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Ship Equipment

From FuturePath

There are 3 primary types of ship Equipment.

  1. Ship Hard Points which are mounted on the exterior of a ship. They are usually, but not limited to, 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)

Space Ship Weapon Costs
Hull Size => Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Weapon Size =>
v=Types=v
Small Medium Large Huge
Projectile (6) $80,000 $320,000 $1,280,000 $2,560,000
Laser (~) $156,250 $625,000 $1,250,000 $5,000,000
Plasma (4) $234,375 $937,500 $1,875,000 $6,500,000
Missile (3) $195,300 $590,625 $3,125,000 $6,250,000

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 shown below in the 'Space Ship Weapon Costs' table, and below that is the 'Space Ship Weapon Ammunition Costs' table. Weapons 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 to a target. The advantages are that it is a cheap, common weapon, and its ammo is also cheap and can be modified.
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 can choose to re-roll the d10 on a failure, which consumes more ammo. Reloading takes a whole round. These re-rolls are done before any re-roll associated with the Ships Weapon's Mod.
Laser
These are directly powered by the ship's 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:
  • Each even Class (2,4) provides an additional +1 to the d10.
  • Class 1 gains the point defense ability. This weapon can fire against a target AND against incoming Missiles. Take a -1 when using Lasers as Point defense.
  • Class 3 gains Overheat ability. Overheat: The laser cannot fire the next round of combat. However, during this round, gain a bonus d10 when firing with this laser.
  • Class 5 remove the -1 penalty for Point Defense.
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 disadvantages are its range and the cost of both the weapon itself and its ammo.
Range: Small, Medium
Standard Ammo Capacity: 4
Bonus: Re-roll 1s, if at Small Range. (Medium, the Plasma can still hit but loses its Bonus)
Class Bonus: Class/Masterwork levels cost 3 times as much.
  • Class 1 gain +1 to d10
  • Class 2 Range increases to Long
  • Class 3 re-roll 1s on both Small and Medium.
  • Class 4 exploding effect on both 9,10 rolls.
  • Class 5 re-roll both 1s and 2s.
Missile
Considered to be the most flexible and desirable weapon system of all civilizations. Missiles Racks/Turrets can be reloaded to fire different styles of missiles depending on the needs 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:
  • Every even Classification gain +1 to Ammo Capacity (per launcher rack).
  • Class 1 gain +1 to d10s against ships two sizes smaller.
  • Class 3 gain +1 to d10s against Swarms.
  • Class 5 gain Burst Fire Function.

Ammo

Space Ship Ammo Costs
Hull Size => Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Weapon Size =>
v=Types=v
Small Medium Large Huge
Projectile (6) $1,600 $6,400 $25,600 $102,400
Laser Crystals (1) $52,000 $208,350 $833,350 $3,333,350
Plasma (4) $4,700 $18,750 $75,000 $300,000
Missile (3) $3,900 $15,625 $62,500 $250,000

Ammo adds an extra layer of customization to 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 and Missile weapons are Kinetic Damage types, while Laser and Plasma are Thermal damage types.

The table on the right shows Ammo costs by size and weapon type. This is for one '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, be made of advanced materials, and contain special secondary components that change how it deals damage. For a full list of custom shells/bullets, go here.

Laser Crystals

Lasers can have focusing crystals designed to change the laser in various ways. For a full list of Laser, Focusing Crystals go here.

Plasma

Plasma upgrades take up Bays or Customization Slots. These upgrades can affect all Plasma weapons on a ship rather than just one. For a full list of Plasma Ammo/Weapon upgrades, go here.

Missiles

Missiles are special in that they are more about the ammo than they are the launcher. Missiles can be very flexible as their 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 their description and cost.

