Ship Equipment: Difference between revisions

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<div class="toclimit-1"><div style="float:right; margin-left: 20px">__TOC__</div></div>
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There are 3 primary types of ship Equipment.
# Ship [[Ship_Equipment#Ship_Weapons_.28Hard_Points.29|Hard Points]] which are mounted on the exterior of a ship. They usually, but not limited too, weapons.
# Ship [[Ship_Equipment#Ship_Bays|Bays]] which are internal compartments which are used by the crew.
# Ship [[Ship_Equipment#Ship_Function_Upgrades|Upgrades]] which can be fitted either externally via Hard Points or internally via Bays or Customization Slots. Ship upgrades usually improve a ship's [[Ship_Equipment#Ship_Function_Upgrades|functions]] or [[Ship_Equipment#Ship_Attribute_Upgrades|attributes]].


== Ship Weapons (Hard Points) ==
== Ship Weapons (Hard Points) ==
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=== Weapon Types ===
=== 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.  
; 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.
; 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
:: '''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.  
:: '''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.
; 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
; 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.
{| class="wikitable" style="float:right; margin-right: 10px;"
 
{| class="wikitable" style="margin-right: 10px; text-algin:center;"
|+ Space Ship Weapon Costs
|+ Space Ship Weapon Costs
|-
|-
Line 30: Line 38:
! scope="col" | Colossal
! scope="col" | Colossal
|-
|-
! scope="row" | Projectile
! scope="row" | Projectile (6)
| style="text-align:center;"|
| style="text-align:center;"|
| style="text-align:center;"|
| style="text-align:center;"| $10,000
| style="text-align:center;"| $10,000
| style="text-align:center;"| $100,000
| style="text-align:center;"| $20,000
| style="text-align:center;"| $1,000,000  
| style="text-align:center;"| $40,000
| style="text-align:center;"| $10,000,000
| style="text-align:center;"| $80,000
| style="text-align:center;"|
| style="text-align:center;"| $160,000
| style="text-align:center;"|
| style="text-align:center;"| $320,000
| style="text-align:center;"| $640,000
| style="text-align:center;"| $1,280,000
| style="text-align:center;"| $2,560,000
|-
|-
! scope="row" | Laser
! scope="row" | Laser (~)
| style="text-align:center;"|
| style="text-align:center;"| $19,550
| style="text-align:center;"|
| style="text-align:center;"| $39,000
| style="text-align:center;"|
| style="text-align:center;"| $78,125
| style="text-align:center;"| $25,000  
| style="text-align:center;"| $156,250
| style="text-align:center;"| $250,000  
| style="text-align:center;"| $312,500
| style="text-align:center;"| $625,000
| style="text-align:center;"| $1,250,000
| style="text-align:center;"| $2,500,000
| style="text-align:center;"| $2,500,000
| style="text-align:center;"| $25,000,000  
| style="text-align:center;"| $5,000,000  
| style="text-align:center;"|
| style="text-align:center;"|
|-
|-
! scope="row" | Plasma
! scope="row" | Plasma (4)
| style="text-align:center;"|
| style="text-align:center;"| $29,300
| style="text-align:center;"|
| style="text-align:center;"| $58,600
| style="text-align:center;"|
| style="text-align:center;"| $117,200
| style="text-align:center;"| $50,000
| style="text-align:center;"| $234,375
| style="text-align:center;"| $500,000
| style="text-align:center;"| $468,750
| style="text-align:center;"| $5,000,000
| style="text-align:center;"| $937,500
| style="text-align:center;"| $50,000,000
| style="text-align:center;"| $1,875,000
| style="text-align:center;"|
| style="text-align:center;"| $3,750,000
| style="text-align:center;"|
| style="text-align:center;"| $7,500,000
|-
|-
! scope="row" | Missile
! scope="row" | Missile (3)
| style="text-align:center;"|
| style="text-align:center;"| $24,400
| style="text-align:center;"|
| style="text-align:center;"| $48,800
| style="text-align:center;"|
| style="text-align:center;"| $97,650
| style="text-align:center;"| $20,000
| style="text-align:center;"| $195,300
| style="text-align:center;"| $200,000
| style="text-align:center;"| $390,625
| style="text-align:center;"| $2,000,000
| style="text-align:center;"| $781,250
| style="text-align:center;"| $20,000,000
| style="text-align:center;"| $1,562,500
| style="text-align:center;"|
| style="text-align:center;"| $3,125,000
| style="text-align:center;"|
| style="text-align:center;"| $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 ===
=== Ammo ===
 
{| class="wikitable" style="float:right; margin-right: 10px;"
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.
|+ Space Ship Ammo Costs
 
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.
 
