Combat Deployment System(Ts):  tractor tree item

Code: Ts

Cost: 80

Space: 4HS

req: Datalink

Ts is a SL5 Item on the Tractor (T) tree. It is a complex array of small tractors, and a datafeed.

Normally, to deploy a buoy, you have to drop your shields and drive field. You can deploy drones from boat bays with shields and DF up, but they're 2Bb points to drone's 1 - and they cost more.

Ts allows you to deploy buoys from cargo holds - each buoy is 250 csp. (Buoys can be released as well, they're 500 csp each). They allow you you to deploy the buoys with shields and drive field still up. If you have tractor beams, each tractor beam can tow one AP launched from a CDS indefinately (barring warp transit, when any towed AP will be lost).

 (yes, it's the HH-type pod trick..heh)

Otherwise, any buoys launched - when the ship fires - must fire immediately, or be left on that hex. If it fires immediately, then any tractor beam towed pods may also fire. If they fire immediately or from a tow, then they can use the shipboard sensors of the firing unit, and their fire must be targeted as normal by the ship / datagroup firing.

If left, the buoy's normal targeting program (defined when launched) takes over at the start of the next turn.

"HARM" guidence(MARM): R/Pt/G tree SL10

HARM missiles/plasma torpedos can only be carried in magazines. They allow homing on active emission sources, and have a -2 to-hit when fired at targets which are NOT actively radiating. Systems which "actively radiate" are Datalink jammers, tractor/pressor beams locked on to a target, and (several other systems - does Yc radiate? I know Y dosn't..). They get +2 to hit against actively radiating targets. This may NOT increase Pt's to-hit above 6!

Defense Tracking Computer(DTC): D branch at SL6 [req: electronics SL6]

Linked PD units can ignore the first -1 penalty to their interception roll. They can NOT give a higher base to-hit than normal! D branch at SL5

6k (DTCa) 1HS, cost 50   can link with max. 2 D/Dc systems

10 (DTCb) 1HS, cost 75   can link with max. 3 D/Dc systems

13 (DTCe) 1HS, cost 100  can link with max. 4 D/Dc systems

Transit Efficiency Unit(TEV): J branch at SL6 [req: engine modulation tree (ANY SL!)]

Transit Efficientcy units are for J drives - they are somewhat expensive pieces of equipment which alter the drive fields "pitch" as they enter the warp point. They are active only on the turn of transit, and the J-equiped ship loses 1 from it's speed that turn. They have no effect on I or Ic engine ships.

6k (TEVa) 2HS, cost 20% engine costs, +1TSA

10 (TEVb) 3HS, cost 30% engine costs, +2TSA

Surge Protector(SP): ADM branch at SL8

This engine upgrade protects the ship against ADM's. When shields-down and hit by an ADM, on the listed roll on 1D10, the ADM hit is ignored.

8  (SPa) 10% engine costs, ignore ADM on 1-4

11 (SPb) 20% engine costs, ignore ADM on 1-6

(A revisit of the ISF "engine govener")

Scan Shield(SC): Shield branch at SL6

 Scanning ships are fully aware they have data holes in their scan, but have no data on what they are missing! Shield branch at SL4. [req: electronics SL5]

6  (SCa) .5HS, cost, 25 system to immediate right may not be scanned

10 (SCb) .5HS, cost, 15 System to immediate right may not be scanned

When you are scanned, roll 1D10. On a 1-9, the scan fails to pick up the shielded item.

 (Sure, it's not that cheap, it's not perfect and it uses space, but when you REALLY don't want the enemy getting scans on your ?a, Kca or similar..)

Guidance Beam(Tg):  T branch at SL4

Interfaces with up to 40HS of launcher (missile or plasma torpedo - NOT sprint missile however). Designate a target in the tractor beam phase, and the launchers recieve +1 to hit versus that target, which must be within weapons range. A Td can automatically break one Tg link per turn, then roll as-per normal to break others.

4 Tga 2HS, cost 25 range 5

6 Tgb 2HS, cost 45 range 7

9 Tge 2HS, cost 70 range 9

(Yes, it's pressor missiles for ISF, back with a GSF spin)

Datalink Jammer(JAM):  is an electronics branch at SL6

(JAM) may be turned on/off at the start of any turn. All datalinks within the area of effect, including small craft squadron datalink, are nullified by a (JAM) system. However, when it is turned on, the craft mounting it must immediately be indicated to the enemy. If the ship mounts datalink (any Z system), they lose its effects while the (JAM) system is on.

It may not function on the turn the ship makes transit.

6  (JAMa) 4HS, cost 40. 3 hex radius effect

10 (JAMb) 4HS, cost 70. 4 hex radius effect

(A revisit of the ISF ?2, but smaller area)

ECCM(%):  is an electronics branch at SL8

"ECCM" is a complex set of sensors and anti-electronic warfare equipment, which allow certain effects - although it should be noted that they have a strict range limit for everything they do. It may not function on the turn the ship makes transit, and only one % installation may be mounted on any ship. A % can only act in one mode per turn.

Firstly, it can negate a (JAM) system's effect on them.

