PDF Download the Void Drifters Vehicles Manual 39.5 MB
This chapter covers what a ship is built from and what happens when a crew changes it: Module Slots and installation, carried craft and drones, hardpoint changes, Integrated Architecture and patchwork ships, the failure modes of mixed-builder and military installations, illegal modifications, long-term projects, and the Component Catalog. Every module's statistics are in the Module Catalog appendix at the end of the chapter. Prices are in Chapter Twelve. Salvage and repair are in Chapter Eleven.
Module Slots
A Module Slot is a prepared interface for an optional installation: structural support rated for the module's mass, power connections sized for its draw, crew access, and a link to the ship's diagnostics. A medical kit needs no slot. A medical bay does.
Slot Counts by Scale
| Scale | Typical Module Slots |
|---|---|
| 1 | 0 |
| 2 | 0–2 |
| 3 | 1–6 |
| 4 | 3–8 |
| 5 | 5–16 |
| 6 | 8–18 |
| 7 | 12–24 |
| 8 to 10 | Bespoke; sovereign military only |
These are design guidelines for Models, not entitlements. A civilian freighter may have many open slots; a military escort may have none. Openframe hulls run high in every band because Openframe pays 2 build points per slot instead of 3, and Crown Meridian and Safa hulls run low because they pay 4 (Chapter Thirteen).
Scales 8 to 10 are empire-level warships and giant war stations. They are always military, are built only by sovereign yards, and are detailed in another book. This book gives them no statistics; a GM who needs one builds it to suit the story.
Module Slot Grades
Some Models distinguish Standard, Enhanced, and Military module bays. The grade belongs to the hull, not to the module.
- Standard slots accept any module that meets its minimum Scale.
- Enhanced slots are pre-wired for heavier draw. Installation checks for Licensed, Restricted, or Military modules in an Enhanced slot remove 1 Bane Die .
- Military bays exist only on military hulls and accept Military modules as Native installations.
Civilian hulls have no Military bays. A Military module in a civilian hull is a Forbidden Integration (Chapter Five).
Modules Across Several Slots
On a hull of Scale 5 or larger, a one-slot module may be fitted across two or more slots. Each added slot repeats the module's capacity (cargo blocks, berths, cells, drones, cabins) or lets it serve one more task at a time (a two-slot Workshop supports two repair checks at once). Price and install each slot as a separate module.
Installing a Module
A clean commercial module installed by a yard in an open slot needs no check. The crew pays the module price and the yard's installation fee per slot (Chapter Twelve). Yard installation takes 1 day per slot on a Scale 2 to 4 hull and 2 days per slot on a Scale 5 to 7 hull.
Any other installation is a Craft check. Find the base difficulty below, then apply the integration modifier from the Integration Modifiers table in Chapter Five (Builder Integration). A crew doing the work takes twice the yard time and pays no fee.
| Installation | Base Difficulty |
|---|---|
| Clean, certified module installed by a yard | No check |
| New module, crew installation with a Workshop aboard and the ship docked | Average |
| Field installation, or rushed (half the time) | Hard |
| Salvaged, damaged, or incomplete module | Hard |
| Experimental or oversized module | Severe |
A Damaged module is one step harder still (Condition, below). Installing a module so that inspections miss it adds 1 Bane Die ; on a success, an inspector notices it only on a Hard Perception check.
A failed check leaves the module uninstalled and its parts intact. Banes and a Calamity are spent under Mixed-Builder and Military Failure Modes, below.
Carried Craft
A ship carries small craft in internal bays or on External Docking Cradles. The modules are in the appendix; launching and recovering in combat are in Chapter Fifteen.
Internal bays enclose the craft. It cannot be targeted while the parent hull is intact, and it launches and recovers through a controlled bay.
External Docking Cradles hold the craft against the hull on a prepared interface. A cradle costs one slot instead of two and is available a Scale lower, which is why small commercial hulls carry their shuttle this way.
The module sets the capacity. A cradle holds one craft, a Shuttle Bay two, a Fighter Bay four, an Expanded Hangar eight. A hull carries what its bays and cradles hold and no more.
A cradle is built around a craft. The cradle-fitted craft a hull was designed for docks, launches, and recovers with no check under ordinary conditions. A craft without the cradle interface cannot dock at a cradle at any difficulty; it needs an internal bay, a station, or a docking collar.
A mismatched craft (cradle-fitted, but of a different configuration or builder) docks with these penalties:
- Launch and recovery checks add 1 Bane Die .
- The parent ship adds 1 Bane Die to Pilot checks in atmosphere and to Signature Management checks while the craft is aboard.
- A craft from a Rival builder (Chapter Five) adds 2 Bane Dice instead of 1 to each.
Externally carried craft are exposed. A craft on a cradle is part of the parent ship's target profile and can be attacked in its own right.
Ground and hover vehicles ride in vehicle bays (appendix, Atmospheric and Surface Operations): a Vehicle Bay takes a Scale 2 vehicle, a Heavy Vehicle Bay a Scale 3 vehicle, a Vehicle Deck a Scale 4 vehicle. A vehicle that no bay aboard can hold travels only as freight in a hold large enough for it, and must be unloaded at a port or by crane before it can drive.
Embarked crew count toward complement. Pilots and aircrew for carried craft are crew or passengers of the parent hull.
Drones
A drone is a Scale 1 remote craft carried in a drone bay. Drones are bought with their bay; replacements are bought singly.
| Drone | Carried In | Per Bay | Effect | Replacement |
|---|---|---|---|---|
| Utility | Utility Drone Bay | 4 | Inspection, cargo handling, and simple exterior work. A Craft or cargo check on the outside of the hull made through a drone needs no EVA. | 900cr |
| Sensor | Sensor Drone Bay | 3 | Flies up to one range band from the ship. The ship's passive detection and Active Scan may be made from the drone's band. A deployed drone is itself a contact. | 2,400cr |
| Repair | Repair Drone Bay | 4 | Exterior patching: field repairs to external damage need no EVA (Chapter Eleven). | 1,800cr |
| Security | Security Drone Bay | 4 | Deploys inside the ship. In a compartment holding deployed security drones, boarders add 1 Bane Die to their checks and crew checks against them add 1 Boon Die . | 3,000cr |
| Defense | Defense Drone Bay | 4 | Point defense; Chapter Eight. | Chapter Eight |
| Probe | Probe Bay | 6 | Survey from one Travel Band farther out; consumed when launched. | 1,500cr |
Control. Deploying a drone group is an action by a crew member at the station that runs it: Engineering for utility and repair drones, Sensors and Comms for sensor and defense drones, any station for security drones. Deployed drones act on that crew member's turn each round without further actions. A directive AI with a free Active Channel can run one drone group in place of a crew member (Chapter Seven).
