PACT TECH DESCRIPTIONS
Megahabitats(Mega): Building these orbital space colonies increases a planets’ IU by an additional 25% over standard IU. For every 105 HS of megahabitats built, 20 IU is added to a planets’ economy. These space stations must have a minimum size of 105 HS. NO maintenance, Ind2. Megahabitats must have the minimum of the following:
· S: must have one to protect civilians from solar radiation,
· A: must have one to protect from meteorites etc,
· BbL: must have at least one per Qc
· Qc: x2
· H: must have at least one
· CHS: need one of some generation(not CHSm though)
Quarters, City(Qc): A self-contained living environment. 40 hs, cost 80Mcr, Ind2. Ships may have these installed but are classified as colony ships only. Must have 2 per Megahabitat, 1,000 dev. Using two per 1,000 hs lowers maint by 1% per SS. One Qf/Qc can support 500hs, no need for Q/Lh.
Quarters, Farming(Qf): Same cost and size as Qc. Must have 2 per AgriStn.
Screen, Basic (Si): An active shield that is an ACTIVE defense(activates as D). Any hit eligible to being stopped by shields can be blocked by the Si on a roll to hit of 5 or less. Each grade above or below average gets a + or - depending on experience(experience percentages: Poor 30%, Green 40%, Average 50%, Crack 60%, Elite 70%.). This system only works for three turns(not necessarily consecutive), then burns out and does not work when shields are up. Designed as a low-tech defense, only one may be mounted per ship(the fields react violently with one another: both generators instantly burn out. Lasers and primaries still can shoot through it. This system must be placed before the first engine room. Ind2. Two hull spaces in size. 50MCr, 3,000 to develop.
Hospital System(HOSP): The hospital system was developed by the Pact of Humanity primarily for relief of planets that have been recently bombarded. For every (HOSP) system that arrives within two months of a planetary bombardment, ten EVM points of damage can be relieved, up to a maximum of 25% of the damage inflicted on the local population. Also, after each space battle, calculate the number of survivors as usual, but also keep track of the dead. When finished, halve the dead; these are the injured that would die without prompt medical care that (HOSP) can save and each (HOSP) can save 200 of these. If they're aren't enough (HOSP) to go around, too bad). Cost 100, TL1, ten hull spaces, dev cost is 1,000.
Naval Academy(NAcad): The development of the Draka Naval Academy helped them defeat the Arachnid Omnivoracity, which threatened to overrun the entire Ilelish Sector. Limit one per Sector(each sector = 15 inhabited planets). Effect: allows crew's grade to start at 1 grade higher(average grade) than normal and shakedown cruises are ˝ time for the world where the academy is located. This system is 65hs in size, has it's own Q and Lh, as well as trainers and student and faculty housing. It also has training bays(12 V or appropriate fighter bays) and a small flight deck as well(for small craft training) of 6 hull spaces in size. If located in a SS then no maintenance(I like to put mine in 105hs SS to confuse raiders that it is a AgriStn or MegaHab) or if on the surface then in a PDC. Requires one Crack admiral to operate(he is taken out of circulation permanently). The good news is that if the planet where the Academy is located comes under attack the faculty is moved by the CFN out of harms way. A replacement Academy is ˝ the initial cost AND requires 5 turns to become operational. Cost: 5,000. Dev cost: 5,000. Tech level one.
Science Station: The robust ecomony of the Binars allowed the development of many unique technologies, not the least of which was the Science Station. The ability of this construct to assist R&D became widely understood throughout Known Space, and was adopted by many races. Max 1 per world, needs a Medium pop to 'work'
Size: 100hs
Code: SciStn
Cost: 5,000
Benefit: Adds a +3 to die rolls
for the project assigned to thatSciStn. One project per station.
A SciSta
is built and maintained like an orbital SS and costs 10,000 to develop. Thanx
Todd Kes
Shuttle, Heavy Cargo (hst): The heavy cargo shuttle has a cargo capacity of 250csp and a personnel capacity of .25 Q. All other characteristics are as st. The hst is the preferred shuttle aboard CFN cargo freighters. the hst is developed with the st and takes up 2 bbp, cost 20MCr each, and is TL1.
Solar Panel Arrays(SPA): Placed in orbit of a colonized planet, these very large arrays provide an economic bonus of 10%(maximum). Five of these objects must be built to achieve the bonus. Each costs 1000 MCr and are 100 hull spaces in size. Solar panel arrays may be built by multiple shipyards at the same time. TL1. 500 to develop. No maintainance must be paid for them!
Armory(Mor): The armory onboard a vessel, the Morgue is the location of the ships battle and power armor, as well as the Marines’ heavy weaponry. One needed for every 50 hull spaces, size is ˝ hs, 10MCr cost, +4 to combat on a ship, TL2, 1,000 dev.
Bomb Bay One(BB1): The Bomb Bay enables a ship to bombard a planet from orbit. Using nuclear weapons, this weapon system can be used in conjunction with Drop Commandos to target specific weapons systems on a planet, as well as space ports, Tokamak Reactors, and other planetary defenses. The bombs can only be dropped from orbit. Holds 100 bombs, costs 10MCr, 2,000 dev, TL2
Carrier Bases(BSVx): While most races were able to utilize small fighter craft, many high-grav races were not able to use them and the Carrier Base was invented to take the place of carrier warships. These Bases are able to deploy LACs and other small craft, as wella s fighters. A static platform, BSV's were mostly seen at warp points, defending important systems from attack. The BSV's pay normal prices for fighter systems, and triple costs for offensive systems(because they were not built/formed for them).
TYPE SIZE TL COST DEV
BSV0 N/A 0 0 1,000
BSV1 15-25 2 4.5 2,000
BSV2 26-50 4 5 3,000
BSV3 51-85 6 5.5 4,000
BSV4 86-120 7 6 5,000
BSV5 121-180 8 7.5 6,000
BSV6 181-250 9 9 7,000
BSV7 251-375 10 10 8,000
Lifepod Ejection System(LiF): Developed by the Chonogua, the LiF is 1/3 hs per 50 hs of ship or base. This system increases % of crew recovered-which in turn makes grade loss less. 10MCr per LiF, 2,000 dev, TL2. 1 LiF per 50hs for 60%, 3 LiF per 50hs for 70%, and 6 LiF per 50hs for 80%(max).
Magazine, Mini(Mgm): 1/2 Hs, 8MCr, 80 stowage points, 1,200 dev
Shuttle, Boarding (bst): Treat as st. May board ships with shields down if it makes a successful ram attempt. Must declare as boarding attempt before any role is made. If successful, the shuttle will be destroyed but BP delivered(ram does no damage). Failure and the shuttle is destroyed with no effect to target. 3 bbp, 30MCr, and 5,000 to develop.
Active Response System(ArT): A small engineering system developed by the Sime/Gen New Union after their encounter with the vicious Goog race, the ArT is a computer program and very small reaction thruster system. This system allows a vessel mounting it to dodge ramming warships.They are 1/3 hull space per 50hs of ship. Each ArT costs 15MCr and is 3,000 to develop. -1 for one ArT, -2 for 3 ArT, -3 for 6 ArT(max). TL3
Cargo Racks, External(XOc): Used to store cargo externally, primarily outsized military items like tanks and IFVs. Each XOc can hold up to 1,500 csp in “cargo pods” which are attached and retrieved by specially built “cargo cutters”. These cargo cutters are a small craft that can land the cargo pod on a planetary surface while under fire. Cost is 5MCr per rack and 5 per pod, dev cost is as per XO and 800 for the cargo pod shell. TL3.
