Emergency Energy Reserves: The ship must lose more than 50% of its hit points to be crippled, the ship reduces its turrets, shielding, and weapons strength to 75% instead of 50%. The vessel still counts as crippled in every other respect.
Advanced Engines: The ship gains +5cm speed, reduces the minimum distance to turn by 5cm, and add +1D6 when on All Ahead Full special orders. The ship adds +1 to its leadership when attempting All Ahead Full, Come To New Heading or Burn Retros special orders.
Advanced Shielding: (Advanced ECM?) Enemy weapon batteries firing on the vessel suffer a right shift on the weapon battery chart. All lances firing on this vessel hit on a 5+ instead of 4+.
Fleet Defense Turrets: A vessel with Fleet Defense Turrets adds 2 to their turret value and any friendly vessels within 15cm may reroll misses with turrets.
Gyro-stabilized Targeting Matrix: Ship weapons are reduced to 75% instead of 50% when on All Ahead Full, Come To New Heading or Burn Retros special orders. Nova Cannons still may not fire. The ship may reroll 1s while firing its weaponry if it is not on lock-on special orders.
Augmented Weapon Relays: Weapon batteries shift left on the gunnery table. Lance hits count as double
on rolls of a 6.
Well then... this sound about right folks?