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 |
|
-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.