Vehicle Upgrades: Difference between revisions

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[[Category:Vehicles]]
[[Category:Vehicles]]


==== Mothership Module ====
* '''Requires:''' -
* '''Benefit:''' This upgrade module provides bays in which to transport, perform maintenance, and launch smaller vehicles.  One module provides space for up to 4 vehicles of one size category smaller than the vehicle into which the mothership module is installed, or 8 vehicles two size categories or smaller than the mothership.  More than one mothership module can be installed to provide additional bays, if desired.
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! width="10%" | Host-class || width="10%" | Stout-class || width="10%" | Verity-class || width="10%" | Ardent-class || width="10%" | Picket-class || width="10%" | Vanguard-class || width="10%" | Foment-class || width="10%" | Witness-class || width="10%" | Spree-class
|-
| 1          || 1          || 1            || 1            || 1            || 1              || 1            || 1            || 1
|}


* mothership module (allows transport, maintenance, and launching of smaller vehicles).
==== Masterwork Module ====
* negate one level of size penalties
* '''Requires:''' -
*ramming prow (bonus damage on collisions)
* '''Benefit:''' Each masterwork module reduces the effective size of the vehicle by one for purposes of its size modifiers (see [[Vehicle Combat#Vehicle Size|Vehicle Size]] for details).  Remember that the listed size modifiers are cumulative. 
*reinforced hull (DR vs collisions)
* '''Module slots required:'''
*while using Evasive Maneuvers, any enemy that attempts to collide with you must roll CMB to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
::{| class="ep-default" style="text-align:center"
*+1 focus during recover phase
|- style="Background:#DEB887; Color:#000;"
*+1 shield during recover phase
! width="10%" | Host-class || width="10%" | Stout-class || width="10%" | Verity-class || width="10%" | Ardent-class || width="10%" | Picket-class || width="10%" | Vanguard-class || width="10%" | Foment-class || width="10%" | Witness-class || width="10%" | Spree-class
*Improved maneuverability profile (from poor to average, from average to good)
|-
*+1 speed
| 1          || 1          || 1            || 1            || 1            || 1              || 1            || 1            || 1
*One 45-degree facing change as a swift action
|}
*Long range +1 square
 
*Medium range +1 square (req. long range upgrade)
==== Ramming Prow ====
*Close range +1 square (req. med range upgrade)
* '''Requires:''' -
*+1 max shields
* '''Benefit:''' Any time you initiate a collision, you deal an additional +1d6 points of damage, in addition to the speed you moved.
*Bonus damage to crew
* '''Module slots required:'''
*Bonus damage vs. non-fortified creatures
::{| class="ep-default" style="text-align:center"
*Bonus damage to shields
|- style="Background:#DEB887; Color:#000;"
*Bonus damage to hulls
! width="10%" | Host-class || width="10%" | Stout-class || width="10%" | Verity-class || width="10%" | Ardent-class || width="10%" | Picket-class || width="10%" | Vanguard-class || width="10%" | Foment-class || width="10%" | Witness-class || width="10%" | Spree-class
*Spend 1 focus to increase damage during Full Attack
|-
*Gain 1 focus for moving at least speed 2, and directly forward
| 2          || 1          || 2            || 1            || 2            || 1              || 2            || 1            || 2
*Gain 1 focus for moving within your forward firing arc
|}
*Gain 1 focus as a swift action
 
*Gain 1 shield as a swift action
==== Ramming Prow, Major ====
*faster speed during Double Move action
* '''Requires:''' Ramming Prow
*additional turn during Double Move action
* '''Benefit:''' Any time you are involved in a collision (whether you initiated it or not), you deal an additional +1d6 points of damage, in addition to the speed you moved. This bonus damage replaces (does not stack with) the bonus damage from Ramming Prow.
*gain focus from a Double Move action
* '''Module slots required:'''
*Gain a larger CMB bonus from Take Aim
::{| class="ep-default" style="text-align:center"
*Gain a bonus to your CMD versus Take Aim actions
|- style="Background:#DEB887; Color:#000;"
*Gain focus from performing a Take Aim action
! width="10%" | Host-class || width="10%" | Stout-class || width="10%" | Verity-class || width="10%" | Ardent-class || width="10%" | Picket-class || width="10%" | Vanguard-class || width="10%" | Foment-class || width="10%" | Witness-class || width="10%" | Spree-class
*Gain a larger CMD bonus when using Evasive Maneuvers
|-
*Gain a bonus to-hit versus vehicles using Evasive Maneuvers
| 2          || 1          || 1            || 1            || 1            || 1              || 1            || 1            || 1
*Gain focus when taking Evasive Maneuvers action
|}
*Better results from Build Focus action
 
