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Starship Components and Customization

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Starship Components and Customization Empty Starship Components and Customization

Post by Dominator046 Sun Mar 15, 2020 2:06 am

Starship Components and Customization Fe605abd1575fa356297d1cc1de9bf5d

This has been a labor of love.

This is a system of looking at what comprises a ship, how ships might be compared, and how ships might be designed or customized. This guide will have three major parts. The classification system, as in, what different size ships have as options. And then the second part, which is a list of possible augmentations a ship might have. THIS IS NOT COMPLETE OR EXHAUSTIVE. It may have been exhausting to write, but I'm sure there's more that can be done. But we've got a LOT of good ideas here.

PLEASE read this, this, this, this, and this if you haven't already.

So, first up.


Ship Stats per Classification


This is the easy part, and it's very straightforward.

There are standard counts for standard ships per size.
Equipment slots are listed as Small / Medium / Large

There are quality designations for special ships with D&D-esque +X quality bonuses.
For equipment slots: Each +1 adds 3/2/1.
For power stores: Each +1 adds 4 POWER.

Ex: A +1 Frigate would have 13 / 8 / 3 with 28 POWER.
     Whereas, a +2 Cruiser would have 18 / 11 / 4 with 44 POWER.
     In theory, a +9 Titan would be 47 / 30 / 15 with 96 POWER.
(The chances of anyone seeing a +9 Titan are unimaginably small, I imagine. I don't even know what that would look like.)

Cavalry
6 / 4 / 2
Average Power: 12

Shuttles / Fighters
8 / 5 / 2
Average Power: 18

Frigates
10 / 6 / 3
Average Power: 24

Corvettes
12 / 7 / 3
Average Power: 30

Cruisers / Destroyers
12 / 7 / 4
Average Power: 36

Carriers / Harrowers
14 / 8 / 4
Average Power: 42

Dreadnoughts / Battleships
14 / 8 / 5
Average Power: 48

Flagships / Capital Ships
16 / 10 / 5
Average Power: 54

Titans / Motherships
20 / 12 / 6
Average Power: 60

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Ship Modifications


Large Modifications


Damage
These modules will deal direct damage to a target or multiple targets.

Capital / Mass Weapons: POW 10
Capital weapons are extremely powerful weapons mounted on Capital ships or Titans. They consume five large modification slots. These are also called Mass Weapons when applicable, as a large number of these weapons utilize mass altering technologies, and some of the most dangerous use Zero-Technology to chip away at the limitations of the Adolsai-Jhurey Effect which tampers with the conservation of energy of an object propelled to near-light speeds. Regardless of their finer specification, they deal absolutely destructive damage to anything impacted, but draw upon the full power of the ship in question to do so. They also increase resource expenditure to extreme levels. They also have several drawbacks such preventing the ship from using NLS or Interdiction for five minutes after firing, the effects being more pronounced in systems related to the specific weapon being used.

Nuke Launcher(s): POW 3
A Missile Launcher upgraded with a more powerful payload, supplemented with mass-manipulating Zero-technologies to provide a great deal more oomph to the situation. A thermonuclear oomph, one might say. While a constrained and limited reaction, the blast of a low-level nuclear ignition is sure to rock some heads. Just as much as the missile going off is sure to attract dozens of defensive systems to its presence.

Hybrid Turrets: POW 4
Hybrid turrets are multi-weapon turret installations that fire anti-air or anti-ground caliber firepower in multiple forms. Often they lack the maximal firepower of an equivalent moderate size turret, but they potentially squeeze more versatility into a single space. Must be configured for long or short range, and reconfiguring takes ten minutes of effective crew work.

Smartbombs: POW 6
These weapons are area of effect weapons that hit anything within their activation range, usually with a given weapon damage type. Particularly effective against drones, poorly equipped frigates, or masses of fighter pilot shuttles. Primarily used for area denial. Their payloads tend to be rather low for the amount of cost and power required to man them.


INFOSEC
These modules will alter enemy ship caps and sensors.

High-EMF 'Spectra(l)' Cloaking: POW 5
These modules will make you fully invisible unless you use NLS, activate standard weapons, or come within 1km of something. INFOSEC may still detect your presence without Low-EMF 'Aural' Cloaking. This includes visual camoflage, heat signature masking, spoofing detection signals, and similar acts of detection avoidance.