Range. Drones work within Short range of the ship, except sensor drones (above).
Vulnerability. Any hit from a ship weapon destroys a drone. Point defense and Flak treat drones as interceptable ordnance. A successful Jam (Chapter Fifteen) against a drone group grounds it for the rest of the round. Drones recovered at the end of an encounter are ready for the next; destroyed drones are replaced at port.
Changing Hardpoints
Oversized mounts and the rule that ground vehicles mount weapons as one Scale larger are in Chapter Eight. Hardpoint prices, the upgrade formula, and downgrade refunds are in Chapter Twelve. Hardpoint capacity is counted in points: Light 1, Standard 2, Heavy 3, Capital 4.
Upgrading a Hardpoint
Upgrading a mount one size rebuilds its structure, power conduit, and cooling access. The hull must already be rated for the larger mount (minimum Scale in Chapter Eight; tier caps in Chapter Thirteen).
| Upgrade | Yard Time (Scale 2–4 / 5–7) | Field Difficulty (Workshop required) |
|---|---|---|
| Light to Standard | 2 days / 4 days | Hard |
| Standard to Heavy | 4 days / 8 days | Severe |
| Heavy to Capital | 8 days / 16 days | Yard only |
A yard upgrade needs no check. A field upgrade takes twice the yard time and the parts at the full Chapter Twelve price.
On a field upgrade, spend Banes as follows:
- The mount adds 1 Heat each time its weapon fires until the work is redone at a yard.
- Boost Weapons cannot be used on this mount until the work is redone at a yard.
- The change is visible to any inspection of the ship's structure.
On a failure the mount is unchanged and the materials are kept. On a Calamity the ship takes 2 System Damage and the materials are lost.
Downgrading a Hardpoint
Reducing a mount one size frees its extra hardpoint points for another weapon. It takes the same time as the matching upgrade and, in the field, is one difficulty step easier. The refund is in Chapter Twelve.
Integrated Architecture and Patchwork Ships
Integrated Architecture and Integration Status
Integrated Architecture, the twelve core systems it counts, its benefits, and the integration status and modifier for every non-native component are defined in Chapter Five, which holds the only Builder Integration table. An Integrated Architecture ship serviced at an authorized yard of its builder pays 25% less for maintenance (Chapter Twelve).
Patchwork Friction
A ship with three or more core systems at Adapted, Forced, or Forbidden status adds 1 Bane Die to any Craft check that involves two of those systems at once: repairing a cascade between them, rerouting power from one to the other, or diagnosing a fault that crosses both.
Restoring Integrated Architecture
A crew restores Integrated Architecture by replacing foreign core systems with native ones, one at a time (Long-Term Ship Projects, below), until the Chapter Five conditions are met again: at least 10 of the 12 core systems native, and no Forced or Forbidden integration aboard. A Signature component keeps its benefit only in its own builder's hull or a Partner's (Chapter Five).
Mixed-Builder and Military Failure Modes
A failure mode is a lasting defect left by an imperfect installation. The GM applies one when:
- An installation check succeeds with 2 or more net Banes : the GM may spend those two Banes on one failure mode instead of an ordinary Bane result.
- An installation check fails and the crew chooses to keep the component installed anyway: it works, with one failure mode.
- An installation check produces a Calamity : one failure mode applies in addition to the check's other results.
Use the Mixed-Builder table for Partner, Open, and Rival installations, and the Military table for any Military component or module. The GM chooses a mode that fits the work or rolls for it. A failure mode lasts until the component is removed or an authorized yard reinstalls it at the normal yard fee.
Mixed-Builder Failure Modes
| d12 | Failure Mode | Effect |
|---|---|---|
| 1 | Persistent Bane | Checks using the system under stress (combat, Overburn, Hard Burn, an emergency) add 1 Bane Die . |
| 2 | Check Escalation | Repair checks on the system are one difficulty step harder. |
| 3 | Performance Downgrade | The system's rating drops one step; a fitted system loses its effect. |
| 4 | Collateral Downgrade | One connected system, chosen by the GM, drops one rating step. |
| 5 | System Damage Hit | Each time the system is pushed (Boost Power, Overburn, Hard Burn, or Power overload), the ship takes 1 System Damage. |
| 6 | Maintenance Burden | Routine maintenance and servicing cost 10% more (Chapter Twelve). Each further Maintenance Burden adds another 10%. |
| 7 | Repair Complication | No generic part fits. Field repairs on the system cost the full yard rate in parts, and yard repairs on it take twice as long. |
| 8 | Authority Heat | The system is evidence (Authority Heat, below). |
| 9 | Firmware Conflict | A directive AI cannot assist checks that use the system. |
| 10 | Signature Bloom | While the system is active, the ship's Signature Management checks add 1 Bane Die . |
| 11 | Cascade Risk | When the system takes System Damage, one connected system takes 1 System Damage as well. |
| 12 | Parts Lock | Installing a component from any builder other than this component's builder adds 1 Bane Die . |
Military Integration
A Military component in a hull not built for it is a Forbidden Integration, which upgrades 1 or 2 Trial Dice to Crisis Dice by severity (Chapter Five). The number upgraded, and the consequence that comes with the installation, depend on whose component it is.