{| class="wikitable" style="margin-right: 10px; text-algin:right;"
|+ Space Ship Weapon Ammo Costs
|-
|-
! scope="col" | Types
! scope="col" | Size => <br /> v=Types=v
! scope="col" | Fine
! scope="col" | Diminutive
! scope="col" | Tiny
! scope="col" | Small
! scope="col" | Small
! scope="col" | Medium
! scope="col" | Medium
! scope="col" | Large
! scope="col" | Large
! scope="col" | Gigantic
! scope="col" | Huge
! scope="col" | Gargantuan
! scope="col" | Colossal
|-
|-
! scope="row" | Projectile
! scope="row" | Projectile (6)
| $100
| style="text-align:center;"| $400
| $1,000
| style="text-align:center;"| $800
| $10,000
| style="text-align:center;"| $1,600
| $100,000
| style="text-align:center;"| $3,200
| style="text-align:center;"| $6,400
| style="text-align:center;"| $12,800
| style="text-align:center;"| $25,600
| style="text-align:center;"| $51,200
| style="text-align:center;"| $102,400
|-
|-
! scope="row" | Laser
! scope="row" | Laser Crystals (1)
| N/A
| style="text-align:center;"| $13,000
| N/A
| style="text-align:center;"| $26,000
| N/A
| style="text-align:center;"| $52,000
| N/A
| style="text-align:center;"| $104,150
| style="text-align:center;"| $208,350
| style="text-align:center;"| $416,650
| style="text-align:center;"| $833,350
| style="text-align:center;"| $1,666,650
| style="text-align:center;"| $3,333,350
|-
|-
! scope="row" | Plasma
! scope="row" | Plasma (4)
| $15,000
| style="text-align:center;"| $1,150
| $150,000
| style="text-align:center;"| $2,350
| $15,000,000
| style="text-align:center;"| $4,700
| $1,500,000,000
| style="text-align:center;"| $9,375
| style="text-align:center;"| $18,750
| style="text-align:center;"| $37,500
| style="text-align:center;"| $75,000
| style="text-align:center;"| $150,000
| style="text-align:center;"| $300,000
|-
|-
! scope="row" | Missile
! scope="row" | Missile (3)
| $1,000
| style="text-align:center;"| $975
| $15,000
| style="text-align:center;"| $1,950
| $250,000
| style="text-align:center;"| $3,900
| $10,000,000
| style="text-align:center;"| $7,800
| style="text-align:center;"| $15,625
| style="text-align:center;"| $31,250
| style="text-align:center;"| $62,500
| style="text-align:center;"| $125,000
| style="text-align:center;"| $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.


;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.
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.


=== Missiles ===
==== Projectiles ====


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.
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.


: Short Ranged Missiles
For a full list of custom shells/bullets go [[Projectile_Ammo|here]].
:: 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 ===
==== Laser Crystals ====


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.
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.


=== Ship Ammo/Missiles Crafting ===
For a full list of Laser, Focusing Crystals go [[Laser_Focusing_Crystals|here]].


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.
==== Plasma ====


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.
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 [[Plasma_Ammo_and_Weapon_Upgrades|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 [[Missile_Ammo|here]].
 
=== Ship Weapons/Ammo 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 master-worked Ship Weapon, the character must have the Craft skill rank of 6 for Class 1, Rank 7 for Class 2 and so on.
 
Crafting Ship Weapons Ammo requires a rank of 3 or higher in the correct skill. Masterworked Ammo requires Rank of 4 or higher depending on the classification of the Ammo.
 
By default Projectiles require Mechanical crafting. Laser Crystals require Chemical crafting. Plasma requires Chemical crafting. Missiles require Mechanical/Chemical combination.


