3 primary types of ship Equipment.

  1. Ship Hard Points which are mounted on the exterior of a ship. They usually, but not limited too, weapons.
  2. Ship Bays which are internal compartments which are used by the crew.
  3. Ship Upgrades which can be fitted either externally via Hard Points or internally via Bays or Customization Slots. Ship upgrades usually improve a ship's functions or attributes.

Ship Weapons (Hard Points)

Ship Weapons fit onto a Ship's Hard Points. There are 4 different types of Weapons and the size of the weapon is determined by the Hull Size of the ship. The cost of the Weapon is show below in the 'Space Ship Weapon Costs' table and below that is the 'Space Ship Weapon Amo Costs' table. Weapon's can be Masterworked and this is referred to as the 'Class' of the weapon. Class 0 being not Masterworked.

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.
Range: Infinite
Standard Ammo Capacity: 6 Rounds
Class Bonus: 1 more round per Classification.
Burst Fire Function: At Class 3 a Projectile component gains the Burst Fire Function. The player gets to re-roll the d10 on failures for ever 2 rounds of ammo left. The first d10 roll counts as 1 round used. These re-rolls are done before any re-roll associated with the Ships Weapon's Mod.
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. Because of this heat, each Laser fired removes 1 point from the ship's Detection DC for the next round.
Range: Long
Standard Ammo Capacity: ~ (The Lasers stop working if the ship's Engines or Electronic Score gets below 7)
Bonus: +1 to d10
Class Bonus: At Class 2 the Bonus to d10s is +2 (Also -2 from Detection DC). At Class 4 it is +3 (Also -3 from Detection DC).
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.
Range: Small, Medium
Space Ship Weapon Costs
Size =>
v=Types=v
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Projectile (6) $10,000 $20,000 $40,000 $80,000 $160,000 $320,000 $640,000 $1,280,000 $2,560,000
Laser (~) $19,550 $39,000 $78,125 $156,250 $312,500 $625,000 $1,250,000 $2,500,000 $5,000,000
Plasma (4) $29,300 $58,600 $117,200 $234,375 $468,750 $937,500 $1,875,000 $3,750,000 $7,500,000
Missile (3) $24,400 $48,800 $97,650 $195,300 $390,625 $781,250 $1,562,500 $3,125,000 $6,250,000
Standard Ammo Capacity: 4
Bonus: Re-roll 1s, if at Small Range. (Medium the Plasma can still hit but looses it's Bonus)
Class Bonus: The Plasma weapon gets two different choices for Classification Bonuses. However Class/Masterwork levels cost 3 times as much.
Option 1: Class 1 +1 to d10, Class 2 +2 to d10, At Class 3 a roll of a 10 is an automatic success, Class 4 +3 to d10, Class 4 a roll of a 9 or 10 is an automatic success.
Option 2: Class 1 re-roll 1s and 2s, Class 2 Range increase to Long and re-roll 1s at Medium range, Class 3 +1 to d10, Class 4 re-roll 1,2s at Medium and 1s at Long. Class 5 exploding effect all 10s are automatic success and get re-rolled (doesn't count against Ship Weapon Attribute)
Missile
Considered to be the most flexible and desirable weapon system of all civilizations. Missiles Racks/Turrets can be reloaded to fire different style missiles depending on the need of the battlefield. They are not as powerful as Plasma weapons or as far-reaching as a Projectile but their flexibility is most coveted on the field. Their stats are largely dependent on the type of missile loaded into the Rack/Turret.
Range: Ammo Dependent
Standard Ammo Capacity: 3
Bonus:Ammo Dependent
Class Bonus: (This refers to only the classification of the Missle Rack/Turret and not the Missile/Ammo itself) A Class 3 the Racker/Turret gains the ability to hold +1 more Ammo. At Class 5 it gains another +1 Ammo capacity. However, the reload speed of a Missile Racker is a maximum of 3 Ammo per turn.

