Ship Equipment

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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.