Transmission Neutralizers: POW 4
These modules will dissipate the Spectral and Aural communications of ships through a mass of noise transmission and DDOS requests, making all INFOSEC in an area more difficult. These transmissions are emitted either from the ship or from launched comm buoys. Even if specifically patched in to defensive precautions, friendly fire is almost guaranteed to some degree.

Nanoswarm Neutralizers: POW 4
These modules will attack and consume portions of an enemy ship's total POWER by using stealth-oriented nano-machine swarms and affixing to various enemy ship systems. Powering themselves off of enemy ships often doesn't do much at all to hamper their total fighting capacity, but can be used to strategically target specific systems, and render them less effective.

Nanoswarm Vampires: POW 6
These modules will transfer energy from the enemy ship's current POWER and transfer it to your's. Gains are often minimal, and these attacks tend to be inherently less stealthy than Neutralizers, but can result in highly unusual and variable military maneuvers.

Nanoswarm Clerics: POW 6
These modules will transfer energy from the enemy ship's current POWER and transfer it to various ships and systems allied to your's. Gains are often minimal, and these attacks tend to be inherently less stealthy than Neutralizers, but the power gained from larger ships by a large swarm can sometimes be used to significantly reinforce units of smaller dogfighter shuttles or sabotage units.

Auto Targeting: POW 4
These modules will target for you. Accuracy depends on availability of clear transmission paths for light and sound. Transmission neutralizers hamper fine-tuning on accuracy significantly, increasing the difficulty of hitting smaller ships.

Shield Transporters: POW 6
A powerful data transmission will allow the projection of a shield onto an allied ship by using your own POWER. This method minimizes the amount of nano-machines necessary at the expense of larger amounts of power.


Propulsion
These modules will increase your velocity and/or agility.

Overclocked and Oversized Drive Cores: POW 6
These modules will greatly increase your velocity and agility. Also allows additional and more efficient power rerouting from the thrusters and propulsion systems.

Axion Zero-Accelerator: POW 7
This unit decreases the time necessary to prepare for NLS travel. Decreases the window of visibility for others to detect the buildup to an NLS jump.


Forging
These modules will restore cap, shields, armor, and hull to other ships.

Energy Transfer Arrays: POW 5
These modules will transfer energy to the POWER of an allied ship by using your POWER.

Remote Armor Repair: POW 3
These modules will repair the armor of an allied ship by using your Z-MATTER.

Remote Hull Repair: POW 3
These modules will repair the hull of an allied ship by using your Z-MATTER.

Remote Infrastructure Repair: POW 4
These modules will repair the life and intelligence systems of an allied ship by using your Z-MATTER and POWER.


Mass
These modules will affect the inherent masses of ships, to induce positive or negative effects, as well as provide interdction to prevent ship warping.

Remote Mass Fluctuation Burst: POW 8
An area of effect Mass-Effect burst will occur in a given location and radiate progressively weaker out over a given radius, centered on a target. The fluctuations have a chance to break the lock of all ships within its range, as well as affect momentary speed bonuses or penalties, with corresponding detriments or benefits to mass-based weapon damage, that can be exploited by the user. Such weapons often require minutes of cooldown time.

Planetary Induction Field: POW 10
A very powerful Mass-Effect generator will enable a field that will allow capital ships to enter a system's orbit. Such a field will leave the ship largely immobile for almost an hour. The field is required to enter, and to leave the planet's orbit. NLS jumps from a planet's atmosphere will likely not cause serious damage to the planet, or its inhabitants, even in densely populated worlds. But the displacement created by the Adolsai-Jhurey Effect, wherein the traveling object has its mass greatly lessened to achieve the necessary speeds, may very likely suffer terminal instability under the stresses of the jump and be destroyed upon arrival to its new destination.

Hyperactive Small Tractor Beams: POW 6
A small, focused Mass Projection that affects masses en mass will draw objects to your ship. It also uses energy transmissions, variance in the Mass Effects used, and additional forces to restrain the object for capture. It functions as intended on Frigates and smaller, though may pull in larger vessels and objects with some luck and ace piloting.

