TL13

Bombardment Missile Launcher, Light (Rh1): The HBM is great if you have monitors, the Ophiuchi of course don’t, their largest non-carriers are battlecruisers, but they felt they needed the range and punch of the HBM. They began work on and finally introduced the LBM and MBM which are cut down versions of the HBM. This is the launcher for the LBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 30 hull spaces of the mounting ship, this allows HBM range on DD size units. It can only fire LBMs; four points of damage per missile. Cost 200, six hull spaces, dev cost 25,000. 

Bombardment Missile, Light (LBM): This is a lighter version of the HBM that can only be fired from an Rh1. Cost 1, dev cost 10,000, 10 csp. 

Bombardment Missile Launcher, Medium (Rh2): As the PSU burned under the devastating onslaught of the Hre’Daak assimilation ships, the Ophuichi crash fielded the Rh2 launcher in desperation. This is the launcher for the MBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 40 hull spaces of the mounting ship, this allows HBM range on CL size units and allows BC size units to carry 2 such launchers. It can only fire MBMs; seven points of damage per missile. Cost 350, ten hull spaces50,000.

Bombardment Missile, Medium (MBM): This is a medium size of the HBM that can only be fired from an Rh2. Cost 2,  dev cost 15,000, 15 csp.

TL15

Armorplast (Ab1): Developed by the inventive Gaium race, armorplast is a sprayed-on armor, added to the outside of a warships hull. For every 10 hull spaces, three points of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF of a warship. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL15 and costs 5MCr per point. Dev is 15,000

Heavy Bombardment Missile Launcher (Rh3): The Heavy Bombardment missile system's development was finalized during the insurrection by the Zephrain research facility. The weapon system consists of the standard muzzle, fire control and ordnance feed tubes, with additional power supplies and graviton generators for the HBM1. The HBM launcher may only fire HBM1 per combat turn. Any future ordnance that can be launched from 'Rh3' will be specifically noted as such. Due to the need for significant internal bracing and hull support, only 1 'Rh3' may be mounted per 50 hull spaces. This requirement increases to 200 "military" hull spaces and the Rh3 is double cost for SS, and AF due to the nature of its construction. Rh3 cannot be mounted on PDCs. Cost 500, fifteen hull spaces, dev cost 100,000. 

Heavy Bombardment Missile, 1st Generation (HBM1): The First Generation Gravitic Based Missile was developed at the Zephrain RDS during the insurrection. It consists of a greatly enlarged warhead section, a new control section and a gravitic drive section capable of propelling the device near the speed of light. The HBM1 is fired from 'Rh3', uses the HBM1 to-hit table under 28.01, has a base damage of 10 points and is treated as a 'non-sprint missile' for purposes of tractoring fire effects (08.02.01). It cannot be used like a sprint-mode weapon against ships or small targets, such as fighters, and may not be fired from XO racks. The HBM1 may have all previously published strap-ons; future strap-ons will specifically state if they cannot be placed on HBM1. Previous restrictions to strap-ons still apply (e.g. AMP still cannot be combined with LT). Like CM, HBM1 are intercepted at a -1. EDM of any generation have insufficient speed or sophistication to stop HBM1 and therefore cannot intercept them. All HBM1 of a given volley are engaged as separate sub-volleys of 1 HBM1 (this means that they can never overwhelm point defense). Each HBM1 requires 20 cargo stowage points. Some of this stowage consists of specialized maintenance equipment and capacitors. The actual bore size of this missile is 10 cargo stowage points. During the Insurrection, the Terran Rim Federation used HBM1-b:sp2:hj warheads that hit at -1 against 'normal' targets, hit at +1 against units with an active ?2, were intercepted at -3 by point defense and caused 36 points of damage (10*3*1.5)*80%. An AMG can charge 1 HBM per turn. A planet or moon's gravity field (but not an asteroid) is strong enough to disrupt the new gravity drive on the HBM1. Thus, HBM1 can not be fired from or fired at any target landed on, taking off from or landing on a plant or moon. Cost 3, zero hull spaces, dev cost 20,000. 

Hetlaser, Third Generation (HET3): The Third Generation Hetlaser, built by Heterodyne Systems Inc., follows the example of its predecessor by reducing the hull space required for the weapon and still achieving a modest improvement in both range and power. Although only two-thirds the size of most capital beam weapons, the hetlaser is still an excellent short to medium range assault weapon and an ideal system for smaller vessels. Cost 140, four hull spaces, dev cost 35,000. 

Plasma Energy Core (Pec): First developed by the Horune, the Plasma Energy Core is a super-advanced energy distribution system designed to function as Fur1/2/3 all in one. This system can be mounted anywhere within a ship and explodes when hit, doing 200 points of internal damage. Three hull spaces in size, costs 150 MCr, TL, dev cost: 20,000.

Shield Regenerator, First Generation ($R1): Until developing this device, the Cunei Research Center in Fringe territory had been one of the more neglected military technology applications bases in the Federation. Hampered by secretive treaties with the Orions, the very center that had trail blazed the 'S2' was relegated to researching the better regenerating but inferior shields of the Tangri. The Republic of Free Terrans was overjoyed when the hardworking staff of Cunei RDS presented the long stagnant plans of a spontaneous shield regenerator to them. The shield regenerator has two modes of operation, "standard" and "burst". The use of shield regenerators prevents the use of damage control on the same turn (05.01). Using the "standard" technique, 5 units of shields (of any type) can be repaired per tactical turn during the record-keeping phase, regardless of whether or not the shields were damaged that turn. The strain of regenerating shields creates a substantial amount of destructive feedback. During the record-keeping phase the owning player totals the number of ($R1) that operated in standard mode, divides by five (FRD). This is the number of ' ($R1) that are marked off as destroyed. Standard mode regeneration cannot restore more than 125 shields in any tactical turn. "Burst" mode regeneration can only be used if all shields on the unit are down. When using "burst" mode, the ($R1) can regenerate 25 shields but the corresponding ($R1) is then immediately destroyed. Burst regeneration may be used in the record keeping phase or during any movement or fire combat impulse in which the mounting unit takes damage. Burst mode may even be used between volleys of the same firing impulse, which greatly enhances protection against fR, fRAM, HBM1, ramming fighters, the separate volleys of a "Wa" so forth. Burst mode regeneration cannot restore more than 125 shields at a time. Very large units use specialized shielding to cover their huge bulk and the first generation regenerator requires expensive modification to work properly on these units. The modifications raise the cost of the ($R1) to two times its normal cost for any platforms over 500 hull spaces. A surprised ship (06.04.04b) cannot use "burst" mode regeneration.  Cost 125, one hull space, dev cost 24,000. 

