Post by emeralddragon on May 25, 2017 5:15:34 GMT 10
Firstly: A thanks to our lovely Ronin Shinwa for finding the unofficial Empire of Emerald Stars Supplement. I used it and the Star Wars RPG book as well as the Firefly source book for inspiration while developing this (favoring the L5R book). I would also like to thank the authors of those books on the off chance they read this.
For the sake of simple terminology I will stick to military terms for Class. Your standard 'Freighter' is usually Corvette sized. Rokugani Termonology is for my own personal amusement as this flat stats work.
Size is a general length measurement based on longest side, a useful classification tool but as the size gets bigger the range of different sizes increases quite dramatically for obvious reasons. Thus while all fighters are similarly small, their is a VAST range of different sized Battleships, and significant variation even in the Katana Class itself, based on the desires and aesthetic of the Clan/Family in question.
Crew Capacity is minimum and maximum crew. This likewise has some variation, especially at Corvette level which varies from "Two person cargo hauler" to "50 person gunship." Your standard Freighter (the one given by the Advantage) is designed for 4-5 people.
Average Storage is a similar story and interacts with number of people. Decreasing Crew increases storage space. Capital Ships, obviously rarely have much storage unless they are dedicated to carrying cargo, as armament is more useful.
Each Ship has a number of Ring Points to spend to represent basic stats. As with standard L5R rules, no Trait can go above 10. The Ring will be listed below. Each Ring starts at 2.
Basic ships start with a number of free equipment slots to represent various things a ship can be re-purposed to do. Ships above a Corvette in size have access to Way of the Daimyo rules as additional ways to spend points a as well as generate a LIMITED number of additional points. The various uses of the slots will be listed below. The Star Destroyer and Super Star Destroyer are ASSUMED to have taken the 10 Point Equipment that allows the capturing of Comets to stop Shugenja from successfully casting "Opening the Way" that led to the manufacturing of such large ships.
Speeders, unlike all other ships in the game, do not come with Light Radiant Shields by default,and they cost 1 equipment slot for these small craft.
Attack Bonus represent exactly what they sound like. Smaller ships have an easier time shooting bigger ships due to difference in size. Smaller ships are harder to aim at using weapons designed to hit slower targets. To work out how big that Bonus is, start at your ship and count the bonus upwards. The Negative uses the second Number.
Example: A Fighter attacking a Corvette only get +2 at the end of the roll, as both tend to move at the same size. A fighter attacking a Super Star Destroyer however has a +16 to hit. Whether it will overcome the ships Reduction is an entirely different matter. Should the Super Star Destroyer return fire, it will suffer a -10 to its attack.
Movement Modifier refers to the ease of speeding up smaller vessels and is used to calculate Movement Rate (And in turn, actual speed)
Finally it should be noted that while Star Destroyers are bigger then Battleships, they are far more specialized, due to their ability to stop ships from jumping between systems. And the Mantis possess the only Atakebune Class ship meaning the Class has a set size rather then a range. The Lion currently debating whether a ship that large is actually an improvement, even if it allows the ship to fulfill both the rolls currently held by a Tetsubo and Katana Class ship.
Traits/Rings:
Earth: Representing how solid the Hull and Armor of the ship is.
Hull integrity= (Earth x 20) x Size
Hull Reduction= Earth x 2
Fire: Represents the destructive capabilities of the Ship, for ships are tools of war rather then tools of creation. It also reflects a ships ability to Overcharge its core.
Add FRK0 to all Damage rolls.
A ship captain may direct additional power from the generators to various parts of the ship, and in the short term provide the ship with benefits. In the long term however, this can lead to nasty consequences, including ship damage and damaging the equipment in question. Multiple components can be overcharged at once and a component can be overcharged multiple times, for increased risk.
Number of Rounds till the ship takes overcharge damage= Fire Ring /Number of current Overcharges
This count does not reset UNTIL the fight is over.
Damage per round = Number of current Overchargers x10
In addition, once the ship starts damaging itself, during the Reaction Stage of the Round the GM will roll dice equal to the number of times a component was overcharged. Should any dice show a 10, the component overcharged will explode, disabling it till it can be repaired.