Projected Interdiction Zone: POW 8
These project a Mass-Field over a given region which increases the masses of all objects present. Such prevents NLS travel, hampers use of adjacent Mass Gates, but can be mitigated by mass stabilizers.

Heavy Interdiction Zone Generator: POW 10
These modules create a field around a very large ships in a radius within-which NLS travel is prevented, use of adjacent mass gates is hampered, and the effects cannot be countered by mass stabilizers. The increased power of this technology also significantly slows the acceleration of larger ships due to equivalent increases in mass, and increases the damage of mass-based weapons fired in the vicinity. A downside; the generator of the Heavy Interdiction Zone suffers the most increased damage from oncoming mass based weapons.


Shielding
These modules will increase the regeneration of shields.

Shield Nanomachine Emergency Reserve: POW 3
These modules will allow for one instantaneous shield-recharge of all ship shields (including Hyperglass Shielding) once. This can not be reactivated until the ship is allowed to idle and repair for one full hour.

AEGIS Shielding: POW 7
Ship shields gain AEGIS functionality to help resist the depressurization caused by sudden exposure to the vacuum of space in an insulated area, resistance to implosive or atomization caused by a detonation reaction, or similar environmental disasters. Such is an immediate aid to life-support and airlock systems


Harvesting
Mining lasers are used to harvest resources which include ore, ice, and gas.

Strip Miners: POW 4
Strip miners are bulk ore extractors. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine most substances they are configured for, per an appropriate Z-Dex and Z-Forge installation.

Maximal Salvager: POW 4
A combination of drones, nano-machine, and self-piloted shuttles will salvage loot from wrecks. Often coupled with an inorganic intelligence, sometimes a full SI.

Mass Full-Scan Probe Launchers: POW 6
A veritable mass of probes will launch to allow you to explore remotely. Each probe has a Z-Forge with necessary intelligence to daisy-chain communication buoys across space, allowing NLS launching, or even launching through mass gates.

Inert Massive Tractor Beams: POW 6
A very large, focused Mass Projection that can be fine tuned to specific elements, compounds, or substances will bring masses of cargo containers and entire wrecks to your ship. It does not attempt to prevent them from moving, however so combat applications are limited.

Z-REACTOR Core: POW 8
A massive reactor located on a ship can be used to refine harvested components into Z-Matter locally. Such requires two large modification slots.


Storage
Storage modules give you an increased body of a given resource per the size of your ship. A frigate with a Drone Bay module will have the ability to store far more drones than a frigate that doesn't. Though, a Capital ship will likely dwarf that easily without said module.

Ship Hangar Bay: POW 4
Significantly increase your ability to store starships. Can also be divided amongst shuttles, treating each like a moderate module in total effectiveness.

Ship Shuttle Bay: POW 4
Significantly increase your ability to store star shuttles. Can also be divided amongst drone, treating each like a moderate module in total efffectiveness.

Ship Drone Bay: POW 3
Significantly increase your ability to store space drone, comm buoys, and the like.

Ship Cavalry Bay: POW 3
Significantly increase your ability to store mechs, terrestrial vehicles, speeders, and mobile infantry equipment (jetpacks, jetboots, EXOs, etc.)

Full Organic Personnel Accommodations: POW 5
No more military treatment. All the amenities of planetary life can be found in a given installation. A city-like microcosm.

Full Inorganic Personnel Accommodations: POW 5
No more dusty drive bays and old NAS drives. Your SI crewmembers have their own centralized information system modeled after Consensus.

Full Matter Storage: POW 4
Tired of trying to Z-Forge advanced isotopes, chemical compounds, computerized components, advanced stealth micromachines, or starship engines in bulk, and having the computer telling you 'Need More Isotope-35538' all the time? Not with Full Matter Storage. An entire periodic table of elements, the most powerful Z-Dex you can get your hands on, warehouse level facilities, and peerless organization that would make Pontir proud... If he didn't come up with the system.

Full Cargo Storage: POW 3
For picking up entire ships you find along the way. You know, prospecting for asteroid gold. Includes security measures, hard lock downs, defense systems, the works. Or, you know, operating an extra-net vendor's warehouse from your ship.