%e and on can analyse incomming fire, and chose to act in a mode where they negate 1 level of missile ECM on all incomming fire to them.

All can help when scanning for revealed but not detected targets. %e and %i can negate the beam/kinetic penalty, while (and at best base to-hits!), projectile hits are like this:

%a +1

%b +2

%e +3

%i +4

If you have Y (Yc) can also add 5 (10) per generation to combat range for detecting deception ECM (although if not detected, use the base Y's range when it drops deception mode in reaction to a LRM salvo) and 2 (5) per generation to short range for detecting cloaking ECM.

8  {c} (%a)      3HS, cost 40

10 {c} (%b) 4HS, cost 70

13 {c} (%e) 4HS, cost 100

16 {c} (%i) 5HS, cost 150

(maybe it needs more functions? or merging into ?da ?)

Deception ECM(?dec):   is an electronics branch at SL9

Deception ECM is a way to disguise yourself, to ranges LONGER than combat, as a different type of ship. You can disguise yourself as a maximum of n (where n is determined by generation). If you are in station keeping mode, you can apprear as the closest sized base, ot one base class up or down (i.e. a BB could mimic a BS 2,3 or 4).

9  {c} (?deca) 2HS, cost 35, n=2

12 {c} (?decb) 2HS, cost 50, n=3

Cloaking ECM(?k):   is an electronics item at SL11

Cloaking ECM completely conceals a ship above sensors combat range. It simply isn't there, to scanners. When combat range is entered, there is a flat 1-2 on 1D10 chance each turn it will revealed, modified only by the best crew grade modifier in range. On a natural 1, it is allways detected. Within short range, it is automatically detected at the end of the turn.

If it fires, launches small craft/drones, get caught out as above or do any other similar action before it is detected, it may be fired on by kinetics and beams at -1 to hit, and by missiles at -1 per five (ten if you have HAWK) full hexes between the firing ship and the target. Also, detection chance shoots up to 1-5 on 1D10, again modified by the best crew grade in range. A cloaked ship gets +1 to hit with its first shots, if it was previously undetected!

Once revealed, only withdrawing beyond any enemy medium sensor range for 5 rounds will restore cloak.

Once detected, only withdrawing beyond any enemy long sensor range for 5 rounds will restore cloak.

11 {c} (?k)      5HS, cost 120

Pinnace(Pn):  small craft tree item at SL5

Cost 50, 6 boat bay points, speed 7 (cruise 3), damage points 2, 110% shot defence, 20tH sensors, 7 days endurance, 250 csp storage.

For +10MC when built, remove 50 csp storage and add 2 anti-fighter dice to range 4, in 270 degrees (not rear). These armed Pn are designated aPn.

Pinnaces can transit warp points!

(The ISF pinnace is back, sorta - I've never actually read the ISF pinnace rules, this is one from the GSF rules only)

Sandcasters(Ls): L branch at SL6

 Fires five shots, used after movement, each lasts one entire turn. 12 MSP each, reloading may NOT be done in combat. One is required per 30HS of ship, and they must all expend a charge to protect the ship that turn. All laser fire from the protected ship also suffers the to-hit penalty. Precision laser fire is less affected, with one point less penalty to hit.

6 2HS, cost 20 -2 to all laser hit roles when used

9 2HS, cost 30 -3 to all laser hit roles when used

Outrider Bay(Bfo): SL 7, boat bay tree item

Carrys 1 fighter and 5 weapon loads for that fighter

Bfo - 2HS, cost 15

Fighter Turret: SL 10, small craft weapons tree item

10 space. This gives a single fighter energy weapon - L, E or F - a 270 degree

fire arc (not rear). Fighters only. Adds 5MC to fighter construction cost.

Laser Warheads(-LW): TL6, capital missile branch item [req: TL3 Laser tree]

Laser warheads have a extra -1  to hit for point defence, and use the standard capital missile to-hit chart. They only do one point of damage, but this is laser damage and thus ignores shields! They are 2 MSP, and may only be stocked in magazines.

Kinetic Kill Warheads(-KR): TL6, capital missile branch item [req: TL3 Kinetic tree]

KR warheads are a capital missile warhead, but they only do 1, not 2 damage. When they hit, however, roll 1D10 - on a 1-2, they do a deep hit, ignoring up to 50 armor/shields. They are 2MSP, may only be stocked in magazines, and use the standard capital missile to-hit chart.

Command Fighter(Fd): Fighter branch at SL9

Command fighters do not have any external racks, and one is needed per three fighter squadrons to have an effect. They negate the "no flagship" penalty for any fighters within their limit.

9 {k} Fd1 F2 hull, cost  90

12    Fd2 F3 hull, cost 120

Command Gunboat(GBd):  No external slots. Everything else as per Fd, but for gunboats.

9 {k} Fd1 GB2 hull, cost 150

12    Fd2 GB3 hull, cost 240

Small Craft ECM pack(SCdp):  Small craft weapon item at TL 8

Uses 4 internal space on a fighter, or one internal weapon space on a

gunboat. -20% shot defence.