Sounds like I'd have to actually use that version of The Measured to see what it even is. But this discussion led me to write this...
*** Offensive Rocket Boosters ***
The “fireball/rocket booster” ability really isn't useful for The Measured, but what Stardock appears to be wanting there is a ship that uses a rocket booster like ability offensively. Just ramming with rocket boosters isn't really all that fun, but there is a very fun design for offensive rocket boosters. The Measured really needs a true weapon of some kind to go with its Beacon Warp, so this is a whole new ship you might have if you want the “fun charging offensive rocket booster ship” in the game.
The fun of using rocket boosters offensively comes from the fact that the momentum of the ship is imparted to the shot. The faster the ship is moving, the faster the shots it fires are moving. If you fire backwards with slow projectiles, for example, they will actually be slowly drifting in the direction you were traveling when you fired them and not even moving toward the target. More like a trail of little mines being left behind than projectiles. The opposite of this effect is, of course, shots moving very quickly when fired by a ship running on rocket boosters. This is what you use to make a fun “offensive rocket booster” ship.
You could have a ship with rocket boosters and a gun with rapid-fire shots that move at an average speed creating a tight grouping (i.e. close together line) of shots. It shoots, essentially, in “dashes”of 4-8 or so shots. It's like a machine gun, but very short duration before running out of energy. Without the rocket boosters active, they are spaced out a little more. Less accurate because they are moving slower, and less damaging because fewer are likely to hit before the target gets out of the way of the shots at the end of the line. When you are on rocket boosters those shots are more tightly grouped and moving a LOT faster. They are both more accurate and more powerful (more of them are likely to hit if on target) when fired with the additional momentum of the rocket boosters added to their velocity.
It's actually harder to line up a shot with the “squirly” rocket boosters active, so this helps compensate for enhanced accuracy due to the stupidly high speed of the shots fired on rocket boosters... but people who are good with this ship are very dangerous. The gun isn't that powerful or dangerous when fired normally, at normal speed, because the average speed of the shots makes them, well, average to avoid. But a well lined-up rocket booster shot feels too the player doing it almost like injecting the target with a needle of damage. This is a very fun design for a ship, Subspace players will recognize it as being very similar to the “Leviathan” of the Death Star Battle zone which was my favorite and most often used ship in Subspace.
You can make this even more interesting, or use this for balance if needed. Just to be revealing source material here so you know where things are coming from and that they are coming from something that is already out there, SFB players will recognized this as “Warp Booster Packs” used on fighters in that game. If you need this for balance purposes with this design... you can temporarily remove half of the ship's hit points whenever the rocket boosters are active. And restore them when the rocket boosters expire, meaning any damage done while rocket boosters are on is doubled.
This is a very fun ship with an average gun that temporarily becomes an awesome gun, if you can line it up just right on the squirly rocket boosters. When you get a perfect rocket booster shot off, it feels as though you injected the target with a needle... and it's a really good feeling. This is, I think, the effect that you are actually looking for when you add that Androsynth “fireball ability” to a ship. This isn't for The Measured, but it is a very fun design for a ship in a top down space combat game.