Nothing. We don't have any sort of PD module.
Actually, our current PD could be best described as 'intercept whatever it is with fighters'. This is one of the reasons all our Naval Squadrons have an attached carrier.
Hey, we are starting to launch bigger vessels for the fleet. We will be able to provide a significant force of marines for boarding actions, so we won't be lacking in that department.
Besides, we will get into boarding actions as we continue our crusade. Might as well look into while we got nothing really going on.
I do not expect that larger ships will casually give enough forces to operate offensively in boarding instead of just needing to use the expanded marine presence to help defend the larger area that needs defending without an actual part for supporting boarding troops.
Not that any suggested plan has a light cruiser design in it right now anyway, so...
Anyway, here's my suggested plan, which goes back and gives us a better housing module to help defend against all the enemy boarding attempts, a better warp drive to better support operations over our expanding operation area, an energy battery we can pair with our normal battery because it has longer range and messes with the enemy when it hits them, and also I stole the Chem-Cannon idea.
[ ]Plan Fundamentals
-[ ] (Void Infantry/Armor) Calavar-pattern Chem Cannon: While burning Promethium is among the most iconic of the Imperium's tools with which to dispense death to the enemies of Humanity, it is at its core only as effective as the enemy is vulnerable to fire. Chem cannons are a superlative means of area denial and strongpoint elimination, regretfully limited by the Imperial Guard's lack of widespread chemical protection equipment. Troops in Preserver suits or Shelter Armor are not so vulnerable to friendly fire in this manner, and the environments they are called to fight in are not always conducive to incendiary armaments. As well, the Imperial Guard's Banewolves are available for construction save for their infamous munitions. The delivery method itself is quite simple, the only true obstacle is developing a serviceable mixture.
-[ ] (Housing) 'Bastion' housing complex. Further experience with ship building has allowed for more effective placement of ratings and deckhands living space; giving better 'elbow room' while keeping mass and space costs low. As an additional benefit, this redesign includes security garrisons at vital locations (reactor, warp drive etc) to counter on-board rebellions or boarding attempts.
-[ ] (Weapon) Thunderstorm Disruption Battery: While the Thunderclap was a rather disappointing first generation experiment in ionized particle weapons, it did offer proof of concept and unveil new avenues of development. In particular, the properties of the energy transfer on target have aroused some speculation and interest. While the Thunderclap was a failure at getting a lance scale weapon out, some have thought 'well, why not make it a battery then?'. And so they utilized the same particle acceleration principles as used in the lance in mass bank arrays, using a higher number of expected impacts and repeated attacks to both damage the enemy with ravening particle bursts and cause disrupting havoc throughout as the charges electrocute stuff that should not be covered in electricity.
(Targeted Stats, At least Battery 1, Medium Range, Disruption tag.)
-[ ] (Warp drive) 'Longstride' Warp engine. While the typical drive utilized in merchant shipping suffices, the minimal use of technology and advanced components to save costs caused them to have slow charge times, greatly limited speed through the Warp and not being suited for fast/emergency jumps. The Longstride was Calavar's first attempt at improving their engines to something closer to what is utilized on Imperial Navy ships.