Spacecraft Upgrades

Spacecraft can be reconfigured for a variety of purposes. Most systems may be upgraded to advanced versions, modified with alternative functions, or removed entirely. Most spacecraft manufacturer's discourage this, as it may void warranty, however it is commonly accepted among the enthusiast community that the best spacecraft in charted space have all been modified in some way.

Access Systems

Bulkheads

System of pressure-triggered barriers that temporarily seal hull breaches

If the ship suffers a hull breach, it is immediately restored, however depending on which cabin was breached, there may be limited access.

Value: 4

Fighter Launch System

Increases the velocity at which fighters can be launched as well as the velocity at which they can be safely landed

Fighters are launched at +1 velocity compared to their mothership and can dock with no more than 2 velocity.

Value: 4

Shielded Bay

Shield barrier that maintains atmosphere in a bay even when the doors are open. This shielding provides no protection against incoming fire, and in fact will absorb any weaponry fired from inside the bay.

Value: 6

Breach Boarding System

Docking ring with shaped charge and shielded hatch for aggressive entry to a docked spacecraft

Value: 4

Pod Launch System

Dedicated hatches and launch systems for pod craft. Pods may dock and undock without needing to utilize a docking hatch or hangar bay.

Value: 4

Cargo Scoop

Hatch with conical hoglium field for graceful collection of spaceborn material or cargo

Value: 4

Comms

Advanced Encryption Algorithms

Reduce the chance of successful signal interception

Value: 5

Wireless Network Jammer

May transmit signal noise to reduce effective communication in the area

Value: 5

Signal Filter Algorithms

Effective at reducing the effects of jamming or comm traffic

Value: 4

Transmitter Boost

A ship may send or receive signals outside of their normal range, guaranteeing access to system relays

This increases the range of Tweak rolls by +4 Range

Value: 4

Transponder Spoof

Illegal. Crew may alter the transponder signal at will, allowing them to take on another ship's identity

Value: 6

Linguistic Analysis Program

Initially used for decryption of advanced military codes, it is also used for translation and interpretation of obscure or unknown languages.

Value: 4

Computer

Advanced Flight Computer

Complex AI allowing for maneuvers, auto-fire weapons, and damage avoidance

Ship may may operate as though it had a pilot at the helm, and a gunner at the weapons, however it does not apply skill bonuses to checks made.

Value: 5

Anti-Tweaking System

Reduces the chance of tweakers being able to access a ship's computer either by transmission or cable

The ship receives a +2 to defend against an attempt to tweak its computer

Value: 5

Slave Receiver

Allows remote control of a ship from authorized TOMEs

Value: 4

Computer Personality

Voiced AI computer interface for hands-free interaction and simulated social relationships

Value: 4

Data Catapult

Aggressive tweaking system that can cause system consequences.

In place of an attack roll, the ship may make a Tweak vs another ship within range. If the roll succeeds, the ship takes a random system consequence. If the roll succeeds with style, the tweaker may choose from operational systems instead.

Value: 4

Gravity

Improved Gravity Generator

Can be triggered to create stronger fields that can trap intruders or compensate for more acceleration. May also be used to create arenas with challenging gravity environments

Value:

Dynamic Ballast

Distribution conduit system for hoglium-zesnine solution that helps adjust a ship's center-of-mass to compensate for engine failure and improve stability during collision

System consequences as a result of collisions do not increase Heat.

Value: 4

Hoglium Hover Engine

Hoglium generators for low-altitude flight and hover capability, favorable for shuttles and atmospheric fighters.

+2 to Pilot checks when flying at low altitude, or close to surface obstacles.

Value: 5

Helm

Cup Holder

Mechanism for securely storing beverages within arm's reach while at the helm. Also an improvised ash tray for pilots who wish to partake in the leaf.