Matsu Anzu has the Kitsune Daimyo in her sights and refuses to let the man who insulted her family escape her without a fight. Pushing her ship to the very limit, she overcharges her ship 6 times, exactly equal to her fire ring. One of these charges goes to her engines to make sure her foe cannot outrun her, and 5 to her Ju-class Medium Radiant Cannon, so that she can disable the ship before the on board Shugenja can cast 'Open the Way'. Unfortunately the Fortunes favor the Kitsune and her attack misses.
In the reaction stage of the next round, the ship take 60 damage, and the GM rolls five dice for the Radiant Cannon, and one for the Engines. Unfortunately, while her engines are fine, one of the five dice show a 10, meaning the Ju Radiant Cannon is disabled. Screaming in fury all she can do is watch the Daimyo get away.
Overcharge effects include but are not limited too:
Water: Represents a ships ability to move and detect dangers, as well as its ability to regenerate shields. Combined with a Ships size it determines a ships Movement Modifier.
Shield Regeneration: Water x 2 Per round.
Movement Rate= Water Ring + Movement Modifier
When trying to scan something the roll is Computing/Water. This is the PLAYERS Computing rank and the SHIPs water ring, reflecting both the ships scanners and your ability to use them.
Ships above a certain Size limit CANNOT go faster then a certain speed without destroying themselves, regardless of Water Ring.
Air Ring Represents a Ships ability to react to danger, and its Radiant shields ability to adapt and regenerate to damage.
TN to be hit: Air x5 +5
All ships come with AT LEAST a Light Radiant Shield, which has a shield total of Air x 10 Hit points. Greater shields act as replacement, not additional shields.
Half a ships Air ring is added to all Piloting rolls.
Ships have no Void Ring.
Shipboard Equipment
Weapons
Hull
Other
Anything not mentioned here, please ask about. Its 6am again, and I have likely forgotten something that you may want. In the large Empire in Emerald Stars their are many ship systems that are unique to that one ship, made for a certain purpose or due to the desperate desire to get just a little bit more out of a ship in some way. I am quite willing to listen.
For the sake of simple terminology I will stick to military terms for Class. Your standard 'Freighter' is usually Corvette sized. Rokugani Termonology is for my own personal amusement as this flat stats work.
Size is a general length measurement based on longest side, a useful classification tool but as the size gets bigger the range of different sizes increases quite dramatically for obvious reasons. Thus while all fighters are similarly small, their is a VAST range of different sized Battleships, and significant variation even in the Katana Class itself, based on the desires and aesthetic of the Clan/Family in question.
Crew Capacity is minimum and maximum crew. This likewise has some variation, especially at Corvette level which varies from "Two person cargo hauler" to "50 person gunship." Your standard Freighter (the one given by the Advantage) is designed for 4-5 people.
Average Storage is a similar story and interacts with number of people. Decreasing Crew increases storage space. Capital Ships, obviously rarely have much storage unless they are dedicated to carrying cargo, as armament is more useful.
Each Ship has a number of Ring Points to spend to represent basic stats. As with standard L5R rules, no Trait can go above 10. The Ring will be listed below. Each Ring starts at 2.
Basic ships start with a number of free equipment slots to represent various things a ship can be re-purposed to do. Ships above a Corvette in size have access to Way of the Daimyo rules as additional ways to spend points a as well as generate a LIMITED number of additional points. The various uses of the slots will be listed below. The Star Destroyer and Super Star Destroyer are ASSUMED to have taken the 10 Point Equipment that allows the capturing of Comets to stop Shugenja from successfully casting "Opening the Way" that led to the manufacturing of such large ships.
Speeders, unlike all other ships in the game, do not come with Light Radiant Shields by default,and they cost 1 equipment slot for these small craft.
Attack Bonus represent exactly what they sound like. Smaller ships have an easier time shooting bigger ships due to difference in size. Smaller ships are harder to aim at using weapons designed to hit slower targets. To work out how big that Bonus is, start at your ship and count the bonus upwards. The Negative uses the second Number.
Example: A Fighter attacking a Corvette only get +2 at the end of the roll, as both tend to move at the same size. A fighter attacking a Super Star Destroyer however has a +16 to hit. Whether it will overcome the ships Reduction is an entirely different matter. Should the Super Star Destroyer return fire, it will suffer a -10 to its attack.