| Source of the Military Component | Trial Dice Upgraded | Automatic Consequence |
|---|---|---|
| The hull's own power, with valid or stolen credentials | 1 | Without credentials, the installation cannot be attempted |
| An allied power | 1 | Doctrine Conflict applies |
| A neutral power | 2 | Parts Dependency applies |
| A rival power | 2 | Authority Flag applies |
| Classified, kill-switched, or strategic hardware | 2 | Kill-Switch Risk applies |
Military Failure Modes
| d10 | Failure Mode | Effect |
|---|---|---|
| 1 | Combat Heat Spike | Each round the system is used in combat, the ship gains 1 Heat. |
| 2 | Signature Bloom | Signature Management checks add 1 Bane Die , and a Military sensor suite identifies the ship as carrying military hardware. |
| 3 | Authority Flag | The system has Authority Heat, and a transponder check by the issuing power's patrols flags it automatically. |
| 4 | Doctrine Conflict | When two Military systems are used in the same round, the second check adds 1 Bane Die . |
| 5 | Parts Dependency | Repairs on the system need military parts: no field repair, and yard repair only where military supply is available, at three times the yard rate. |
| 6 | Kill-Switch Risk | Each time the ship docks at a port of the issuing power or is scanned by its military, roll a d10. On a 1, the system shuts down until a Severe Electronics check overrides the lock. |
| 7 | Cascade Damage | When the system takes System Damage, two connected systems take 1 System Damage each. |
| 8 | Crew Burden | Checks using the system add 1 Bane Die unless the operator has 2 or more ranks in the skill used. |
| 9 | Thermal Load | While the system is active, Manage Heat and Reroute Cooling checks are one step harder. |
| 10 | Inspection Exposure | Any inspection of the ship's systems finds this one with no check. |
Authority Heat
A component or module with the Authority Heat failure mode, or with the Authority Heat tag (Chapter Eight), is evidence. Any inspection of the ship's systems finds it unless it was installed concealed (Installing a Module, above). What a find costs is set by its availability: a Licensed system without the licence, or a Restricted system without clearance, is a Serious infraction, with the fine and confiscation in Chapter Twelve. A Military system aboard a civilian hull is grounds for seizure of the ship (Chapter Twelve, Fines, Impound, and Seizure). The Authority Heat tag's Border Warrant also applies when the item is used.
Illegal and Restricted Modifications
Requiring a Licence
These modifications need authorization in most power territories:
- Military weapons: Heavy and larger in most systems, and every plasma capital weapon
- Military ECM and electronic-warfare systems
- Disruption weapons: some powers restrict all of them; most restrict Heavy and larger
- Gravitic and phase weapons (military only, everywhere)
- Military Composite armor (Chapter Eight)
- Interdiction Modules
- Strategic Ordnance Magazines
Operating without the licence in a territory that enforces it is an inspectable offense under Authority Heat, above.
Illegal Everywhere
These are illegal in all five powers' territories:
- Gravitic or phase weapons on a civilian hull without military authorization
- Slipstream interdiction systems on any non-military hull
- Strategic ordnance aboard a non-military ship
- The Phase Veil and the Military Shadow Package (Chapter Eight)
- An undeclared Smuggling Compartment
- A Transponder Spoofing Suite in use in an active port or traffic lane
A ship caught with one in an inspection is subject to seizure (Chapter Twelve).
Black-Market Components
Finding a black-market seller is a Streetwise check at a frontier hub, an Antaean League port, or a freeport. The price is the Military or Restricted price (Chapter Twelve) multiplied by 1.5.
| Component | Streetwise Check to Find a Seller |
|---|---|
| Light and Standard military weapons | Average |
| Military armor | Average |
| Military ECM and electronic warfare | Average ; the component arrives Damaged on 1 Bane |
| Heavy military weapons | Hard |
| Military power systems | Hard ; Kill-Switch Risk applies on 2 Banes |
| Gravitic weapons | Severe , and only where the GM has placed one |
| Phase weapons | Not for sale; a campaign event |
A Calamity on the check means the seller informs on the crew to whoever pays more.
Long-Term Ship Projects
A crew can hire a yard or do the work themselves. A yard needs no check and charges its fee (Chapter Twelve). A crew needs a Workshop aboard, the parts, twice the yard time, and a Craft check.
| Work | Yard Time (Scale 2–4 / 5–7) | Crew Check |
|---|---|---|
| Install a module, per slot | 1 day / 2 days | Installing a Module, above |
| Replace a core system with one of the same rating | 2 days / 4 days | Average , plus the integration modifier |
| Raise a system's rating one step | 3 days / 6 days | Hard , plus the integration modifier; Licensed and higher components need a yard |
| Change a hardpoint | Changing Hardpoints, above | Changing Hardpoints, above |
Milestones. For a large project the GM may set milestones: a part that must be sourced, a specialist who must be found, a test that must pass. A military reactor needs military supply or a theft; a phase-weapon component needs contacts who want favors.
The record. An authorized upgrade appears in the ship's maintenance log. An unauthorized one does not, and a full inspection of the ship's systems finds the evidence on an Average Perception check.
The Component Catalog
Every stat on a ship sheet above the hull's Scale baseline comes from a physical component, and every component can be bought, sold, salvaged, installed, and ruined. Pull a reactor out of a corsair killed at Harrowspan, get it working in your own hull, and the Power Capacity on your sheet goes up because the reactor aboard is now that reactor.
What a Component Is
A component is one line on the ship sheet: builder, system, rating, availability, and condition. It contributes only to stats already on the sheet. A better reactor changes Power Capacity, Heat Threshold, and Heat Dissipation; it adds no new number.
Name components builder first: a Kharos reactor rated +2 Power Capacity, a Crown Meridian Hull and Frame set at Armor 3.
Rating and Availability
Rating is what a component does, in the unit its system uses. A sensor suite is rated by how far it detects; an AI Core by how many Active Channels it runs; a reactor by the Power Capacity, Heat Threshold, and Heat Dissipation it provides.
Availability is who may own it: Open, Licensed, Restricted, or Military. Availability sets the price multiplier (Chapter Twelve). It does not change what the component does. Some ratings are sold only at a minimum availability: sensors that reach Extreme are Licensed (Chapter Thirteen, Sensor Grade).
Your hull's operator tier sets the availability it carries as standard, and fitting one system above that standard is a Chapter Thirteen purchase.
Component Ratings
Ratings are expressed above the hull's Scale baseline, per step. Steps accumulate up to the hull's tier caps in Chapter Thirteen.
| System | Rating Unit | Per Step |
|---|---|---|
| Sublight Engine | Speed and Cruise | +1 each, bought as separate steps |
| Maneuvering Thrusters | Handling | +1 |
| Reactor | Power Capacity, Heat Threshold, or Heat Dissipation | +1 to one of them |
| Hull and Frame | Armor | +1 |
| Power Distribution | System Points | +1 block |
| Defensive Control | Deflection | +1 |
| Sensors | Detection range | One range band, Short through Extreme |
| AI Core | Active Channels | +1 channel, 0 through 4 |
Reactor steps are single steps, the same as the Chapter Thirteen purchases: each raises one of Power Capacity, Heat Threshold, or Heat Dissipation by 1. Sensor grades and AI Cores have their full tables in Chapter Seven. Armor upgrades are defenses and are in Chapter Eight. Military Composite has one reading, the Starship Armory one: +2 Armor on all facings, +3 against Beam and Plasma, Handling 1 worse, Military availability.
