Fuses

Fuses
Fuse Boxes are all over the ship: on the Bridge, in Turret modules, on the Fabricator, Engine Compartment, Batteries, Slipstream Drive, and Furnace. They serve to draw charge from the ship’s wireless batteries, and transform current into usable forms. They are universal according to their size and can be swapped across every comparable system.

Fuses serve to protect a subsystem from taking damage in the event of the module being hit with Ion Weapons. When their damage threshold is exceeded the fuses will explode in a fantastic array of sparks, but protect their housing and the system they are attached to. That system will not draw power until the fuse is replaced, but it won’t take damage either.

Fuses come in Sm, Md, Lg, and XL. They can be stored in the cargo hold and rapidly retrieved to manually swap out a damaged Fuse for a new one from any working Matter-Stream Portal. A quick twist and pull is all that’s required to change a fuse. They can be assembled by Fabricators.

Upgraded Fuses cost more but will blow only under a more significant damage threshold. Upgraded Fuses cost more at the Fabricator and at Trade Stations, and they need new Blueprints.

Stats
Small Fuse: 1024 – 2048E

Medium Fuse: 2048 – 4096E

Large Fuse: 4096 – 8196E

XL Fuse: 9026 – 16384E

Ion Infused MAC Projectiles and DEW Beams deliver Energy Damage, as well as Overloading Furnace Cores and Thermonuclear Weapons.