Movement Modifier refers to the ease of speeding up smaller vessels and is used to calculate Movement Rate (And in turn, actual speed)
Finally it should be noted that while Star Destroyers are bigger then Battleships, they are far more specialized, due to their ability to stop ships from jumping between systems. And the Mantis possess the only Atakebune Class ship meaning the Class has a set size rather then a range. The Lion currently debating whether a ship that large is actually an improvement, even if it allows the ship to fulfill both the rolls currently held by a Tetsubo and Katana Class ship.
Size Number | Class | Rokugani Terminology | Aprox Length | Crew Capacity | Average Storage | Ring Points | Equipment Slots | Bonus Attack | Movement Modifier | Example |
1 | Speeder | Hobākurafuto | 2-10m | 1-4 | 5 Ton | 5 | 4 | - (-5) | 0 | Ide Camel |
1 | Fighter | Sentōki | 5-20m | 1-2 | 100kg | 5 | 7 | - (-5) | +6 | Tanto Class/Baraunghar-class |
3 | Corvette | Korubetto | 20m-200m | 2-250 | 50 ton | 8 | 16 | +2 (-3) | +4 | Most Freighters, Ninja Class |
7 | Cruiser/Carrier | Kurūzā/Kūbo | 200m-500m | 200-1000 | 200 Ton | 10 | 24 | +5 (-) | 0 | Wakizashi Class |
8 | Battleship | Senkan | 500m-800m | 700-5000 | 300 Ton | 12 | 39 | +5 (-2) | -1 | Katana Class |
9 | Star Destroyer | Musashi | 800m-1.5km | 1000-7000 | 300 Ton | 12 | 29 | +1 (-) | -2 | Tetsubo Class |
10 | Super Star Destroyer | Yamato | 3km | 8000-30000 | 400 Ton | 15 | 35 | +5 (-) | -3 | Atakebune Class |
Traits/Rings:
Earth: Representing how solid the Hull and Armor of the ship is.
Hull integrity= (Earth x 20) x Size
Hull Reduction= Earth x 2
Fire: Represents the destructive capabilities of the Ship, for ships are tools of war rather then tools of creation. It also reflects a ships ability to Overcharge its core.
Add FRK0 to all Damage rolls.
A ship captain may direct additional power from the generators to various parts of the ship, and in the short term provide the ship with benefits. In the long term however, this can lead to nasty consequences, including ship damage and damaging the equipment in question. Multiple components can be overcharged at once and a component can be overcharged multiple times, for increased risk.
Number of Rounds till the ship takes overcharge damage= Fire Ring /Number of current Overcharges
This count does not reset UNTIL the fight is over.
Damage per round = Number of current Overchargers x10
In addition, once the ship starts damaging itself, during the Reaction Stage of the Round the GM will roll dice equal to the number of times a component was overcharged. Should any dice show a 10, the component overcharged will explode, disabling it till it can be repaired.
Matsu Anzu has the Kitsune Daimyo in her sights and refuses to let the man who insulted her family escape her without a fight. Pushing her ship to the very limit, she overcharges her ship 6 times, exactly equal to her fire ring. One of these charges goes to her engines to make sure her foe cannot outrun her, and 5 to her Ju-class Medium Radiant Cannon, so that she can disable the ship before the on board Shugenja can cast 'Open the Way'. Unfortunately the Fortunes favor the Kitsune and her attack misses.
In the reaction stage of the next round, the ship take 60 damage, and the GM rolls five dice for the Radiant Cannon, and one for the Engines. Unfortunately, while her engines are fine, one of the five dice show a 10, meaning the Ju Radiant Cannon is disabled. Screaming in fury all she can do is watch the Daimyo get away.
Overcharge effects include but are not limited too:
Component | Effect |
Shields | Each Overcharge increases shield Regeneration multiplier by 2 per Overcharge (So at 2 Overcharges, Shield Regen becomes Water Ring x 6) |
Engines | Movement Rate is 1 higher every 2 Overchargers. |
Weapons | Ignore Reduction equal to Overchargers x 2 |
Navigation | Increase Armor TN by 5 x Overchargers |
Hull | Electrifies the Hull meaning anyone attempting a Breaching attack takes DR equal to the ships Fire Ring. |
Water: Represents a ships ability to move and detect dangers, as well as its ability to regenerate shields. Combined with a Ships size it determines a ships Movement Modifier.
Shield Regeneration: Water x 2 Per round.
