Ship Upgrades

 

Ship Upgrades
Upgrade Cost to upgrade Bonus Other
Armor Plating 1/2 of base ship +1 AC, DR1 -2 MB, 1 cargo ton weight
Escape Pod + Cost of base ship
Side Sails 1/4 of base ship +2 MB
Tail Fin Sail 1/4 of base ship +1 MB
Elven Sails 1/2 of base ship Regrow any damage in 1d4 days
Elven Side Sails 1/2 of base ship +2 MB Regrow any damage in 1d4 days
Elven Tail Fin Sail 1/2 of base ship +1 MB Regrow any damage in 1d4 days
Reinforced Keel 1/2 of base ship
  • Hull Point Bonus = to Hull Tonnage
-25% Cargo Tonnage
Landing Gear 1/4 of base ship Ability to land on dry land
Blunt Ram 3000 gp 2d6 Hull damage
Piercing Ram 5000 gp 2d8 Hull damage Chance of ship lock

 

Ship Material Upgrades
Light Wood Standard ship build
Heavy Wood 1,000 gp x Tonnage DR 1
Elfwood 2,500 gp x Tonnage DR 3, +1 MB
Stone 2,500 gp x Tonnage DR 5, -2 MB Can not make planetfall
Amarnium 8,000 gp x Tonnage DR 5, +1 MB
Tritium 10,000 gp x Tonnage +10 HP, DR 8 , -2MB Can not make planetfall

 

Escape Pod

A ship can be equipped with an escape pod, though it is quite expensive. An escape pod is normally the size of the helmroom. When the escape pod is activated, it is detached from the normal ship (often using placed plasma charges). The plasma blast shoots the escape pod forward 1000’ and does 1d3 Hull damage to the ship it was attached to, and 2d6 damage to any within 20 feet of the pod. 

An escape pod has the same stats as a skiff, though it has the ability to fold space.