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Fuel Tank

Essential Modules Drives & Thrusters

Cost ☐5 Stores πŸ’§5 A reserve fuel tank for all of your fuel storing needs. Is flammable and explosive.

Ion

Essential Modules Drives & Thrusters

Cost ☐5 β™’3 ⚑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)

Essential Modules Drives & Thrusters

Combustion Thruster Cost ☐2 (πŸ’§1 when fired) Power: 2 Ion Thruster Cost ☐2 ⚑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

Crew Facilities Medbays

Cost ☐3 ⚑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

Crew Facilities Medbays

Cost ☐5 β™’1 ⚑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

Crew Facilities Medbays

Cost ☐10 β™’3 ⚑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

Crew Facilities Training

Cost ☐3 ⚑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

Crew Facilities Training

Cost ☐4 β™’2 ⚑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

Crew Facilities Training

Cost ☐6 β™’3 ⚑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

Crew Facilities Escape/Landing Pods

Cost ☐3 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 ☐2 to...

Landing Pods

Crew Facilities Escape/Landing Pods

Cost ☐4 β™’1 ⚑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

Crew Facilities Escape/Landing Pods

Cost ☐6 β™’2 ⚑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 πŸ’§1 of its internal reserve of 3πŸ’§, taking a minute to calculate its flight path. If they are destroyed or misplaced, they c...

Aeroponics

Crew Facilities Cultivation

Cost ☐4 β™’2 ⚑2 Using precise growing techniques, enough food can be grown here to sustain the whole crew almost indefinitely.

Growbeds

Crew Facilities Cultivation

Cost ☐3 β™’1 ⚑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

Structural Modules Walls, Doors, and Airlocks

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

Secondary Modules Drop Pod Mech Bays

Cost ☐9 β™’3 ⚑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

Secondary Modules Drop Pod Mech Bays

Cost ☐11 β™’5 ⚑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 ☐1.

Transport Shuttle

Secondary Modules Drop Pod Mech Bays

Cost ☐14 β™’7 ⚑2 A shuttle that can transport people and mechs to and from the ship. It can even fly in space! (woah)