Overpowered destructible pod implants that require insanely large or rare quantities of resources to build and only one of each variant can ever exist in the game. They can be un-plugged when docked (like the Genolution Gold Pod). Multiple legendary implants can be fit to the same pod, however all can be eliminated with pod destruction. Once it’s gone it’s gone.
Cataclysm Implant: Pod destruction results in permanent Cataclysmic Variable system effect. This may compound a current wormhole effect or add a new one to k-space.
Doomheim Implant: Automatically biomasses any character who attacks pod that results in killmail of pod.
Fleet-footed Implant: 30 AU base warp
Gatecrash Implant: Two minute pod self destruction sequence ends with the permanent removal of jump gates from system. System retains access with wormholes.
Miniaturized Reconnaissance Implant: Removes pod from D-scan
Null State Implant: Applies interdiction nullification to pod. Does not impact warp core stabilization strength.
Plague Implant: Pod destruction results in permanent -5 across all attributes to players in system. Any time original plague recipient inflicts a first interaction kill on target a random attribute on target is lowered by 1.
Prosperity Implant: Pod destruction results in permanent +5 across all attributes to players in system. Any time original prosperity recipient inflicts a first interaction kill on target a random attribute on target is raised by 1.
Talocan Drive Implant: Allows for once daily use of /moveme command on TQ.
Unyielding Guard Implant: Applies 99% resists to pod.
Upheaval Implant: Two minute pod self destruction sequence ends with the removal of all player ships and structures within a single system (items in structures are moved to paid asset safety in adjacent system).