Sublight Engine grades. The engine's drive class sets its Cruise cap and its availability (Chapter Thirteen, Engine Class and Cruise). What Cruise does is in Chapter Six.
A fusion engine cannot be raised past Cruise 3. Cruise 4 and 5 need an antimatter engine fitted as a full replacement.
Fitted Systems
Three systems contribute an effect rather than steps. Each has two ratings.
| System | Rating 1 (Open) | Rating 2 (Restricted) | Build Points |
|---|---|---|---|
| Fire Control | Attacks with guided weapons (missiles and torpedoes) add 1 Boon Die | All attacks add 1 Boon Die | 4 / 8 |
| Damage Control | Emergency Repair and Emergency Patch checks add 1 Boon Die | As rating 1, and removes 1 System Damage automatically at the start of the ship's turn | 4 / 8 |
| Navigation Suite | Seam-location and route-analysis checks add 1 Boon Die | As rating 1, and offset-exit checks are one step easier | 6 / 10 |
Fire Control and the Boon Limit. Every Boon Die a Fire Control component adds to an attack counts toward the Boon Limit in Chapter Fifteen.
Damage Control and the repair cap. The rating 2 automatic removal counts toward the limit of 1 automatic System Damage removal per round from all sources (Chapter Eleven).
The Advanced Tag
A component may carry the Advanced tag. It adds 1 Boon Die to checks using that system without changing its rating: an Advanced sensor suite rated to Long sees no farther, but sees more clearly at every band. An Advanced component costs 1.5 times the price of the same component without the tag. A Boon Die from Advanced on an attack counts toward the Boon Limit (Chapter Fifteen).
Provenance Tags
- Improvised. Built from mismatched or cannibalized parts. Price ×0.4. It installs as Damaged (Condition, below) and carries one Mixed-Builder failure mode, chosen by the GM, from the moment it is installed.
- Experimental. A prototype or unlicensed design. Price ×4.0 or more. Before it is installed, the GM writes one benefit beyond its rating and one failure mode, and tells the crew the benefit only.
- Strategic. Not sold, priced, or acquired. A strategic component enters play as a campaign event.
Builder Identity
A Kharos reactor and a Crown Meridian reactor of the same rating produce the same numbers. What differs is how hard each is to install in your hull (Chapter Five) and whether it breaks your Integrated Architecture.
Condition
Every component is in one of three conditions.
| Condition | Installation | Performance | Salvage |
|---|---|---|---|
| Working | Normal difficulty | Full rating | Full salvage value |
| Damaged | One difficulty step harder | One rating step lower; a fitted system gives no effect | Reduced (Chapter Eleven) |
| Destroyed | Cannot be installed | None | Scrap only |
Repairing a Damaged component takes a Craft check at its installation difficulty, parts costing a quarter of its new price, and 1 day of work. It is installed and running at the lower rating until then.
A Destroyed component yields nothing on its own. A Breakthrough on the extraction check (Chapter Eleven) recovers enough intact material to repair one Damaged component of the same system type, whether the check succeeded or failed.
Installed Systems Are Components
The three conditions are the same states a system can be in while it is still aboard.
| A System That Is | Comes Out As |
|---|---|
| Undamaged | Working |
| Degraded or disabled by System Damage (Chapter Three) | Damaged |
| Destroyed by a Critical Hit | Destroyed |
Component Prices
A component's price is its build point cost × the credits per build point for its Scale (Chapter Thirteen) × its availability multiplier (Chapter Twelve).
A Kharos reactor rated +2 Power Capacity for a Scale 4 hull is two Power Capacity steps at 3 build points each: 6 build points. At Open availability it costs 6 × 2,250 = 13,500cr. At Licensed it costs 13,500 × 1.6 = 21,600cr.
Installing it. Replacing a core system with one of the same rating costs a yard fee of a quarter of the component's price. Raising a rating is a retrofit (Chapter Thirteen): it uses twice the component's build points from the hull's unspent budget, and the yard charges 1.5 times the component's price for the work, for 2.5 times the component's price in all. The Open reactor above, fitted as a retrofit, costs 13,500 + 20,250 = 33,750cr.
Components are Scale-specific. Fitting one to a hull of a different Scale is covered in Chapter Three.
Selling components is salvage, and its single price rule is in Chapter Eleven.
Worked Example: The Life Support Problem
The crew's life support is Damaged after a fight. They have no spare and eleven days to the nearest port. The ship they disabled took the same hit, and its life support is Destroyed.
The engineer boards the wreck and attempts extraction. It is a battlefield, so the check is Severe . She fails, but the roll shows a Breakthrough . She comes back with enough intact scrubber assembly to repair the crew's own Damaged unit: a Craft check at its installation difficulty, a day of work, and the parts in her hands. Had their own unit been Destroyed, the Breakthrough would have bought them nothing.
Appendix: Module Catalog
Every module in the setting, with its rules. Read the columns this way:
- Slots is the number of Module Slots it fills. Min. Scale is the smallest hull that can take it.
- Power is the Power Load it adds while active (Chapter Six). Heat is Heat it generates; 0 means none.
- Price is a multiplier on the base cost per slot for the hull's Scale (Chapter Twelve), then on the availability multiplier. The figure in brackets is that price worked out at Scale 4, or at the module's minimum Scale when that is higher.
- Availability is who may own it (Chapter Twelve). Restricted and Military modules carry Authority Heat in any hull not licensed for them.
A single check takes the benefit of one module. When two modules could apply, use the better one. Defensive modules (electronic warfare, defense drones, and damage-control systems) take their effects, Power, and prices from Chapter Eight.