=== Other Hard Points ===
=== Other Hard Points ===
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== Ship Bays ==
== 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_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades & Modifications]]
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_Ships#Space_Ship_Default_Statistics|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.  
Some Bays can be a 'Facility' instead. By default, a Bay requires a Tiny size ship or bigger. In order to fit in a smaller ship the Bay takes up 2 slots. A facility, on the other hand, requires a Larger or bigger size ship and takes up two Bays. However, if the ship is Gargantuan or Colossal then the Facility only takes up 1 Bay. Facilities can have multiple people working in them at a time and often provide additional bonuses.
** 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.
* '''Cargo Bay''': This is simply a space carved out within the ship to store stuff. All ships have a default Cargo Bay as part of the Hull Configuration of the ship and doens't take up an extra bay. The size that Cargo Bay holds is determined by [[Space_Ships#Hull_Sizes|Hull Size]]. 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_Ships#Secondary_Ship_Attributes|Space Ship Secondary Attributes]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/2 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 $20,000. 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 Classifcation level of the Science Bay. For example, if the Bay is a Class 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.
** 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|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.
** Size Requirement: The Ship must be size Small or larger.
* '''Medical Bay''': This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enables a character with the [[Treat_Injury|Treat Injury]] skill to be able to perform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus to 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. The Medical Facility can also double as a Pharmacy Kit for the purposes of crafting.  
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000
** 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.
* '''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 class level bonus to Mechanical. For example, a Class 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But Class 4 provides a +2 Chemical and +4 Mechanical. 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 repairing Battle Damage.  
** 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.
** 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.
* '''Engineering Bay''': This bay acts like both an 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. Both the Bay and Facility allow characters to actively make 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.
** 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.
* '''Astrometrics Bay''': This provides a +1 per Class level to the ship's Sensor attribute when scanning celestial objects and 1/2 bonus per Class for scanning for Stealthed ships. This also increases the range of the Sensors by double.
** Price: $5,000. Triple the cost per level.
** Price: $25,000. 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.  
* '''Refinery Bay''': This allows the ship to take raw materials and break them down and refine them into crafting materials. 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 per Class level. A Refinery Facility refines 500 units per day +150 per Class level. 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
** Price: Bay base price $35,000 doubles per size and class level. Facility base price $200,000 (Size Large) doubles per size and class level.
* '''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.
* '''Docking Bay''': Allows ships two sizes smaller than the ship the Docking Bay is installed on to dock. 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.
** Price: The price is based on the size of the ship. The 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.
* '''Passenger Bay''': This allows the ship to support additional passengers. Similar to Cargo Bays a Passenger Bays is also installed by default as part of the Hull of the craft and doesn't' take up a bay nor can it be removed. The amount of bonus Passengers is based on the size of the ship. For example, Large can hold 16 people so a normal Passenger Bay can add an additional 16 people. A fancier passenger bay that has more advanced cabins provide less of an added bonus. A Fancy Passenger bay costs twice as much and only provides space for 8 people on a Large ship.  
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.


== Ship Function Upgrades ==
== Ship Function Upgrades ==


Stuff'n Things
Some Officer or Ship Functions require updates to the ship in order to perform. To learn about Ship Functions go [[Space_Ships#Officer.2FShip_Functions|here]].
 
The follow are Ship upgrades that unlock these functions.
 