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Moderate Modifications


Damage
These modules will deal direct damage to a target or multiple targets.

Hazard Launcher(s): POW 2
A Missile Launcher upgraded with a more powerful payload, supplemented with mass-manipulation technologies to provide a great deal more oomph to the situation. Missiles of this type are more expensive, and still suffer the same probabilities of being defeated by anti-missile technologies. That being said, they can marry any damage type with the detonation reaction they are sure to go off with, causing quite the fireworks.

High-Phase cannon(s): POW 2
A Phaser turret upgraded with more powerful mass-manipulation through Zero-Technology, which increases the effective impact radius significantly.

Nanopulse cannon(s): POW 3
Launches a physical, shrapnel-and-detritus shot which has been sufficiently irradiated to cause prolonged damage to systems. Additionally, electromagnetic radiation coupled with the shot also does significantly increased damage to electronic components of all types near the contact area. Does not overheat under normal rates of fire, thermal heat sinks can allow for increased rates of sustained fire, unique hazard damage over time strategy can target specific systems or targets for removal from a prolonged engagement, broad impact area can affect larger areas than other weapons. The weapon has a massively increased effect against shields. Will disrupt nanomachines and transmissions along its trajectory. Unfortuantely, Nanopulse weapons - just as phasers - do not deal very much damage when compared with other weapons of its type, comparable to laser weapons, while ammunition is both expensive, and easily consumed. The ammunition is both more expensive than standard Phaser ammunition, and its long-term radiation damage threat is lesser against organics, while being more severe against inorganics (but not armor or structures.)

Zero cannon(s): POW 3
An Axion turret upgraded with more powerful mass-manipulation through Zero-Technology, which increases the damage output significantly.

Havoc-cannon(s): POW 4
A Hazard Caster upgraded with a larger power supply and more attendant nano-machine, which increases the damage output significantly. Targeting and locking falloff also increases to be somewhat effective, but still not desirable, at medium range.

Artillery-cannon(s): POW 3
Long range, projectile turrets that fire regularly at long range. A turret of any type may be selected as the basis for an Artillery-cannon, and will inflict its damage as normal whilst gaining the ability to fire regularly at long range. They suffer in their ability to track targets as a result, despite the increased footprint and power requirements.

Auto-cannon(s): POW 3
Short range, projectile turrets that gain increased accuracy and tracking at short range. A turret of any type may be selected as the basis for an Auto-cannon, and will inflict its damage as normal whilst gaining the ability to track and fire upon targets moving at close range. They become less effective and accurate at firing in medium range as a result, despite the increased footprint and power requirements.

Rapid/Volley-cannon(s): POW 3
A turret of any type may be selected as the basis for a rapid cannons, also called volley cannons. These cannons are different to their standard turret versions in several ways. They fire their payloads at a faster rate than the standard turrets, but are just as effective. This makes rapid cannons a fantastic option for attacking smaller or vulnerable ships, as they release a devastating payload all at once. That being said, a rapid cannon cannot immediately cease fire, and will burn through a great deal of ammunition (and perhaps thermal sinks) all at once, potentially even after the target is destroyed while it comes to a stop. Such make them very ammunition hungry, and potentially wasteful. Not only that, but they also have significantly higher reload times to suite the faster firing mechanisms.


Combat
These modules will increase your ship's combat functionalities.

Tracking Arrays: POW 4
These modules use ship systems and nanomachine relays to increase your optimal range, falloff range, and tracking speed.

Intel-Link Arrays: POW 4
These modules use ship systems and nanomachine relays to increase an allied ship's optimal range, falloff range, and tracking speed.


Power
These modules will increase the POWER of your ship. Trading other resources.

Electrical Field Engineering: POW +2
These modules will increase your total POWER significantly, and your power generation proportionately.


Fitting
These modules will increase the SIZE, and the efficiency of your ship's power and energy systems.

Integrated Power-Cells: POW 0
These modules will replenish your POWER while expending a resource that you must be able to store and prepare for use. Such requires two medium slots instead of one.

Capacitance Surge System: POW 2
These modules will increase your POWER recharge times significantly.


INFOSEC
These modules will alter enemy ship caps and sensors.