Variable Focus Beam, Capital (Fvc): Using research paralleling the TRN's primary beam research and a gravitic synthesis technique, the Zephrain research base produced a force beam with a set of variable condensers and lenses that permitted the design of a multi-purpose Erlicher weapon. The variable condensers were made possible through a prototype gravitic 'kiln' capable of synthesizing the novel materials involved. The 'Fvc' may be fired either as a standard 'Fc2' or 'Pc'; the decision is made during the fire impulse for the owning unit. If the 'Fvc' fires as a 'Pc', it may not fire in either mode until the turn after next. E.g. if a 'Fvc' fired on turn 1 as a 'Pc', it may not fire in either mode until turn 3. Cost 200, 6 hull spaces, dev cost 40,000. 

TL16

Adaptation Module (Mad):  Continual advancements in technology made the Horune Totality a mini-superpower in it's own right, and the addition of new systems increased their superiority, as shown in the Adaption Module. Each modules allows the Horune ship to ignore twenty points from a specified damage type per salvo. The damage type a (Mad) protects against is specified when it is first used in a turn. The damage types are:  Nuclear, Antimatter, Energy, Laser, Force, Plasma. Example: A Horune ship mounts three (Mad). During a turn it exits a minefield and decides to allocate one (Mad) to "nuclear" to negate 20 points of MF damage. In the combat round of the same turn, a datagroup of enemy DD fires on the ship with W and F, hitting with four W (four points) and two F (four points).  The Horune ship allocates one of the two remaining (Mad) to "Force," eliminating the F damage. If another datagroup fires on the ship, it will still be protected from seventeen points of nuclear damage and sixteen points force damage. Note: the Horune must have experienced the damaged inflicted before a (Mad) can negate it. The first time the Horune encounter E, F (or whatever), they cannot negate damage from the first salvo (but they can hold back (Mad) for later salvos in the same turn). Two hull space, 150 MCr, TL 16, 30,000 dev cost. Courtesy of Dazrand. Hre'Daak technology.

Converging Anti-Matter Beam, Capital (Cbc): The original Converging Anti-matter Beam was a devastating weapon but the capital version is simply awesome, Unlike other beam weapons, the basic version of the weapon occupied six hull spaces. The necessary increase in weapon system size to achieve the desired improvements in range and damage output resulted in the capital version being one of the largest weapon systems in service, occupying nine hull spaces. Cost 300, nine hull spaces, dev cost 60,000. 

Core Tap (CrT): The single largest engineering system ever built, the CrT was designed by the Rishatha Imperium during the 8th Interregional Conflict and is installed primarily on it’s large warp assault units (ie beam combatants). It’s phenomenal size and cost limits this system to only the largest Rishatha fleet units. Built at the core of a warship and tapping into the higher energy states of subspace, the Core Tap increases beam damage by 50%! 500 MCr, 35 hs in size, 35,000 dev cost. TL 16

Gun/Missile Launcher, Advanced Third Generation (Wa3): A critical system crash developed after the discovery of the Rishatha Imperium, the Wa3 system was refitted into only 20% of Horune destroyers before the Totality was overrun. The Wa3 system fires four standard missiles per turn and the use of protomatter warheads enabled the Horune to destroy hundreds of Rish capital ships in the last days of the war, and destroy every habitat in the Hamurrabi System. Two missiles combine to become one salvo, thus one Wa3 fires two salvos of missiles. Three hull spaces in size, 330MCr, 40,000 to develop. Courtesy of Todd Kes

Primary Beam, Third Generation Capital (Pc3): The Third Generation Capital Primary Beam was developed by the Terran Republic as an offshoot from their continuing work to improve Primary Beam firing rates. Although the latest version is still restricted to firing once per minute (every other tactical turn), it does include upgrades to range and power. While the change in capability is not as dramatic as the improvement from the First to Second Generation Capital Primary Beam, the Pc3 can engage targets at capital missile range. Beyond five light seconds, its damage output over time matches that of the Third Generation Capital Force Beam, making this weapon a realistic choice for inclusion in battleline armaments. Cost 300, six hull spaces, dev cost 60,000.

Regeneration Module (Mrg): Needing more and more serious repairs during their desperate struggle with the ponderous Rishatha Imperial Navy, the Horune scientists developed the (Mrg) to conduct self-repair on their warships. Allows the Horune ship to make a damage control repair roll every 5 minutes rather than the normal 30 minutes. This module allows repair rolls on any damaged system, armor, bulkheads, or systems earlier damage control rolls failed to repair. All (Mrg) on a ship are additive, so four on a ship would allow repair rolls on 4 systems every five minutes. The ship loses 1/2 remaining (FRU) Mrg every month the ship is out of maintenance (this reflects the other Mrg scavenging the 'destroyed' ones for their supplies) and other (Mrg) may not repair this damage. 3 hull spaces, 150 MCr, TL 16, dev cost: 30,000. Courtesy of Dazrand. Hre’Daak technology.