Civilian Repair Slip(CRS): Civilian Repair Slips(CRS)
are spacestations which have any number of MS installed. Once turned over to the
civilians (who run it, not you), you pay no maintenance. No offensive weaponry
may be mounted in these SS. The major benefit of a CRS is they can repair damaged
vessels at half the price (hull, engines, and armor only) a normal shipyard can
(government bureaucracy being what it is). Cost is 30, size is 15, dev cost is
1,500.
Cutter, Cargo(cf): A one-man cargo handling craft designed to off-load a ship’s external racks that are loaded with cargo. The cf is one bbp in size and is not warp capable. A cf can remove one 500csp pod from a XOc and transport it to another location at speed two. With two fXO racks, the cf can mount ECM or chaff to decrease its vulnerability to be hit. Cost is 20MCr, dev cost 1,800. TL3.
Flight Deck(FD*): A pre-V system, a flight deck must be mounted right after the armor and datalink. Once half the FD hull spaces are damaged(destroying 2 fighters per hit if the deck is full) the deck is disabled. Re-arming takes 6 turns and a Magazine(Mg) must be mounted right after the FD to hold fighter ordinance. Cost is 10MCr per fighter held, capacity is 2 fighters per hull space, and can launch 6 fighters per turn. The size of a Flight Deck is recorded as (FD10), meaning the FD is 10 hull spaces(can be more or less) is size. A TL 3 system. 1000 to develop. When built on non-carrier hulls, FD costs three times as much! NOTE: With a Vl and Flight Deck, turnaround time is halved(3 turns vs 6). For every 12 Vl/Vh systems, you need 3 hull spaces worth of FD. These are a 'return landing deck' for fighters and bombers that enables them to have a quicker turn around time. Vh are still used, as a storage space and pre-launch hangar for the fighter. You cannot launch fighters or bombers from this type of FD. This type of FD is noted as *FD*.
Fighter, Prototype(F0): as in normal Game, but TL3
Interceptor Warheads(-d): A warhead fired from missiles that can be fired from XO racks or internal launchers in response to incoming missile volleys(use of the launcher counts as firing it for the turn). The interceptor closes on an incoming swarm of missiles whereupon it detonates, spewing point defense missiles. Depending on the size of the warhead(SM/CM/HBM), the warhead adds 2(SM), 4(CM), or 6(HBM) point defense shots as a "D". It can be used to defend datalinked partners, but only those in the same hex. The 2nd generation can defend friendly ships in the same hex and datalinked partners at range 1, and the 3rd generation can defend datalinked partners up to three TH away and friendlies at range one.
CODE COST DEV TL
SM-d 2 4,000 3
Autocannon, First Generation (Ak1): A basic anti-fighter defensive weapon, Ak1 rapidly fires depleted uranium rounds at attacking fighters. Ak of any generation cannot shoot down missiles(sorry). Each takes up 1 hull spaces, costs 20MCr each, and has the following to-hit chart: 3 2 1(two shots). 2000 to develop.
Bomb Bay Two(BB2): This system holds 100 rockets, which can be fired up to three tacHexes away from a planet. 1 hull space, 15MCr, TL4, 2,000 dev.
Courier Drones, Planetary(cdp): The massive invasion of the Argus Republic by the Goog Abhorrence saw the fielding of the Planetary Courier Drone. Wiped out in swaths, the Argus fleet was unable to maintain communications with all parts of the empire and the early destruction of the ICN net within Argus space at the beginning of the invasion only worsened it’s communication gaps. Each cdp has a speed of 16(5.67 days and 2 StMP) and are PDC based only. They also have improved anti-tampering(0% chance rather than 2% for traditional CD). They are paid through the missile fund(4MC each). One hull space in size in PDC, 2,000 to develop, TL4.
Enhanced Missile ECM(-q): Developed by the Binarian Collective during their devastating war with the alien Goog Abhorrence, this software upgrade is an evasive missile program(-1 to hit). +25% to missile price. 2,000MCr to develop.
Missile Launcher, Advanced(Ra): Crash developed by the Binars during their war with the Goog Hive, the Ra fires twice per turn, is three hull spaces in size, and costs 30MCr. Costs 6,000MCr to develop.
Quarters, Marine(Qm): Development of the boarding shuttle by the Arachnids came as a rude shock to the Three Powers, who found their marine contingents on board their warships totally inadequate to fight hand-to-hand with the voracious ‘Bugs’. As a result, the Chonoguans developed Marine Quarters, better known as ‘Marine Country’. Qm holds 35 personnel points(due to ‘hot bunking’) and has it’s own life support system. Unless otherwise noted, only Marines can be quartered in Qm. ˝ hull space, 15 MCr each, TL4. Dev 1,000
Shuttles, Drop(std): The massive Goog conflict, which involved several major powers including the Inheiritors of the Last Command, the Corillian Confederation, and the Argus Republic, was widespread and devastating for all sides. This conflict demanded the development of many new technological systems, thus the Drop Shuttle was invented. Drop shuttles have double the drop troop capacity of a assault shuttle and cost 40MCr to build. Dev cost: 2,000, TL 4. All other stats as ast. (Available to all players).
Science Sensors, Small (Xm): 1/2 Hs, Normal range of X, costs 25MCr, 3,000 dev
Access Port(a): Necessary to transport troops and material to Troop Landing Pods, these ports can also dock other small craft in an emergency, excluding fighters. One per every 10 hull spaces. Two hull spaces, 5MCr, 300 to develop. TL5
Brilliant Anti-Engine Submunition(-BAT): Invented by the Sime/Gen New Union during their rebellion against the Basmoli race, the -BAT homes in on engine radiation. Does damage directly to engines(room) 20% of the time after being hit. No other damage and no higher damage possible(ie SM-BAT does 1pt of damage as does CM-BAT). No antimatter, etc. The -BAT is x3 missile cost, 7,000 to develop, and TL5.
Computer Core(cpu): Developed by the Sime/Gen New Union during their protracted conflict with the Goog, this system was funded primarily by their Basmoli allies. This system allows the ‘localization’ of ships in deep space by 25%. It also increases the chance for detection of ‘stealth’ ships by 25%(but not ECM3!). 100MCr, 52hs, TL5, 5,000 dev. NOTE: Due to the increase in 'computer programs' for a ship, a new line is to be added in the ship control sheet, directly beneath the summary of weapons, shields, and point defense. Any computer programs developed so far and installed aboard a ship will have a specific code. The Cpu line should look like this: Cpu: @/!/%
Courier Drone Bay(CDB): 1/2 Hs, 5MCr, and each holds 8 CDs, 2000 dev
Cyber-Synth Technology: The developement of true AI systems and the cybernetic integration of humans into a synth net allowed massive increases in defense capabilties. With humans directly linked to the defense systems of a warship, these vessels aquired new, more capable abilties, including enhanced point defense to-hit, damage control and repair, and increased offensive weapon targeting ability.
NAME CODE COST TL DEV NOTE
Cyber Alpha One % 50 5 8,000 A
Cyber Alpha Two " 60 7 9,000 B
Cyber Alpha Three > 70 9 10,000 C
A: +1 to damage control roles and +1 to hit mines(all types).
B: +1 to strike in beam combat and +1 to shoot down plasma gun fire.
C: +1 to all point defense systems and +10% to alien commo roles.
Damage Control Room One(DCC1): One of the most serious aspects of warfare is battle damage, and the Rishatha Imperium came up with a clever way to fix such damage during the Eighth Interregional Conflict, by developing the DCC. One hull space in size, the DCC gives +1 to all damage control roles, TL5, 5,000 to develop. 35MCr each.
