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Post by at on Aug 8, 2022 19:16:05 GMT -5
Weapon and Component Upgrades:
Note - Archeotech and Xenos Components cannot be upgraded
Lances and Macrocannon:Craftsmanship Level
| Strength Modifier
| Damage Modifier
| Crit Rating Modifier
| Range Modifier
| Space Modifier
| SP Modifier
| Morale Modifier
| Poor
| -1
| -1
| +1
| -1
| +1
| -1
| -1d5
| Common
| -
| -
| -
| -
| -
| -
| -
| Good
| -
| +1
| -
| +1
| -1
| +1
| +1
| Best
| +1
| +1
| -1
| +1
| -1
| +2
| +1d5
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Max Morale and SP modifiers are always applied. SP cannot be reduced below 1 unless already 0. Poor and best quality weapons must pick two additional options from the list Good quality weapons pick one additional option from the list
Other Components: Craftsmanship Level
| Power Modifier
| Space Modifier
| SP Modifier
| Morale Modifier
| Poor
| +1 Consumed OR -2 Generated
| +1
| -1
| -1d5
| Common
| -
| -
| -
| -
| Good
| -1 Consumed OR +1 Generated
| -1
| +1
| +1
| Best
| -1 Consumed OR +1 Generated
| -1
| +2
| +1d5
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Max Morale and SP modifiers are always applied. SP, Power, and Space cannot be reduced below 1 unless already 0. An unpowered item never requires power (and cannot be chosen to have increased power use as a poor craftsmanship item) Poor and good quality components must pick one of the two options from the list Best quality components gain both benefits
Upgrades: See the upgrades page for details
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Post by at on Aug 8, 2022 20:26:16 GMT -5
General Upgrades: Purchased with Acquisition tests or location. Quality can be raised or lowered as normal.
Arrester Engines (rare) +10 Pilot to Adjust Speed, Adjust Speed & Bearing, or Evasive Manoeuver. If the Pilot test is failed by three or more degrees the vessel loses 1 Speed until the damage is repaired -poor: damaged on failures by two or more degrees -good: +15 Pilot -best: +15 Pilot and damaged only on failures of four or more degrees
Atomics (near unique) - one single Atomic per acquisition If adapted for use in a torpedo or macro-weapon roll one shot, inflicting 1d5+4 hits inflicting 1d10+6 damage each (combined as per salvo rules) -poor: 1d5+2 hits -good: 1d5+5 hits -best: 10 hits
Cherubin Aerie (scarce) Maximum morale -1. Once per Endeavour gain 1d10+10 additional Achievement Points towards any one objective. -poor: Maximum morale -2. -good: Achievement bonus increased to 1d5+15 -best: Achievement bonus increased to 20
Crew Improvements (average) Maximum morale +2 -poor: Maximum morale +1 -good: Maximum morale +3 -best: Maximum morale +3 and Crew Rating +5
Disciplinarium (scarce) Once per day may sacrifice 1 Crew Population to gain 2 Morale -poor: unavailable -good: +5 Command tests for the vessel -best: +5 Command tests for the vessel and sacrifice increases to 1 Crew Population for 3 Morale
Distributed Cargo Hold (rare) Maximum morale -2, repair tests -10. +50 Achievement to criminal objectives Requires four degrees of success to identify, and cannot be targeted with Critical Hits -poor: increases repair penalty to -15 -good: reduces repair penalty to -5 -best: reduces repair penalty to -5 and increase Achievement bonus to 75
Ostentatious Displays of Wealth (very rare) +10 Social Tests to influence visitors to the ship. +25 Achievement to trade or criminal objectives -poor: -10 Social Tests, no Achievement bonus -good: +15 Social Tests -best: +20 Social Tests
Overload Shield Capacitors (extremely rare) Once per combat encounter may reactivate shields to full strength immediately after they are overloaded by a salvo -poor: the reactivated shields are 1 point weaker than normal -good: may be activated three times per combat -best: may only be acted once, but also increases the void shields base Strength by 1
Resolution Arena (scarce) Maximum morale +3 Poor: Maximum morale +2 Good: +10 Commerce tests when used for entertainment Best: Maximum morale +5, +10 Commerce tests when used for entertainment
Secondary Reactors (rare) Activate with a Difficult (-10) Tech Use Test to increase Speed by 2 for one turn, but decrease Speed by 1 the following turn. If the test is failed go immediately to the -1 Speed. If failed by 3 or more degrees Speed is reduced by half until emergency repairs are made. Poor: Tech Use Test is made at -20 Good: Increased Speed lasts for two turns Best: Increased Speed lasts for two turns and bonus increases to +3 Speed
Servitor Crew (very rare) -10 to all Ballistic Skill tests and Command tests made aboard ship Cannot initiate Boarding actions. Tech Use instead of Medicate for Triage actions Morale is always 100 and all Crew Population losses are reduced by half (min 1) Skill Characteristic 30 -poor: Skill 20 -good: Skill 35 -best: Skill 40
Starchart Collection (extremely rare) Reduce warp travel times by 1d5 days, minimum 1. +25 Achievement to exploration objectives -poor: -10 penalty on Warp Travel Encounter rolls -good: Reduce warp travel times by 1d5+5 days, minimum 1. -best: Reduce warp travel times by 1d5+5 days, minimum 1. +50 Achievement to exploration objectives
Storm Trooper Detachment (extremely rare) Hit and Run attacks double Hull Point damage When a ship with Storm Troopers wins an opposed Command Test to defend a boarding action they add 1d5 damage to Crew Population -poor: unavailable -good: +5 bonus to relevant Command tests -best: +10 bonus to relevant Command tests
Superior Damage Control (very rare) Depressurization Crew Population loss reduced to 1d5. Firefighting tests are only +0 difficulty. +10 Tech Use for extended repairs. -poor: unavailable -good: Reduce Crew Population loss from Fire! to 1d5-1 -best: Automatically Seal and Vent any component that catches Fire!
Targeting Matrix (extremely rare) +5 Ballistic Skill with Macrocannons and Lances -poor: only fitted to a single weapon (chosen when installed) -good: unavailable -best: unavailable
Turbo-Weapon Batteries (very rare) - per macrocannon upgraded Weapon ignores penalty for firing at double range -poor: decrease Range of weapon by 1 -good: increase Range of weapon by 1 -best: increase Range of weapon by 1 and add +5 BS to fire weapon
Vaulted Ceilings (rare) Maximum morale +5 -poor: Maximum morale +5, reduce ship space by 1 (in addition to normal size requirements) -good: Maximum morale +7 -best: Maximum morale +10
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