* '''Transporter Bay''': Also known just as the Transporter or Beaming Station this upgrade takes up and requires the use of a Bay. This allows for the Beam function. Once installed any crew member can operate it. The basic version or Class 0 can only Transport objects directly from one Bay to another. A Class 1 can transport anything from or to the Bay. A Class 2 can to 'site to site' transportation and can also be remotely controlled from other consoles. Class 4 and 5 provide advantages to transporting extra distances or through shields or other obstacles. The default max distance for transportation is Long and by default, all beaming is successful unless you are transporting at a greater distance or through an obstacle like shields. The DC is up to the GM but a rule of them for shields is 12 + target shields Mod. A ship must be Small or larger to hold one. You can transport up to 4 individuals at Class 0 and +1 per each Classification upgrade.
** '''Price''': $100,000 starting at small an additional $100,000 per size or class.
** Requires a Bay a customization point is not a valid substitute.
* '''Cloaking Device''': This will improve a ships Detection DC. If a ship's Detection DC is higher then your Passive Sensors then the ship cannot be targeted without an Accuracy check. This doesn't necessarily make a ship invisible to the common spectrum of light. In other words, this may just make it harder for sensors to detect it. Complete Stealth is only achievable with Class 5 cloaking devices. While enabled a ship's Shields are disabled. Once the Stealth/Cloaking Device is disabled it takes 1 turn for Shields to be re-enabled. This requires a Tiny Ship or bigger. By default, a Class 0 Cloak provides a +3 to Detection DC. Every Classification upgrade provides +2. Perform certain actions may weaken the effect a Stealth/Cloaking device can offer however these actions cannot remove more than the Stealth device provides as a bonus. Firing Kinetic weapons reduces stealth by 2, Missiles by 3, Plasma by 4 and Lasers by 5. However, this is only for one round.
** '''Price''': $200,000 for a Tiny ship. Additional $200,000 per size and Classification.
** Requires both 1 hard point and 1 Bay. However, either the HP or the Bay can be replaced with a customization point but not both.
* '''Crypto Computer''': This enables the [[Crypto]] function which allows one to send secret messages to other ships as well as protect Drones controlled by the ship from being hacked. This requires a Tiny or bigger ship and also requires a Bay or customization point. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function.
** '''Price''': $50,000 for Tiny. Additional $50,000 for every size or class larger.
** This can be fitted into a Bay or Customization Point.
* '''Jammmer''': This enabled the [[Jam]] function. This can be used to intercept or interrupt messages, hacking attempts, and Drones or target Sensors. This requires a Hard Point and cannot be replaced by a customization point. It requires Tiny are a larger ship. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function.
** '''Price''': $50,000 for Tiny. Additional $50,000 for every size or class larger.
** This has to be used in a Hard Point
* '''Grappler''': This is necessary for the [[Grapple]] function. Different types of Grapplers are detailed in here. And provide different options and functionality.
** '''Price''': Vary depending on the type of Grappler but this is the default. $50,000 for Tiny. Additional $50,000 for every size or class larger.
** This has to be used in a Hard Point
* '''Medical Bay/Facility''': This is noted here as it is necessary for the Resuscitation/Life Support and Long/Short Automated Care functions, however, it is detailed in the above section for Bays.


== Ship Attribute Upgrades ==
== Ship Attribute Upgrades ==
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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.
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. An upgrade can also be Master-worked by using more advanced build materials and therefore provide an additional point. So a masteworked Class 1 upgrade would provide a +2 while a Class 3 would provide +6.  


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.  
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 on top of it again. A Small Engine Class 0 would cost $200,000 while A Class 2 would cost $600,000. Master-worked just doubles the cost. A masterworked Class 2 Small Engine would cost $1,200,000.


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.  
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 an 'Upgrade Bay' or 'Upgrade Point'. They cannot be targeted specifically during combat. An Upgrade Bay actually has space for two System Upgrades.


==== Crafting Upgrades ====
==== 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.
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.
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.
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== Ship Accessories ==
== 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.
Below is a list of additional ship items Characters can Craft or Buy and install on their ships. These items require ship Bays or Hard Points to install. For detailed information regarding each Accessory then visit the [[Ship_Accessories|Ship Accessories]] page.


{| class="wikitable sortable" style="10px;"
{| class="wikitable sortable" style="10px;"
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! Base Cost
! Base Cost
|-
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| [[Ship_Equipment#Warp_Field_Expander|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
| [[Ship_Accessories#Warp_Field_Expander|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
|-
| [[Ship_Equipment#Jump_Assistance_Drive|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
|-
|-
| [[Ship_Equipment#Worm_Hole_Generator|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
| [[Ship_Accessories#Jump_Assistance_Drive|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
|-
|-
| [[Ship_Equipment#Shield_Extender|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
| [[Ship_Accessories#Shield_Extender|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
|-
|-
| [[Ship_Equipment#Shield_Enhancer|Shield Enhancer]] || This allows a small boost to the DR and Mod of a ships shields. || $600,000
| [[Ship_Accessories#Shield_Enhancer|Shield Enhancer]] || This allows a small boost to the DR and Mod of a ships shields. || $600,000
|-
|-
| [[Ship_Equipment#Phase_Discriminator|Phase Discriminator]] || This gives a bonus to Scan function when searching for ships that are 'Out of Phase'. || $500,000
| [[Ship_Accessories#Phase_Discriminator|Phase Discriminator]] || This gives a bonus to Scan function when searching for ships that are 'Out of Phase'. || $500,000
|-
|-
| [[Ship_Equipment#Plasma_Flow_Enhancer|Plasma Flow Enhancer]] || Gives a boost too the Warp speed. +1 to Warp speed unless Warp speed is already 10. || $200,000
| [[Ship_Accessories#Plasma_Flow_Enhancer|Plasma Flow Enhancer]] || Gives a boost to the Warp speed. +1 to Warp speed unless Warp speed is already 10. || $200,000
|-
|-
| [[Ship_Equipment#Engine_Boosters|Engine Boosters]] || Gives bonus too the the Movement check. || $250,000
| [[Ship_Accessories#Engine_Boosters|Engine Boosters]] || Gives bonus to the Movement check. || $250,000
|-
|-
| [[Ship_Equipment#Drone_Controller|Drone Controller]] || Provides the ability to use Drones. || $100,000
| [[Ship_Accessories#Drone_Controller|Drone Controller]] || Provides the ability to use Drones. || $100,000
|-
| [[Ship_Equipment#Ore_Mining_System|Ore Mining System]] || Allows for mining Ore for Crafting resources. || $45,000
|-
| [[Ship_Equipment#Gas_Extractor|Gas Extractor]] || Allows for mining for Crafting resources. || $65,000
|-
| [[Ship_Equipment#Ice_Mining_System|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''':
Crafting accessories takes Rank 3 in Mechanics and Rank 3 in Electronics. Each Classification upgrade requires an additional rank in both crafting skills. Other than that the same rules for crafting apply.

