All artifacts appear on stations inventory within 3 days of game time.
Some artifacts such as the HSD, ENM, PAD and TMCD, all have
indicators on the BridgeViewer. When these artifacts are in your cargo
bay, they are green and when all conditions that deem them operable are
met, they are light green.
Most artifacts require certain officers to be on station and have a certain
AI level. Refer to the Crew section of this appendix.
Artifacts which are system upgrades can be immediately fitted when purchased without
being subject to analysis by the RE. These include the shield, reactor, main gun
Some artifacts cannot be installed on certain ship classes. So, if you purchase
one and you can't install it, this means that the ship cannot support it. This is the
same rule which applies to certain shield, armor, engine, reactor upgrades. Not all
can be fitted on a ship.
1. HYPERION SUB-SPACE DEVICE
Use:
This device provides a means of
traversing the galaxy without using any power or resources. This
device breaches the space/time continuum, therefore no time will
elapse during the transition. It creates a menu of regions on the
where the desired destination can be selected. To activate, click the LOCATION
icon located on the lower-left section of Integrated Tactical Display to
display the menu of regions. Once you have selected a region, the ship will be
warped there.
Required to operate :
ü Research Engineer requires
AI of 75 or above to analyze.
ü Flight
Officer, Research Engineer AND Navigation Officer must be on-station.
ü Engine
requires 10 units of power.
ü Navigation
System requires 5 units of power.
ü Navitron
computer, Engine, Reactor, Reactor Core, and Reactor Cooling System
integrity level must be greater
50%
2. ENHANCED NAV MODULE
Use:
This device enhances the ship's
hyperjump engines. When installed, hyperjumps require only 10 units of Radine (regardless
of the engine/reactor types) and the recharge rate is instantaneous.
Required to operate:
ü Research Engineer requires
AI of 50 or above to analyze.
ü Flight
Officer OR Navigation Officer must have an AI of 50 or above.
ü Flight
Officer AND Navigation Officer must be on-station.
ü Engine
requires 5 units of power or greater.
ü Navigation
System requires 5 units of power.
ü Navitron Computer, Engine, Reactor, Reactor
Core and Reactor Cooling System
integrity level must be
greater 15%
3. CELESTIAL ORB
Use:
This artifact has very powerful
healing properties. It cures the injuries and ailments of anyone
who is exposed to it. If the ORB artifact is in inventory, then every
5 mins, EVERYBODY on board (not including prisoners and intruders) get +1 LF
and -1 FF
Required to operate:
ü Research Engineer requires
AI of 50 or above to analyze.
4. TACYON ANAGRAM SHIELD
Use:
This unit is a shield system upgrade. It
provides 5000 units of protection. Requires 85% less Plutonium for
operation than any normal shield.
Also prevents intruders from being able to board the ship if at 50% level or higher.
Required to operate:
ü Some Plutonium.
ü Shield
control requires 5 units of power.
5. KARANIAN MARK IV REACTOR
Use:
This unit is a reactor system upgrade. It
has a very low Radine fuel consumption rate and unlike other reactors,
consumes no Radine during HyperJumps.
Required to operate:
ü Some Radine.
6. TRANS-MATRIX CLOAKING DEVICE
Use:
This unit enhances the ship's
cloaking device. Installed, the cloaking system uses 75% less
Iridium for operation, resulting in longer cloaking times. Allows
detection of cloaked targets in Tactical Radar Scanner. It has the
advantage of not decloaking the craft during weapon and ship operations.
Required to operate:
ü Research
Engineer requires AI of 75 or above to analyze.
ü Research
Engineer AND Chief Engineer require AI of 75 or above to operate.
ü Research
Engineer, Chief Engineer AND Tactical Officer must be on-station.
ü Low
amount of Iridium.
ü Weapon
Systems requires 5 units of power.
ü Tactical
System requires 5 units of power.
ü Cloaking
System integrity level must be greater 50%
7. PHASED ARRAY ION DISRUPTOR
Use:
This unit enhances the ship's main
gun system. It has low power consumption and operates by firing
a constant charged particle beam in the pointed direction. Once
fired, it will project the charged beam until the fire button is
released. A hit from the PAD causes a lot more damage to
the target than a normal IOD. The rate of fire is not affected by
the laser intensity setting. To activate, click on the GUN icon on the
Integrated Tactical Display, and de-couple the main guns.
Required to operate:
ü Firing
system must be de-coupled.
ü
IOD requires 5 units of power.
ü Weapon
System requires 5 units of power.
ü Tactical
System requires 5 units of power.
ü Weapons
Computer integrity level must be greater 25%
8. R.A.N.D.O.M - RANDOM ACCESS
NUCLEAR DISRUPTOR FOR OBSOLETE MATTER
Use:
This is a very devastating weapon.
It works as a normal OTS weapon and must be launched from TACOPS.
On impact, it will destroy everything on the planet leaving it
totally barren and altering its topology, weather, ozone layer
etc. Use with caution. If you use this weapon, you will be court-martialed.
Required to operate:
ü RANDOM
decoder.
ü Research
Engineer requires aAI of 100 to analyze.
ü Research
Engineer, Tactical Officer AND Chief Engineer require AI of 100 to operate
ü Research
Engineer, Tactical Officer AND Chief Engineer must be on-station.
ü Tactical
System requires 5 units of power.
ü Weapon
System requires 5 units of power.
9. RANDOM DECODER
Use:
This decoder is required to operate
the RANDOM weapon.
Required to operate:
ü Research Engineer requires
AI of 100 to analyze.
10. JAC - JUST ANOTHER CYBORG
Use:
JAC is a cybernetic Jack of all
trades. He repairs systems to 100% at the rate of 1 unit every 10 minutes
and without any repair materials.
Required to operate:
ü Research Engineer requires
AI of 85 or above to analyze.
|
|