Cargo and Freight
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Standard Cargo Hold | 1 | 3 | Adds 1 cargo block (Chapter Thirteen block size: 20 Cargo Units at Scale 4). In an emergency the hold carries one person per 2 free Cargo Units, at Subsistence. | 0 | 0 | ×0.6 (9,000cr at Scale 4) | Open |
| Expanded Cargo Hold | 2 | 4 | Adds 3 cargo blocks. Loading or unloading a full hold takes half the normal time. | 0 | 0 | ×0.8 (12,000cr at Scale 4) | Open |
| External Cargo Frame | 1 | 3 | Mounts pods holding up to 2 cargo blocks. While pods are mounted, add 1 Bane Die to Signature Management checks and to Pilot checks in atmosphere. Jettisoning the pods is a Helm Maneuver. | 0 | 0 | ×0.5 (7,500cr at Scale 4) | Open |
| Refrigerated Cargo Module | 1 | 3 | Holds 1 cargo block at controlled temperature. Perishable, fragile, or temperature-controlled freight carried anywhere else loses a quarter of its delivery value per jump. | 1 | 0 | ×0.8 (12,000cr at Scale 4) | Open |
| Hazardous Cargo Module | 1 | 4 | Holds 1 cargo block of chemical, radioactive, or volatile cargo. Required to carry it legally. A Hull Breach or Catastrophic Breach Critical Hit never releases cargo held here. | 0 | 0 | ×1.2 (28,800cr at Scale 4) | Licensed |
| Secure Cargo Vault | 1 | 3 | Holds 2 Cargo Units. Opening it without the codes takes a Hard Electronics or Hard Craft check and 1 hour, and any attempt sets off an alarm the crew hears. | 0 | 0 | ×1 (24,000cr at Scale 4) | Licensed |
| Livestock or Biological Transport Module | 1 | 4 | Holds 1 cargo block of living cargo with feed, waste handling, and isolation. Living cargo carried anywhere else loses a quarter of its number or value per week in transit. | 1 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Smuggling Compartments | 1 | 3 | Concealed hold of a quarter cargo block (5 Cargo Units at Scale 4). When an inspection searches the ship, the crew's Subterfuge or Deception check to keep cargo hidden adds 2 Boon Dice . A Calamity on that check reveals the compartment itself. Fitting one without declaring it is illegal in all five powers. | 0 | 0 | ×1 (37,500cr at Scale 4) | Restricted |
Passenger and Habitation
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Passenger Berths | 1 | 2 | Adds 1 berth block of passenger berths (20 passengers at Scale 4; Chapter Thirteen) with their life support. Each passenger uses 1 Supply Unit a month. | 0 | 0 | ×0.9 (13,500cr at Scale 4) | Open |
| Crew Comfort Module | 1 | 3 | Each person aboard, up to the standard crew, recovers 1 additional Strain from a full night's rest aboard. | 0 | 0 | ×0.7 (10,500cr at Scale 4) | Open |
| Luxury Cabin Module | 1 | 4 | Two private cabins with secure comms. Charm and Negotiation checks with those passengers add 1 Boon Die . | 0 | 0 | ×1.4 (21,000cr at Scale 4) | Open |
| Luxury Cabin Block | 3 | 5 | A suite deck: 1 berth block of luxury cabins (20 people at Scale 5) with the Luxury Cabin Module's effects. | 1 | 0 | ×3.6 (133,200cr at Scale 5) | Open |
| Barracks Module | 1 | 4 | Adds 1 berth block of barracks bunks (40 people at Scale 4). | 0 | 0 | ×0.6 (9,000cr at Scale 4) | Open |
| Diplomatic Suite | 2 | 5 | Meeting rooms and quarters for 6. Intercepting communications from the suite takes a Severe Electronics check. Negotiation and Charm checks held in the suite add 1 Boon Die . | 1 | 0 | ×2.4 (142,080cr at Scale 5) | Licensed |
| Religious Accommodation | 1 | 3 | Prayer room, dietary and purity facilities for one named faith. Negotiation checks for charters and passengers from that faith add 1 Boon Die . Crew of that faith recover 1 additional Strain from a full night's rest aboard (does not stack with the Crew Comfort Module). | 0 | 0 | ×0.9 (13,500cr at Scale 4) | Open |
| Galley and Provisioning | 1 | 4 | A full galley and bulk cold stores. Supply Units bought for the ship's passengers and crew cost 60cr instead of 75cr (Chapter Twelve, Supply Units). | 1 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Promenade and Observation Deck | 2 | 5 | Public lounges and a viewing gallery. Each passenger aboard, and each crew member up to the standard crew, recovers 1 additional Strain from a full night's rest aboard (does not stack with the Crew Comfort Module). Charm and Negotiation checks with passengers held there add 1 Boon Die (does not stack with the Luxury Cabin Module). | 1 | 0 | ×1.6 (59,200cr at Scale 5) | Open |
| Executive Quarters | 1 | 4 | A suite and secure office for a principal and two staff. Intercepting communications from the office takes a Hard Electronics check. Negotiation checks held in the office add 1 Boon Die (does not stack with a Diplomatic Suite). | 1 | 0 | ×1.6 (38,400cr at Scale 4) | Licensed |
Medical and Continuity
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Medical Bay | 1 | 2 | Two beds. Medicine checks aboard add 1 Boon Die when the bay's equipment applies. Counts as proper tools and a safe place for Critical Injury treatment up to Severe. | 1 | 0 | ×1.6 (24,000cr at Scale 4) | Open |
| Expanded Medical Ward | 2 | 5 | Six beds and an operating theatre. As the Medical Bay (the 1 Boon Die does not stack with it), and counts as surgery for Deadly Critical Injuries. Needs a crew medic aboard. | 2 | 0 | ×3 (111,000cr at Scale 5) | Open |
| Quarantine Module | 1 | 4 | Sealed rooms for 4 people with independent air. Disease and biological hazards inside cannot spread to the rest of the ship. | 1 | 0 | ×1 (24,000cr at Scale 4) | Licensed |
| Cryogenic Berths | 1 | 4 | Preserves up to 8 people for any length of time. A preserved person uses no Supply Units and does not worsen from Critical Injuries. Freezing or reviving someone is an Average Medicine check; on a failure the subject wakes with 3 Strain. | 1 | 0 | ×1.5 (22,500cr at Scale 4) | Open |
