I have been working on a table of random loot for a spaceship. Help me build it out!
- Blip Unit - Do not traverse the space between 2 points in the same system. Roll TIMER to refresh.
- Reactive Armor Studs - armor studs detach and intercept hits; +2 DEF; can negate up to 5 hits.
- Point defense grid - +3 DEF against solid projectile weapons, missiles, and torpedoes.
- Multi-cluster Quark Drive - ship is as fast as it gets
- Graviton Antennae - rolls to navigate systems, and maneuver around gravity wells are EASY.
- Virus Strobe - infect other ships systems through flashing multi-spectrum lights. On successful “hit” deactivate one chunk of the hit ship.
- Dual pad inertial dampeners - improves acceleration and maneuverability, without blacking out the crew! Special maneuvers are EASY.
- Q-Battery - components no longer require recharge timers, but battery is unstable.
- Reflex cannon - hits destroy chunks; crits destroy ships. Roll TIMER to refresh.
- Surveyor scopes - rolls to gather system or planetary information are EASY.
- Holographic command computer - provides third person 3-dimensional view of the battle space; lowers DC by 3.
- "Cry Baby" false distress beacon - distract NEAR targets on successful check for TIMER rounds.
- Rail gun - GUN damage. Spend a round aiming to either hit without rolling, or roll ULTIMATE damage.
- Repair drones - restores TOOL HP to one chunk per check.
- Plasma field ram - ENERGY damage to CLOSE enemy that you approach
- "Beer Can" Multi-Missile launcher - on hit, roll BASIC for number of WEAPON hits.
- AI assisted turret - attack in any direction, EASY; mount any weapon.
- Gravitronic tractor beam - inflict NEAR move action on a hit.
- Grapple harpoon - NEAR range; ULTIMATE damage if target moves away or breaks free.
- Particle Beam projector - ENERGY damage. Roll EASY = 1 hit; roll success = 2 hits; roll HARD = 3 hits
- Triple Buffered Ray shielding - +3 DEF; can be removed from one side to add +2 to the opposite side.
- Chromisteel armor application - +1 DEF; ENERGY attacks only do BASIC.
- Oscillation Overthruster - move FAR twice through solid objects; cannot be attacked, but still subject to quantum effects.
- Boson Surge Pumps - 4 surge dice to spend on ship effects
- Multi-beam satellite swarm: TIMER to activate and deploy; ENERGY damage; D12 targets.
- Nebula Bomb - ionized dust bomb makes all rolls to avoid, detect, and attack HARD.
- Positron Drive - double speed in open space. Use near gravity well and make a HARD piloting roll to escape any pursuer. TIMER to recharge.
- Interdiction Mine - activate to slow enemies, deflect attacks, or rapidly change direction
- 4 robot horses
- 1 robot elephant
- 3 hyper-bikes - even for gravitronic wheels; odd for hover bikes
- 2 dock loaders
- 1 huge construction droid
- 1 hyper-car - even for gravitronic wheels; odd for hover bikes
- 2 light cloud skiffs
- 1 heavy cloud skiff
- 1 starfighter
- 2 flight capable power armor suits
- Luxury suite - attract high paying passengers
- Armor bot swarm - +1 ship DEF with an additional +1 to any quarter; can be increased to +3 for one quarter, if 0 everywhere else.
- Duranium nosecone - +2 DEF to front quarter
- 3d6 small construction drones
- Carbon nanotube spindle - like spider silk, but for spaceships
- Magnetic boarding tunnel - will breach enemy hull in TIMER.
- Laboratory - biological/genetic, robotics, quantum/exotic, particle physics
- Cryostasis beds - 2d6
- Micro-environment life support systems - each room can have different pressure, gravity, and atmosphere
- Yog crystals - lower refresh timer by 1 per additional crystal.
- Unrefined exotic matter - if refined, can be use to generate D12 ancient loot items, or d4 epic
- Data-vault - neigh-unhackable, for data storage, or credits.