Latest revision as of 00:53, 17 January 2019

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 (1) $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/Ammo 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 master-worked Ship Weapon, the character must have the Craft skill rank of 6 for Class 1, Rank 7 for Class 2 and so on.

Crafting Ship Weapons Ammo requires a rank of 3 or higher in the correct skill. Masterworked Ammo requires Rank of 4 or higher depending on the classification of the Ammo.

By default Projectiles require Mechanical crafting. Laser Crystals require Chemical crafting. Plasma requires Chemical crafting. Missiles require Mechanical/Chemical combination.

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.

Some Bays can be a 'Facility' instead. By default, a Bay requires a Tiny size ship or bigger. In order to fit in a smaller ship the Bay takes up 2 slots. A facility, on the other hand, requires a Larger or bigger size ship and takes up two Bays. However, if the ship is Gargantuan or Colossal then the Facility only takes up 1 Bay. Facilities can have multiple people working in them at a time and often provide additional bonuses.

  • Cargo Bay: This is simply a space carved out within the ship to store stuff. All ships have a default Cargo Bay as part of the Hull Configuration of the ship and doens't take up an extra bay. The size that Cargo Bay holds is determined by Hull Size. 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 Secondary Attributes section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/2 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 $20,000. 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 Classifcation level of the Science Bay. For example, if the Bay is a Class 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.
    • Size Requirement: The Ship must be size Small or larger.
  • Medical Bay: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enables a character with the Treat Injury skill to be able to perform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus to 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. The Medical Facility can also double as a Pharmacy Kit for the purposes of crafting.
    • 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 class level bonus to Mechanical. For example, a Class 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But Class 4 provides a +2 Chemical and +4 Mechanical. 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 repairing Battle Damage.
    • 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 an 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. Both the Bay and Facility allow characters to actively make 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 Class level to the ship's Sensor attribute when scanning celestial objects and 1/2 bonus per Class for scanning for Stealthed ships. This also increases the range of the Sensors by double.
    • Price: $25,000. Triple the cost per level.
  • Refinery Bay: This allows the ship to take raw materials and break them down and refine them into crafting materials. 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 per Class level. A Refinery Facility refines 500 units per day +150 per Class level. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant.
    • Price: Bay base price $35,000 doubles per size and class level. Facility base price $200,000 (Size Large) doubles per size and class level.
  • Docking Bay: Allows ships two sizes smaller than the ship the Docking Bay is installed on to dock. 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. The 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 a Passenger Bays is also installed by default as part of the Hull of the craft and doesn't' take up a bay nor can it be removed. The amount of bonus Passengers is based on the size of the ship. For example, Large can hold 16 people so a normal Passenger Bay can add an additional 16 people. A fancier passenger bay that has more advanced cabins provide less of an added bonus. A Fancy Passenger bay costs twice as much and only provides space for 8 people on a Large ship.
    • Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.

Ship Function Upgrades

Some Officer or Ship Functions require updates to the ship in order to perform. To learn about Ship Functions go here.