| Stack-Preservation Vault | 1 | 3 | Stores up to 20 continuity stacks, protected from radiation and environment. Tampering takes a Severe Electronics check. Restricted outside Concord space. | 1 | 0 | ×2.6 (62,400cr at Scale 4) | Licensed |
| Clone Transit Berths | 2 | 5 | Carries up to 6 prepared clone bodies in suspension. Illegal in Caliphate space. | 1 | 0 | ×3.2 (296,000cr at Scale 5) | Restricted |
| Neural Integration Bay | 2 | 5 | Implants or restores a continuity stack into a prepared body: one Hard Medicine check and 1 day. The procedure cannot be done aboard without the bay. | 2 | 0 | ×4 (370,000cr at Scale 5) | Restricted |
| Skinsuit Rack | 1 | 4 | Stores and maintains up to 6 military skinsuits; a suit taken from the rack is sealed and charged. Craft checks to repair a stored suit add 1 Boon Die . | 1 | 0 | ×1 (45,000cr at Scale 4) | Military |
Engineering, Repair, and Salvage
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Workshop | 1 | 2 | Removes 1 Bane Die caused by poor tools or facilities from Craft checks aboard. Required for field Hull repair and crew-performed servicing (Chapters Eleven and Twelve). | 0 | 0 | ×1.2 (18,000cr at Scale 4) | Open |
| Expanded Fabrication Shop | 2 | 5 | As a Workshop (does not stack with one). Makes replacement parts from feedstock: field repair parts cost half (a quarter of the yard rate). Makes ammunition for kinetic weapons (Chapter Eleven). | 1 | 0 | ×2.4 (88,800cr at Scale 5) | Open |
| Salvage Rig | 1 | 3 | Extraction checks and Pilot checks to grapple or secure drifting objects add 1 Boon Die . Allows extraction of Standard weapons and one-slot modules (Chapter Eleven). | 0 | 0 | ×1.5 (22,500cr at Scale 4) | Open |
| Heavy Salvage Rig | 2 | 5 | Extraction checks add 2 Boon Dice (instead of the Salvage Rig's die). Allows extraction of Heavy and Capital weapons, multi-slot modules, and core systems from hulls up to one Scale larger. | 1 | 0 | ×2.6 (96,200cr at Scale 5) | Open |
| Towing Rig | 1 | 4 | Tows a disabled ship of up to the towing ship's Scale, or one Scale larger at Speed 1. Securing a tow is an Average Pilot check. While towing, halve Speed (round down, minimum 1) and reduce Cruise by 1 (minimum 1). | 0 | 0 | ×1.3 (19,500cr at Scale 4) | Open |
| Repair Drone Bay | 1 | 4 | Four repair drones (Drones, above). Field repairs to external damage need no EVA and remove 1 Bane Die for working conditions. | 1 | 0 | ×1.6 (24,000cr at Scale 4) | Open |
| External Service Arms | 1 | 4 | Two articulated arms. Checks to load external cargo, dock, or repair hull sections from outside remove 1 Bane Die . An arm can hold a drifting object of Scale 2 or smaller. | 1 | 0 | ×1.1 (16,500cr at Scale 4) | Open |
| Mobile Yard Module | 3 | 6 | Counts as a yard for repairs and servicing of ships up to Scale 5 and of the host itself (Chapter Eleven rates and times). Needs 10 crew assigned to it. | 3 | 0 | ×6 (864,000cr at Scale 6) | Licensed |
Exploration and Science
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Science Lab | 1 | 3 | Science checks aboard add 1 Boon Die when the lab's instruments apply. | 1 | 0 | ×1.7 (25,500cr at Scale 4) | Open |
| Specialized Research Lab | 1 | 4 | Choose a specialty. Within it, upgrade 1 Ability Die to a Mastery Die on Arrival Survey and Body Survey checks, and Science checks add 1 Boon Die (does not stack with a Science Lab). | 1 | 0 | ×2 (30,000cr at Scale 4) | Open |
| Survey Module | 1 | 3 | Required for a Body Survey beyond the Failure tier. Arrival Survey and Body Survey checks add 1 Boon Die . | 1 | 0 | ×1.5 (22,500cr at Scale 4) | Open |
| Astrogation Lab | 1 | 4 | Corridor Trace and First Transit checks add 1 Boon Die . Permits a Corridor Trace from a Rumored atlas entry without a Seam Survey Package, at 2 Bane Dice . | 1 | 0 | ×2 (30,000cr at Scale 4) | Open |
| Probe Bay | 1 | 3 | Six probes. Arrival Survey and Body Survey may be run from one Travel Band farther out; each probe launched is consumed (replacement 1,500cr). | 0 | 0 | ×1.2 (18,000cr at Scale 4) | Open |
| Sample Containment Module | 1 | 3 | Required to carry biological, radioactive, or unknown samples without a Hazardous Materials incident. | 0 | 0 | ×0.8 (19,200cr at Scale 4) | Licensed |
| Deep Archive | 1 | 4 | A Survey Record stored here can be filed at Surveyed tier; without it a record files as Charted at best. Breaching the archive takes a Severe Electronics check. | 1 | 0 | ×1.2 (18,000cr at Scale 4) | Open |
Security and Law Enforcement
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Brig | 1 | 3 | Four cells. Escaping a cell takes a Hard Athletics or Hard Subterfuge check, Severe without tools. | 0 | 0 | ×0.8 (12,000cr at Scale 4) | Open |
| Hardened Brig | 2 | 5 | Eight cells with remote restraints. Escaping a cell takes a Severe check with no tools allowed in. | 1 | 0 | ×2 (118,400cr at Scale 5) | Licensed |
| Armory | 1 | 3 | Locked storage for weapons and armor for 12 people. Opening it without codes takes a Hard Subterfuge or Hard Electronics check. Restricted in Directorate space. | 0 | 0 | ×1.1 (26,400cr at Scale 4) | Licensed |
| Evidence Locker | 1 | 3 | Tamper-evident storage for 1 Cargo Unit with a chain-of-custody log. Any inspector notices tampering on an Average Perception check. | 0 | 0 | ×0.8 (19,200cr at Scale 4) | Licensed |
| Internal Security Suite | 1 | 3 | Crew Perception checks to detect intruders aboard add 1 Boon Die ; intruders' Stealth and Subterfuge checks aboard add 1 Bane Die . Sealing one compartment is a Maneuver from any station. | 1 | 0 | ×1.2 (28,800cr at Scale 4) | Licensed |
| Counterboarding Suite | 1 | 4 | Breaching a protected airlock takes 1 extra round. Crew combat checks against boarders in an airlock compartment add 1 Boon Die . | 0 | 0 | ×1.4 (33,600cr at Scale 4) | Licensed |
