New module mechanics

Just because of the AWESOME new module changing mechanics, I tho I that now is a good time to bring this back up: [](< base_url >/index.php?/topic/30126-jericho-special-ship-weapons/)

Remember? With the new main module mechanics and module abilities, these could totally work!! But instead of the “separate module” slot for the special abilities, a simpler rinsed module change could make these abilities happen to some extent. X3

I suggest that these changes be made special module alternates in the form of “craftables” or lootables. The module for the Sawtooth should probably still be tackler-ish, but aside from that, everything is doable.