MISSILE PODS (latest version)

Missile Pod Dispenser(MpD): The Missile Pod Dispenser is designed to allow for rapid unloading  and dispensement of missile pods.  Each Mp1 deploys a pod, regardless  of type, once every other turn.  Each pod is dispensed out a ship's rear  and the ship's shields have to be dropped, and the drive field is detuned. (TL 8, 10 cost, 1 space, 10,000 development cost, holds 8 pods). TL8

Missile Pod, First Generation Capital (MpC1): The First Generation Capital Missile Pod mounts three CM missiles  and the necessary fire control system. Except for carrying CM missiles, the pod is treated like a MpS1. (TL 8, 20 cost, 20 csp, 15,000 development). TL8

Missile Pod, First Generation Standard (MpS1): The First Generation Standard Missile Pod was developed on the basis of SBMHAWK pods, launching SM missiles at enemy ships.  Each pod is towed by a tractor beam: one T can tow one pod.  A ship can control a number pods equal to the total number of weapons aboard ship, including any multiple ship bonus provided by Mx or MiX.  All missiles from a ship pods are counted as a single salvo with internal launchers and each MpS1 holds six SM missiles.

    Missile pods of all types can't be towed through warp points and must be deployed from the cargo bay or a pod dispenser.  Since missile pods are outside a ship's drive field, they can be targeted by fighter and gunboat weapons: one hit destroys a pod. Any hits on a shield, regardless of damage, will destroy missile pods, at a one-to-one ratio except when an enemy ship is firing needle or primary beams, or fighters are attacking the towing ship. All missile pods have to be unloaded from a ship's hold, unless the ship has MpD; the ship has to deactivate it's drive and shields to release pods like it was releasing 20 cargo point items.

   MpS1, for purposes of ?3, count as an additional +2% for detection of each pod deployed. The cost of all pods is for "standard" nuclear warheads, any additional options on the missiles are not counted for the cost of the pod itself(including antimatter, advanced antimatter or warhead packages).

   Important rule: If a ship tows more Missile Pods than twice it's  engine size(ie how big each engine room on a ship has to get one MP), it loses -1 MP(ie BCs can tow 5 pods, a BB tows six). A ship will start to get slow if it carriers too many pods.  (TL 8, 15 cost, 15,000 development cost, no spaces/20 csp). TL8