Low-EMF 'Aural' Cloaking: POW 4
These modules will make you fully silent unless you use NLS, activate standard weapons, utilize outbound or broadcast communications, or come within 500 meters of something. This also dampens and contains all extrusive signals not covered in the above, making you radio silent.

Drone Navigation Intelligence: POW 2
These modules increase the optimal range and tracking of your drones.

Zero-Effect Simulation Intelligence: POW 3
These modules increase the speed to prepare NLS jumps (safely or not) of a given ship (yours or linked ally) at a time.

Electromagnetic Distortion / Denial Field (EDF) Generator: POW 4
These modules will make it difficult for an enemy ship to lock targets. There are multiple types of sensors, so while an EDF may function against all forms of scanner, different makes likely specialize towards some over others.

EFD Resonator: POW 6
This is essentially the same as EFD Generator but affects all targets in a given radius instead of just one ship.

Electromagnetic Stabilization Field (ESF) Processor: POW 3
These modules protect against EFD by calculating the distortions present in an electromagnetic field. As with EFD systems, they may function against all forms of EFD Generator, but likely specialize towards some over others. NOTE: These do NOT remove the distortions, it only calculates how best to mitigate them once presents.

ESF Transmission Channel: POW 5
These modules protect ships that you use this module on, against ECM.

High-Band Computation Transmission Channel: POW 5
These modules increase your sensor range and locking speed.

High-Band Cloud-Computation Transmission Channel: POW 6
These modules increase the targeted ship's sensor range and locking speed.

Transmission Channel Denial-of-Service Relay: POW 6
These modules decrease the targeted ship's sensor range and locking speed.

Omnidirectional Motion Sensor Denial-of-Service Relay: POW 8
These modules decrease the tracking speed of enemy turrets.


Mass
These modules will affect the inherent masses of ships, to induce positive or negative effects, as well as provide interdction to prevent ship warping.

Stasis Webifiers: POW 5
These modules will decrease an enemy ship's velocity, but simultaneously increases their resistance to damage.

Approximate Singularity Pointer: POW 7
These Zero-Effect technologies allow an enemy ship to be affected by a Mass-Field that roughly resembles a singularity; drawing things towards it, and effectively making it a larger target for weapon trajectories.

NLS Navigation Deafeners
These modules will prevent an enemy ship from warping (provided they do not have modules to negate or mitigate your jamming). At the very least, it will make their jump-calculations more time-consuming even if they have sufficient technology to mitigate.


Propulsion
These modules will increase your velocity and/or agility.

Precision Fuel-Cell Injection: POW 3
These modules will greatly increase your velocity.

Bistable Compliant Engineering: POW 3
These modules will greatly increase your agility.

Aftermarket Engine and Powercore Redundancy: POW 5
These modules will greatly increase your velocity and agility at the expense of storage space. This requires two medium slots, or one large slot.

Mass-Thrust Boosters: POW 4
These modules will increase your velocity by several times, whilst consuming a great quantity of your ship's power, and becoming structurally vulnerable as it assumes both optimal shape, and adjusts its mass for maximal propulsion.

Mass-Blink Thrusters: POW 9
These modules have a channel time and a cool-downt ime. After the thrusters and zero-effect technology spools up, the ship near-instantly moves a distance dependent upon its total size in the direction the nose is facing. For smaller ships, this is usually several times its total length. for larger ships, it is likely about three times its size.


Shielding
These modules will increase the regeneration of shields.

Shield-Nanomachine Contact Amplifiers: POW 3
These modules increase the effectiveness of shields by a proportion of how small the surface area of the attack is, versus how many nanomachine can reinforce that area in time.

Shield-Nanomachine Boost Amplifiers: POW 3
These modules increase the effectiveness of shields tracking the trajectory of incoming attacks.

Shield-Nanomachine Hyperglass Production: POW 4
These modules will increase your shield resistances while using some of your ship's power and Z-Matter to produce Hyperglass shielding.

Shield-Nanomachine Projector Extenders: POW 5
These modules will increase your total shield amount around the entirety of your ship, at the cost of increased shield damage incurred.

Shield-Nanomachine Recharging Connecters: POW 5
These modules will increase your shield regeneration by providing increased power-uplink points for nanomachine. Provides additional points of attack for enemy nanomachines.

