So I was looking at Ship Components, and I thought to myself, "Wow, after looking at all these disparate components, it is unfeasibly difficult to make a really really good science component for a dedicated exploration vessel. I mean, conceivably, you would want the capabilities of a Crew Reclamation Facility, Librarium Vault, bits of a Xenos Librarium, a Manufactorum, a Medicae Facility, a Laboratorium, and a Pharmacia. There should really be some sort of archeotech facility that, if you can get it, makes getting those capabilities at least conceivable." So, I need some help homebrewing some sort of ship facility like this. I'm thinking Space 3, Power 4, 6 Ship Points, Archeotech. And here's a rough idea of what it would be able to do:
EDITED VERSION HERE:
(previous depreciated version is as follows):
Space 3, Power 4 Archeotech
*Can only be put in a Heavy Frigate, sufficiently sized Transport (Space and Hull both of at least 40), Light Cruiser, Cruiser, or Larger ship
*Can make Drugs with a Scholastic Lore Chymistry or Trade Chymist test
*+20 to repair, analyse, identify ancient or xenos artefacts, or craft single or small batch items
*+20 to tests involving general data analysis, counting as a best quality emplaced cogitator
*+20 to medicae tests, may treat triple medic's intelligence bonus, triage extended action has +10, whether for a human crew (medicae) or a servitor crew (tech-use)
*+10 to extended repair and acquisition to purchase repairs for the ship
*+10 to all non forbidden lore investigation tests, as well as forbidden lore archeotech and forbidden lore xenos for technologically-advanced xenos races encountered during or before the end of the age of technology, even if this tech is not regarding identifying artefacts
*Fully appropriate for the manufacture, upgrading, repair, and installation of implants, augmetics, robotics, servitors, etc.
*component itself also requires forbidden lore archeotech to repair, it's bonuses do not generally help with skill tests to repair itself (as those tend to happen when it is damaged)
*Counts as having Good Quality Superior Damage Control and a Fire Suppression system for this component only, even if that component and upgrade are not otherwise on the ship
*Reduces crew population loss for the ship by 3, minimum 1
*Already counts as best quality/archeotech for morale purposes
*+50 to exploration endeavors, and +75 to trade endeavors or +50 to criminal endeavors where drugs and small amounts of other custom manufactured items would be useful
Can you all tell me what you think, or what I should change? It seems overpowered, and I want it to be balanced, but the idea is to enable categories of gameplay that the game does not normally have without an excessive amount of investment. Also, I need ideas for a name for the item. Thoughts?
Edited by Gavinfoxx