| Security Drone Bay | 1 | 4 | Four security drones (Drones, above). | 1 | 0 | ×2 (75,000cr at Scale 4) | Restricted |
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Customs Inspection Module | 1 | 4 | Checks to find hidden cargo or verify a transponder, identity, or manifest add 1 Boon Die , and cancel 1 Boon Die of a Smuggling Compartment. | 1 | 0 | ×1.4 (52,500cr at Scale 4) | Restricted |
| Reinforced Command Core | 1 | 5 | A protected secondary bridge. When a Critical Hit puts a crew station out of action, its crew move to the core as a Maneuver and act from it with no penalty. Communications from the core can be jammed only by Military electronic warfare. | 1 | 0 | ×2 (118,400cr at Scale 5) | Licensed |
| Damage Control Station | 1 | 4 | A staffed damage-control post with sealed lockers, patch kits, and a status board for every compartment. Damage Control and Emergency Repair checks made from the Engineering station add 1 Boon Die. It removes no System Damage by itself. | 1 | 0 | ×1.4 (33,600cr at Scale 4) | Licensed |
| Inspection Sensor Suite | 1 | 3 | Close-range scanners. At Short range or closer, Active Scan checks to read cargo, life signs, or hidden compartments through a hull add 1 Boon Die (does not stack with a Customs Inspection Module). | 1 | 0 | ×1.2 (28,800cr at Scale 4) | Licensed |
| Boarding Ramp and Airlock | 1 | 3 | An armored docking collar and ramp. A cooperative docking needs no check and takes no round. A forced docking collar check (Chapter Fifteen, Boarding) adds 1 Boon Die, and opening the target's hatch after it locks is one step easier. | 0 | 0 | ×1.2 (28,800cr at Scale 4) | Licensed |
Stealth and Electronic Warfare
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Signature-Baffling Package | 1 | 3 | Signature Management checks add 1 Boon Die . While the package is active, Power Capacity is 1 lower. | 0 | 0 | ×2 (75,000cr at Scale 4) | Restricted |
| Silent-Running Package | 1 | 3 | Entering Cold Running Mode takes 1 round less (minimum 1). While in Cold Running Mode, Signature Management checks add 1 Boon Die and the ship stores up to 6 Heat instead of dissipating it; the stored Heat goes on the Heat track when the mode ends. | 0 | stores 6 | ×2.2 (82,500cr at Scale 4) | Restricted |
| Transponder Spoofing Suite | 1 | 3 | Holds 3 false registry profiles; switching profiles is an action. An inspector detects a false profile only on a Hard Electronics check (Severe if the papers are forged to match). Illegal to use in an active port or traffic lane. | 0 | 0 | ×2 (75,000cr at Scale 4) | Restricted |
| Counter-Surveillance Suite | 1 | 2 | The crew learns automatically when the ship is the target of a Target Lock or Active Scan. Checks to find trackers, remote pings, or intrusions in ship systems add 1 Boon Die . | 1 | 0 | ×1.2 (18,000cr at Scale 4) | Open |
| Electronic-Warfare Suite | 1 | 4 | Jamming and electronic attack; effect, Heat, and price are in Chapter Eight (Electronic Countermeasures). | 2 | Ch. 8 | 90,000cr (Chapter Eight) | Restricted |
| Military Electronic-Warfare Suite | 2 | 5 | Fleet-grade jamming and cyberdefense; effect, Power, and price are in Chapter Eight. | Ch. 8 | Ch. 8 | Chapter Eight | Military |
Drone and Small Craft
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Utility Drone Bay | 1 | 3 | Four utility drones (Drones, above). | 1 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Sensor Drone Bay | 1 | 3 | Three sensor drones (Drones, above). | 1 | 0 | ×1.6 (24,000cr at Scale 4) | Open |
| Defense Drone Bay | 1 | 4 | Four defense drones; point defense rules, Power, and price are in Chapter Eight. | Ch. 8 | Ch. 8 | Chapter Eight | Restricted |
| External Docking Cradle | 1 | 3 | Carries one cradle-fitted Scale 2 craft outside the hull, or one Scale 3 craft on a Scale 5 or larger host (Carried Craft, above). The craft is bought separately. | 0 | 0 | ×1.5 (22,500cr at Scale 4) | Open |
| Shuttle Bay | 2 | 5 | Carries two craft of Scale 3 or smaller inside the hull (Carried Craft, above). | 1 | 0 | ×2 (74,000cr at Scale 5) | Open |
| Fighter Bay | 2 | 6 | Carries four craft of Scale 3 or smaller inside the hull, with fueling and rearming. | 2 | 0 | ×2.4 (648,000cr at Scale 6) | Military |
| Expanded Hangar | 3 | 6 | Carries eight craft of Scale 3 or smaller inside the hull. | 2 | 0 | ×3 (432,000cr at Scale 6) | Licensed |
Industrial
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Mining Rig | 2 | 4 | At an asteroid or small body, a day's work and an Average Craft check yields a quarter cargo block of ore, plus another quarter per 2 Boons. | 2 | 1 per day worked | ×1.8 (27,000cr at Scale 4) | Open |
| Refinery Module | 2 | 5 | Processes 1 cargo block of ore into refined goods in 2 days, or 1 cargo block of ice or suitable ore into 1 jump charge of fuel. | 2 | 1 | ×2.4 (88,800cr at Scale 5) | Open |
| Fuel Processor | 1 | 4 | At a body with water ice or a gas giant (Short range or closer), 2 days' work and an Average Craft check make 1 jump charge of fuel; on a failure, half a charge. | 1 | 0 | ×1.6 (24,000cr at Scale 4) | Open |
| Colony Support Module | 2 | 5 | Deployable shelters, generators, and water plant for 40 colonists for 6 months. Deploying it takes 3 days and uses it up; a replacement costs 80% of the module price. | 0 | 0 | ×2 (74,000cr at Scale 5) | Open |
| Construction Module | 2 | 5 | Craft checks to build or repair stations and colonies add 1 Boon Die . Counts as a yard for structural repairs to stations, colonies, and docked ships up to one Scale smaller. | 2 | 0 | ×2.2 (81,400cr at Scale 5) | Open |
Atmospheric and Surface Operations