Uninhabited Combat Aerospace Vehicle (UCAV): The first in a series of pilotless vehicles, these aerospace craft failed miserably at first when the TFN tried to remote pilot the vehicles because of the serious lag-time between the craft and the mothership housing the remote pilots. After relatively stupid electronic 'brains' were placed in them they began to perform effectively, just in time to combat the first Hree'Dak assault. UCAV can also be remotely controlled using “phased communication” out to 150 TH, any farther than that and the robot brain takes over. A highly expensive system the first generation of UCAV cost 110MCr, takes up only half a traditional fighters' space and costs 16,000 to develop. UCAV carry 2 fXO and one internal weapon. They can also be carried on the outside of a warship, using two XO racks. However, when used in this mode, they must be rearmed regularly inside a V or (FD) system. TL16

Vertical Launch System, Small (VLSa): A containerized missile launch system with limited firing capabilities, the VLS was a radical innovation which was developed by the PSU Navy during the Armageddon War. The VLSa can only fire standard missiles, at a rate of 12 SM per round. Unfortunately this rate of fire can only be sustained for five turns before the missile cells are exhausted. Reloading takes 5 turns. The VLSa is eight hull spaces in size and is primarily designed for small ships like destroyers, enabling them to pack a substantial (but limited) punch. The VLSa is TL16, cost 80, dev cost: 16,000.

TL17

Armorplast, Advanced (Ab2): Developed by the inventive Gaium race, armorplast is an sprayed-on armor, added to the outside of a warships hull. For every 10 hull spaces, four points of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL17 and costs 7MCr per point of armor. Dev is 20,000.

Antimatter Generator, Second Generation (AMG2): Hauling around magazines filled with anti-matter warheads can be risky and anti-matter warheads are not required in all actions. As a result, the navies of the galaxy were very interested in the miniaturized antimatter generator built into the Arachnid's suicide rider warhead systems and soon developed a slightly smaller and more efficient generator of their own to "fill" or charge anti-matter warheads. This permitted them to carry uncharged AM and AAM warheads in an empty or "safe," condition between the engagements when they might actually expect to need them. Because missiles carry warheads which are far smaller than those used in "Sr," the " (AMG)" can charge them more rapidly; an " (AMG)" can charge up to twenty base warhead points (BWP) of missiles per turn with either AM or AAM. The number of base warhead points for a missile is equal to the amount of damage caused by that missile with a basic nuclear warhead. For example, a CM or an ERBM has two BWP and an SM2 has one BWP. AMBAM and AMBAM3 have four BWP, AMBAM2 has two BWP. Charged AM/AAM warheads may be discharged into and dissipated through an " (AMG)" at the same rate at which they are charged but the " (AMG)" may be used only to charge or discharge; that is, it could not discharge one or more warheads while simultaneously charging others. Note: An "-AM" missile may not be charged with "-AAM". One damage point will destroy an "AMG," but because " (AMG)" uses a burst-charging method, it will never blow up the mounting unit. " (AMG)"may not charge or discharge missiles in XO racks. Note those missiles eligible for " (AMG)" charging must mount and pay for the appropriate AM or AAM warhead; the " (AMG)"does not provide "free" anti-matter. In fact, you have to pay for the missile, its magnetic bottle and the special "fuel" of the " (AMG)"up front. Uncharged missiles may be fired but they will do no damage. However, the enemy (and the enemy's point defense) will be unable to distinguish charged from uncharged missiles (until they explode, of course).

Black Hole Point Defense (Dh): One of the most powerful engineering systems ever built, the Dh system fires micro black holes from their ship-based projector into the space near the ship, seeking to “absorb” incoming missiles and attacking small craft. The Dh fires 15 times (at 8 to hit) before massive overheating shuts the system down, treats fighters as missiles, engages sprint-mode missiles at -2, and is command datalink capable. The Dh, when fired, can cause up to 2 points of damage out to range 5 if used offensively (similar to Dk series weapons), is not capable of accepting modifications, and Cpu/PhR doesn’t help. After ten minutes a Dh can fire again. Size 3 hull spaces, cost 300, dev cost 50,000. Thanks Kencyr and Phoenix for the ideas. Hre’Daak technology.

Drone Fighters, First Generation (Fr1): First developed by the Pan-Sentient Union, drone fighters were a real breakthrough as advances in sensors, communications, imaging, and artificial intelligence allowed pilotless small craft to do everything a manned craft could, at a fraction of the cost and without risking pilots' lives. The Fr1 is a very stealthy platform, reducing detection range by 50%. The brilliant PSU engineering skills allow the Fr1 to move at speed 14 and carry four internal fighter weapons. These fighters are not manned, are allowed to be carried by non-carriers, and can be used as a CSP to defend other vessels. Low cost was a necessity because of the high threat environment limits to survivability of fighters. Drone fighters have a remarkable turn mode (zero!) and three Fr1 can be carried per V. To fit three Fr1 into a single V, the drone fighter is unable mount external ordinance. Robot fighters have a final, lethal use as well: they can ram, inflicting terrible damage (15 pts each). They are also highly maneuverable (-2 to be struck) and can carry four fXO worth of weapons. Cost 80MCr, dev cost is 30,000.

Fold Space Power Transmitter (FST): A remarkable design, FST sends power out to AAB and Battlepods, and other automated weapons systems, to an incredible range: 150 tactical hexes. The FSP Transmitter itself is 10hs and it can power an limited number of small craft (8 battlepods or 25 AAB/drones) but it can support unlimited weaponry. The FST system receives all it’s power from a Core Tap. Hull spaces: 10, cost: 800, development cost: 100,000. Hre’Daak technology.