Earth Penetrating Warheads(-e): Destruction of the high-value Deep Underground Command Post was critical during the invasion of the militant Horune Empire. Developed by the Imperial Navy, this system allowed the Rish commanders to destroy deeply buried Horune leadership. This system cannot target the much smaller Bunkers, but can target DUEC as well. TL 5, warhead cost is x3. Dev cost: 1,500
Enhanced Targeting(-z): Crash researched by the Binarian Collective in their losing war with the Goog Abhorrence, this is a missile software upgrade(+1 to hit). +25% to missile price. 3,000MCr to develop. -z is cummulative with Hc.
Fighter, First Generation(F1): as in normal Game, but TL5
Fighter Launch Bay(Vb): A limited fighter launch system, Vb may only launch/recover one fighter per tactical turn(may not do both simultaneously). Each Vb is 4 hull spaces in size, costs 40MCr, and can hold 6 fighters. Available at TL5. 2000 to develop.
Forcebeam, Heavy(Fh): Cost 60, 6hs, dev cost: 5,000
Forcebeam, Small(Fs): Cost 36, 3hs, dev cost: 5,000
Forcebeam Spinal Mount(F-SpM): A powerful increase in firepower came from developing this lethal, long-range weapon. Primarily an anti-ship weapon, spinal mounts have a very limited firing arc(fighter arc). Cost is 144, 12 hull spaces, TL5, dev cost = 10,000.
Gas Giant Mining Centers(GGMC): Development of new technologies is never easy but inventiveness was always part of the Oon psyche. When they built their first Gas Giant Mining Center, dozens of races lined up to buy the new technology from them, including the Spidraxian Imperium. Maintenance support is paid before profits are generated. Profit is 10 MCr per month (plus 1 MCr per TL) per GGMC. There are three different sizes of gas giant, regular Gas Giants (1-10 Jupiters), Super Gas Giants (10-80 Jupiters), and Brown Dwarfs (80+ Jupiters). Regular GG can have up to 50 GGMC, SGG can have up to 100 GGMC, and BD can have up to 200. Each GGMC cost 80 MCr and is 8,000 to develop. TL5, 35hs in size, must be built in orbit by shipyards
Holographic Targeting Computer(Hc): This system requires one hull space and costs 60MCr each. It provides +1 to hit any enemy vessel, but only control offensive weapons(ie L, W, Rc, etc not including D, Dk, or Ak). 4000 to develop. Hc is cummulative with -z. Hc can offset the penalties for N against a ?2 equipped ship(ie Hc allows precision targeting against ?2/?3) at 1/3 normal range.With X, Xr, and Hc working in conjunction, there is a chance of bypassing shields(1 in 10) for precision targeting. The combination allows for finding the shields weak point and can focus the beam to punch through lke a primary(sort of like finding the point where fighters exit the carriers' drive field-it must be weaker there or the fighter will hit the wall that can stop a nuke). This is for Needle Beams only.
Laser, Heavy(Lhv): Cost 60, 5 hs, dev: 4,000
Laser Spinal Mount(L-SpM): The first in a generation of weapons, the laser spinal mount took the enigmatic Luren by surprise when the Shern first used them in front line combat nearly 80 years ago. Cost is 108MCr, 12 hull spaces, TL5, dev cost = 8,000.
Laser, Small(Ls): Cost 36, 3hs, dev cost: 4,000
Light Assault Craft(LACs): A smaller version of the Gunboat, a LAC is warp capable, carries 6 fXO racks, has Dx1, is 2 bbp in size, can move at speed 9, and can be carried on a Flight Deck(LAC-carriers!). Each LAC costs 60MCr and takes up 3 fighter points on a Flight Deck. Available at TL5. 5000 to develop. They cannot be placed in boat bays or fighter hangars of any type. All LAC are -2 to be hit. LAC require 2 HS of SY-capacity to construct, and take up 2 HS on SP.
Major differences between LACs and Bombers are:
1)LACs are warp capable,
2)LACs are NOT slowed by external ordinance,
3)LACs can be fired on by IDEW and DSB-L.
NOTE: LACs are detected and identified at ˝ GB range vs all sensors. Also, LACs are 3bbp in size, requires 2 hs of a ship to build, and takes up three times the space of a fighter on a SP. LACs can be targeted by IDEW and DSB-L. *SEE SECONDARY PAPER FOR MORE
Penetrating Rod Warhead(-PR): An advanced kenetic slug with the ability to penetrate most armor, but only sometimes. This warhead does no damage vs a shielded target. Against a target with armor it has a 20% chance of ignoring the armor and scoring 2 points of damage. For each hit roll a d10, if the roll is above a 2 on a d10 the warhead will do one point of damage to the armor. If a 2 or less apply the damage as if the weapon is a primary beam. Thie indicated system and system to its right are destroyed. If the target has no armor, automatically apply 2 points of damage as if the armor had been penetrated. If the roll indicates a system off the control sheet to the right would have been hit the warhead has passed right through the ship doing no significant damage. Large amounts of armor can somewhat block the -PR. The -PR can never penetrate a intact block of:
100+hs of A
50+hs of Ai
34+hs of Ac
16+hs of Ac2
Instead they do their normal 1 point of damage. The Al and Ap have no effect on -PR (i.e they absorb 1 point of damage) though they do not break up an otherwise valid block of armor. This warhead can be mounted on CM, SBM etc but it still does only 1 or 2 points of damage. It cannot be combined with -AM, -AAM, -LT or any other warhead types, though -q, -z, -hk and other electronic modifiers are all valid. This warhead costs three times normal and may not be fired in sprint mode. 2,000 MCr to develop.
Sandcaster, First Generation (Cs1): Due to the incredible damage a Sun Gun can do to a warship, the Basmoli Commonwealth developed the ablative Cs1 system during their war with the militant Kreeghor race. The Sandcaster releases a cloud of ablative sand to block incoming laser fire. The sand cloud is contained and shaped by the drive field of the ship. At two hull spaces, and 45MCr, the Cs was considered a bargain by the Basmoli Clans. When entering combat, this system goes into automatic fire mode, dispensing it’s canisters as quickly as possible. For each Cs on board two points of laser damage is ignored and the next two points is halved. This is per turn, not per volley! Any additional laser damage is applied normally. The dispensers are assumed to have enough ammo for continous firing during any engagement(like D) 2,000 to develop.
Shuttle, Armored (sta): One of the newest shuttles, a armored shuttle is much harder to hit than a standard shuttle(-1 on the small craft chart) and are 10% faster(speed 7). 2 bbp, TL5, 1,000 dev.
Troop Landing Pods(TPod): Troop Landing Pods were created by the Pact Navy nearly 3,000 years ago during the Third Dionii Conflict and are standard tech items within the service to this day. TPods are extremely large landing craft specially designed to land PCFs from orbiting assault transports. TPods deploy from a mothership via a Access Port and can land on an enemy planet even if the defender’s PDCs are still operating. These pods are equipped with rudimentary ECM and chaff(-2 to be hit), armored, have limited point defense capability, and can use evasive maneuvers(-1 to be hit). TPods carry up to ten combat-ready PCFs and only have 24 hours of life support. They are destroyed as XO racks are(see rule). Ten hull space sin size, 45MCr cost, 3,5000 dev. TL5
Autocannon, Second Generation (Ak2): A miniaturized version of the Ak1, with an addition of a small light laser. Each Ak2 takes up one hull space, costs 30MCr each, and is available at TL 6. To-hit is 3 3 2 2 1 1(two shots). 3000 to develop.
