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Fuel Tank
Cost β5 Stores π§5 A reserve fuel tank for all of your fuel storing needs. Is flammable and explosive.
Ion
Cost β5 β’3 β‘3 An ion drive that facilitates the operation of multiple ion thrusters. Ion thrusters have 1 power when escaping gravity or dodging attacks. Ion drives run primarily off of electricity, so are more sustainable to ships without proper infrastructr...
Thruster (Combustion/Ion)
Combustion Thruster CostΒ β2 (π§1 when fired) Power: 2 Ion Thruster Cost β2 β‘2 Power: 1 As long as you have the related drive, you can install an unlimited amount of that type of thrusters. You can install thrusters anywhere on the outside of the ship.
Cots & First Aid
Cost β3Β β‘1 Simple cots to rest up in, as well as first aid equipment such as bandages and AEDs. Medicine checks within receive a +1 circumstance bonus. You can sleep in the beds short term, but the atmosphere of the room gets uncomfortable after a day or two.
Surgery Room
Cost β5 β’1 β‘1 A room for doing surgeries, allowing the installation of bionics without a required check. Improved equipment stabilizes health and provides a +2 circumstance bonus to medicine checks made inside the module.
Checks & Monitoring
Cost β10 β’3 β‘3 Advanced monitoring and implants for all crew members allow those within communication range of the ship to gain a +2 circumstance bonus to death saves, and prevents critically failed death saves.
Range & Gym
Cost β3 β‘1 Simple firing range with armored dummies of various species and 0-G gym. Getting a feel for your weapons really helps you to keep feeling them. After long resting aboard the ship, receive a +1 circumstance bonus to resist getting disarmed. This bon...
Holographic Targets
Cost β4 β’2 β‘2 Holographically projected targets show weak points and simulate damage taken. Getting used to common enemy weaknesses allows you to score a critical hit even if you are only 9 above their AC instead of 10. This bonus lasts until you long rest wh...
Simulation Chamber
Cost β6 β’3 β‘3 Room containing modular terrain and full holographic coverage for full training scenarios. Running a simulation of a specific faction or location provides a +1 circumstance bonus to either hit them (faction) or to AC (location). Training is a do...
Emergency Drop Pods
Cost β3 8 person sized drop pods that can be used one time each to land on a planet the ship is in orbit of. The pods are inaccurate and cannot be steered. Use in case of emergency (or if you want to hurl towards a planet at terminal velocity). It costs β2 to...
Landing Pods
Cost β4 β’1 β‘1 10 landing pods that fall fast and eject the occupant for combat quickly after landing. Pick a spot to land on the ground, and you can steer the pod to that exact spot, knocking back any who are adjacent to the pod when it lands. In a pinch it c...
Transport Rockets
Cost β6 β’2 β‘1 3 rockets that can hold up to 4 people each. They land vertically and can relocate elsewhere or fly back to the ship using π§1 of its internal reserve of 3π§, taking a minute to calculate its flight path. If they are destroyed or misplaced, they c...
Aeroponics
Cost β4 β’2 β‘2 Using precise growing techniques, enough food can be grown here to sustain the whole crew almost indefinitely.
Growbeds
Cost β3 β’1 β‘1 Some space to cultivate and grow a variety of plants for crafting or for eating. Food supplies aboard the ship will last 50% longer.
Docking Port
The docking port is effectively a hallway module that can be disabled or enabled in order to detach two parts of a ship from each other, or to dock with a station or other ship. Remember, to be controlled a ship needs all necessary essential modules. It can be...
Low-Orbit
Cost β9 β’3 β‘1 A mech bay to facilitate the operation and upkeep of multiple mechs. Mechs can be quickly deployed to the surface using the drop pods while the ship is in orbit. However, a connected hallway leading to an airlock must be constructed to get the m...
Delivery Launcher
Cost β11 β’5 β‘2 Adds a delivery cannon that can deliver items from orbit, including vehicles. It can also deliver a package that holds 4 mech repairs that restock missing ones on allied mechs. The repair package can be restocked with β1.
Transport Shuttle
Cost β14 β’7 β‘2 A shuttle that can transport people and mechs to and from the ship. It can even fly in space! (woah)