Bonus FATE point only when sitting at the helm

Value: 2

Zipp Line Avoidance System

Advanced autopilot that reduces chances of colliding with a Zipp Line

Value: 6

Backup Helm

Secondary piloting station, often located in the bridge for a co-pilot, or in another area of the craft in case the main helm is disabled

A ship's Helm must be disabled twice to lose the ability to pilot

Value: 5

Hull

Decorative Smart Livery

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Improves a ship's stealth roll to camouflage or deceive roll to disguise its markings

Value: 3

Magnetized Armor

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Increase the difficulty of targeting this ship's subsystems by +2

Value: 5

Ramming Prow

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Ship does not take hull stress when it successfully rams

Value: 5

Reinforced Hull

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Increases ship's hull stress by +1

Value: 5

Retractable Weapon Systems

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Improves stealth or deceive rolls made to conceal ship's armament

Value: 5

Thermal Exhaust Radiators

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Ship loses 1 heat during its turn

Value: 5

Interior

Armory

Room stocked with weaponry and equipment

Value: 4

Astrarium

Room with holographic projectors for the 3-dimensional display of astrological data

Value: 5

Automated Pikemen

Security turrets to fend off intruders

Value: 6

Briefing Room

Room with seating, tables, and displays for conference and mission briefing

Value: 4

Brig

Secure cabin for keeping prisoners

Value: 4

Cargo Hold

Room for storage of goods, equipment, and raw materials

Value: 4

Communications Room

Room dedicated for encrypting, transmission, and jamming of radio traffic

Value: 5

Galley and Mess

Room for preparing and consuming food or refreshment

Value: 4

Heads

Simple toilets and showers

Value: 4

Infirmary

Sterile room stocked with medical equipment and supplies

Value: 5

Laboratory

Room stocked with instruments and materials needed for study and experimentation

Value: 5

Luxury Bathrooms

Spacious, clean, and beautiful rooms for hygiene and waste

Value: 4

Luxury Cabin

A spacious living area normally reserved for high-ranking guests or officers

Value: 4

Observatory

Room with large viewports for enjoying the view of space with a naked eye

Value: 4

Pen

Room for the transportation and storage of animals or livestock

Value: 4

Recreation Room

Room stocked with entertainment and exercise equipment

Value: 4

Refinery

Heavy machinery for rendering and refining substances into raw materials, can also be used for water treatment and waste processing

Value: 5

Smuggling Compartment

Concealed and sensor-masked cargo spaces

Value: 5

Tomb

Some cultural groups prefer to store their deceased aboard a ship

Value: 6

Trap Room

Room or corridor designed to kill or incapacitate

Value: 5

Vault

Heavily armored and isolated cabin capable of withstanding ship weaponry, great place to meditate

Value: 6

Workshop

Room with machinery for repair, modification, and fabrication

Value: 5

Life Support

Advanced Life Support

More powerful and efficient life-support system for filtration, atmosphere generation, and climate control, can create isolated habitats with particular requirements

+3 turns to restore Life Support system

Value: 5

Substance Distribution System

Rapid deployment of aerosolized substances such as sedatives, stimulants, poison, or recreational drugs.

A crew may make a Medicine roll for or against anyone in another zone of the same ship

Value: 5

Emergency Response System

Various integrated hazard mitigation systems including fire suppression, sterilization spray, safety nets, and pop-up oxygen masks. It also includes a vitals-sensor, alerting crew to active or impending medical crisis.


Value: 5

Decontamination System

Adds high-powered sensors and equipment to airlocks and dedicated chambers that can detect toxins, microorganisms, irradiated substances, or other contaminants, and remove them.

Value: 5

Power grid

Heat Sink

Increases the cooling systems for a ship, allowing it to operate at higher capacity for longer before risking damage

Increase a ship's maximum Heat by 2

Value: 5

Thermal Exhaust Radiators

These devices make a ship's thermal emissions more efficient, increasing the rate of cooling. In an emergency, they can be ejected.

Ship loses 1 Heat per turn. Can eject radiators to lose 4 Heat, after which the upgrade is lost.

Value: 5

Solar Panels

Retractable photovoltic surfaces that generate energy when exposed to solar radiation

Ship may still generate power for systems even when engines are offline.

