MODULE UNITS FOR THE MIRANDA, NEBULA, VOR'CHA AND RUNABOUT
These mission modules are interchangable units for three specific starships. When a starship is equiped with one of these modules it gains the benifits listed. Also the cost and build times for each module will be listed. To build modules a faction requires a manufacturing station, though they can be built at shipyards but at 1.5 times the cost and time.
Module Descriptions
Phaser module: The phaser module adds 2 beam emitters, with a
max damage of 20, to the ship it's equiped on. It also supplies 5 power points, but these
points can ONLY be used to fire the module's beams. This module only adds one phaser to
the Runabout, though at 20 max damage.
Photon torpedo module: The photon module add's 2 extra torpedo launchers to the vessel it's equiped with, and increases it's spread by 2. The torpedoes do 30 points of damage and require standard power to fire. This module also supplies 4 power points but these points can ONLY be used to fire the modules torpedoes. For the Runabout this module only gives 4 full strength photon torpedoes. Once fired the module is empty and needs to be reloaded.
Quantum torpedo module: The quantum module add's 2 extra torpedo launchers to the vessel it's equiped with, and increases it's spread by 2. The torpedoes do 40 points of damage and require standard power to fire. This module also supplies 4 power points but these points can ONLY be used to fire the modules torpedo. NOTE: If the vessel equiped with this module only has photon torpedoes for it's normal secondary weapon, then ONLY 2 of the torpedoes it fires can be quantums. The rest in the spread are standard photons. For Runabout's this module only has 3 quantum torpedoes and when fired the module is empty and needs to be reloaded.
Sensor module: The sensor module doubles the sensor range of the ship equiped with it. Instead of just being able to scan the sector it's in it can also scan all the sectors around it. The sensor module also cuts the interference from nebula in half. Due to the increased ability to the ships sensors it gets a -1 to all attacks. And the ship supplied with this module has a 10% chance to detect cloaked ships in it's sector. On a Runabout this module increases the ships range by half a sector, decreases nebula interference by 25%, gives it a 5% chance to detect cloaked ships and also gives the Runabout -1 to attacks.
Shield module: The shield module increases the equiped ship's shields by 25% of the ships normal shield stat. Also, it has it's own power supply that allows 10 shield points to be repaired per combat turn without having to allocate main power. On the Runabout this module gives the same bonus of protection but only gives 5 free shield regeneration points a turn.
Fighter bay module: The fighter bay module turns the ship equiped with it into a small carrier. The module has the ability to hold a small number of fighters (4), as well as has repair bays for the fighters and crew quarters for the fighters pilots and maintanence crew. These modules are especially popular on the Miranda class vessels because it increases the value of the aging ships. NOTE: This module does NOT come with the fighters. They must be built seperatly. The Runabout can NOT be equiped with this module.
Holo-emitter module (Still requires research): The holo-emitter module is still in the theoratical stage. The concept behind it is that the ship can create holo images of ships and small stellar objects anywhere within a 200,000 kilometer sphere around it. The images are so good that ships sensors believe they are real. Projected ship images will even show damage if fired apon. Another possible use of the projector would be to project the image of an asteroid around the ship equiped which would allow it to escape detection as a ship on others sensors. The images can only be maintained for 4 hours then the projectors must cool and recharge for twice as long as they where powered. The Runabout version of this module only has a 100,000 kilometer range and can be maintained for 2 hours. The recharge time is the same.
Module costs and build times
Phaser module: 6 dilithium chips, 1 day RT
Photon torpedo module: 8 dilithium chips, 1 day RT
Quantum torpedo module: 1 dilithium, 1 day 12 hours RT
Sensor module: 1 dilithium, 2 days RT
Shield module: 1 dilithium plus 4 chips, 2 days RT
Fighter bay module: 1 dilithium plus 6 chips, 2 days 12 hours RT
Holo-emitter module: 2 dilithium, 3 days RT
To equip a starship with a module requires an experienced crew or station and 12 hours RT.
To remove a module and change it out with a new one requires 18 hours RT.
All Runabout modules take half the time and cost half the dilithium to make. They also only take half the time to remove and equip.
When constructing a module you MUST designate what vessel the module is constructed for. Modules built for one type of ship can NOT be used on another.