defensive crafting tool blueprints

[Category: building]

small turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [400/400] Currently 0 occupants of a maximum 5. Installed Modules: none. 50 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for small turret * Requires simple structure base x1 (0) -- 50% of project quality * Requires inert siding x4 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 35.0

medium turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [600/600] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for medium turret * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x8 (0) -- 20% of project quality * Requires solid-phase metal x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 30% of project quality Total complexity for this project: 35.0

heavy turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [800/800] Currently 0 occupants of a maximum 5. Installed Modules: none. 200 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for heavy turret * Requires simple structure base x2 (0) -- 30% of project quality * Requires solid-phase metal x10 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x2 (0) -- 20% of project quality Total complexity for this project: 35.0

[Category: gadget]

ineffecient close combat shield

This gadget can be worn to provide reactive healing when struck by a melee attacker. It is a low end model and has a less than desirable activation chance. This particular brand is also known to wear out quickly. Durability: [||||||||||] [10/10] Damage triggers: sharp, impact Reactive Activation Chance: 8% Activation Gadget Damage Chance: 15% Heal Activation Amount: 3 - 8 Requirements for ineffecient close combat shield * Requires weak power emitter x3 (1) -- 100% of project quality Total complexity for this project: 10.0

energy reflux reactive shield

This gadget can react to incoming energy damage, granting a chance to heal damage when struck. Durability: [||||||||||] [10/10] Damage triggers: laser, radiation, electric Reactive Activation Chance: 12% Activation Gadget Damage Chance: 12% Heal Activation Amount: 2 - 7 Requirements for energy reflux reactive shield * Requires weak power emitter x3 (1) -- 100% of project quality Total complexity for this project: 10.0

bullet-shield reactive healing unit

This high-tech gadget, when worn, detects any high-velocity ballistic projectiles and manipulates the body's muscles to contract using mild electroshocks and neural manipulation, to lessen the damage caused by it and then emits nanobots to the damaged area to assist the clotting and healing process of the wound. Durability: [||||||||||] [10/10] Damage triggers: slug shell Reactive Activation Chance: 15% Activation Gadget Damage Chance: 12% Heal Activation Amount: 2 - 7 Requirements for bullet-shield reactive healing unit * Requires weak power emitter x3 (1) -- 100% of project quality Total complexity for this project: 10.0

biowatch reactive healing unit

A gadget that heals the wearer when struck by biologically damaging attacks. Durability: [||||||||||] [10/10] Damage triggers: toxic, cold, bleeding, chemical Reactive Activation Chance: 12% Activation Gadget Damage Chance: 10% Heal Activation Amount: 2 - 7 Requirements for biowatch reactive healing unit * Requires weak power emitter x3 (1) -- 100% of project quality Total complexity for this project: 10.0

host stabilization reactive unit

This gadget can be worn to help protect the wearer from the effects of disruptive damage. Durability: [||||||||||] [10/10] Damage triggers: disruptor Reactive Activation Chance: 12% Activation Gadget Damage Chance: 5% Heal Activation Amount: 4 - 10 Requirements for host stabilization reactive unit * Requires weak power emitter x3 (1) -- 100% of project quality Total complexity for this project: 10.0

[Category: module]

rotating laser turret

A turret-mounted laser cannon, for fitting on ground vehicles. Whilst smaller than models designed for use in starships, it still packs a hefty punch. Durability: [||||||||||] [10/10] This module can be installed on a small turret, a medium turret, a heavy turret, a sector center, a helo pad, a starship complex, a faction headquarters, a vertibird, a tetra-corp bomber, an airborne fortress, a 8T-RL escort vehicle, a fortified redoubt, a 80-R seacruiser, a 43-R patrol boat, and a HJ-20 hovercraft. This module will take up 25 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. It has 10 / 10 condition remaining. Requirements for rotating laser turret * Requires weak power emitter x1 (1) -- 15% of project quality * Requires budget servomotor x2 (0) -- 15% of project quality * Requires offensive beam generator x1 (0) -- 25% of project quality * Requires electronic weapon internals x1 (0) -- 20% of project quality * Requires inert casing x1 (0) -- 15% of project quality Total complexity for this project: 30.0

scout-class rat gatler

A turret-mounted heavy machine gun bearing an autocannon-like triple barrel arrangement. As there is only set of firing mechanisms feeding through these three barrels it is not technically an autocannon. Durability: [||||||||||] [10/10] This module can be installed on a small turret, a medium turret, a heavy turret, a sector center, a helo pad, a starship complex, a faction headquarters, a vertibird, a tetra-corp bomber, an airborne fortress, a 8T-RL escort vehicle, a fortified redoubt, a 80-R seacruiser, a 43-R patrol boat, and a HJ-20 hovercraft. This module will take up 25 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. It accepts generic shell slug clip as ammunition. It is unloaded. It has 10 / 10 condition remaining. Requirements for scout-class rat gatler * Requires weak power emitter x1 (1) -- 15% of project quality * Requires slugthrower mechanics x1 (0) -- 20% of project quality * Requires budget servomotor x2 (0) -- 15% of project quality * Requires barrel x2 (0) -- 15% of project quality * Requires solid-phase metal x1 (0) -- 10% of project quality * Requires inert casing x1 (0) -- 15% of project quality Total complexity for this project: 32.5