Cargo Handling System, Micro(CHSm): ˝ Hs, 25Mcr, can handle 5H at x2 normal rate, 1000 dev
Cryogenic Storage(Cr): This system was first developed by the alien Gaium race who were seeking to transport more colonists than the standard Q could hold. This system stores twice as many the normal number of people as a Q, but in cryo suspension. If TL goes up during suspension, they must spend 4 months retraining them per HTL increase. Can be stored indefinitely. Cost 50 MCr, TL6, 5,000 MCr dev. One Cr needed for every three Q. ˝ hs
Engines, Advanced Military (Ix): A major breakthrough in engine design, Ix were only fielded in the last two months on major Pact warships, due to their considerable cost. These engines allow +1 movement to all warships that mount them(strategic and tactical), they can "de-tune", and can "redline" their drives to a +3 emergency manuever for five consecutive turns(once in 24 hours). Cost is 15MCr per engine, TL6, dev cost is 15,000.
Fighter Rocket Launch System(Vr): This original system was developed by the crocodile-like Chalder race, who could withstand the high-gee launch. Only Adaptable, Tough, and Radiation Tolerant races can use this system. A one shot system(per int turn). Makes a fighter move speed 15 until it turns. One hull space in size. TL6, 10 MCr each, reload cost is in fighter maintenance(+1MCr). Dev cost: 4,000
Fusion Room One(Fur1): An important engineering system first developed by the insectoid Thranx during their ever growing conflict with the genocidal Rishatha, the Fusion Room is a large(2 hs) engine system that costs 50MCr. The Fur1 halves the number of engines needed on a ship! Fusion rooms must be mounted in the middle of the ship(control sheet) (not counting shields and armor) for proper energy distribution. A major drawback of the Fusion Room is it's tendency to explode when damaged(1-3 on a d10), doing 40 points of damage. 4,000 to develope. *Important note for Fusion Room One. It must be placed in the middle of the engine rooms (ie (III) (III) Fur1 (III) (III). Ignore 'middle of the ship' for this Fusion RoomMichael Sauer kindly performed an evalution on the Fusion Rooms for me, which I found enlightening, so I will share it with you all!
Graser(Gr): Grasers fire twice per turn and have twice the range of a normal laser. Costs 75MCr and 5 hull spaces. Three points of damage out to range 4, two points out to range 8, one out to range 16. Anti-laser armor does NOT work against Grasers(too powerful and very focused, like a primary beam). 8000 to develop.
Interceptor Warheads(-d): A warhead fired from missiles that can be fired from XO racks or internal launchers in response to incoming missile volleys(use of the launcher counts as firing it for the turn). The interceptor closes on an incoming swarm of missiles whereupon it detonates, spewing point defense missiles. Depending on the size of the warhead(SM/CM/HBM), the warhead adds 2(SM), 4(CM), or 6(HBM) point defense shots as a "D". It can be used to defend datalinked partners, but only those in the same hex. The 2nd generation can defend friendly ships in the same hex and datalinked partners at range 1, and the 3rd generation can defend datalinked partners up to three TH away and friendlies at range one.
CODE COST DEV TL
CM-d 3 4,000 6
Laser, Rapid-Fire(La): The ability to “pulse” energy from its fusion room and micronization techniques allows the old-style laser a new life on board Pact warships. This laser system is two hull spaces in size, costs 75MCr, dev cost 10,000, and cannot be developed unless the L system is first. The La system also has an ability to target fighters much better than the previous L system(+2). TL6.
Phased Array Radar(PhR): Invented by the Spidraxians, this system allows +1 to hit for point defense(only works vs missiles, not fighters, except in kamikaze mode). These are ‘fins’, mounted on the outside of a ship and are easily destroyed(before armor). One PhR per every five hull spaces and replaces one XO rack. One per D system required. Each PhR costs 15MCr, 2,000 dev, and TL6.
Point Defense, Laser Cluster(Pd1): Invented by the Oon race during their conflict with the Arachnids, the Pd1 system was a breakthrough for the Oon. The Pd1 is optimized to defend against missiles only (since the Arachnids did not use fighters). They can also do one point of laser damage up to 3/4 LS range to enemy warships. 35MCr, 1 HS TL6, 2,000 dev. They engage as D but with a +1 to hit(three shots only). To-hit can be further improved by adding PhR and Pd1 can target mines.
Point Defense, Missile Cluster(Pd2): Also invented by the Oon when the Arachnids started employing small craft in huge numbers, the Pd2 system uses the Di chart vs small craft, but adds +1 to the kill number(three shots only). Pd2 cannot target missiles. 35MCr, 1 hull space, TL6, 2,000 dev.
Recon Drone (RD): as in normal Game, but TL6
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 TL6, cost 80, dev cost: 16,000.
Autocannon, Third Generation(Ak3): A upgraded version of the Ak2, the Ak3 costs 40MCr, takes up one hull space, and is available at TL7. To-hit is 5 4 3 2 1 1(two shots). 2000 to develop.
Combat Information Center, Improved(CiC1): Invented by the brilliant Draka race, the CiC1 merges Hc and CiC into one smoothly functioning entity. The CIC does NOT affect weapons fire, its purpose, when integrated with a CiC allows the admiral/fleet captain to better deploy, operate, and communicate with his fleet through the use of a holographic environment. This gives a +2 to initiative, if hit there is a 25% chance the admiral was killed inside, 2 hs, cost 100MCr. TL7, dev cost: 6,000.
Damage Control Room Two(DCC2): Not to be outwitted by their Rishatha allies, the Kittani built the more advanced DCC late in the war, and fielded it on all their Alpha-Synth Battleships. The DCC2 repairs one system every 5 turns, TL7, two hull spaces, 7,000 to develop. 45 MCr each.
Energybeam, Heavy(Eh): Cost 60, 6hs, dev cost: 7,000
Energybeam, Small(Es): Cost 42, 3hs, dev cost: 7,000
Energybeam Spinal Mount(E-SpM): Developed by the Ophuichi Navy when they were attacked by the Thebans in late 2370, this weapon ultimately crushed the agressive attacks by the Thebans. Cost is 162, 12 hull spaces, TL7, dev cost = 14,000.
Engines, Advanced Commercial (Ixc): Major engine innovation at TL 7, Ixc cost 10MCr each, take up 2 hull spaces, and can be developed for 1,200MCr. Adds +1 to both tactical AND strategic speeds
Fighter Hanger(Vh): A modified hold, the Vh may not launch or land fighters; it is simply a hanger where combat ready fighters may be held and prepped. Each Vh takes up 1 hull space, costs 10MCr, and can hold 2 fighters. Develloped with Vl
Fighter Launch System(Vl): A limited launch system, the Vl may launch or land fighters at the rate of one per impulse(may not do both simultaneously). The Vl may launch any fighter stored in a Vh if that Vh is in the same chain as a Vl. VhVhVhVhVhVlQVh for example, in this chain the Vl may launch any fighter in the first 5 Vh's but not from the last Vh. A Vl takes up one hull space, and costs 10MCr. 1500 to develop.
Graser, Heavy(Grh): The heavy version of the Graser, the Grh is 100MCr, is eight hull spaces in size, and is TL7.
Graser, Small: The smaller version of the Graser, the Grs is 75MCr in cost, four hull spaces in size, and is TL7.
Graser Spinal Mount(Gr-SpM): First developed by the Luren Empire in their endless wars against the Shern, the Gr-SpM proved somewhat effective against the massive Berserker assault against their Empire. Cost is 144, 18 hull spaces, TL7, dev cost = 16,000.
Gun Launcher, Advanced (Ga): Developed by the Binars during their ever-growing conflict with the Goog Abhorrence, the Ga fires twice per turn, is three hull spaces in size, and costs 45MCr. It costs 9,000 to develop.
