Long-range Scanner (Provides a variety of EM spectrum and gravimetric readings, giving the crew advance warning up to a dozen light-minutes away
Engines: 1/4
Jump Drive (A special engine that can activate Ur gates that connect systems and translate ships into hyperspace lanes)
Hull: 0/2
Weapons: 1/3
Grappler Arm (Officially for latching onto asteroids and netting cargo, it's an array of nets, grappling lines, and arms that can tie two vessels together for towing or boarding. Legal.)
Starting Upgrades Auxiliary
Brig (Space jail. Not meant for long-term incarceration. Will prevent most attempts to escape.)
Training
Prowess (When training Prowess during downtime, earn an additional XP.)
Pick two of the following to improve by 1: Engines, Hull, Comms, Weapons.
You can choose to improve your Crew quality instead, but it will cost all of your starting Cred.
Ranked choice voting seems to be working well so far, so same deal: give me your preferences for upgrades in descending order of preference. If Crew quality is the top choice, we'll roll with that; otherwise, it'll be the top two systems.
(But also don't feel like you have to vote right away, if y'all want to spend some time discussing your choices.)
When you say instead, do you mean instead of both of the choose two options or just one of them?
Instead of both.
You choose two additional ship systems to improve. Your choices are between engines, hull, comms, and weapons.
You may instead choose to improve crew quality, but it’ll cost your crew 2 CREd and you will owe the folks that helped you improve it. A higher crew quality refers to the quality of gear and equipment of the crew. You’re able to take on more powerful factions on equal footing, and can therefore handle harder jobs more easily. Not to mention, your crew will just have nicer stuff!