Shield Nanomachine Z-FORGE Intelligence: POW 6
These modules will greatly increase shield recharge.

Shield Nanomachine Z-Matter Dynamic-Storage: POW 6
These modules will greatly increase shield capacity.

Shield-Nanomachine Contact Reciprocators: POW 8
These modules will enable a sudden burst of a specific damage type when your shields are destroyed. In addition to the requirements of this module, you must have a weapon or other module that utilizes the technology of the damage type you've chosen.


Harvesting
Mining lasers are used to harvest resources which include ore, ice, and gas.

Cold-Matter Harvesters: POW 3
Cold-Matter Harvesters harvest ice and other similar substances which require the substance to stay cool to be properly harvested. Though, they must also have sufficient power to sustain a powerful Z-Forge and Z-Dex installation.

Hot-Matter / Plasma Harvesters: POW 3
Hot-Matter Harvesters harvest super-hot solids and plasma-materials like open flame, as well as other similar substances. They can be fitted on any ship with turret hardpoints. Though, they must also have sufficient power to sustain a powerful Z-Forge and Z-Dex installation.

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Small Modifications


Damage
These modules will deal direct damage to a target or multiple targets.

Low-Frag Turret(s): POW 0
Considered antiquities by most, but still with some use, Low-Frag turrets use combustion based, deflagration based projectiles such as bullets and slugs to impact a target. While still quite effective against soft targets, as well as boasting worthwhile trauma transmission into target media, they suffer drastically against shields, and military grade modern armor. Additionally, they are ammunition hungry, their ammunition is not necessarily cheap, and they are prone to overheating under intense fire. One thing they do have going for them is that cannot be detected on a ship until the moment they're fired, and trajectory for the shot can only be determined after it impacts something.

Missile Launcher(s): POW 1
A fundamental military technology. Missiles are themselves very versatile, despite their relatively primative nature. They do not require as much power as turrets, but their power consumption needs are made up for by virtue of the tracking and targeting strategies designed to mitigate anti-missile defenses. And while they can be costly to use, they have certain benefits. They have a dynamic trajectory, so will likely bypass shields more easily, and they are by nature designed to hit hard targets and soft targets indiscriminately - with some more specialized in any direction. Suffice to say they make good work against small targets, like shuttles, fighters, some frigates, and cavalry which are unprotected. Though the downsides, besides cost, are reloading times, the availability of anti-missile technologies, and firing times when coupled with their dynamic trajectories.

Bomb Launcher(s): POW 0
Bomb launchers are used to launch Bombs, simply enough. Stationary, combustable, environmental instruments of damage. They have none of the intelligence constraints that Missiles have, so they can be employed very easily. That being said, they offer none of the offensive or defensive advantages, with only a fraction taken off of the cost. When employed strategically, bombs and charges can be a massive game-changer. Meanwhile, on a standard fighting vessel, they aren't terribly effective in small engagements.

Laser Turret(s): POW 1
Using a rudimentary CO2 Laser system, Laser turrets project regularly interrupted, or continuous beams that cause thermal and radiant damage to the surface of whatever is targeted. Firing can be instantaneous, ammunition is incredibly inexpensive, components are rather simple and compact, can be fired long-range, energy-based damage type effective against soft targets, and reload quickly. That being said, LAZ weapons deal reduced damage against hard targets moreso than not, whilst they already deal lower damage per-cost than most other weapon types, they overheat under prolonged fire, though thermal heatsinks can mitigate it significantly increases the low-cost nature of the weapon. Detectable when armed on ship, as well as its intended trajectory before firing.

Blaster Turret(s): POW 1
Emits a super-heated plasma along a charged energy channel to impact a target, burning and boring rather than impacting. Reliable weapon system with efficient damage, radiation from the plasma charge does small damage on impact to electronic systems, and still deals moderate damage to all target forms. Though they are slightly more costly than average to load and maintain, they require more frequent maintenance, they cannot be fired long-range, they overheat under prolonged regular fire, use of thermal heat sinks allow prolonged use of regular fire or short bursts of intense fire, and primarily deal localized damage against non-computerized hard-targets. Detectable when armed on ship, as well as its intended trajectory before firing.