Impulse Engines(im): A basic stealth system, these stealthy engines let a small ships sneak up on an opposing force(one im for every 10hs). 1/2 tactical speed, cannot detect said ship until 60 tac hexes away. DSB and RDs cannot detect these ships until they are 30 tact hexes away, X cannot detect these units until they are 10 tac hexes away. Each impulse engine costs 50MCr each. Only CL or smaller can utilize these stealthy engines. ˝ Hs, 1,500 dev
Lamprey Missile Warhead(-LM): A unique weapon designed by the inventive Binars, Lamprey Missiles contain no explosive warhead. If a target has armor or shields, no damage will be done. If all shields and armor are down it will destroy one electronic system(immediate effect) on a roll of 1-5 on a d10. Eligible systems are ?*, X, Xr, Xrm, Hc, Mc, Mx, Mix, 2Mix, Lc, Z*, but not D or Pdx! Costs 10 MCr per missile. Can be mounted on any missile frame, but larger versions do no extra damage. No warhead modifications allowed, but missile modifiers(-q, -z, -hk, etc) are allowed. TL 7. 6000 to develop.
Light Assault Craft, 2nd Generation(LAC2): Many races failed to develop the gunboat but most engineers came up with a similar system: the short-ranged LAC. The development of the LAC2 was a crash priority for the Inheritors of the Last Command during their stupendous battles with the alien Goog race. The initial battle in the AH008 system was almost completely one-sided as 30 Goog monitors pushed their way into the system by brute force, and only the planet-based LAC2 were capable of sustained strikes against the ponderous Goog warships. 80MCr, 8 fXO, Speed 10, 3 bbp, TL7. Dev: 6,000. -2 to be hit.
Low Cost Anti-Armor Submunition(-c): This submunition was developed by the Sime/Gen New Union during their war with the Hive Mind Goog race. Threatened with certain destruction by the massive Goog monitors, the Simes developed this radical new submunition. The LOCAAS has three depleted uranium warheads in one warhead bus. The LOCAAS does 3 points of damage(regardless of missile type) and is x3 missile cost(that is, x3 damage to armor, 1 point to shields and screens). No other warhead types possible. 7,000 to develop. TL7.
Minelayer System, Large (MiL): This large engineering system was created by the Hawvin race to emplace large patterns of mines quickly. Size: 12 hs, can lay 5 patterns of mines a turn, holds 50 patterns of mines, costs 80MCr. Holds 200 pats of micronized mines. TL7 and 8,000 dev.
Multipurpose Drones: See secondary paper.
Recon Drone Bay One(RDB1): Developed by the Rishatha Imperium during the 6th Interregional Conflict, the RDB allowed the Rish substantial tactical flexibility as Recon drones extend the scanner range of a warship. The newly developed RDs would only fit on an XO rack(four of them), until a Rish engineering team devised the Recon Drone Bay. The RDB1 can hold 4 RD1s. Available at TL7, the RDB1 is 2hs in size, costs 15MCr, and costs 3,000MCr to develop.
Sandcaster, Second Generation (Cs2): For each Cs2 onboard a unit, 3 points of laser damage is ignored, the next 3 points of laser damage are halved(FRD). Any additional laser damage is applied normally. The dispensers are assumed to have enough ammo for continuos firing during any engagement(like D). 65MCr each, two hull spaces in size, 4,000 MCr to dev.
Autocannon, Micro(Akm): 1/2 Hs, 20Mcr, operates as Ak3, 3,000 dev
Battlesteel(Aa): Developed by the inquisitive Hudlar race, this fantastically strong Battlesteel armor can only be developed on ST worlds in the crushing depths of a ‘deep atmosphere’ and the strange minerals within this type of planet’s atmosphere. These worlds’ must be of HI 5 or higher. One hull space of Aa equals five point of armor. TL8, costs 5 MCr, 10,000 MCr dev.
Drop Bay(DB): A very large and highly modified boat bay, each Drop Bay takes up 12 hull spaces and costs 200MCr. Drop Bays fire modified SLEDs(Drop Capsules), decoys, and chaff to cover the assaulting troops. Each Drop Bay holds 72 Drop Capsules and can reload/fire an additional payload of DcP after 2 turns(as long as you have the hold spaces!). A TL 8 system. 8000 to develop.
Drop Capsules(DcP): A relatively quick, safe, and easy way to get PCFs onto an enemy planet, drop capsules are fired from modified boat bays. Equipped with chaff, EW, drones, and ablative armor, a drop capsule has a -5 to be hit and even if it is, it must be struck twice to be destroyed. Each drop capsule holds 1/6 a PCF, takes up 50csp, and costs 5 MCr each. A TL 8 system. Drop capsules have a ten hex range and can deploy troops onto an enemy planet even if there are active PDCs still operating on the planet's surface. These are light forces only and must have their equipment dropped in to support them. 5000 to develop.
Forcebeam, Rapid-Fire(Fa): An advanced version of the forcebeam, the Fa fires twice per round, bring new life to this old energy weapon. “Batteries” are compatible with Fa, decreasing their size by one hull space when used together. Cost 100, size 4 hull spaces, dev cost 12,500, TL 8.
Fusion Room Two(Fur2): An advanced engineering system, the Fur2 is 2 hs in size, costs 60MCr, and allows for a -1hs drop for energy weapons(only, no plasma guns). Fur2 has no effect on the La system. Causes only 40 pts of damage when exploding, 4,000 to develope. Singlebeams, depolarizer, FcB, La, and Lp cannot be used in conjunction with Fusion Room Two.
Graser, Capital (Grc): Capital Version of the Graser, 7 HS in size. 95 MCr, 10,000 to dev.
Gunboat, Prototype(GB0): A smaller version of the Gunboat, a GB0 is 3 bbp in size, has 8 fXO racks, has Dx1, is warp capable, moves at speed 9, and costs 80MCr. It can also double as an assault ship (twice the capacity of a assault shuttle). GB0 cannot be mounted on XO. Available at TL7. 8000 to develop. Cannot be held in boat bays of fighter bays of any type.
Hetlaser, Spinal Mount(HET-SpM): A powerful laser weapon, the hetlaser was the TFN's primary beam weapon, and continued to be so in all of its wars. Cost is 252, 18 hull spaces, TL8, dev cost = 24,000.
Hetlaser, Small(HETs): Cost is 84, 5hs, dev cost: 12,500
Hetlaser, Heavy(HETh): Cost is 140, 8hs, dev cost: 12,500
Laser Control System(Lc): A rapid-response computer system that allows a ships’ weapons and point defense to shoot at ramming ships and small craft. All D* (not Dc* or Dk*), HET* or Gr*, and L(L,Ls,La) fire (but not *(H), *-SpM, Dec/Lx) may fire up to 3 times at any unit (ship, small craft, GB, LAC fighter or bomber) that attempts to ram. Additionally it also reduces the penalty for opportinity fire to ˝ (FRD) per impulse in which a unit attempt to ram the mounting ship. (i.e. first impulse - no penalty, second inpulse no penalty, 3rd impulse -1, 4th; -1, 5th; -2 etc). All weapons not controlled by Lc may fire normally against rammers. This system is TL8, costs 10 MCr, and 2,000 to dev.
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).
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. Each MpS1 holds six SM missiles. Missile pods of all types can't be towed through warp points and are deployed from the cargo bay or 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)
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)
Molycirc Computers(Mc): This computer requires one hull space and costs 60 MCr. It provides a +2 to hit any enemy units and cannot be combined with Mi or 2Mi(they replace this system if installed). Mc operate as Mi vs fighters and small craft (i.e. their to hit bonus is halved with FRU). Like Hc, Mc provides +2 to hit any enemy unit, but only controls offensive weapons (i.e. L, W, Rc, etc not D, Dk, Ak etc.), TL8, 8,000 to develop.