Movement Rate= Water Ring + Movement Modifier
When trying to scan something the roll is Computing/Water. This is the PLAYERS Computing rank and the SHIPs water ring, reflecting both the ships scanners and your ability to use them.
Ships above a certain Size limit CANNOT go faster then a certain speed without destroying themselves, regardless of Water Ring.
Movement Rate | Size Restriction | Max Speed (Speeder) Km/h [Safe Speed for land travel] | Max Speed (Atmosphere) Km/h | Max Speed (Space) km/h |
12 | 1 | 6600 | 4800000 | |
11 | 1 | 6000 | 4200000 | |
10 | 3 | 5400 | 3600000 | |
9 | 3 | 800 [200] | 4800 | 3200000 |
8 | 3 | 700 [200] | 4200 | 2800000 |
7 | 3 | 600 [200] | 3600 | 2400000 |
6 | 7 | 500 [200] | 3000 | 2000000 |
5 | 7 | 400 [200] | 2400 | 1600000 |
4 | 8 | 300 [150] | 1800 | 1200000 |
3 | 9 | 200 [100] | 1200 | 800000 |
2 | 9 | 100 [50] | 600 | 400000 |
Air Ring Represents a Ships ability to react to danger, and its Radiant shields ability to adapt and regenerate to damage.
TN to be hit: Air x5 +5
All ships come with AT LEAST a Light Radiant Shield, which has a shield total of Air x 10 Hit points. Greater shields act as replacement, not additional shields.
Half a ships Air ring is added to all Piloting rolls.
Ships have no Void Ring.
Shipboard Equipment
Weapons
Arashi-class Light Radiant Cannon Slot Size: 1 Operating Skill: Artillery/ Reflexes Range: 5 Damage: (Fire RingX1)k2 Ignores 5 points of Reduction against targets not protected by radiant shields) Rate of Fire: 1 shot per round | Jirai-Class Space Mine Layer Slot Size: 2 (-1 for Hare) Operating Skill: Artillery/ Reflexes Range: 1 Damage: 4k4 (Ignites when a ship is next to her. Ignores 5 points of Reduction against targets not protected by radiant shields. A hit also inflicts 2k2 of “splash” damage to anything within 2 squares of the impact point) Rate of Fire: 1 layering per round Often used to set traps, blockades or ambushes. | Kumo's Children Slot Size: 2 Operating Skill: Artillery/ Reflexes Range: 5 Damage: Special Rate of fire: 1 shot per minute (5 per shot) Special: The spiders of Kumo's Children land upon the Hull of the ship and begin to rip at the armor plating. The aim of this is to reduce a ships reduction. Unless dealt within 2 round will create a spot on the ship with no reduction that requires 3 raises to hit it. Each following Round will reduce the number of raises required. Should they remain still not dealt with after 5 rounds, they will detonate for 3k3 damage. Fortunately the machines are designed to rip plates up, not cling to ships |
Ju-class Medium Radiant Cannon Slot Size: 3 Operating Skill: Artillery/ Reflexes Range: 5 Damage: (Fire RingX2)k5 (Ignores 10 points of Reduction against targets not protected by radiant shields. The damageapplies to the point of impact. If the target is not sufficient to stop the blast (GM’s discretion), the cannon applies 6k6 to everything in a hundred foot line behind the point of impact, then 4k4 for anothehundred foot line beyond that. Rate of Fire: 1 shot per minute | Bakudan-Class Bomb Dropper Slot Size: 2 Operating Skill: Artillery/ Reflexes Range: 1 Damage: 4k4 (Ignites on impact. Ignores 5 points of Reduction against targets not protected by radiant shields. A hit also inflicts 2k2 of “splash” damage to anything within 2 squares of the impact point. Rate of Fire: 1 drop per round Used in bombing raids against terrestrial installations. | Napamu-Class Incendiary Bomb Dropper Slot Size: 3 Operating Skill: Artillery/ Reflexes Range: 1 Damage: 6k6 (Ignites on impact. Ignores 5 points of Reduction against targets not protected by radiant shields. A hit also inflicts 3k3 of “splash” damage to anything within 2 squares of the impact point. Unprotected flammable targets catch fire.) Rate of Fire: 1 drop per round Used in bombing raids against terrestrial installations. This weapon, while not illegal as it can be used to deny resources from the enemy is considered terribly dishonorable for which employs. |