Axion Turret(s): POW 1
Launches a physical, slug projectile of varying size at super-sonic speeds, shaved off of a mass block and impacting with great force. Excellent for ammunition conservation, requires a reload only after thousands of rounds, does not overheat under normal fire, thermal heat sinks can allow for increased rates of sustained fire, great impact mechanics that can vary based on the size of the slug (from a sliver of metal to almost a pound), can be fired long range, and are very accurate. They are slightly less effective against shields, and often only deal localized damage against hard targets. Only detectable on the ship when armed, and trajectory mapped after firing.

Phaser Turret(s): POW 1
Launches a physical, shrapnel-and-detritus shot which has been sufficiently irradiated to cause prolonged damage to systems. Does not overheat under normal rates of fire, thermal heat sinks can allowe for increased rates of sustained fire, unique hazard damage over time strategy can target specific systems or targets for removal from a prolonged engagement, broad impact area can affect larger areas than other weapons. The weapon has a slightly increased effect against shields. Unfortuantely, Phasers do not deal very much damage when compared with other weapons of its type, comparable to laser weapons, while ammunition is both expensive, and easily consumed.

Hazard Caster(s): POW 2
Utilizes a harmful production of energy or compounds to deal physical damage to targets within close range; the most often cited examples being flamethrowers, arc casters, acid sprayers, tesla coils, and more. They tend not to overheat under normal rates of fire, they utilize entirely unique hazard damage which can induce havoc on specific media per the damage being used, broad impact area can affect larger areas than all other weapons. In contrast, Hazard weapons are effectively always short range, and their damage types can be somewhat situational against some opponents. As well, Hazard weapons consume more power on average than most other weapon types.


Armor
These modules will repair, extend, and increase the resistance of your armor.

Armor Plates: POW 0
These modules will increase your armor's total strength while greatly increasing your mass.

Z-Shield Plating
These modules will increase your armor's resistance slightly for very little power, and any damage done to this supplementary layer will be replaced as the Z-Shield rebuilds itself.

Energized Plating: POW 1
These modules will increase your armor's resistance a moderate amount against a specific type of Energy weapon or damage.

Armor Hardeners: POW 2
These modules will increase your armor's resistance through the use of mass altering technologies.

Dynamic Combat Repair Systems: POW 1
These modules will repair you armor more efficiently than standard ship repair systems, and intelligently prioritize fixes to allow maximum survivability within and after combat.


Power
These modules will increase the POWER of your ship. Trading other resources.

Expanded Power Cores: POW +1
These modules will increase your POWER by 1.

Reciprocating Relays: POW +2
These modules will increase your POWER by 2, at the expense of the speed in which you can reroute power between systems, and how fast some systems (such as shields or energy based weapons) recharge.

Auxiliary Power Controls: POW +2
These modules will increase your POWER by 2, at the expense of 2 Small slots instead of 1.


Fitting
These modules will increase the SIZE, and the efficiency of your ship's power and energy systems.

Computing Scalability: POW 1
These modules will increase your intelligence systems and infrastructure, such as might empower INFOSEC systems.

Power Diagnostic Systems: POW 2
These modules will increase your ability to efficiently reroute power, as increase the speed in which certain systems (such as shields or energy based weapons) recharge.

Reactor Controls: POW 3
These modules will increase your ability to fine-tune your power system to maximize efficiency. Gain +1 Medium slot.


INFOSEC
These modules will alter enemy ship caps and sensors.

Signal Amplifiers: POW 1
These modules will increase your total allowed targets, your maximum detection range, as well as reducing time to lock.

Sensor Broadcast Arrays: POW 1
These modules will increase your sensor strength, and allow your system to recognize more signals more immediately.

Hard Link Buoys and Augmentors: POW 2
These modules extend your in-network communication control range to long range.

Drone Link Buoys and Augmentors: POW 2
These modules extend your drone control range to long range.


Harvesting
Mining lasers are used to harvest resources which include ore, ice, and gas.

Mining Lasers: POW 2
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine solid matter.

Gas-Matter Harvesters: POW 2
Gas-Matter Harvesters harvest gas like that from gas clouds, or other places. They can be fitted on any ship with turret hardpoints.

