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
1 | Beginner | None (only once) |
2 | Hardpoints | Weapons Utility |
3 | Shields | Shield Generator Shield Cell Bank |
4 | Frame Shift | Frame Shift Drive Frame Shift Interdictor |
5 | Power | Power Plant Power Distributor |
6 | Systems | Thrusters Sensors Life Support |
7 | Hull | Bulkhead Auto Field Maintenance Unit |
8 | Refinement | Refinery Fuel Scoop |
9 | Expert | +1 Roll (Once) |
10 | Master | +2 Roll (Once) |
Index |
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Pulse Laser |
Burst Laser |
Beam Laser |
Multicannon |
Cannon |
Frag Cannon |
Plasma Accelerator |
Railgun |
Dumbfire Missile |
Seeker Missile |
Torpedo |
Pulse Laser
Name | Description | Effect |
---|---|---|
Pulse Disruptor | Felicia Winter (Federation) Anti-Component Laser to disable Ships. | Crits on 8+ Disables Module for 1 Round. |
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. |
Emissive Munition | Envelopes 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 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. |
Burst Laser
Name | Description | Effect |
---|---|---|
Cyto Scrambler | Archon 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 Spectrum | Deals EM Damage | +5 Damage against Shields. Disables Ships instead of Destroying them (Non Lethal Damage) |
Beam Laser
Name | Description | Effect |
---|---|---|
Mining Lance | Zemina 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 |
Retributor | Edmund 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 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. |
Thermal Vent | Dissipates 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
Name | Description | Effect |
---|---|---|
Enforcer Cannon | Pranav Antal (Independent, Utopia) Higher Caliber but slower Rate of Fire | +5 Damage – 1 Burst |
Corrosive Shell | Corrosive Ammunition weakens the targets Hull on impact | +5 Damage for 1 Round |
Emissive Munition | Envelopes 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 Round | Converts Ammo to deal Energy Damage | Converts Damage to Energy. +5 against Shield instead of +5 against Hull |
Cannon
Name | Description | Effect |
---|---|---|
Dispersal Field | Scrambles Gimbal and Turret targeting Systems | Removes the To Hit Bonus for one Round (-3 Gimbal, -2 Turret). Turrets can’t fire automatically |
Force Shell | High Impact Projectile knocks the Target away. | Target has -2 for Dogfight checks for one Round. Target can’t initiate Dogfights. |
High Yield Shell | High Explosive Ammo | On a Critical Hit: Damage 2 Modules |
Frag Cannon
Name | Description | Effect |
---|---|---|
Pacifier Frag Cannon | Zachary 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 Shell | Corrosive Ammunition weakens the targets Hull on impact | +5 Damage for 1 Round |
Dazzle Shell | Scrambles 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 |
Drag Munition | Disrupts the targets Thrusters | Target has -2 for his next Pursuit check |
Incendiary Round | Converts 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 Lance | Ground 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 Shell | Scrambles 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 Field | Scrambles Gimbal and Turret targeting Systems | Removes the To Hit Bonus for one Round (-3 Gimbal, -2 Turret). Turrets can’t fire automatically |
Phasing Sequence | Bolt can phase through the Shield of the Target | 50% Damage goes through the Shield and damages Hull. |
Plasma Slug | Converts Fuel into Ammunition | -10 Damage 5t Fuel per 10 Shots |
Railgun
Name | Description | Effect |
---|---|---|
Imperial Hammer | Arissa 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 Cascade | Disrupts the Flow of Shieldcell recharge | When an enemy Shieldcell is active: Deal 50% damage to the Shieldcell Module. Stop the regeneration Effect. |
Plasma Slug | Converts Fuel into Ammunition | -5 Damage 1t per 10 Shots |
Super Penetrator | Shots Penetrate deep into the Hull | Critical 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
Name | Description | Effect |
---|---|---|
Emissive Munition | Envelopes 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 Interrupt | Disrupts the FSD Charge. | If the Enemy tries to flee, it takes an additional turn to charge the FSD |
Overload Munition | Overloads the Shield | +10 Damage to Shields |
Penetrator Munition | Warhead that penetrates the Hull with ease | Critical Hit on 8+ Can hit Internal Modules |
Seeker Missile
Name | Description | Effect |
---|---|---|
Pack-Hound Rack | Li Yong Rui (Independent, Sirius) Fires a Swarm of drunken Missiles | Missiles are immune to Point Defence |
Drag Munition | Disrupts the targets Thrusters | Target has -2 for his next Pursuit check |
Emissive Munition | Envelopes 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 Interrupt | Disrupts the FSD Charge. | If the Enemy tries to flee, it takes an additional turn to charge the FSD |
Overload Munition | Overloads the Shield | +10 Damage to Shields |
Torpedo
Name | Description | Effect |
---|---|---|
Penetrator Munition | Warhead that penetrates the Hull with ease | Critical Hit on 8+ Can hit Internal Modules |
Reverberating Cascade | Damages Shield Generators by overloading it | Deals direct Damage to the Shield Generator (uses to-Shield Damage) A Critical Hit destroys the Shield Generator |