Daitsuchi-class Heavy Radiant Cannon Slot Size: 6 Operating Skill: Artillery/ Reflexes Range: 10 Damage: (Fire RingX4)k10 (Ignores all Reduction, including the Reduction generated by the Isawa Fleetguard’s Ward of the Elements technique. The damage applies to the point of impact, as well as inflicting 5k5 of “splash” damage to anything within 2 squares of the target. If the target is not sufficient to stop the blast (GM’s discretion), the cannon applies 6k6 to everything in a hundred foot line behind the point of impact, then 4k4 for another hundred foot line beyond that. Rate of Fire: 1 shot per five minutes Special: Fear 3 when used. If at least one crew member operating the Daitsuchi has the Ship Weapons Emphasis from the Engineering Skill, the Daitsuchi gains +1k0 to its attack roll. | Arrow-class Torpedo Launcher Slot Size: 3 Operating Skill: Artillery/ Reflexes Range: 8 Damage: 6k4 (Ignores 4 points of Reduction against targets not protected by radiant shields. A hit also inflicts 2k4 of “splash” damage to anything within one square of the impact point. Rate of Fire: 1 shot per round | Iridescent Class Ion Cannon Slot Size: 1 Operating Skill: Artillery/ Intelligence Range: 5 Damage: Special Rate of Fire: 1 shot per 1 minute Special: A raise must be called to this weapon's attack roll due before firing. Upon a successful hit, the enemy ship rolls earth (TN 25) or a system is disabled for 5 rounds. Popular targets include Engines, Shielding, 5 Equipment slots worth of weapons or Life Support. Targeting the last one is considered similar to poisoning someone. |
Ballista-class Heavy Missile Launcher Slot Size: 4 Operating Skill: Artillery/ Reflexes Range: 8 Damage: 10k8 (Ignores 8 points of Reduction against targets not protected by radiant shields. A hit also inflicts 4k4 of “splash” damage to anything one square of the impact point. Rate of Fire: 1 shot per round | Grappling Launcher Slot Size: 1 Operating Skill: Artillery/ Reflexes Range: 8 Damage: 1k1 Rate of Fire: 1 shot per round Special: The ship has Chain Weapon Skill by herself with a +1k1 bonus to its user. | Boarding Pods Operating Skill: Pilot/ Reflexes Slot Size: 2 Range: 10 Damage: - Rate of Fire: 1 shot per round Not technically a weapon, boarding pods are found on most large ships. The Pilot of the pod rolls Pilot/Refeflexes. On hit, the targeted ship has a contested roll Earth vs Pilot's Fire. Success leads to Hull Breach. |
Hull
Light Radiant Shield Slot Size: 0 Provides shield protection equals to Shield trait X10 | Super Heavy Radiant Shield Slot Size: 2 (Only Battleship or above) Operating Skill: Use Computer (Tactical)/ Intelligence Provides shield protection equals to Shield trait X30 | Stealth Hull Slot Size: 3 (-1 for Scorpion) Operating Skill: None The ship has Stealth Skill and provides a +1k1 to operator. Rolls to detect her must be done with 2 Raises or fail automatically. Only one equipment of this kind will be effective per ship even if more than one can be installed. |
Medium Radiant Shield Slot Size: 1 Operating Skill: Use Computer (Tactica Intelligence Provides shield protection equals to Shield trait X15 | Cloaking Device Slot Size: 5 (-3 for Scorpion) Operating Skill: Use Computer (Tactical)/ Intelligence The ship has Stealth Skill with a bonus of +3k3 to operator and can totally disappear from direct view but cannot activate shields or weapons when cloaked. Rolls to detect her must be done with 4 Raises or fail automatically. Only one equipment of this kind will be effective per ship even if more than one can be installed. | Reinforced Shields Slot Size: Shield Trait (-1 for Phoenix) Operating Skill: None The Ship Shields trait is considered on rank higher for determining shields points only (doesn’t add to air ring). Only one equipment of this kind will be effective per ship even if more than one can be installed. |
Heavy Radiant Shield Slot Size: 2 (Corvette or above) Operating Skill: Use Computer (Tactical)/ Intelligence Provides shield protection equals to Shield trait X20 | Jade Incrusted Hull Slot Size: 2 (-1 for Crab) Operating Skill: None Provides to the ship crew a +0k2 bonus in Earth Ring only to resist Shadowland Taint. | Reinforced Hull Slot Size: 4 (-1 for Crab) Operating Skill: None The Ship Earth’s Ring is considered on rank higher for determining Hull Reduction only. Maximum one equipment of this kind per ship. |
Other