Liquid-Matter Harvesters: POW 2
Liquid-Matter Harvesters harvest liquids like water from oceans, or other places. They can be fitted on any ship with turret hardpoints.


Mass
These modules will affect the inherent masses of ships, to induce positive or negative effects, as well as provide interdction to prevent ship warping.

Mass Warp Stabilizers: POW 2
These modules mitigate interdiction somewhat at the expense of power-rerouting speed. They allow ships a chance to escape from interdiction they might not have otherwise.


Combat
These modules will increase your ship's combat functionalities.

Ballistic Control Systems: POW 2
These modules will increase your damage and rate of fire when using missiles.

Kinetic Dampeners: POW 2
These modules will increase your damage and rate of fire when using projectile turrets

Engineered Crystal Lenses: POW 2
These modules will increase your damage and rate of fire when using laser turrets.

Plasma Channel Condensor: POW 2
These modules will increase your damage and rate of fire when using blaster turrets.

Demolition Intelligence Uplink: POW 3
These modules will increase your damagea nd rate of fire when using hazard casters.

Fissile Munitions: POW 3
These modules will increase your damagea nd rate of fire when using phaser or nanopulse turrets.

Gyrostabilizers: POW 4
These modules will increase your damage and rate of fire when using hybrid turrets.

Tracking Enhancers: POW 3
These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.


Propulsion
These modules will increase your velocity and/or agility.

Inertial Stabilizers: POW 0
These modules will partially increase your agility.

Propulsion Streamlining: POW 0.
These modules will partially increase your velocity.

Nanocarbon Structures: POW 0
These modules will partially increase your velocity and agility at the expense of structure and armor.

Dynamic Wing Manipulation: POW 2
These modules will significantly increase your agility.

Overdrive Propulsion: POW 2
These modules will significantly increase your velocity.

Afterburn Chemical Tuning: POW 2
These modules will significantly increase your agility and velocity at the expense of increased computational requirements to reach and maneuver at high speeds.


Shielding
These modules will increase the regeneration of shields.

Shield Nanomachine Snap-Lattice: POW 1
These modules will increase shield recharge at the expense of shield capacity.

Shield Nanomachine Bulk-Production: POW 1
These module will increase shield capacity at the expense of shield recharge rate.

Shield Nanomachine Z-FORGE Relays: POW 2
These modules will increase shield recharge.

Shield Nanomachine Z-Matter Dispensers: POW 2
These modules will increase shield capacity.


Storage
Storage modules give you an increased body of a given resource per the size of your ship. A frigate with a Drone Bay module will have the ability to store far more drones than a frigate that doesn't. Though, a Capital ship will likely dwarf that easily without said module.

Ship Tow Line(s): POW 2
Allows the ability to tow ships reliably through space if they are within two sizes of your own, and smaller than a Titan.

Ship Shuttle Garage(s): POW 1
Allows rudimentary ability to store star shuttles.

Ship Drone Garage(s): POW 1
Allows rudimentary ability to store space drone, comm buoys, and the like.

Ship Cavalry Garage(s): POW 1
Allows rudimentary ability to store mechs, terrestrial vehicles, speeders, and mobile infantry equipment (jetpacks, jetboots, EXOs, etc.)

Supplemental Personnel Accommodations: POW 1
Professional Military or paramilitary treatment, better than the bare minimum. Spacious bunks, perhaps a few officer rooms, if that. Shared dining. Shared hygiene but with better separation. Extranet wifi. Allows larger crew sizes.

Supplemental Inorganic Personnel Accommodations: POW 1
A server room instead of just a cabinet for Inorganic Personnel to accommodate and adjust themselves. Each inorganic can have their own drive, instead of having to trust the safety of their existence to hard-drive partitions. Room is not vacuum sealed, but has good HVAC and chemical cleaners.

Common Matter Storage: POW 1
The top fifty most common elements and top twenty most common organic compounds for use in Z-Forging. Also has some room to spare for personal selections.

Effective Cargo Storage: POW 1
For the smuggler on the go. Complete with a magno-lock crane for moving heavy freight on and off of hover-carts, or normal carts. And not much else. Plenty of room though.
Dominator046
Dominator046
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Join date : 2019-07-05
Location : Pittsburgh, USA

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