** 2 points of focus for average success
* reinforced hull - DR vs collisions
** 3 points of focus for hard success (req. above)
* oblique angles - while using Evasive Maneuvers, any enemy that attempts to collide with you must roll CMB to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
*Better results from Damage Control action
* maneuver module - Improved maneuverability profile (from poor to average, from average to good)
* speed module - +1 speed
* hot loads, minor - Long range +1 square
* hot loads, major - Medium range +1 square (req. long range upgrade)
* hot loads, greater - Close range +1 square (req. med range upgrade)
* gunnery module, minor - increase siege damage during Standard Attack
* gunnery module, major - more damage during standard attack
* gunnery module, greater - even more damage during standard attack
* Articulating Rudder - Change facing 45-degrees (left or right)
* Cuprium Hull Coating - slide yourself forward 1 extra square (must be in direction of current facing)
* Shoulder Bumpers - slide one ally or enemy 1 square (swift action; forced move). if targeting enemy, to-hit roll.  if combined with vehicle feature that does forced move, adds +1 square.
 
* miss chance vs collisions if at least 2 sizes smaller than other vehicle/object
* Gain 1 focus as a swift action
* additional turn during Double Move action
* gain focus from a Double Move action
* Gain a larger CMB bonus from Take Aim
* Gain a bonus to your CMD versus Take Aim actions
* Gain focus from performing a Take Aim action
* Gain a larger CMD bonus when using Evasive Maneuvers
* Gain a bonus to-hit versus vehicles using Evasive Maneuvers
* Gain focus when taking Evasive Maneuvers action
* Bonus to hit vs an enemy ship which has stress
* Bonus to hit vs an enemy ship which has stress
* Bonus to damage vs. an enemy ship which has stress
* Bonus to damage vs. an enemy ship which has stress
* remove stress from an allied pilot within 100 feet of your ship (probably requires a skill check, standard action, probably costs focus)
* remove stress from an allied pilot within close range of your ship
* bonus to initiate boarding grapple
* bonus to initiate boarding grapple
* bonus to break boarding grapples
* bonus to break boarding grapples
* (high level) attempt to break boarding grapple as a swift action
* (high level) establish boarding grapple as a swift action

Revision as of 21:03, 23 January 2017


Mothership Module

  • Requires: -
  • Benefit: This upgrade module provides bays in which to transport, perform maintenance, and launch smaller vehicles. One module provides space for up to 4 vehicles of one size category smaller than the vehicle into which the mothership module is installed, or 8 vehicles two size categories or smaller than the mothership. More than one mothership module can be installed to provide additional bays, if desired.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Masterwork Module

  • Requires: -
  • Benefit: Each masterwork module reduces the effective size of the vehicle by one for purposes of its size modifiers (see Vehicle Size for details). Remember that the listed size modifiers are cumulative.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Ramming Prow

  • Requires: -
  • Benefit: Any time you initiate a collision, you deal an additional +1d6 points of damage, in addition to the speed you moved.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 1 2 1 2 1 2 1 2

Ramming Prow, Major

  • Requires: Ramming Prow
  • Benefit: Any time you are involved in a collision (whether you initiated it or not), you deal an additional +1d6 points of damage, in addition to the speed you moved. This bonus damage replaces (does not stack with) the bonus damage from Ramming Prow.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 1 1 1 1 1 1 1 1
  • reinforced hull - DR vs collisions
  • oblique angles - while using Evasive Maneuvers, any enemy that attempts to collide with you must roll CMB to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
  • maneuver module - Improved maneuverability profile (from poor to average, from average to good)
  • speed module - +1 speed
  • hot loads, minor - Long range +1 square
  • hot loads, major - Medium range +1 square (req. long range upgrade)
  • hot loads, greater - Close range +1 square (req. med range upgrade)
  • gunnery module, minor - increase siege damage during Standard Attack
  • gunnery module, major - more damage during standard attack
  • gunnery module, greater - even more damage during standard attack
  • Articulating Rudder - Change facing 45-degrees (left or right)
  • Cuprium Hull Coating - slide yourself forward 1 extra square (must be in direction of current facing)
  • Shoulder Bumpers - slide one ally or enemy 1 square (swift action; forced move). if targeting enemy, to-hit roll. if combined with vehicle feature that does forced move, adds +1 square.
  • miss chance vs collisions if at least 2 sizes smaller than other vehicle/object
  • Gain 1 focus as a swift action
  • additional turn during Double Move action
  • gain focus from a Double Move action
  • Gain a larger CMB bonus from Take Aim
  • Gain a bonus to your CMD versus Take Aim actions
  • Gain focus from performing a Take Aim action
  • Gain a larger CMD bonus when using Evasive Maneuvers
  • Gain a bonus to-hit versus vehicles using Evasive Maneuvers
  • Gain focus when taking Evasive Maneuvers action
  • Bonus to hit vs an enemy ship which has stress
  • Bonus to damage vs. an enemy ship which has stress
  • remove stress from an allied pilot within close range of your ship
  • bonus to initiate boarding grapple
  • bonus to break boarding grapples