Some Bays can be a 'Facility' instead. By default, a Bay requires a Tiny-sized ship or bigger. To fit on a smaller ship, the Bay occupies 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, the Facility occupies only 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 doesn't take up an extra bay. The size that Cargo Bay holds is determined by Hull Size. Most anything can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rarer. 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 for each size increment higher.
  • Science Bay: This bay can act as a Chemical Kit and an Electronic Kit that provides +X to crafting these materials. The X is determined by the Classification level of the Science Bay. For example, if the Bay is a Class 2, then it's +2 for both. This bay may also 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 multiple patients at once and provides a +4 bonus to the Treat Injury skill. The Medical Facility can also double as a Pharmacy Kit for crafting purposes. If Masterworked and at Classification level 3, a Medical Bay or Facility can also attempt to resuscitate a Character.
    • 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 multiple people to take advantage of the Industrial Bay at once. It also provides a +1/2 level bonus to repairing Battle Damage.
    • Price: Industrial Bay costs $15,000 at the starting level. Triple the cost per level. Industrial Facility costs $250,000 at the starting level and triples in cost per level.
  • Engineering Bay: This bay acts like both an Electronics and a Mechanical kit. And provides a +1 to both per level. An Engineering Facility can be used by multiple people. And provides an extra +1 per level bonus to any repairs to the ship it's 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 starting. Triple cost per level.
  • Astrometrics Bay: This provides a +1 per Class level to the ship's Sensor attribute when scanning celestial objects and a 1/2 bonus per Class for scanning for Stealthed ships. This also doubles the range of the Sensors.
    • Price: $25,000. Triple the cost per level.
  • Refinery Bay: This allows the ship to take raw materials, 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 almost 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 on which the Docking Bay is installed 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 than one ship can enter the bay if the ships are small, so that their 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 are also installed by default as part of the Hull of the craft and doesn't take up a bay nor can they be removed. The number of bonus Passengers depends on the ship's size. For example, Large can hold 32 people so a normal Passenger Bay can add an additional 16 people. A fancier passenger bay with more advanced cabins offers less of an added bonus. A Fancy Passenger bay costs twice as much and only provides space for 8 people on a Large ship. A Cramped Passenger Bay, often used in the Military for cheap transport, can carry twice the passenger capacity.
    • Price: For a small ship, the base cost is: $20,000. It is doubled per each size increment.
  • Detention Bay: A high-security compartment designed to hold prisoners, captured bounties, or dangerous lifeforms safely. It is equipped with reinforced containment fields, isolation shields, and local biometric scanners. Bypassing or escaping this bay requires a +5 DC on Sleight of Hand, Escape Artist, or Hacking checks. Crucial for bounty hunting, law enforcement, or mercenary security work. By default, a Detention/Brig Bay can also double as a Passenger Bay since a Brig normally doesn't take up much space. The Passenger Bay only holds up to 1/2 the normal number of passengers, though. A full-scale detention bay may be used on a pisornor transport ship and costs the same.
    • Price: Base price for a Detention Bay is $15,000 for a Small-sized craft. It is doubled for each higher size increment.
    • Size Requirement: The ship must be size Tiny or larger.
  • Hydroponics Bay: A self-sustaining agricultural compartment filled with nutrient-rich growth beds, automated UV lighting, and water recycling systems. It grows fresh crops, naturally filters carbon dioxide, and cultivates rare botanical ingredients. This bay extends the ship's passenger life-support duration by 50% without requiring resupply. It also provides a +2 bonus to crafting chemical or pharmaceutical items that require organic components.
    • Price: Base price is $20,000 for a Small-sized craft. It is doubled for each higher size increment.
    • Size Requirement: The ship must be size Small or larger.
  • Armory: A heavily armored, biometric-locked vault used to store, maintain, and secure personal weapons, heavy armor, and explosives for the crew. If the ship is boarded or if the crew is preparing to board an enemy vessel, crew members can grab and equip their ground combat gear in half the time (converting a Full-Round Action to a Move Action). It also provides a +2 bonus to repair and maintain personal ground gear.
    • Price: Base price is $25,000 for a Small-sized craft. It is doubled for each higher size increment.
    • Size Requirement: The ship must be size Tiny or larger.
  • Electronic Intelligence (ELINT) Center: A dedicated computer room filled with signal interceptors, decryption mainframes, and advanced cooling lines. It is designed to assist the Science or Comms Officer in cyberwarfare and signals interception. This bay grants a +2 bonus to all Hacking, Jamming, and Counter-Hacking Electronics checks. It also allows the Comms Officer to record and save encrypted enemy signals for later analysis. This also enables and supports the Crypto function.
    • Price: Base price is $30,000 for a Small-sized craft. It is doubled for each higher size increment.
    • Size Requirement: The ship must be size Medium or larger.
  • Recreation Bay: A comfortable, open compartment designed for crew relaxation, mess services, and entertainment, complete with holotables or musical synthesizers. Spending a rest period in this bay allows crew members to recover from conditions like Shaken or Fatigued in half the time, and grants a +1 morale bonus to Will saves and Initiative for the next 24 hours.
    • Price: Base price is $15,000 for a Small-sized craft. It is doubled for each higher size increment.
    • Size Requirement: The ship must be size Small or larger.