Screens, Advanced(Sc1): Development of ‘hard screen technology’ by the militant Horune race challenged the Rishatha Imperium in developing countermeasures to this unique shield system. 3 hs = 10 pts of screen. Once overwhelmed, it stays down for 20 tactical turns. The difference between a ‘hard screen’ and regular shields is screens must be overwhelmed in one salvo, or it does no damage. Also, when a ‘hard screen’ is ‘up’, you cannot fire out through it. Sc1 costs 180 MCr per 3hs system. Development costs 20,000 MCr. Sc do not work against P or Hyper Missiles. Important note: Shields cannot be up when screens are up. The P system CAN shoot out of Screened warships. A ship with Screens up CANNOT launch or recover fighters, bombers, or other small craft. Point defense also CANNOT fire out. Screens can be combined, but above 100hs they become unstable. 1 Sc per 30 hull space of ship. Two Sc per hull space of SS, Base, or AF
Shield Regeneration Technology: The invention of the Cpu, and it's subsequent deployment on most standard warships, brought about a revolution in the computer industry, as defense firms and military think tanks fought for lucrative contracts. Battle damage software was only the beginning and the improvisation of new combat computer prorgrams made the field of battle even more lethal. Cpu software upgrade. Regenerates regardless of incoming fire.
CODE REGEN COST TL
# 5 turns 50MCr TL8
* 3 turns 60MCr TL10
NOT cumulative(ie, 2 Cpu's running 2 programs repairing 2 pts of shields per tirn is NOT allowed).
Shuttle, Heavy Assault (has): Automated, 50MCr, can be held on XO Racks(1 has per XO), can drop 400csp of combat equipment for PCFs into a live-fire zone. TL 8. 2 bbp. 1000 to develop.
Sensors, Small Military (Xrm): 1/2 Hs, 60Mcr, operates as Xr, 2000 dev
Towed Scan Array:
Tractor Beam, Micro(Tm): This system is designated Tm and cost 20MCr. ˝ Hs. Max 1 tac hex, 800 dev
X-Ray Laser Warhead(-L): These deadly missiles have a 20% chance of striking a secondary ship in the same hex as the targeted ship due to laser popcorn effect. If they do strike other vessels, they take ˝ damage of the original ship and do two points of laser damage per missile. At higher tech levels, the capital missile version does three points of damage. Any missile can mount these warheads. X-Ray Laser Warheads adds 8MCr to each missile. TL 8. 12000 to develop.
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, TL8, cost 100, dev cost: 18,000. Reload in two turns
Anti-Drive Missile Bay[ADBAY]: Widespread conflict with the Holot Empire forced the Pact Navy into development areas not normally associated with conservative shipbuilding, one result being the ADM Bay. Actually called a ‘battery’, this system is a missile bay that holds six ADM missiles. ADM usually cannot be fired from any shipboard launcher but Pact ADMs have been downsized, and the large bay(eight hull spaces) allows the Pact to conduct devastating anti-engine strikes from lowly destroyers! Looks like this [ADBAY]. Eight hull spaces in size, 50MCr(+ missiles), 2,000 to develop. TL9
Anti-Fighter Submunition(AFSW): The AFSW is a set of modified "Dc" counter missiles, each designed to engage fighters. When fired, each submunition in a missile attacks fighters in a single tactical hex like a Dc at range one. Only one submunition can engage each fighter/gunboat. HAWK, HARM, and AMP1/2 can be mounted but no other system can be. Missiles can carry a certain number of submunitions:
BM 2
SM 2
PM 3
CM 4
SBM 4
HBM 5
Missile cost x3, 10,000 to develop. TL9. John Souza's tech
Batteries[****]: In the past, a warships weapons were evenly spaces throughout a vessel to minimize battle damage and sustain combat for as long as possible, however the Pact Navy has found a way to maximize firepower and maintain survivability. The result was the so-called “battery”. Developed less than six months ago, the Pact Navy first fielded the ‘battery’ on destroyers equipped with scaled down anti-drive missiles, creating in a lethal weapons platform. Batteries are powerful clusters of weapons located side by side and using joint energy systems and targeting sensors, resulting in a decrease in weapon size(-1 hs). Batteries can only mount four weapons(or less) per battery and look like this [L L L L]. Batteries cost nothing extra to mount. Dev cost: 9,000. TL9
Cloaking Device(?3c): The introduction of the ?3c was a rude shock to the Hivers, who were battling the Vor Dominion over Badr Beta, a massive Omega world in the Ilelish Sector. A limited form of ?3 that only allows Cloaking Mode(MODE 3). All other rules are as Mode 3 ECM3. A unit may mount "?" and/or "?2" and still use Cloaking Device. It is the same TL as ECM2 and is unable to operate in deception mode, jamming, or ECM benefits. 150MCr, 3hs, TL9. Dev cost: 8,000.
Close Assault Missile Two(CAM2): Same as the TL12 version, just lower TL.
Courier Drone, Second Generation (CD2): Can program speed changes(by StMP) and has evade mode that removes the +1 on fighter chart at the cost of doubling the endurance used. Cost: None (same as CD autorefill), uses 16csp, development Cost: 1,200
Speed 16 3 StMP(12 systems)
Speed 12 6 StMP(18 systems)
Speed 8 12 StMP(24 systems)
Cybernetic Interface(CI4): A fantastic product of pressurized R&D within the Pact Navy, the CI4 system is a computer system light-years ahead of any other foreign power in Known Space. Mainly a software system with virtual retinal display headsets, the CI4 system has the following abilities:
A: +1 to damage control roles and +1 to hit mines(all types).
B: +1 to strike in beam combat and +1 to shoot down plasma gunfire.
C: +1 to all point defense systems and +10% to alien commo roles.
Cost: 150MCr, dev cost: 20,000. TL9. Zero hull spaces. Only the Luren have been able to invent this technology.
Electronic Warfare Bay, Anti-Fighter (EWBf): The shocking loss of the vital Shonoisho System forced the Hiver Federation to develop the EWBf against their Draka foes. A 50-ton drone that fires from inside the ship and held near the ship via micronized tractor beam(built into the EWBf system itself). Makes all fighter weapons -1 to hit, ˝ hull space, TL9. Cost: 40 MCr.
Engines, Low Emission (Ie): A mixture of Stealth Tuners and Impulse Engines, these unique engines propel warships at a much faster rate than standard engines and have in-built stealth systems, enabling a ship equipped with these engines to only be detected at short ranges(1 system hex). +1 to standard speeds. 1 hull space in size, 20MCr per engine. Compatible with Fusion Rooms. Dev cost: 8,000. TL9
Fighter Cargo Handling System(CHSf): Development of the V made all previous fighter launch systems outdated, but Admiral Streamside Terror(the Grizzelan) invented the rapid weapon rearming system know as CHSf. This system must be placed next to FD, between the magazine and the flight deck. Rapid weapon rearming for fighters on the FD(same reload time as V). TL9. ˝ hull space. Need one per 24 FD.
Fighter Launch System, Hydraulic(Vli): The Mandrast Empire fielded the first hydraulic fighter system immediately after coming into contact with Species 8472, which was undoubtedly one of the most unusual organic lifeforms ever encountered. Fighting quickly broke out and the expensive Vli system saw extensive use in the Norcadian Campaigns. The Vli is an automatic hydraulic ram system that fires fighters from a specially constructed fighter bay. This system allows fighters to be launched the same turn as they transit a WP. Fighters launched like this cannot fire or turn, and only get half their movement speed. Also, when manually released like this, a certain number of fighters are automatically destroyed(15%) as they are dumped into space. Fighter losses decrease by 5% for each TL above TL9. One hull space. Vli costs 20 MCr and are TL9. Dev cost: 5,000 MCr.