Gigaton Warheads (-GT): Perhaps one of the most deadly weapons ever invented, Gigaton Warheads are just that, devastating missile warheads with antimatter yields in the 1,000-10,000 megaton range. Their use against planetary targets is hideous in the extreme, with all navies abandoning the practice after the Armageddon War ended. First seen in the Battle of Kline Station, the TFN faced the first of three mammoth Hre’Daak assimilation vessels that rampaged across Federation space, annihilating any and all Terran warships in their path using these deadly warheads. Gigaton warheads are especially disruptive because they can be mounted on nearly any missile, with standard and close assault missiles having a low range yield, 1,000 megatons, and capital and bombardment missiles in the higher range. A 1,000 megaton warhead only has to be detonated near a warship to cause critical damage (notice the complete abandonment of all warships smaller than destroyers during the Hre’Daak conflict), with capital missiles carrying a 5,000 megaton warhead, and a HBM carrying 10,000 megatons. With the development of the Light Bombardment Missile (LBM, 5,000 megatons) and the Medium Bombardment Missile (MBM, 8,000 megatons), the TFN was able to effectively fight back against the relentless onslaught of the Hre’Daak, which unfortunately left Terra a radioactive ball. Development costs is 70,000. Hre’Daak technology. Price varies according to missile:

TYPE              DAMAGE      COST

SM/BM           30                    400

CM                  60                    600

LBM                90                    800
MBM               120                  1,000
HBM               150                  1,400

Protomatter Warheads (-o): The development of this ultra-destructive missile warhead was first done by the Hre’Daak, who used them extensively in their conflict with the Pan-Sentient Union, who despised their use especially when used against populated planets. Wrapped around a core of highly unstable ‘pre-matter’ (which was only normally found at the birth of a universe) the protomatter warhead has more destructive power than any other missile warhead ever built (x12 damage!). Specialized material plants, which are phenomenally expensive, must be built to manufacture this warhead type. Missile cost is x200 to use protomatter warheads. These warheads cannot be mounted on ASBM or any generation of Bombardment Missile as their warheads are too small for these massive missiles. 80,000 to develop. Hre’Daak technology.

Plasma Energy Core, Advanced (Pec2): A massive plasma reactor that is five hull spaces in size, the Pec2 in vital in powering matter transmitters, stealth fields, as well as the space-warping hyper engines. When it is damaged, the Pec2 explodes, doing 300 points of damage, more than enough to destroy any warship. Cost 300, dev cost 40,000.

Planetbuster (PB): The first generation of "Battlemissiles", the PB warhead is a massive antimatter/protomatter core. A Planetbuster instantly hyper accelerates a planets' internal reactions, creating a massive overloading pressure from the inside out. Although most planets do not have much molten material, the core of this weapon massively amplifies it by drawing in quantum nuclear reactions into the planets' core as well, creating a devastating overload. Planetbusters can be targeted against any T or ST body, or any planet excluding Gas Giants.  Moons of any type remaining cannot be targeted as they do not have sufficient reaction material to sustain the chain reaction. Cost 2,000MCr, size 200csp, dev cost 100,000. Hre’Daak technology.

Pod Bay (PBay): A large engineering system, the Pod Bay is used for storing pods and other battle weapons directly inside a warship. Pod Bays are very much like a large hangar bay. All pods are automated weapons but each needs a human or android controller to operate efficiently. Typical Pod Bays hold 6 Heavy Battle Pods, 3 Targeting Pods, and 6 Anti-Drive Pods. Size is fifteen hull spaces, cost is 35, dev cost is 15,000.

TL18

Anti-Technic Field (ATF): One of the most interesting and deadly tech items that the Hre’Daak fielded in the Armageddon War, the ATF generates a highly disruptive anti-electronic field around a warship. All missiles, no matter what generation, are -5 to hit. The ATF is like a EMP field and fighters cannot cross it without losing all power (no salvage). The ATF extends out to 10 hexes from a warship and is 8 hull spaces in size. ATF costs 300MCr each, dev cost 70,000. Hre’Daak technology.

Anti-Drive Battlepod (ADP): A very large and highly destructive weapon, a Anti-Drive Battlepod is similar to a ADM missile except this weapon (when it strikes the target) instantly burns out all drives and engine rooms onboard a ship (automatic, no save). The attack is considered a ramming attack for evading purposes (no opportunity fire, sorry) and the range is quite long (capital missile range). A phased weapon, ADP cannot usually be targeted or fired upon by physical weapons (depending on what generation phase field is used),and generally only phased weaponry effects them. Fortunately these weapons are very expensive and large and most capital ships only carry a few. Cost 350, csp 30, dev cost 60,000.

Computer Virus Warhead (-vw): A computer attack inserted into a warship's network by missile penetration, a highly prolific "virus" attacks all electronic devices, inflicting serious internal confusion. It takes down a ship's ECM (first turn), then its main computer system (second turn), and finally all point defense systems (third turn). Cost +15,  dev cost 40,000, TL18.

Drone Bay (DBay): A small bay designed to hold and fire multipurpose drones. The csp is the cargo size of drones that can be stored within a Drone Bay, ready for launch. Level is the highest level of drone that the Bay can control without needing its communications systems getting an upgrade.  Dev cost is 5,000 each.

Code       HS          Cost        HTL       Csp         Level

DBay1     2             30           2             70           3

DBay2     2             45           5             80           4

DBay3     2             60           8             90           5

Gun-Missile Launcher, 4th Generation (Wa4):  A critical missile system crash developed after the discovery of the Hre’Daak Empire, the Wa4 system was refitted into only 20% of PSU warships before the alliance collapsed in the final stages of the Armageddon War. The Wa4 system fires six standard missiles per turn (three salvos not six separate ones) and the use of protomatter warheads enabled the PSU to destroy hundreds of Hre’Daak escort ships in the last days of the war. Size is three hull spaces, 400MCr, 50,000 to develop.