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 following 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 maximum distance for transportation is long, and by default, all beaming succeeds unless you are transporting at a greater distance or through an obstacle such as 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, plus 1 per Classification upgrade.
    • Price: $100,000 starting at a small additional $100,000 per size or class.
    • Requires a Bay a customization point is not a valid substitute.
  • Cloaking Device: This will improve a ship's Detection DC. If a ship's Detection DC is higher than your Passive Sensors, then the ship cannot be targeted without an Accuracy check. This doesn't necessarily make a ship invisible to the visible spectrum. 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 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. Performing 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. An 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 larger ship and 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. An additional $50,000 for each larger size or class.
    • This can be fitted into a Bay or Customization Point.
  • Jammer: This enables 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 to be a larger ship. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function.
    • Price: $50,000 for Tiny. An additional $50,000 for each larger size or class.
    • 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: Varies by Grappler type; this is the default. $50,000 for Tiny. An additional $50,000 for every size or class larger.
    • This has to be used in a Hard Point

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 ranging from 0 to 5. Upgrading a Ship Attribute by improving its Classification will provide it with a bonus to that Attribute's score. For example, a ship's weapons attribute could have a score of 12, and if that system were 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, thereby providing an additional point. So a masterworked Class 1 upgrade would provide +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 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. Space Ships have Customization Points equal to their Tech Level. A Ship can gain more Customization Points by converting its Hard Points or Bays into 'Upgrade Point' or 'Upgrade Bay'. A Hardpoint or Bay cannot be used for anything else once converted, nor can they be specifically targeted during combat. An 'Upgrade Point' is worth 1 Customization Point, while an 'Upgrade Bay' is worth 2.

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 that 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 Slot Required Summary Base Cost
Warp Field Expander 1 HP & 1 Bay This allows a ship with a Warp Drive FTL to expand their warp field around another ship and allow it to travel at the same speed. $450,000
Jump Assistance Drive 1 HP & 1 Bay This allows a Ship with a Personal Jump Drive to assist another ship as if it was a Jump Gate. $30,000
Shield Extender 1 Bay 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 1 HP This allows a small boost to the Reflector value (+1) and Shield-based DR (+1) of a ship's shields. $600,000
Phase Discriminator 1 HP This gives a bonus to Scan function when searching for ships that are 'Out of Phase'. $500,000
Plasma Flow Enhancer 1 Bay Gives a boost to Warp speed. +1 to Warp speed unless Warp speed is already 10. $200,000
Engine Boosters 1 HP or 1 Customization Slot Passive sub-light engine thrusters. Provides a +2 bonus on all active Pilot checks using Engines (like Close/Widen Distance or Emergency Evasive Thrusters). $250,000
Drone Controller 1 HP & 1 Bay Provides the ability to use Drones. $500,000
Reactor Auxiliary Capacitor 1 Customization Slot Stores reserve energy. Provides a +2 bonus to Overclock Core checks, and absorbs failed overclock backcharges. $150,000
Holographic Decoy Launcher 1 HP Required for decoy projection. Grants +2 on Electronics checks and guided missiles have a 75% miss chance. $120,000
Fire-Control Matrix 1 HP or 1 Customization Slot Targeting computer. Grants +1 to attack d10s and ignores the -2 penalty when using Defensive Fire. $300,000
Advanced Recycler Grid 1 Customization Slot Air/water filtration. Increases default passenger capacity by 25% and grants +2 to saves against infestations/toxins. $80,000

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.