Engineering

Specialisation

Engineers can be specialized in certain Fields.

A Player with can choose a specialisation at Repair 30, 60 and 90.

Whenever an Engineer modifies a Module in that Field, he can freely chose any modification equal or below the Roll. The Engineer Background also gains a second dice for the Roll, use the higher one to determine the outcome.

Players without training still roll completely random. They dont know what they do.

Random NPC Engineers Roll twice on the Table to the right to determine their Fields

1BeginnerNone (only once)
2HardpointsWeapons
Utility
3ShieldsShield Generator
Shield Cell Bank
4Frame ShiftFrame Shift Drive
Frame Shift Interdictor
5PowerPower Plant
Power Distributor
6SystemsThrusters
Sensors
Life Support
7HullBulkhead
Auto Field Maintenance Unit
8RefinementRefinery
Fuel Scoop
9Expert+1 Roll (Once)
10Master+2 Roll (Once)
Index
Pulse Laser
Burst Laser
Beam Laser
Multicannon
Cannon
Frag Cannon
Plasma Accelerator
Railgun
Dumbfire Missile
Seeker Missile
Torpedo

Pulse Laser

NameDescriptionEffect
Pulse DisruptorFelicia Winter (Federation)
Anti-Component Laser to disable Ships.
Crits on 8+
Disables Module for 1 Round.
Concordant SequenceOvercharges the Shields of a Teammate to amplify the Regeneration.Attack against 0 Dodge.
Damage is added as Shield to a Friendly Ship.
Requires the Target to have a Shield up.
Emissive MunitionEnvelopes the target in energetic Particles to increase its Sensor Signature+1 To Hit against the Target for 1 Round.
This Effect Stacks in intensity up to 4
Inertial ImpactConverts Bolts to deal Kinetic DamageConverts Damage to Kinetic.
+5 against Hull instead of +5 against Shield
Phasing SequenceBolt can phase through the Shield of the Target50% Damage goes through the Shield and damages Hull.

Burst Laser

Name Description Effect
Cyto ScramblerArchon Delaine (Pirate)
Burst Laser modification designed to take out Shields to steal Cargo.
Double Damage to Shields
No Damage to Hull
Concordant Sequence Overcharges the Shields of a Teammate to amplify the Regeneration. Attack against 0 Dodge.
Damage is added as Shield to a Friendly Ship.
Requires the Target to have a Shield up.
Inertial Impact Converts Bolts to deal Kinetic Damage Converts Damage to Kinetic.
+5 against Hull instead of +5 against Shield
Phasing Sequence Bolt can phase through the Shield of the Target 50% Damage goes through the Shield and damages Hull.
Scramble SpectrumDeals EM Damage+5 Damage against Shields.
Disables Ships instead of Destroying them
(Non Lethal Damage)

Beam Laser

NameDescriptionEffect
Mining LanceZemina Torval (Empire)
Modulates the Beam so it can Mine Asteroids
Small: Mining Value 1
Medium: Mining Value 2
Large: Mining Value 3
Huge: Mining Value 4
RetributorEdmund Mahon (Alliance)
Deals Heat Damage to a Ship
Deals a separate Value of Damage that doesn’t Damage the Hull.

If this Value gets higher than 50% of the Enemies Hull, the Crew dies after 3 turns.
If it reaches 75% or more, Ammunition and Fuel Explode.

Retreating from Combat (not taking another hit from a Retributor) flushes 10 Heat per turn.
Heat Sinks reduce Heat to 0.
Concordant SequenceOvercharges the Shields of a Teammate to amplify the Regeneration. Attack against 0 Dodge.
Damage is added as Shield to a Friendly Ship.
Requires the Target to have a Shield up.
Thermal VentDissipates Heat into the target, at the cost of increased Heat generation when missing+1 Defence on Hit (up to +4)
-1 Defence on Miss (up to -4)

Multicannon

NameDescriptionEffect
Enforcer CannonPranav Antal (Independent, Utopia)
Higher Caliber but slower Rate of Fire
+5 Damage
– 1 Burst
Corrosive ShellCorrosive Ammunition weakens the targets Hull on impact+5 Damage for 1 Round
Emissive MunitionEnvelopes the target in energetic Particles to increase its Sensor Signature+1 To Hit against the Target for 1 Round.
This Effect Stacks in intensity up to 4
Incendiary RoundConverts Ammo to deal Energy Damage Converts Damage to Energy.
+5 against Shield instead of +5 against Hull