Aquatic Operations Adaptation Slot Size: 2 (-1 for Mantis, -2 for Seahorse) Operating Skill: None The ship can operate and fly in aquatic condition and is able to land or dock under water. | Superior Engines Slot Size: 2 (-1 for Unicorn) Operating Skill: Piloting/ Reflexes The Ship Water Ring is considered one rank higher for determining Maximum Speed only. | Workshop Slot Size: 2 (-1 for Crab) Operating Skill: Computer Use (Engineering)/Intelligence The Ship Earth Ring is considered on rank higher for determining Engineering bonus aboard this ship. |
Cargo Jettison System Slot Size: 2 (-1 for Tortoise) Operating Skill: Computer Use (Engineering)/Intelligence A Cargo Jettison System allows a ship to dump part or all its cargo into space without docking or slowing down. This system is most often used by smugglers. | Ramming Engines Slot Size: 2 (-1 for Unicorn) Operating Skill: Piloting/ Reflexes The Ship Water Ring is considered two rank higher for determining Maximum Speed only, even if a ship that size should not go that fast. However the ship begins to take 20 damage a round without reduction reducing it. | Holographic Communication Systems Slot Size: 2 (-1 for Crane and Ibis) Operating Skill: Use Computer (Communications)/Perception The Ship Water Ring is considered on rank higher for determining Communication bonus only. |
Communication Jammer Slot Size: 2 (-1 for Crane and Imperial) Operating Skill: Use Computer (Communications)/Perception Rolls to send electronic messages on an area of 4x4 squares centered on this ship must be done with 2 Raises or fail automatically. | Superior Medical Systems Slot Size: 2 (-1 for Otter) Operating Skill: Computer Use (Medicine)/ Intelligence Provides to the ship crew a +2 bonus when using a medical console aboard this ship | Swapping accommodation for cargo storage or vice versa. Maybe you don't like people....maybe you only like people. Regardless additional accommodation on a standard freighter can be interchanged for more cargo space. The Ratio is aprox 1 person for 10 Metric ton of storage |
Hidden Cargo Hold Slot Size: 1 Operating Skill: N/A Hide some of your Hold for illegal shipments. Most Modifications of this nature will pass any sort of quick inspection, but longer searchers are require an Investigation/Perception roll TN 25 Hidden Cargo holds each hold 10 Metric Ton of Cargo and cannot make up more then 50% of your Hold total Capacity. | Escape Pods Slot size: 1 Operating Skill: Pilot/Reflexes Some times the best captains know when to live and fight another day. | Overcharge shielding Slot size: 2 (1 For Mantis) Operating Skill: N/A Based off designs, trickery and prayers that the Mantis have been using for Centuries, Overcharge shielding redirects and spreads out the power of an Overcharge, reducing explosion risk. The GM rolls 1 less dice in the reaction phase of the round. |
Cryogenic Chamber Slot Size: 2 (-1 for Butterfly, Mantis and Wolf) Operating Skill: Computer Use (Medicine)/Intellect Cryogenic chambers are hibernation systems that allow live creatures to be carried in stasis. Useful to haul herds of livestock, carry critically injured passengers, dangerous animals or criminal prisoners. | Superior Navigation Systems Slot Size: 2 (-1 for Mantis) Operating Skill: Computer Use (Navigation)/Intelligence The Ship Water Ring is considered on rank higher for determining Navigation console bonus. The bonus to Piloting rolls now the ships full air ring, instead of half it. Reduce travel time between destinations 10%. | Power Redirection Slot size: 4 (-2 for Crane) Operating Skill: Computer Use/Intelligence At the cost of deactivating an essential function of the ship (Life Support, Engines, Weaponary, shield,etc) you may overcharge the ship without risking damage to the ship. This maybe done a maximum of twice to a single component, and does not reduce the risk of the component exploding during the reaction phase of the round. |
Anything not mentioned here, please ask about. Its 6am again, and I have likely forgotten something that you may want. In the large Empire in Emerald Stars their are many ship systems that are unique to that one ship, made for a certain purpose or due to the desperate desire to get just a little bit more out of a ship in some way. I am quite willing to listen.