mobile SRM package

This mobile Short Range Missile package contains a massive ammount of small missiles with limited homing capability and moderate firepower. It also has a basic launching mechanism and targeting system incorporated into it. Thanks to it's simple design, it can be installed on a wide range of land, sea and air vehicles. Durability: [||||||||||] [10/10] This module can be installed on a small turret, a medium turret, a heavy turret, a sector center, a helo pad, a starship complex, a faction headquarters, a vertibird, a tetra-corp bomber, an airborne fortress, a 8T-RL escort vehicle, a fortified redoubt, a 80-R seacruiser, a 43-R patrol boat, and a HJ-20 hovercraft. This module will take up 25 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. It has 10 / 10 condition remaining. Requirements for mobile SRM package * Requires weak power emitter x4 (1) -- 30% of project quality * Requires slugthrower mechanics x1 (0) -- 30% of project quality * Requires simple beam focusing unit x1 (0) -- 30% of project quality * Requires solid-phase metal x2 (0) -- 10% of project quality Total complexity for this project: 25.0

simplex vehicle lock

A small, flat metallic device that is meant to be attached to a vehicle or starship's hatch. This is a very basic vehicle lock. While it will provide a small amount of protection, it won't do much against a strong, persistent attempt to hack into a vehicle. Durability: [||||||||||] [10/10] This module can be installed on a fueled vehicle and a starship. This module will take up 25 module capacity when installed. This module would be average to install on something, and average to uninstall from something. Requirements for simplex vehicle lock * Requires weak power emitter x1 (1) -- 25% of project quality * Requires limited rate response chip x1 (0) -- 25% of project quality * Requires inert wiring x3 (0) -- 25% of project quality * Requires inert casing x1 (0) -- 25% of project quality Total complexity for this project: 18.0

robo-terrier vehicle lock

Bark bark! Sir or Madame customer, someone is attempting to breach the entrance to your vehicle! Bark bark! Durability: [||||||||||] [10/10] This module can be installed on a fueled vehicle. This module will take up 35 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for robo-terrier vehicle lock * Requires weak power emitter x1 (1) -- 30% of project quality * Requires limited rate response chip x3 (0) -- 30% of project quality * Requires inert wiring x4 (0) -- 20% of project quality * Requires inert casing x2 (0) -- 20% of project quality Total complexity for this project: 18.0

v-tite vehicle lock

A palm-sized q-disc designed to hold magnetically shielded data for injection into a shipboard computer's security algorithms. Durability: [||||||||||] [10/10] This module can be installed on a fueled vehicle and a starship. This module will take up 50 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for v-tite vehicle lock * Requires weak power emitter x1 (1) -- 20% of project quality * Requires limited read-rate qdisk x1 (0) -- 30% of project quality * Requires limited reception neodymium chip x1 (0) -- 30% of project quality * Requires inert wiring x4 (0) -- 20% of project quality Total complexity for this project: 20.0

jungle cat electronic protection system

Durability: [||||||||||] [10/10] This module can be installed on a starship and a flying fueled vehicle. This module will take up 25 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for jungle cat electronic protection system * Requires sensory feed unit x1 (0) -- 20% of project quality * Requires homebrew defensive AI x1 (0) -- 60% of project quality * Requires inert casing x1 (0) -- 20% of project quality Total complexity for this project: 30.0

shield-tek vehicle lock

A small, flat metallic device that is meant to be attached to a vehicle or starship's hatch. This specific unit is a step up from the v-tite vehicle lock and will provide an extra layer of security against hacking attempts. Durability: [||||||||||] [10/10] This module can be installed on a fueled vehicle and a starship. This module will take up 100 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for shield-tek vehicle lock * Requires limited read-rate qdisk x1 (0) -- 20% of project quality * Requires limited reception neodymium chip x2 (0) -- 20% of project quality * Requires inert wiring x5 (0) -- 20% of project quality * Requires medium power emitter x1 (3) -- 20% of project quality * Requires inert casing x2 (0) -- 20% of project quality Total complexity for this project: 35.0

rabid dorg electronic protection system

Integrating itself deep within the firewall matrices in the vehicle of choice, this lock bolsters the cyber-defenses of the vehicle with an extra-helping of firewalls and encryptions meant to give most hacking tools a run for their money. Durability: [||||||||||] [10/10] This module can be installed on a starship and a flying fueled vehicle. This module will take up 25 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for rabid dorg electronic protection system * Requires sensory feed unit x1 (0) -- 15% of project quality * Requires homebrew defensive AI x1 (0) -- 40% of project quality * Requires limited reception neodymium chip x1 (0) -- 15% of project quality * Requires high-grade wiring x1 (0) -- 10% of project quality * Requires inert casing x1 (0) -- 20% of project quality Total complexity for this project: 40.0

elite-tek vehicle lock

Durability: [||||||||||] [10/10] This module can be installed on a fueled vehicle and a starship. This module will take up 100 module capacity when installed. This module would be tough to install on something, and tough to uninstall from something. Requirements for elite-tek vehicle lock * Requires advanced read-rate qdisk x1 (0) -- 20% of project quality * Requires limited reception neodymium chip x3 (0) -- 20% of project quality * Requires medium power emitter x2 (3) -- 20% of project quality * Requires high-grade wiring x5 (0) -- 20% of project quality * Requires inert casing x2 (0) -- 20% of project quality Total complexity for this project: 55.0

Return to the tools list