Cannon

NameDescriptionEffect
Dispersal FieldScrambles Gimbal and Turret targeting SystemsRemoves the To Hit Bonus for one Round
(-3 Gimbal, -2 Turret).
Turrets can’t fire automatically
Force ShellHigh Impact Projectile knocks the Target away.Target has -2 for Dogfight checks for one Round.
Target can’t initiate Dogfights.
High Yield ShellHigh Explosive AmmoOn a Critical Hit: Damage 2 Modules

Frag Cannon

NameDescriptionEffect
Pacifier Frag CannonZachary Hudson (Federal President)
Tighter Spread for increased damage but reduced range
Deals Damage as if the Target were one Size Category Larger.
-1 to Hit
Corrosive ShellCorrosive Ammunition weakens the targets Hull on impact +5 Damage for 1 Round
Dazzle ShellScrambles the targets Sensors to disrupt his targeting SystemsTarget has -2 for his next Attack roll.
This Effect Stacks in Duration (Attack
Rolls) up to 4
Drag MunitionDisrupts the targets ThrustersTarget has -2 for his next Pursuit check
Incendiary RoundConverts Ammo to deal Energy Damage Converts Damage to Energy.
+5 against Shield instead of +5 against Hull

Plasma Accelerator

Name Description Effect
Advanced Plasma Accelerator Denton Patreus (Empire)
Trades higher rate of fire for
reduced damage
On a Miss: Reroll the Attack once with -10 Damage
ZEUS Plasma LanceGround Zero (Independent)
Based on the old Plasma Lance design, fires a concentrated Beam of Energy with improved Targeting
Critical Hit on 8+
Improved Orbital Strike
Dazzle ShellScrambles the targets Sensors to disrupt his targeting Systems Target has -2 for his next Attack roll.
This Effect Stacks in Duration (Attack
Rolls) up to 4
Dispersal FieldScrambles Gimbal and Turret targeting Systems Removes the To Hit Bonus for one Round
(-3 Gimbal, -2 Turret).
Turrets can’t fire automatically
Phasing SequenceBolt can phase through the Shield of the Target 50% Damage goes through the Shield and damages Hull.
Plasma SlugConverts Fuel into Ammunition-10 Damage
5t Fuel per 10 Shots

Railgun

NameDescriptionEffect
Imperial HammerArissa Lavigny-Duval (Emperor)
Fires a Burst instead of a single Projectile
+2 to Hit
Small: 15 Burst 20 (10 each)
Medium: 30 Burst 20 (10 each)
Feedback CascadeDisrupts the Flow of Shieldcell rechargeWhen an enemy Shieldcell is active:
Deal 50% damage to the Shieldcell Module.
Stop the regeneration Effect.
Plasma SlugConverts Fuel into Ammunition -5 Damage
1t per 10 Shots
Super PenetratorShots Penetrate deep into the HullCritical Hit on 8+
On Critical: Roll 1d10
1-4: Projectile stops and doesnt hit another Module
5-10: Hit another Module. Roll again.
Each Module hit takes full Damage from the Attack

Dumbfire Missile

NameDescriptionEffect
Emissive MunitionEnvelopes the target in energetic Particles to increase its Sensor Signature +1 To Hit against the Target for 1 Round.
This Effect Stacks in intensity up to 4
FSD InterruptDisrupts the FSD Charge.If the Enemy tries to flee, it takes an
additional turn to charge the FSD
Overload MunitionOverloads the Shield+10 Damage to Shields
Penetrator MunitionWarhead that penetrates the Hull with ease Critical Hit on 8+
Can hit Internal Modules

Seeker Missile

NameDescriptionEffect
Pack-Hound RackLi Yong Rui (Independent, Sirius)
Fires a Swarm of drunken Missiles
Missiles are immune to Point Defence
Drag MunitionDisrupts the targets Thrusters Target has -2 for his next Pursuit check
Emissive MunitionEnvelopes the target in energetic Particles to increase its Sensor Signature +1 To Hit against the Target for 1 Round.
This Effect Stacks in intensity up to 4
FSD InterruptDisrupts the FSD Charge. If the Enemy tries to flee, it takes an
additional turn to charge the FSD
Overload MunitionOverloads the Shield +10 Damage to Shields

Torpedo

NameDescriptionEffect
Penetrator MunitionWarhead that penetrates the Hull with ease Critical Hit on 8+
Can hit Internal Modules
Reverberating CascadeDamages Shield Generators by overloading itDeals direct Damage to the Shield Generator (uses to-Shield Damage)
A Critical Hit destroys the Shield Generator