 |
| Cannons: Mass Drivers |
-
Weapon
Platforms (Cannons & Turrets)
o
Directed Energy
o
Kinetics Weapons – don’t use capacitance
o
Particle Beams
o
Quantum Disruption
-
Electronic
Warfare Arrays – heavily improved using cyber operations Protocols
o
Cyber Defense Module
o
Cyber Attack Module
o
Sensor Disruptors
o
Communication Jammers
-
Missile
Launchers – limited ammo, blast radius, recoup at docks. Some have availability requirements. Improved by Targeting Protocols.
o
Mines
o
Rockets – unguided
o
Missiles - guided
o
Torpedoes – anti-capital ship
-
Drone
Launchers – can be automated using Protocols
o
Space Probes
o
Point Defense Drones
o
Repair Drones
o
Attack Drone Swarms
o
ISR Drones
o
Construction Drones
o
Salvage/Harvester Drones
 |
| Shield Generator |
-
Shield
Generators – provide ballistic armor, can provide special shielding with
special generators
-
Hull
Reinforcements – Add Armor, Hull Integrity and you can have special
additional protections
-
Offensive
Countermeasures
o
Chaff & Flares
o
Decoys
o
Electronic Targeting Disruption
o
Countermeasures for specific weapon types
-
Salvage/Mining
Tools
o
Grappling arms – and grappling rules
o
Cutting tools
o
Welding torch
o
Harvester tools
o
Tractor Beams
-
Faster-Than-Light
Technologies
-
Communications
Arrays – improved simultaneous connections, coordination efforts, range and
throughput
-
Maneuvering
Upgrades
o
Maneuvering Jets
o
Afterburners – burn extra Capacitance or Power
o
Directional Engine nozzles
o
Repulsors
o
Gyros
o
Boosters – fall off when expended
o
Break Thrusters
-
Sensor
Arrays – Improve telemetry, defeat stealth tech, special detections, expand
sensor ranges
-
Pods –
add to the Hull of the ship, adds mass to the ship
o
Escape Pods – vary but the number of people that
can fit in each and what the pod can do and what survival equipment is
included. Takes a full turn to get into
one and launch.
 |
| Pods |
o
Ejection Modules – Same as Escape pods, jettisons
the bridge or cockpit
o
Cargo Pods
o
Passenger Pods
o
Shuttle airlocks
o
Utility Pods
o
Fuel Pods
o
Ammunition Pods
o
Medical Pods
-
Computers
– heavily interact with Protocols, allowing more Protocols in many cases
o
Codebreaker Mainframe
o
System Cores
o
Neural Networks – AIs and VIs
-
Stealth Packages
-
Capacitors
– Most give more capacitance or store Power points
o
Batteries
o
Fuel Cells
-
Auxiliary
Modules
o
Emergency integrity shields
o
Emergency Ship Attributes
o
Auxiliary Power Modules
o
Uninterrupted power supplies
 |
| Wormhole Traversal |
Sympathy Relay (Space •••)
By attuning the device to a particular sympathetic thread,
it is possible to travel instantaneously to the target destination.
Shadowgate (Spirit •••)
When activated this device temporarily lowers the Gauntlet
surrounding the vessel, allowing it to cross in and out of the Shadow.
Twilight Cloak (Death •••)
This Death-attuned upgrade allows the ship to temporarily
become nigh-invulnerable and invisible by shifting it into the Twilight.
Starshield (Forces ••)
 |
| Shadow Drive |
Supernal Shields (Prime ••)
An active Supernal Shields adds to the ship’s Withstand
against any mystic effect.
Multi-dimensional Plating (Prime •••)
When active, Multi-dimensional Plating causes the ship to
become solid to all localized entities, spirit, ghost or otherwise.
Universal Cloaking (Mind •••)
The Universal Cloaking device allows the ship to appear to
be whatever make, model or design the pilot desires.
V.I. Cortex (Mind •••••)
The V.I. System grants the Starship a level of sentience and
autonomy.
Self-Repairing Systems (Matter •••)
When activated, this device restores some of the ship’s
Structure.
Probability Matrix (Fate)
Each use of this device allows for the rote action on one
mundane piloting roll, or the rerolling of a failed roll.
Omega 13 (Time •••)
Activation of the Omega 13 allows the ship to travel
backwards in time a few moments.
Bio-integration (Life)
The ship is, quite simply, alive. In the manner of trees and
other plants, it can be healed and manipulated with the Life Arcana.