The follow are Ship upgrades that unlock these functions.

  • Transporter Bay: Also known just as the Transporter or Beaming Station this upgrade takes up and requires the use of a Bay. This allows for the Beam function. Once installed any crew member can operate it. The basic version or Class 0 can only Transport objects directly from one Bay to another. A Class 1 can transport anything from or to the Bay. A Class 2 can to 'site to site' transportation and can also be remotely controlled from other consoles. Class 4 and 5 provide advantages to transporting extra distances or through shields or other obstacles. The default max distance for transportation is Long and by default, all beaming is successful unless you are transporting at a greater distance or through an obstacle like shields. The DC is up to the GM but a rule of them for shields is 12 + target shields Mod. A ship must be Small or larger to hold one. You can transport up to 4 individuals at Class 0 and +1 per each Classification upgrade.
    • Price: $100,000 starting at small an additional $100,000 per size or class.
    • Requires a Bay a customization point is not a valid substitute.
  • Cloaking Device: This will improve a ships Detection DC. If a ship's Detection DC is higher then your Passive Sensors then the ship cannot be targeted without an Accuracy check. This doesn't necessarily make a ship invisible to the common spectrum of light. In other words, this may just make it harder for sensors to detect it. Complete Stealth is only achievable with Class 5 cloaking devices. While enabled a ship's Shields are disabled. Once the Stealth/Cloaking Device is disabled it takes 1 turn for Shields to be re-enabled. This requires a Tiny Ship or bigger. By default, a Class 0 Cloak provides a +3 to Detection DC. Every Classification upgrade provides +2. Perform certain actions may weaken the effect a Stealth/Cloaking device can offer however these actions cannot remove more than the Stealth device provides as a bonus. Firing Kinetic weapons reduces stealth by 2, Missiles by 3, Plasma by 4 and Lasers by 5. However, this is only for one round.
    • Price: $200,000 for a Tiny ship. Additional $200,000 per size and Classification.
    • Requires both 1 hard point and 1 Bay. However, either the HP or the Bay can be replaced with a customization point but not both.
  • Crypto Computer: This enables the Crypto function which allows one to send secret messages to other ships as well as protect Drones controlled by the ship from being hacked. This requires a Tiny or bigger ship and also requires a Bay or customization point. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function.
    • Price: $50,000 for Tiny. Additional $50,000 for every size or class larger.
    • This can be fitted into a Bay or Customization Point.
  • Jammmer: This enabled the Jam function. This can be used to intercept or interrupt messages, hacking attempts, and Drones or target Sensors. This requires a Hard Point and cannot be replaced by a customization point. It requires Tiny are a larger ship. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function.
    • Price: $50,000 for Tiny. Additional $50,000 for every size or class larger.
    • This has to be used in a Hard Point
  • Grappler: This is necessary for the Grapple function. Different types of Grapplers are detailed in here. And provide different options and functionality.
    • Price: Vary depending on the type of Grappler but this is the default. $50,000 for Tiny. Additional $50,000 for every size or class larger.
    • This has to be used in a Hard Point
  • Medical Bay/Facility: This is noted here as it is necessary for the Resuscitation/Life Support and Long/Short Automated Care functions, however, it is detailed in the above section for Bays.

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. An upgrade can also be Master-worked by using more advanced build materials and therefore provide an additional point. So a masteworked Class 1 upgrade would provide a +2 while a Class 3 would provide +6.

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 on top of it again. A Small Engine Class 0 would cost $200,000 while A Class 2 would cost $600,000. Master-worked just doubles the cost. A masterworked Class 2 Small Engine would cost $1,200,000.

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 an 'Upgrade Bay' or 'Upgrade Point'. They cannot be targeted specifically during combat. An Upgrade Bay actually has space for two System Upgrades.

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 their ships. These items require ship Bays or Hard Points to install. For detailed information regarding each Accessory then visit the Ship Accessories page.

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
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 to the Warp speed. +1 to Warp speed unless Warp speed is already 10. $200,000
Engine Boosters Gives bonus to the Movement check. $250,000
Drone Controller Provides the ability to use Drones. $100,000


Crafting accessories takes Rank 3 in Mechanics and Rank 3 in Electronics. Each Classification upgrade requires an additional rank in both crafting skills. Other than that the same rules for crafting apply.