Hetlaser, Fourth Generation (HET4): As interstellar races advanced, the destructiveness of their weaponry reached astonishing proportions, to where a single missile strike or beam weapon hit could literally tear a warship in half. The same destructive power came in the Fourth Generation Hetrodyne Laser built and fielded by the Pan-Sentient Union. A powerful laser weapon, hetlasers had been developed to a point where their fantastically adaptive optics could no longer handle the power load without burning out within seconds of activation, until Vice-Admiral Yang’s development team created the ring laser at Utopia Maria. Normally during combat a standard warship would rotate on its axis to allow all of its standard weaponry to fire, but with the advent of the ring laser that process was no longer needed. With the new HET4, adaptive optics are built in “rings” around the hull, giving the hetlaser a huge advantage in firepower over its stationary predecessors. Laser energy could be expelled anywhere along the laser ring and is constantly shifted to prevent optical burn outs, thus giving the HET3 laser a new level of firepower, and a new designation: HET4. The HET4 is 4 hull spaces in size and costs 180MCr. Dev cost is 45,000. TL18

Multipurpose Drones: See separate paper for more.

Neutronium Cannon (Nu): A rapid-fire cannon system, the Nu is 2 hull spaces in size, fires twice per combat turn, and costs 40MCr. Dev cost =  30,000, TL18.

Neutronium Warhead (-nw): A hypermassive projectile, a nuetronium warhead is fired from a "cannon" and somehow homes in on a enemy ship's drive field, inflicting massive internal damage when it strikes. Being a hypermassive object, this weapon penetrates both shields and armor and does ten points of internal damage. Range is 60 TH, cost +15,  dev cost 45,000, TL18.

Phased Beam Weapon (Pbe): One of the most lethal weapons the Hre'Daak used against the combined PSU fleets, the Pbe incapacitates (makes them all permanently infantile in IQ) personnel on board with one shot, using some sort of "mental energy". Luckily it fires every other turn and appears to be an offshoot of energy beam technology. Pbe are 6 hull spaces, range is 30 TH, and it ignores both shields and armor. Cost is 160, dev cost 85,000, TL18.

Phase Cannon (Pho): A rapid-fire cannon, the Pho fires -ps and is 3hs in size. The Pho fires twice per combat turn. Cost 65, dev cost 35,000, TL18.

Phase Shield Attractor (-ps): A missile-like projectile fired from a  "cannon", this item is completely phased and cannot be damaged, and it attaches itself to the shields of an enemy ship. It drains 25 points of shields per turn, per attractor. Only three of these weapons can attach themselves at one time; more and they begin to negate their influence. Fired from a type of "cannon", the -ps has a range of 60 TH and is a "smart weapon": it would never home in on a ship with more than three -ps attacking it. It also homes in somehow on a ship's drive field, exactly how is still unknown. Size 80csp, cost 85MCr, dev cost 65,000, TL 18. Hre'Daak technology only!

Shield Regeneration, 2nd Generation ($R2): The second generation of this system, the $R2 is two hull spaces in size, costs 350MCr, and can regenerate up to 250 points of shields per turn. The most important fact about $R2 is that they do not burn out when they are used in "burst mode". The computer AI on board most ships is so fast that "surprised" ships can use "burst mode".  Dev cost: 30,000.

Small Craft Bay (BbC): A very large small craft bay, BbC are basically a designer hangar bay. BbC can be any size and holds Battleriders, AAB, and other small craft in the following manner:

(BbCx) where x is the number of HS

(BbC)*x, where x is the number of units

Variable size, BbC are 2MCr per hull spaces each and dev cost is 10,000.

Strategic Bombardment Missiles, Advanced (ASBM):  One of the most destructive missiles ever produced, ASBM have an incredibly long range, which was used to good effect by the invading Hre’Daak until the PSU was able to duplicate the technology. ASBM are fired from Rh3 and are very expensive: 700 per missile. The  ASBM warhead is a high-level gigaton weapon and cannot be swapped out for any other warhead. Add-ons are not allowed for this missile. Dev cost is 100,000. Damage is 150 points per missile (gigaton warhead), csp is 40, range 90 LS. Hre’Daak technology.

Stealth Field (StF): Developed by the dragon-like Rhwhrm race before the J’Rill assimilated them, the Stealth Field was a vast improvement over Stealth Tuners. By suppressing all active emissions and diverting DF radiation back into the StF battery (and to the rear of the ship, detection 5% if you are behind it), the Stealth ”Field” revolutionized warship movement throughout Known Space by lowering tactical detection. StF reduces detection to 60 tactical hexes and have such high power demands that they only operate on warships equipped with the Core Tap system. Being fairly large and expensive, StF is primarily used as capital ship stealth. Eight hull spaces in size and 200% of engine cost. TL18, 30,000 dev. Hre’Daak technology.

Tractor Weapon, Advanced (Trw): A nasty development of the standard tractor beam, the Trw grabs any ship and holds it (regardless of size), plus it inflicts 25 points laser damage to the vessel per combat turn, 25 TH range, 3hs in size. Cost is 65MCr, dev cost is 45,000, TL18.

Variable Focus Beam, 2nd Generation Capital (Fvc2): A critical invention that was fielded before the Second Battle of Galloway's World, the Fvc2 can fire every turn (no "cool down" periods) and fires twice per round. No waiting period is needed to switch between the different operating modes either. Cost is 450, size is 6 hull spaces, dev cost is 60,000.

Vertical Launch System, Medium (VLSb):  A larger and more capable missile launch system, the VLSb was developed by human technicians at the outbreak of the Armageddon War, enabling the PSU to maintain border stability in the face of unstoppable Hre'Daak ships. The VLSb can fire both capital and standard missiles, for a respectable eight turns. The VLSb can fire 12 CM or 18 SM per round and is designed primarily for medium combatants like the battlecruiser. The VLSb is 15hs in size, TL18, cost 100, dev cost: 18,000. Reload in two turns

TL19

Automatic Attack Bits (AAB): AABs are an extremely experimental weapons system utilizing remote fire capabilities, which can be operated from light cruisers or larger vessels. At higher tech levels they are primarily used in the escort role that destroyers and other small ships normally do. AABs are small, highly maneuverable drones, which mount beam weapons and are able to keep up with the starships to which they are linked. AABs are currently limited to energy weapons, they have become a devastating advancement in offensive starship weaponry, especially for smaller ships. Because of limited computer capacity, starships can control only one AAB per every 30 hull spaces (which must remain in the same hex as the ship), and when the ship fires it's weapons at a target, the AABs fire at the same target. AABs cannot fire independently from the ship but at higher tech levels this may become possible. AABs do not mount Q because the grav stresses of AAB maneuvers would kill anyone on board. They can mount armor and just about any other system (GM's discretion) but they must mount at least one engine. AABs have no minus to strike and are -6 to be hit due to their small size and amazing speed. AABs are a maximum of five hull spaces in size, cannot survive warp point transit, and are an automated weapon. If a ship using AABs is destroyed, any surviving AABs will immediately seek to join the nearest friendly ship. If the closest ship already has a maximum number of AABs working with it, the 'free' AAB will scan for additional ships within fifteen hexes to join. If the 'free' AAB cannot find a ship to join they shut down their engines, lock down their computer brains, and await retrieval. AABs only search one round before they shut down. AABs will automatically self-destruct if other races try to recover it only after their command ship has been destroyed. AABs cannot survive WP transit unaided but must go thru attached to their companion ship.  AABs also have the ability to fire to the rear. The controlling player must tell the SM at the beginning of the movement which way his AABs are facing. AABs can fire only every other round. AABs cost six MCr per hull space and can be fielded with any of the following weapons:

           Fvc2
           Pc3
           Het4
           Any plasma gun
           Any other laser weapon

   AABs land on the surface of their companion ship, one AAB docking for every ten hull spaces of mother ship. All weapons used are full range and full power. Since AABs ride on the outside of the hull, then they take up space that is normally reserved for XO, XOg, and @ rack capacity. Any HS used for AAB cannot be from @ racks, or be used for XO, XOg, or any other type of external rack system. AABs are atmospheric-capable. Dev cost: 70,000. Hre’Daak technology.

Armorplast, Improved (Ab3): Developed by the inventive Gaium race, armorplast is a sprayed-on armor, added to the outside of a warships hull. For every 10 hull spaces, five points of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL19 and costs 9MCr per point of armor. Dev is 25,000.

Anti-Drive Cannon (AdC): A powerful short ranged beam weapon, the Anti-Drive Cannon was a rude shock to the PSU Navy, who lost dozens of capital ships before they learned to counter this decisive weapon. An AD Cannon destroys an engine room, including all engines (no repairing), one room per shot per cannon. AdC fire every other round and has half a ADM's range. Three hull spaces in size, 65MCr each, dev cost 50,000.

Battleriders (brr): One of the most unique, and powerful, small craft ever built, Battleriders are much larger than traditional small craft (20bbp) and are used as an escort to much larger warships, like Terran Battlemoons. Using Battleriders instead of small destroyer-sized warships has its advantages, first of all the turn mode, which is zero for a Battlerider. These small craft can also sneak through a warp point and return much like pinnances, with the same timing and ability to scan as those small craft. Battleriders are also destructive anti-fighter platforms as well as powerful anti-mine warfare craft. Battleriders have armor and shields which equate to a standard -8 to be hit, can use evasive maneuvers, cost 200MCr each, and have either a plasma gun (3rd gen) or a quark cannon on board. Dev cost: 45,000. Battleriders dock on the outside of a warship. Hre’Daak technology.

Battlescreens, Improved (Sc1): Battlescreens are a highly restricted technology that was developed by the Hre’Daak  in its conflicts with the PSU. These are a ‘hard screen technology’ are five hull spaces in size. Once overwhelmed, it stays down for 20 tactical turns, and all must be overwhelmed at once if multiple screens are being used. The difference between a ‘hard screen’ and regular shields is screens must be overwhelmed in one salvo (per ship not per turn, datalinking not included either), or it does no damage. While ships traditionally datalinked are able to "pool" their fire, the battlescreen system is able to reset and strengthen its field before additional fire from "helping" units arrives. Also, when a ‘hard screen’ is ‘up’, a ship cannot launch or recover fighters, bombers, or other small craft. Cost is 200, spaces 5, dev cost 50,000. Hre’Daak technology.

Command Center, Advanced (C41): The largest computer system ever devised for a ship, the C4I system or "BattleComp" for short  functions as Zc/Z, and  the CIC system.  The C4I system helps point defense and functions as  Lc and CyberSynth (+5 to hit all mines, +5 vs plasma guns, +4 vs all missile types except bombardment missiles and ASBM, and +50% to all commo rolls. ASBM and Bombardment Missiles are typically outsize the communication range of the C4I system). Size, 5 hull spaces, cost 200, dev cost 40,000.

Damage Control Network (DCN): An inventive system, the DCN has literally trillions of damage control nanites running, seeking to repair any damage a ship racks up in combat. DCN can repair any one system in three combat turns! The DCN cannot build systems, it can only repair them, at full cost from a ship's cargo hold. The nanites can only be used when the DF is down (radiation will kill them as well), and must have 3 turns of no nuclear attacks in order to repair the system. If any nuclear attacks succeed against the ship, the time is reset and the three turns must be started all over again. Cost 150, 2 hull spaces in size, dev cost: 50,000.  Hre’Daak technology.

Drone Fighter, Second Generation (Fr2): In light of the high-threat environment, drone fighters were developed to combat fearful attrition rates of fighters. The Fr2 is a very stealthy platform, reducing detection range by 80%. Fr2 can be piloted by onboard AI but are most effective with a human or android remote-piloting it using FTL datalinks. The Fr2 travels at speed 16, costs 100MCr each, and can jam six fighters into each launch bay (V). Fr2 can carry 6 fXO worth of weapons (internal only). Ramming damage is 35 points. Dev cost: 40,000.

Quark Cannon (Qb): A nasty short ranged weapon developed by the Hre’Daak, quark weaponry is a range eighteen beam weapon, using beam to-hit table. Does three points of damage, two of which skips shields and hits armor and the other does internal damage (1d10 systems deep). Qc can also target small craft efficiently (+3 to laser to hit chart). Size is two hull spaces, cost 70. An unusual weapon that fires accelerated “energetic” quarks, it makes a worthy alternative to lasers or force beams at any but point blank range. Dev cost: 25,000. Hre’Daak technology.

Quantum Armor, First Generation (Aq): A growing understanding of quantum mechanics and applicable physics allowed a tremendous breakthrough at Kline Station in the field of armor defenses. Quantum armor is so dense that it is literally the toughest man made material in the galaxy. Quantum armor is effective against laser weaponry as laser armor is and it’s impervious to energy beams. Ten points of armor per hull space, 14MCr each, dev cost 60,000. Hre’Daak technology.

Proton Torpedo Warheads (-pt): A hybrid beam/missile system developed and used by the alien Dionii race, proton torpedoes are a devastating rapid-fire system (varies per launcher per combat phase) that has a shorter range than standard missiles. Pt cannot be shot down by point defense as they are a type of beam weapon (it’s a missile that fires a beam weapon when it closes to 12 tac hexes), with homing capabilities like a missile. Pt are a ball of energy, not a missile (ie there is no missile housing or warhead or modifiers). Each proton torpedo does twelve points of damage and their launchers can be micronized to fit on board Heavy Combat Pods. They are fired from SM launchers, but use SM launcher rates when doing so. Cost is 10 per torpedo, dev cost is 30,000. Hre’Daak technology.

TL20

Autoloader (Au): Is 2 hs in size and must be mounted between the VLS and a Mg. Autoloader reloads 36 csp per turn (or if committed to a 2 turn reloading cycle 75 csp in 2 turns;  this is to help loading RD, Mines and DSB etc.). The VLS system cannot be used during reloading. Non-autoreloading rate is 36 csp every 5 turns (or 75 csp in 10 turns), also while the VLS does not fire. 25 MCr.  Dev cost is 5,000

Globular Shields (GS*): A most unique weapons system, Globular Shields were used by the Hre’Daak during the Armageddon War with the Pan-Sentient Union, a conflict that cost the PSU billions of lives and the destruction of Terra itself. A highly unstable energy field, only a ship's AI can adjust the shields hundreds of times per second to keep the whole thing stable. Globular shields work in the following way: for each point in the code, fifty points are generated. The difference between a Globular Shields and regular shields is GS must be overwhelmed in one salvo, or the enemy’s fire does no damage. When the first fifty points go down, they begin regenerating, all fifty points come back up within 5 tactical turns. $R2 can be used to instantly regenerate the shields to full power as well. The GS system cannot stop primary beam fire, but negates all such fire to half damage. Cost 250 per code point (at TL20 there are five points available, up to 250 points of shields), size is 8 hull spaces for the main generator, dev cost 80,000.  Hre’Daak technology.

Hyper Engines (Ihi): A Terran physicist (one Miguel Alcubierre of Mexico City) in 1998 theorized that a "modification of space time in a way that allows a space ship to travel at an arbitrarily large speed" (ie warp drive) would be possible, but Dr Alcubierre was laughed off the Mexico City campus and he retired to England to continue his work. Although the TFN never followed up on this technology, the Hre’Daak did, with lethal results. These "hyper engines" create a devastating warp in time and space, large enough to propel a warship forward, adding +3 to movement (including strategic). Using an unimaginable amount of power to bend space, hyper engines warp local space, creating new space to the rear of the moving volume (like an expanding universe), and existing space is continuously being annihilated (like a collapsing universe to a Big Crunch) in front of the moving volume. Thus, a ship within the volume of the warp (and the volume itself) is pushed forward by the expansion of space at its rear and the contraction of space in front. Because a ship at the center of the moving volume is at rest to locally flat space, there is no relativistic mass increase or dilation effects. When a ship equipped with a hyperdrive is accelerating, it travels on a free-fall geodesic (no acceleration g-forces for the crew). This fearsome drive destroys all matter in its path, creating a  powerful, fast moving, and unstoppable weapon. The Hre’Daak used this lethal technology and destroyed hundreds of PSU warships with it during the Armageddon War. Hyper engines negate primary beam fire when in use (a rude shock for PSU naval personnel) and destroys everything in the TH that it passes through (no save). Hyper engines are 5 hull spaces in size and one is needed per every 100 hull spaces of ship. Cost: 180 each, dev cost 45,000. Hyper engines are 5 hull spaces in size and one is needed per every 100 hull spaces of ship. Cost: 180 each, dev cost 45,000. Hre’Daak technology.

Hyper-L Missile Launcher (HLM): Launched from planets, asteroid fortresses, or moon-based PDCs, and very large warships only, Hyper-L missiles become the front line of planetary defense and warship combat at TL 20. D series defensive weapons are totally unable to stop Hyper-L missiles from reaching their target, mainly because the hyper missile skips in and out of normal space on its’ way to its’ target. Hyper-L missiles do five points of damage normally but antimatter warheads may be fitted for more damage; a gigaton warhead-equipped hyper missile does 150 points of damage. Each launcher is very expensive, 500MCr per launcher. Hyper-L missile launchers are extremely large and due to the necessity of creating a stable hyper field inside a vessels hull. Also, on a planet the launcher must rapidly evacuate the air from the firing chamber before launch, adding to cost and complexity. Because of the size of the launcher, each takes up 15 hull spaces; one launcher per every 50hs (massive bracing needed). 30 hex range. 80000 to develop. TL20.

