### UC Appendix Data > Artifacts

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ARTIFACTS
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. 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.