Value: 4

Surge Protection

Reduces the effectiveness of EMP weapons or the chance of a brown-out while cold booting a spacecraft

Value: 5

Static Discharge Device

Releases stored energy through external conductors, arcing toward nearby spacecraft and disabling them in an EMP attack

Allows an attack with a Range of 2. If struck, that target's Power Grid is disabled and they gain 1 Heat

Value: 6

Propulsion

Engine Stoke Modification

Allows a craft to greatly increase it's impulse at the cost of heat generation

During a ship's acceleration, it may add 2 Impulse. If it does, it must gain 1 heat.

Value: 5

Engine Tuning

Improves the impulse of a craft's main engines

Increase ship's Impulse by 1. A ship may also accelerate by less than its full impulse.

Value: 4

Fuel Tank Expansion

Increases how long a craft may fire their engines or generate energy before needing to refuel

+1 fuel capacity. This upgrade may be taken more than once, but for for every 2 expansions, it loses -1 impulse

Value: 4

Thruster Upgrade

Improves the rate at which a craft may turn, move laterally, or decelerate using thrusters

Increase ship's Maneuver by 1

Value: 4

Solar Sail Rigging

Allows a craft to accelerate and maneuver using retractable reflective sails even when engines or thrusters are offline. The ship has negligible engine signature when using sails

Ship may accelerate at 1 Impulse and has 1 Maneuver even when engines and thrusters are offline.

Value: 4

Articulating Engines

Engines are mounted to radial hardpoints, allowing them to be rotated to fire in reverse, above, or below the craft.

Ship can accelerate in reverse using its normal Impulse.

Value: 4

Sensors

ScanLab

User-friendly program that helps interpret sensor data and return charts and highlighted details

Crew may roll Notice or Investigate for Scanning.

Value: 5

Cargo Scanner

Greater capacity to identify internal features and composition of other spacecraft

+1 to Sensor rolls to identify a ship or station's internal composition and cargo

Value: 5

Countermeasures

Active sensor scrambling systems that serve to misguide torpedoes, missiles, and reduce target lock

+1 to defense rolls against torpedoes and missiles

Value: 5

Surface Scanner

Greater capacity to identify surface features, conditions, and composition

+1 to Sensor rolls to identify features of a planet, asteroid, or other celestial body

Value: 5

Tactical Scanner

Greater capacity to scan during space combat

+1 to Sensor rolls to identify ship weapons, upgrades, and status

Value: 5

Shield

Absorption Shield Mode

A standard shield generator may be enter a mode nearly impenetrable to enemy attacks. Damage is dissipated into thermal energy. During absorption mode, the ship may not fire its weapons or launch craft such as fighters and torpedoes.

During a ship's turn, it may enter Absorption Mode during which it is immune to damage. However, any successful attack results in +1 Heat

Value: 6

Directional Shield Generator

Generators can be reoriented to reinforce each other, making them stronger from side, but negligible from all other sides

At the end of a ship's turn, it may choose a quadrant (see Firing Arcs), receive a +1 Shield defense bonus to attacks from that quadrant. No other quadrant benefits from a Shield bonus to defense.

Value: 6

Improved Shield Generator

Improved defensive capacity of a craft's shield generators

Improve a ship's Shield by 1

Value: 6

Sensor Cloak

Masks the signal of a ship by retaining heat. A cloaked ship may fire weapons, but suffers reduced comms and sensors

While cloaked, a ship receives a +4 bonus to defense rolls

It loses any Shield bonus

It receives a -2 penalty to Scan

It receives a -2 penalty to Comms

At the end of its turn, if it is cloaked, it generates 1 heat

Value: 6

Reactive Shield Burst

Using a computer console, crew can trigger shield bursts to mitigate incoming fire

A ship may apply a crew member's Fight role for shield rolls instead of Engineer or Science

Value: 4

Kinetic Shield Bash

Using a particle wave from a shield generator, a ship may push objects away.

A ship may make an attack using their Shield roll against against another target within a range of 1. If the attack succeeds, and the target has less or similar mass, then the target is moved 1 away. If the target is greater in mass, then the attacking ship is moved 1 in the opposite direction.

Value: 5

Weapons

Autoloaders

Ammunition feeding systems allow a ship's guns to fire more often

Ship may may make an additional attack during its turn. This upgrade may be taken multiple times. However, each additional attack must use a different character's attack roll.

