work in progress idea that probably will go nowhere.
Load Out / Equipment
Missiles
[All missiles Target Lock onto another spacecraft or targetable object and hit the target on your next round if they still have Target Lock]
Seeker Missiles: Target Lock another spacecraft, on your next turn, the target is hit by a ((roll wisdom based attack twice and sum it)) damage attack.
EMP Missile: missile that disables power point use.
Ion Cannon: Disables power point use.
Plasma Cannon: Spend power to make an attack that ignores armor. (still can be dodged)
ion cannon
Breach Torpedo: Ignores armor, instead takes a dodge of 1 star or better (meant for stationary targets)
Cloaking Field: For (roll wisdom / 2 round up) rounds (upkeep, beginning of your turn), enemies need to roll 1 or greater on a detection check to be able to hit you.
Cloaking Field II: For (roll wisdom / 2 round up) rounds (upkeep, beginning of your turn), enemies need to roll 2 or greater on a detection check to be able to hit you, and remove all Target Locks on you.
Jinking Thusters: After an attack is made on you, but before you roll your armor, make an agility roll and add that to your armor roll.
Load Out / Equipment
Missiles
[All missiles Target Lock onto another spacecraft or targetable object and hit the target on your next round if they still have Target Lock]
Seeker Missiles: Target Lock another spacecraft, on your next turn, the target is hit by a ((roll wisdom based attack twice and sum it)) damage attack.
EMP Missile: missile that disables power point use.
Ion Cannon: Disables power point use.
Plasma Cannon: Spend power to make an attack that ignores armor. (still can be dodged)
ion cannon
Breach Torpedo: Ignores armor, instead takes a dodge of 1 star or better (meant for stationary targets)
Cloaking Field: For (roll wisdom / 2 round up) rounds (upkeep, beginning of your turn), enemies need to roll 1 or greater on a detection check to be able to hit you.
Cloaking Field II: For (roll wisdom / 2 round up) rounds (upkeep, beginning of your turn), enemies need to roll 2 or greater on a detection check to be able to hit you, and remove all Target Locks on you.
Jinking Thusters: After an attack is made on you, but before you roll your armor, make an agility roll and add that to your armor roll.