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.
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
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
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
Docking ring with shaped charge and shielded hatch for aggressive entry to a docked spacecraft
Value: 4
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
Hatch with conical hoglium field for graceful collection of spaceborn material or cargo
Value: 4
Reduce the chance of successful signal interception
Value: 5
May transmit signal noise to reduce effective communication in the area
Value: 5
Effective at reducing the effects of jamming or comm traffic
Value: 4
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
Illegal. Crew may alter the transponder signal at will, allowing them to take on another ship's identity
Value: 6
Initially used for decryption of advanced military codes, it is also used for translation and interpretation of obscure or unknown languages.
Value: 4
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
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
Allows remote control of a ship from authorized TOMEs
Value: 4
Voiced AI computer interface for hands-free interaction and simulated social relationships
Value: 4
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
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:
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 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
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
Advanced autopilot that reduces chances of colliding with a Zipp Line
Value: 6
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
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Improves a ship's stealth roll to camouflage or deceive roll to disguise its markings
Value: 3
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Increase the difficulty of targeting this ship's subsystems by +2
Value: 5
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Ship does not take hull stress when it successfully rams
Value: 5
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Increases ship's hull stress by +1
Value: 5
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Improves stealth or deceive rolls made to conceal ship's armament
Value: 5
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Ship loses 1 heat during its turn
Value: 5
Room stocked with weaponry and equipment
Value: 4
Room with holographic projectors for the 3-dimensional display of astrological data
Value: 5
Security turrets to fend off intruders
Value: 6
Room with seating, tables, and displays for conference and mission briefing
Value: 4
Secure cabin for keeping prisoners
Value: 4
Room for storage of goods, equipment, and raw materials
Value: 4
Room dedicated for encrypting, transmission, and jamming of radio traffic
Value: 5
Room for preparing and consuming food or refreshment
Value: 4
Simple toilets and showers
Value: 4
Sterile room stocked with medical equipment and supplies
Value: 5
Room stocked with instruments and materials needed for study and experimentation
Value: 5
Spacious, clean, and beautiful rooms for hygiene and waste
Value: 4
A spacious living area normally reserved for high-ranking guests or officers
Value: 4
Room with large viewports for enjoying the view of space with a naked eye
Value: 4
Room for the transportation and storage of animals or livestock
Value: 4
Room stocked with entertainment and exercise equipment
Value: 4
Heavy machinery for rendering and refining substances into raw materials, can also be used for water treatment and waste processing
Value: 5
Concealed and sensor-masked cargo spaces
Value: 5
Some cultural groups prefer to store their deceased aboard a ship
Value: 6
Room or corridor designed to kill or incapacitate
Value: 5
Heavily armored and isolated cabin capable of withstanding ship weaponry, great place to meditate
Value: 6
Room with machinery for repair, modification, and fabrication
Value: 5
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
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
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
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
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
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
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
Reduces the effectiveness of EMP weapons or the chance of a brown-out while cold booting a spacecraft
Value: 5
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
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
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
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
Improves the rate at which a craft may turn, move laterally, or decelerate using thrusters
Increase ship's Maneuver by 1
Value: 4
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
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
User-friendly program that helps interpret sensor data and return charts and highlighted details
Crew may roll Notice or Investigate for Scanning.
Value: 5
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
Active sensor scrambling systems that serve to misguide torpedoes, missiles, and reduce target lock
+1 to defense rolls against torpedoes and missiles
Value: 5
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
Greater capacity to scan during space combat
+1 to Sensor rolls to identify ship weapons, upgrades, and status
Value: 5
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
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 defensive capacity of a craft's shield generators
Improve a ship's Shield by 1
Value: 6
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Classified technology that condenses Zipp Lines to make Zipp Space travel safer
Value: 6
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
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.
Until reconfigured, most ship weaponry is in the default configuration
Designed for greatest effect against targets directly ahead
Best effect against targets ahead or on either flank, but weak astern
Configured for powerful attacks on targets on either flank, but weak ahead and astern
Designed to anticipate pursuit by enemy and pirate craft
Further optimized variant of civilian configuration
This configuration is favorable to craft which perform strafing runs against a target
Early warships had a slight advantage for forward guns
On rare occasions, some craft's weapons favor targets on a particular flank
On rare occasions, some craft's weapons favor targets on a particular flank
Designed to favor targets ahead, however are balanced against flanks in case the target abruptly changes heading
An advantageous broad forward arc ideal against incoming strike craft or torpedos