Value: 5

Coilgun

Long range weapon with greater chance of intentionally damaging a subsystem

Increase a ship's Range by 2

If a ship's orientation would directly intersect with a target in its range any attack, any attack it makes deals an a random system consequence in addition to any damage or consequence from the attack.

Value: 6

Configuration Gantry

Tracks and robotic arms can be installed to ship exteriors to allow weapon hardpoints to reposition for optimal firing solutions

In place of an attack action, a ship can choose a new firing arc configuration

Value: 5

Energy Beam

Improved chance to shoot down missiles, torpedoes, and fighters

Any successful attacks made against a ship within a Range of 2 increases that target's Heat by 1. This ship may also roll an attack against torpedos or fighters within a Range of 2.

Value: 4

Magnetic Accelerated Reeling Grapnel

May tether to other spacecraft for boarding, towing, or immobilizing

As an attack with a Range of 3, a ship may roll to moor itself to its target. If the attack succeeds, it does no damage. Both ships velocities are subtracted from each other, and new matching trajectories are calculated. On the turn of the attacking moored ship, the smaller ship is shifted 1 square closer to the other. If they are the same size, then the attacking ship shifts 1 square closer. On the defending ship's turn, it may roll an attack to release itself. If the attack succeeds, it is free but does not do any damage.

Value: 4

Missile Launcher

May launch guided low-yield explosive craft that may be avoided our countered by skilled pilots

At the cost of 1 Heat, the target does not benefit from a Shield defense bonus against this attack.

Value: 4

Torpedo Launcher

May launch self-guided high-yield explosive craft that may be shot down by skilled gunners

In place of an attack, a ship may launch a torpedo

Value: 5

Rapid-Fire Driver

May fire several times during the normal duration of a single attack at significantly decreased accuracy

In place of a single attack, make three attacks. These attacks cannot benefit from any bonuses such as skill rating, invoked aspects, or special circumstances.

Value: 4

Zipp Drive

Advanced Zipp Drive

More efficient activation of a Zipp Drive

Decrease the countdown to open a Zippway by 1. Increase the Zipp Drive's range by +2

Value: 6

Glimmer Rod Magazine

Eliminates the need for manual insertion of a Glimmer Rod into a Zipp Drive

The countdown to a Zippway is only paused should the ship leave its range

Value: 5

Zipp Drive Inhibitor

Allows one ship to use their Zipp Drive to hinder another from opening a Zippway using the Archibald Void Dilation.

If in range of an enemy Zippway, a ship may increase its timer by 1, or if already open, regress the gateway by giving it a timer of 1. Each turn a ship does this, it gains 1 Heat. The ship may do this once each turn while it is within range.

Value: 6

Zipp Line Consolidator

Classified technology that condenses Zipp Lines to make Zipp Space travel safer

Value: 6

Zipp Slide Generator

Using highly-classified technology, a spacecraft can create a conduit of Zipp Space in front of a spacecraft, allowing it to travel a specific distance instantaneously along its vector.

Value: 6

Firing Arcs

Nearly all spacecraft weaponry use swiveling mounts so that it may fire on a target regardless of the parent ship's orientation. However, certain configurations of these mounts can result in more or less favorable orientations.

Default

Until reconfigured, most ship weaponry is in the default configuration

Assault

Designed for greatest effect against targets directly ahead

Bombardier

Best effect against targets ahead or on either flank, but weak astern

Broadside

Configured for powerful attacks on targets on either flank, but weak ahead and astern

Civilian

Designed to anticipate pursuit by enemy and pirate craft

Getaway

Further optimized variant of civilian configuration

Jouster

This configuration is favorable to craft which perform strafing runs against a target

Traditional

Early warships had a slight advantage for forward guns

Port Asymmetrical

On rare occasions, some craft's weapons favor targets on a particular flank

Starboard Asymmetrical

On rare occasions, some craft's weapons favor targets on a particular flank

Pursuit

Designed to favor targets ahead, however are balanced against flanks in case the target abruptly changes heading

Point

An advantageous broad forward arc ideal against incoming strike craft or torpedos