Ammo

Space Ship Ammo Costs
Size =>
v=Types=v
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Projectile (6) $400 $800 $1,600 $3,200 $6,400 $12,800 $25,600 $51,200 $102,400
Laser Crystals (10) $13,000 $26,000 $52,000 $104,150 $208,350 $416,650 $833,350 $1,666,650 $3,333,350
Plasma (4) $1,150 $2,350 $4,700 $9,375 $18,750 $37,500 $75,000 $150,000 $300,000
Missile (3) $975 $1,950 $3,900 $7,800 $15,625 $31,250 $62,500 $125,000 $250,000

Ammo adds an extra layer of customization too what your ships weapons can do. Ammo can provide extra d10s, functions like Burst Fire and Exploded as well as 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 their size and weapon type. This is for 1 'magazine' or the number of rounds the weapon can hold. 1 'magazine' worth of rounds is considered 1 Unit of space for Small or smaller. 2 Units for Large thru Huge. 3 Units for anything larger.

Projectiles

Projectile ammo is usually just a large shell or bullet. However, the bullet can have different shapes and be made of different advanced materials and can contain special secondary components that change the way it deals damage.

For a full list of custom shells/bullets go here.

Laser Crystals

Lasers can have focusing crystals that are designed to change the laser in different ways. However, firing a laser with a focusing crystal puts a strain on the custom crystals and it can only be used a limited amount of time before being replaced. By default, a focusing crystal can only fire a laser 10 times before it needs to be replaced. Attaching a new crystal takes time and cannot be done during combat. However, the crystal can be ejected quickly during combat which will simply make the laser fire normally. Crystals have to be carried in a special case and take up roughly the same amount of space as a missile of the same Weapon size.

For a full list of Laser, Focusing Crystals go here.

Plasma

Plasma can be upgraded with special upgrades to the ship that take up Bays or customization slots. These upgrades can affect all Plasma weapons on a ship instead of just one and do not necessarily count as Ammo.

For a full list of Plasma Ammo/Weapon upgrades go here.

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.

For a full list of different Missiles go here.

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.

Other Hard Points

Weapons are not the only things that can take up a Ship's Hard Points. Other things such as Grapplers, Jammers, Targeting Assistances and so on can be fitting into a ship Hard Point. Go to the Ship Accessories or to Ship Function Upgrades for more information.

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 Function Upgrades

Stuff'n Things

Ship Attribute Upgrades

Space Ship C.S.A Base 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
Weapons $50,000 $100,000 $150,000 $200,000 $250,000 $300,000 $350,000 $400,000 $450,000
Structure $45,000 $90,000 $135,000 $180,000 $225,000 $270,000 $315,000 $360,000 $405,000
Shields $60,000 $120,000 $180,000 $240,000 $300,000 $360,000 $420,000 $480,000 $540,000
Electronics $60,000 $120,000 $180,000 $240,000 $300,000 $360,000 $420,000 $480,000 $540,000
Sensors $40,000 $80,000 $120,000 $160,000 $200,000 $240,000 $280,000 $320,000 $360,000

Ship Attribute upgrades improve upon the 6 Core System Attributes. System Attributes have a Classification which is Zero thru Five. Upgrading a Ship Attribute by improving its Classification will provide it with a bonus to that Attributes score. For example a Ships Weapons Attribute could have a score of 12 and if that system was to be upgraded to a Class 2 Weapons System the Attribute would have a score of 14. A ship component that has a Class of 1 or higher is actually just another way of saying that it was Master-worked.

Before calculating the price of an upgrade you first must know the base price. Each Classification level increases the price by adding the base price ontop of it again. A Small Engine Class 0 would cost $200,000 while A Class 2 would cost $600,000.

An upgrade takes a Customization Point or a Hard Point or a Bay. The upgrade is for a single ship system regardless of its Classification. A Class 5 would take up the same amount of space as a Class 1. Doing this turns that Bay or Hard Point into a 'Upgrade Bay' or 'Upgrade Point'. They cannot be targeted specifically during combat.

Crafting Upgrades

Crafting a ship upgrade is simple. In order to craft a Class 0 System Attribute the Character must have at least 2 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.

Each Attribute is associated with a Crafting Skill. Engines and Weapons is associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, and Sensors are associated with Craft Electronics.

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: