NEW MISSILE POD RULES

This set of rules is based upon observations and concepts about missile pods and missile pods systems.

All these rules are optional, and are based upon the multitude of comments and suggestions of various people. Thanks to everyone (too many to count) that have made suggestions and comments on missile pods.

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 carries too many pods.

FIRST  GENERATION  STANDARD  MISSILE  POD(MpS1)

(TL 8, 15 cost, 15,000 development cost, no spaces/20 csp)

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 shippods are counted as a single salvo with internal launchers and each MpS1 holds six SM missiles.

Missile pods of all types cannot 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).

FIRST GENERATION CAPITAL MISSILE POD(MpC1)

(TL 8, 20 cost, 20 csp, 15,000 development)

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.

SECOND GENERATION STANDARD MISSILE POD(MpS2)

(TL 10, 20 cost, 30 csp, 20,000 development cost)

The second generation standard missile pod (MpS2) mounts ten SM2 missiles, and carries them like the MpS1. Each pod adds +1% to all detection rolls for ?3.

SECOND GENERATION CAPITAL MISSILE PODS(MpC2)

(TL 10, 25 cost, 30 csp, 20,000 development)

The second generation capital missile pod can carry five CM missiles, and is treated in all respects like the MpS2. This advanced pod only counts ˝ against weapons slots (ie a ship with 10 plasma guns can

control/fire twenty pods).

FIRST GENERATION STRATEGIC MISSILE POD(MpSBM1)

(TL 10, 30 cost, 20 csp, 20,000 development cost)

The First Generation Strategic Missile Pod (MpSBM1) carries four SBM missiles and is treated like any first generation missile pod in all respects. This advanced pod only counts ˝ against weapons lots (ie a ship with 10 plasma guns can control/fire twenty pods).

MISSILE POD DISPENSER(MpD)

(TL 8, 10 cost, 1 space, 10,000 development cost, holds 8 pods)

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.