Vehicle Upgrades

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Vehicle Upgrades

Upgrades have a one-time cost, when installed to a vehicle, based on the number of existing upgrade slots already installed on the vehicle. The first upgrade to a vehicle is quite cheap, but additional upgrades are progressively more costly.

Vehicles have a number of upgrade module slots based on their size. Larger vehicles can install more upgrades than smaller vehicles.

Upgrade modules take up a number of upgrade module slots based on the vehicle class into which they are being installed. Vehicle classes which specialize in movement, for example, will nearly always accept movement-improving upgrades as single-slot modules. However, in a more defensive ship class, movement upgrades might require two or more slots. The cost of the upgrade is based on the total number of slots it will occupy, not the quantity of upgrades. That is, an upgrade which requires two slots to install (due to being less congruent with the ship class it is being installed in to) would cost the same as installing two single-slot upgrades.

  • mothership module (allows transport, maintenance, and launching of smaller vehicles).
  • negate one level of size penalties
  • ramming prow (bonus damage on collisions)
  • reinforced hull (DR vs collisions)
  • 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.
  • +1 focus during recover phase
  • +1 shield during recover phase
  • Improved maneuverability profile (from poor to average, from average to good)
  • +1 speed
  • One 45-degree facing change as a swift action
  • Long range +1 square
  • Medium range +1 square (req. long range upgrade)
  • Close range +1 square (req. med range upgrade)
  • +1 max shields
  • Bonus damage to crew
  • Bonus damage vs. non-fortified creatures
  • Bonus damage to shields
  • Bonus damage to hulls
  • Spend 1 focus to increase damage during Full Attack
  • Gain 1 focus for moving at least speed 2, and directly forward
  • Gain 1 focus for moving within your forward firing arc
  • Gain 1 focus as a swift action
  • Gain 1 shield as a swift action
  • faster speed during Double Move 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
  • Better results from Build Focus action
    • 2 points of focus for average success
    • 3 points of focus for hard success (req. above)
  • Better results from Damage Control 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 100 feet of your ship (probably requires a skill check, standard action, probably costs focus)
  • bonus to initiate boarding grapple
  • 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