Forcebeam, Capital Spinal Mount(Fc-SpM): A powerful upgrade in firepower, the Fc-SpM was first used in combat in Hynaria against the gas giant mining stations. The Nofti Navy decimated the Hynarians production base, forcing their ultimate surrender. Cost is 288, 18 hull spaces, TL9, dev cost = 16,000.
Forcebeam, Small Capital(Fcs): Cost is 90, 5hs, dev cost: 8,000
Forcebeam, Heavy Capital(Fch): Cost is 150, 8hs, dev cost: 8,000
Graser, Capital Spinal Mount(Grc-SpM): A powerful upgrade that were mounted on Luren Bonegrinder-class superdreadnoughts, this long ranged beam weapon damaged many small Berserker warships in the field, but couldn't hold back the deadly onslught. Cost is 216, 21 hull spaces, TL9, dev cost = 12,000.
Graser, Small Capital(Grcs): Cost is 114, 7hs, dev cost: 8,000
Graser, Heavy Capital(Grch): Cost is 190, 9hs, dev cost: 8,000
Gunboat Bay, 1st Generation(GBb1): Devastating strikes by Goog monitors wiped away heavily defended positions in the Oon Home System, crippling the Inheiritors ability to defeat the Goog, until they developed the GBb. This is a new type of bay, where a Gunboat is docked semi-internally. For every 5 hull spaces, one GBb can be built. Reload time is 75% normal. Two hull spaces in size, 10 MCr, TL9. Dev cost: 12,000.
Gun/Missile Launcher, Capital (Wc): Same as TL11 system, just lower TL.
Light Assault Craft, 3rd Generation(LAC3): Fighting between the Goog Abhorrence and the Inheritors and their allies continued for years, until the Final Battle of Home III, when the Inheritors of the Last Command finally achieved a breakthrough into the Home III System, massacring the Goog on all four inhabited planets. Use of LAC carriers and sustained strikes against the orbital facilities by LAC3s ensured the Goog population's destruction. 100MCr, 10 fXO, Speed 11, 4 bbp, TL9. Can mount Xr(small) as AWACs. Dev: 7,000. -3 to be hit
Laser Strip, Heavy(Lst): A vastly destructive weapons system, the Urbanos Cluster has developed this unique weapons system to counter the large superdreadnought contingent of the Terra Cluster. As usual, all laser weapons fire through shields, doing damage directly to a ships armor. This system is 3 hull spaces in size and does five points of laser damage(uses L range). Lstrips can also be used in anti-fighter fire(five one point bursts per combat turn), TL9. Cost: 80MCr, dev cost: 30,000.
Long Lance Torpedo(LLT): Equipped with a huge combination antimatter/nuclear warhead, the LLT moves at speed 14, has limited fire control hardwired into it(+2 to hit), and is fired from specially built spinal mounts. It is engaged as a carrier pod. Unlike SBMHAWK, the Long Lance Torpedo is given a specific target by it’s firing unit, not a specific size or type of target. This is a tactical weapon, not a strategic one. LLT’s, once fired, proceed towards their assigned targets following the shortest route possible, at maximum speed. LLT cost 100 MCr each, dev cost is 20,000. Csp is 18, damage is 30. TL9
Maglev FD Upgrade((FD*)): Developed by the Grizzelans, this system allowed the continual use of the Flight Deck, which was threatened with removal by the introduction of the V system. This system is refitted right into the FD itself, launching fighters and other small craft all at once. Shown as ((FD20)). No additional hull spaces. One MCr per fighter held. TL 9. Dev cost: 2,500.
Minefield, Micronized(MM): 30 MCr, 1/4th smaller than traditional mines. Antimatter warhead does damage as a nuclear mine. Due to their small size, micromines are considered to be unretrievable and cannot be inactivated(though they can be controlled by MCS). Once deployed, they remain fully active for ˝ a strategic turn. Any attempt to retrieve them will cause them to self destruct. Cost 20MCr per pattern, TL 9, dev 15,000 MCr.
Minefield Dropper(MiD): Developed by the crab-like Tolat engineers, the Minefield Dropper allows nearly every warship to have inherent minefield capability. The most important feature of this new system is the Micronized Mine: a mine ten times smaller than traditional mines. MM have a small antimatter warhead, which does the same damage as a nuclear mine, but much smaller. MiD are one hull space in size and holds 12 patterns of micronized mines, or three patterns of regular mines. MiD can drop these mines even while the ships DF is up, one pattern per turn. Important note: due to the size of the release mechanism of the MiD, only one MiD can be installed per 10hs(1 per 20hs for carriers, none for non-military freighters). TL9, 30 MCr, 2 hs in size. Dev 10,000 MCr.
Minefield, X-Ray Laser (XM): A stealthy minefield, detection at two hexes or less using X or Xr. X-Ray Laser Minefields have a three hex range, do two points of laser damage, and cost 25MCr per pattern(100). TL 9. 2000 to develop.
Missile Box Launcher, Basic(Rb): Operates as per Wb from ISW4, but may not fire sprint mode missiles. Cost 50, 2 hull spaces, dev cost 4,500, TL9.
Nova Bomb(NvB): A large anti-planet weapon, Nova Bombs are the first true planetbusters developed by the Pact Navy. They have been used extensively in the Dionii Conflicts, with only ten weapons used to sterilize an entire planet. Nova Bombs are only used to destroy planets, and have no effect against orbiting craft, SS, or bases, etc. Loaded in a modified large boat bay(one per boat bay). The reactants only operate within atmosphere and do not detonate in vacuum. These are antimatter weapons in the gigatons, and cost 1,000MCr each. Dev cost: 25,000. TL9.
Point Defense, Advanced(Pd3): First developed by the Chonoguans during the Soissons Sector War, the Pd3 system came as a rude shocl to the Arachnids, who were battling it out with three races at the same time. Pd3 may use missile targeting modifiers (-q, -z, hawk, etc.) but not warhead modifiers (AM, LT, etc.). Can be further improved by adding PhR and hawk enhanced Pd3 can engage small craft in a ships blind spot, but with the standard penalty and can not be handed off to another unit. The PD3 is effective vs fighters, missiles, and minefields! TL9, 1hs, 70MCr, 12,000 to develop.
Recon Drone 2 (RD2): as in normal SF, but TL9, not 13
Recon Drone Bay Two(RDB2): Developed by the Rishatha during the disastrous 7th Interregional Conflict with the Arachnid Omnivoracity, the RDB2 can hold 10 RD2s(which are the size of a CD). RD2s help system surveys and are 4csp in size. The RDB2 is 1hs is size, is 20MCr, and costs 6,000 to develop.
Sandcasters, Datalinked(Cs3): Developed by the Draka during the Soissons Sector War, the Cs3 works exactly like standard Cs systems, but can be fired to cover other warships in it's datagroup, but hey must be within 1 tac hex for this system to work. One hull space in size, 70MCr, TL9, 12,000 to dev. Courtesy of Kencyr
Virus Warheads, Type A(-av): First used during the Solarian Campaign, this viral warhead proved effective when used in the field, so much so that it is widely held at Depots across Pact space. Used against rebelling worlds, this agent has no long-tern side effects and has been used against 112 planets since its inception. Incapacitates a planetary population for 3-6 weeks. Immediate effect. 24 missiles needed to cover the planet. Works only on humans, cost(classified), TL9, dev cost: 8,000.