Hyper Missiles (HM): Fired from Hyper-L Launchers only, Hyper Missiles cost 20 MCr each, take up 30csp, and cost 20,000 to develop. Each HM does five points of damage; add-ons are allowed. A gigaton warhead-equipped HM costs 150MCr each. TL20.

Multiphasic Sensors (Xz): A highly interesting sensor system, multiphasic sensors can scan both the physical universe and phased space. Xz has two primary modes, active and passive, and is also considered Mi as well (Xr is passive, Mi is active) and has the range of a Small populated planet. Cost 350, size 10, dev cost 40,000. Hre’Daak technology.

Nova Bomb (NvB): A large anti-solar system weapon, Nova Bombs are the first true star destroyers developed by the Hre’Daak, a truly horrible weapon that was deployed against thirteen PSU systems before the Armageddon War ended. They have been used extensively in the Hre’Daak conflicts with other races , with only ten weapons needed to sterilize an entire system. Nova Bombs are only used to destabilize stars, but the following “nova” sterilizes all planets within a system. These weapons make a star unstable for 12 hours, during which it throws off large amounts of radiation and stellar material; a truly devastating weapon system. Warp points leading into an effected systems are unable to be used for a standard month afterwards. These are antimatter weapons in the gigatons, and cost 1,000MCr each. Dev cost: 125,000. Hre’Daak technology.

Phase Torpedoes (PTorp):  The ultimate weapon, Phase Torpedoes are one of the few megaweapons that the Hre’Daak used effectively against the entire Pan-Sentient Union, having the firepower to destroy an entire moon (or a Type I planet). Most moons and some small planets have a small metallic core, which the Phased Torpedo is able to destabilize. Quantum tunneling forces gargantuan pressures to build up, to an massive explosion within a few seconds after detonation. If a phase torpedo is damaged inside its launch bay, any ship, no matter what the size, is instantly destroyed.  Cost is 3,000 each, 150csp, dev cost 120,000. Hre’Daak technology.

Quantum Armor, Second Generation (Aq2):  The mastery of quantum mechanics and quantum physics allowed a tremendous breakthrough at Kline Station in the field of armor defenses. Quantum armor is so dense that it is literally the toughest man made material in the galaxy. Quantum armor is effective against laser weaponry as laser armor is. Twelve points of armor per hull space, 18MCr each, dev cost 80,000. Hre’Daak technology.

Torpedo Bay (TBay): A specialized weapons bay that is able to hold three phased torpedoes, this item is 2 hull spaces in size, costs 100MCr, and is 5,000 to develop. Rate of fire is one torpedo per combat turn, reloading takes 30 minutes and the DF must be shut down to do so.

Very Large Vertical Launch System (VLSc): During the devastating Armageddon War between the Pan-Sentient Union and the Hre'Daak, senior human Admirals pressed for the development of a more capable missile launcher, and BuWeaps responded with the Vertical Launch System. Basically a large missile magazine, the VLS system can fire a large number of missiles rapidly, and reloading is relatively fast (two turns) using the Autoloader or 10 turns without one!  However, a single hit on this system disables the VLS, until repairs are effected. TL20 system. 20 hs in size, 250 MCr, 20,000 to develop. VLS-equipped ships cannot mount XO Racks, the launch cells would be blocked by the Racks.  Also, the VLS system can only be located immediately after armor and datalink. NOTE: While the VLS is a 20 hull space system, it does not ‘fill’ 20 hull spaces on the control sheet, and is only counted as 3hs when targeted by primaries. Due to limited fire control, the VLS has the following targeting restrictions:

Fire every turn:

SM      32
CM      24
SBM    24
CAM   24
ADM   18
CD       12
AFM    36
AFMc  24
RD1     6
RD2     12
Mines   10
DSB     10

   The VLS can be modified to carry CDs, AFMs, EDMs, RDs, or mines. The VLS system can (either/or)carry the following number of missiles:

            SM      196
CM      148
SBM    140
CAM   132
ADM   124
CD       112
AFM    196
AFMc  148
RD1     42
RD2     64
Mines   30
DSB     30

   Targeting restrictions: you cannot shoot at more than the number of ships/small craft as your current TL.

Void Shields (Sv*): Based on quantum manipulation of energy states, Void shield generators are very powerful defensive systems which negate 50% of all beam weaponry fired at it. Sv* costs 180 MCr per generation; one generation is available every other tech level. Void shields can be powered while other shields systems are online, including Globular Shields and standard shield systems. For each new generation there is a 10% increase in beam negation. Development costs 50,000 MCr. TL20.

MEGAWEAPONRY

   A unique and ultimately powerful form of destruction, megaweapons are a new and fundamentally different class of weapon, one that has had major repercussions all across the Grand Alliance. The destruction of many worlds and the heavy loss of life by their use has sparked a raging debate within the remains of the Grand Alliance, one in which the use of these deadly weapons is both vilified (the Orion Cantons) or promoted (the New Human League). The ability to destroy a small moon, entire planet, or whole solar system with just a few weapons has long-term moral implications, however, some Grand Alliance members have gone forward with deployment of these weapons, mainly in an effort to hold back any future Hre’Daak incursion.

   The final five human states that were born out of the ashes of the destruction of Terra and the remains of the Armageddon War (the Reformation Group, New Human League, Rim Federation, Terran Republic, and the Frontier Alliance Worlds) have all coordinated investigation and development of this weaponry even thought they are fundamentally at odds in many different areas. The fact that the Terran Region of the former and much hated Pan-Sentient Union was attacked and brutally devastated by the Hre’Daak before their violent wave of annihilation could be stopped is the primary motivation of this cooperation, and fear of their imminent return. It is technically illegal for individual planetary systems to possess megaweapons according to the Treaty of Balthasar's World, and for reference the class of megaweapons are listed below:

Planetbusters

Gigaton Warheads

Nova Bombs

Phase Torpedoes