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Atmospheric Flight Package | 1 | 2 | Gives the hull full atmospheric flight (Chapter Nine), or raises a Limited rating to full. | 0 | 0 | ×2.2 (33,000cr at Scale 4) | Open |
| Landing Package | 1 | 2 | Allows landing on prepared surfaces. A hull without atmospheric flight can land only on worlds without atmosphere. | 0 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Heavy Landing Package | 2 | 4 | Allows landing on unprepared or rough ground. Landing Pilot checks remove 1 Bane Die . | 0 | 0 | ×1.8 (27,000cr at Scale 4) | Open |
| Vehicle Bay | 1 | 4 | Holds one Scale 2 ground or hover vehicle, or two Scale 1 vehicles. A landed ship deploys them in 1 round. | 0 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Heavy Vehicle Bay | 2 | 5 | Holds one Scale 3 ground or hover vehicle, or two Scale 2 vehicles, or four Scale 1 vehicles. A landed ship deploys them in 1 round. | 0 | 0 | ×2 (74,000cr at Scale 5) | Open |
| Vehicle Deck | 3 | 6 | Holds one Scale 4 ground or hover vehicle, or two Scale 3 vehicles, or four Scale 2 vehicles. A landed ship deploys them in 2 rounds. | 1 | 0 | ×3 (270,000cr at Scale 6) | Open |
| Drop Module | 1 | 4 | Four drop pods, each carrying 1 Cargo Unit, 2 people, or one Scale 1 vehicle, to the surface from orbit. Landing a pod on target is an Average Pilot check from Short, Hard from Medium. Replacement pod 2,000cr. | 0 | 0 | ×1.4 (33,600cr at Scale 4) | Licensed |
Slipstream and Navigation
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Extended Navigation Suite | 1 | 3 | Seam-location and offset-exit checks add 1 Boon Die (does not stack with a fitted Navigation Suite component's die). | 1 | 0 | ×1.6 (24,000cr at Scale 4) | Open |
| Drifter Navigation Package | 1 | 3 | Illicit charts and beacon interfaces. The ship can locate Shadowed seams; checks to locate Frontier and Fading seams remove 1 Bane Die . | 0 | 0 | ×1.6 (60,000cr at Scale 4) | Restricted |
| Relay Interface Module | 1 | 3 | Relay traffic sent from the ship reaches its destination in half the normal time. Relay contact checks add 1 Boon Die . Intercepting the ship's relay traffic takes a Hard Electronics check. | 1 | 0 | ×1 (15,000cr at Scale 4) | Open |
| Deep-Range Relay Module | 2 | 5 | The ship can send and receive relay traffic in a system with no relay, to the nearest relay one jump away. | 2 | 0 | ×3 (277,500cr at Scale 5) | Restricted |
| Seam Survey Package | 2 | 4 | Required for a Corridor Trace from open space. Corridor Trace and Locate Candidate Seam checks add 1 Boon Die . | 2 | 0 | ×2.6 (39,000cr at Scale 4) | Open |
| Slipstream Stabilization Package | 1 | 4 | On a failed Locate Candidate Seam or First Transit check, reduce the complication by one severity row. | 1 | 0 | ×2.4 (90,000cr at Scale 4) | Restricted |
| Military Offset-Exit Package | 1 | 4 | Offset exits add 2 fewer Intervals (minimum 0), and offset-exit checks remove 1 Bane Die . | 1 | 0 | ×2 (90,000cr at Scale 4) | Military |
Commercial and Corporate
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Trade Office | 1 | 4 | Negotiation checks for freight contracts and checks to clear customs paperwork add 1 Boon Die . A routine manifest inspection passes without a check when the papers are true. | 0 | 0 | ×0.8 (12,000cr at Scale 4) | Open |
| Corporate Operations Suite | 1 | 4 | Connects to one corporation's network. Negotiation checks with that corporation and its contractors add 1 Boon Die . | 1 | 0 | ×1.4 (33,600cr at Scale 4) | Licensed |
| Mobile Brokerage Suite | 1 | 4 | Negotiation checks to buy and sell trade goods add 1 Boon Die , and a sale can be agreed by relay before the ship docks. | 0 | 0 | ×1 (15,000cr at Scale 4) | Open |
| License Audit Suite | 1 | 4 | Checks to detect forged documents, false transponder profiles, and gray title add 1 Boon Die . | 1 | 0 | ×1.2 (28,800cr at Scale 4) | Licensed |
| Repossession Package | 1 | 4 | Against a ship whose lender issued override codes, an Average Electronics check at Short range shuts down its Sublight Engine for 1 round per net Success. Includes a towing connection (as a Towing Rig, own Scale only). | 1 | 0 | ×2 (75,000cr at Scale 4) | Restricted |
Military and Restricted
| Module | Slots | Min. Scale | Effect | Power | Heat | Price | Availability |
|---|---|---|---|---|---|---|---|
| Military Damage-Control Grid | 2 | 4 | Automatic System Damage removal and repair support; effect and price are in Chapter Eight. Its automatic removal counts toward the cap of 1 per round (Chapter Eleven). | 2 | 0 | Chapter Eight | Military |
| Fleet Coordination Suite | 1 | 5 | Once per round, one allied ship within Medium range adds 1 Boon Die to one attack. That die counts toward the Boon Limit (Chapter Fifteen). | 2 | 0 | ×2.4 (266,400cr at Scale 5) | Military |
| Interdiction Module | 2 | 5 | Activating or holding the field is an action with an Average Electronics check. While it holds, any ship within Long range attempting a Slipstream entry upgrades 1 Trial Die to a Crisis Die and adds 2 Bane Dice . | 4 | 3 per round active | ×5 (555,000cr at Scale 5) | Military |
| Boarding Assault Module | 1 | 4 | Two assault pods, each carrying 4 people, launched at a target at Engaged or Short range (pods can be intercepted as missiles). Craft checks to breach a hull add 1 Boon Die . | 0 | 0 | ×2 (90,000cr at Scale 4) | Military |
| Tactical Marine Bay | 1 | 4 | Ready room and lockers for 12 marines. A boarding team staged here deploys 1 round sooner and adds 1 Boon Die to its first combat check after boarding. | 0 | 0 | ×1.4 (63,000cr at Scale 4) | Military |
| Strategic Ordnance Magazine | 2 | 5 | Required to carry strategic weapons safely and legally. Possession without authorization is a crime in every power. The ordnance itself is never sold. | 0 | 0 | ×3 (333,000cr at Scale 5) | Military |