Armorplast(Ab): Developed by the inventive Gaium race, armorplast is an add-on armor, added to the outside of a warships hull. For every 10 hull spaces, one hull space 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 TL10, costs 5MCr, and is like Ac(1/3rd per hull space). Dev is 15,000
Autoloader(Au): Is 2 hs in size and must be mounted between the VLS and a Mg. Autoloader reloads 12 csp per turn (or if committed to a 2 turn reloading cycle 25 HS in 2 turns; this is to help loading RD, Mines and DSB etc.)- VLS system cannot be used during reloading. Non-autoreloading rate is 12 csp every 5 turns (or 25 csp in 10 turns), also while the VLS does not fire. 15 MCr. Dev cost is 2,000
Carrier Pods(CVP): One of the more unique weapons systems ever fielded by the Pact, Carrier Pods are a slightly modified carrier hull that is towed into combat situations by tugs and allowed to remain outside of enemy range while launching their fighter compliments. Developed only a year ago by the Trantor System Defense Forces, CVP can be any size and have no drive field or engines, thus are stealthy in appearance. While these bases could be localized by their returning flight groups, most enemy forces that run into a system with these kind of defenses usually do not survive them. In combating Dionii, CVP have proved to be especially efficient in eliminating enemy small craft and medium-sized combatants on their own and without ship support. Cost: as per hull size, dev cost: 6,000. TL 10.
Combat Wasp, First Generation(wa-a): With the advent of antimatter, the Pact Navy began experimenting with a small, highly maneuverable ram platform that could be deployed away from a task force and possibly work autonomously against enemy forces. The result of this research was the “combat wasp”, a surprisingly fast and easily-controlled XO-mounted small craft that could be deployed in large numbers(one wasp per XO). Heavily-laden with antimatter, combat wasps proved to be a most effective anti-ship weapon, although that are unable to transit a warp point by themselves. Cost: 95MCr, TL10, dev cost 25,000. Damage is 10 points when ramming, autonomous range is 3 system hexes(remote-pilot controlled is only 120 TH). Combat wasp’ endurance is six days and they are re-useable unless they ram. Speed 7, +4 bonus to ram.
Combat Wasp Bay(WAB): Not happy about having antimatter-filled small craft on the outside of the warship hulls, Pact Admirals quickly developed and deployed the WAB. WAB can land two wasps per turn. TL10, cost 50, holds six combat wasps, 2 hull spaces in size, dev cost = 5,000.
Electronic Warfare Bay(EWB): Designed by the caterpillar-like Kelgians, the EWB costs 30MCr, is 1 hull space in size, and holds x3 EW Drones or x5 EDM. Costs 1,500 to develop, TL10.
Hypermass Generator(HMG): One of the most devastating weapons that the Pact Navy has ever produced, this large and very complex system hurls hypermasses at enemy warships, causing incredible damage. A unique change of the drive field, known only to the Pact Navy, turns the DF into a massive funnel that dumps trillions of tons of local "dark matter" into the generator, concentrating it and firing it, all within milliseconds. The hypermass does not actually have to hit a warship to cause damage, just being in the same hex(or hex path) causes tremendous damage(fifteen internal points and fifteen points of damage directly to armor, with no damage to shields) to any and all ships within the hex row that it is fired in. A Hypermass Generator fires an object(.50 Solar mass) every other round, for five rounds only, destroys small craft easily, and travels at .95c. The DF of a ship cannot compensate for the gravity of the hypermass and thus the ship takes damage even though the hypermass only travels near the ship. Any small craft that are in the same hex as the hypermass are instantly sucked into it and destroyed. The massive physical and energy demands of this system limit it in the following way: a dreadnought can only carry one, superdreadnoughts can only carry two. This weapon is forward facing only(fighter fire arc) and its range is 15 hexes, after which the hypermass instantly dissipates into the quantum realm. Size is fifteen hull spaces, 800MCr, 65,000 to dev, TL10.
Hyperwave Datalink(Zd): Recently fielded by the newly-formed Trantor Navy, small hyperwave generators are being installed aboard major naval warships in an effort to increase their range and targeting ability. The horrendous cost of a Hyperwave Datalink limits the feasibility of emplacing them on all combat vessels but their outstanding performance in extending datalinks between warships(by 300%) makes them highly desirable by Admirals and ship Captains alike. The Zd system gives +2 to all datalinked point defense and +5 to all missile ranges. Zd also allows instantaneous monitoring by Hyperwave Generators(Hd) of the tactical situation of any warship within the same star system as the Hd. Cost 200MCr, size is 2 hull spaces each, TL10, dev cost 40,000.
Spinal Mount, Gunboat Launching(GB-SpM): An advanced launching platform, this design was a radical departure for the Pact Navy, away from long-range beam firing spinal mounts. A mere 12hs for the bay and tube, the SpM holds 8 gunboats, firing them singly at speed 15(regardless of payload). They also land one per turn, onto a rear-facing landing pad. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. TL10, cost 400, dev cost: 15,000.
Spinal Mount, Long Lance Torpedo-Firing(LLT-SpM): A devastating long range weapon, the LLT firing spinal mount is a new system, which needs considerable testing before widespread use can be contemplated. At 20 hull spaces, it can fire up to ten LLT from its internal magazine. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. A TL10 weapon, it costs 800 MCr to build, and 25,000 MCr to develop.
Spinal Mount, Neutronium Hypermass Spinal Mount(NH-SpM): A rare material, neutronium is mined from the neutron star Pi Puma(whose exact location is highly classified) and is a result of research on ultra-dense material at the Trigon III University(aka Ultradense U). This spinal mount weapon fires highly dense neutron projectiles, which do one point of armor damage when entering a ship. This neutronium projectile is so dense that it can literally pierce a warship completely, regardless of its armor or shield defenses. A hypermass, this weapon causes ten points of damage internally(don’t count A or S). Due to the special bracing and power needs, only one spinal mount can be built per 50hs. This spinal mount is 10hs in size, costs 600, and development is 20,000. SIDE NOTE: Spinal Mounts were originally a collaboration between Michael Sauer and myself, and I would like to take the time to thank him for developing it. Some people have taken our tech and claimed it as their own, but credit should go to where it is deserved. Thanks again, Michael.
Vertical Launch System(VLSc): During the devastating 7th Interregional Conflict between the Arachnid Omnivoracity and the Rishatha Imperium, senior Rish Warmothers pressed for the development of a more capable missile launcher, and BuWeaps responded with the Vertical Launch System. Basically a large missile magazine, the VLSc 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 VLSc, until repairs are effected. TL10 system. 20 hs in size, 100 MCr, 12,000 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 VLSc 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 VLSc has the following targeting restrictions:
Fire every turn:
SM 12
CM
8
SBM 8
CAM 8
ADM 6
CD 4
AFM 12
AFMc
8
RD1 1
RD2 6
Mines 1
DSB 2
The VLS can be modified to carry CDs, AFMs, EDMs, RDs, or mines. The VLS system can carry the following number of missiles:
SM 96
CM 48
SBM 40
CAM 32
ADM 24
CD 12
AFM
96
AFMc 48
RD1 2
RD2 24
Mines 1
DSB 4
Ie, a Rish battlecruiser with a single VLS can carry 24 ADMs or 32 CAMs, only. Targeting restrictions: you cannot shoot at more than the number of ships/small craft as your current TL.
Virus Warheads, Type B(-bv): A significant upgrade in biowarfare capabilities, the Type B virus incapacitates a population for 3-4 months. Created by Senior Researcher Mikos Knossos, it was first used during the Pikean Civil War, but failed to stop the fighting that culminated in a global nuclear strike which decimated the planet. Works on humans only, no long-term effects noted. Cost (classified), TL10, dev cost: 10,000.