QUICK NOTES 17
*Reflex Multiwarhead missile is now x5
*Penetrating Rod warhead is now x1.5
*VLS price change: 200 MCr.
*Wc can fire HSM and HCM.
Armory(Mor): The armory onboard a vessel, also called the “Morgue”, is the location of the ships battle and power armor as well as the Marines’ heavy weaponry. ˝ hs, 10MCr cost, +4 to combat on a ship, TL2, 1,000 dev.
Active Response System(ArT): A small engineering system developed by the 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. ˝ a hull space per 50hs of ship. Each ArT costs 50MCr and is 3,000 to develop. -1 for one ArT, -2 for 3 ArT, -3 for 6 ArT(max). TL3
AMBAM Launch Bay(ABAY): The need for internal carriage of antimatter weapons was again recognized when the command superdreadnought of the Virh Navy was destroyed when a AMBAM in a XO Rack was damaged by enemy fire, destroying the entire(expensive) vessel in a brilliant ball of antimatter fire. 2 hs each, 15MCr, 3,000 dev, TL11.
Anti-Gunboat Mines(MFG): Developed by the Hawvin during their brief conflict with the Chonogua race, the Anti-Gunboat Mine cost 20MCr per pattern, is 25csp in size, and costs 3,000 to develop. TL9. These mines target Gunboats only, at +2. When passing through a MFG, a Gunboat is attacked by a total of five mines each.
Armored Shuttle(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.
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
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.
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.
Fighter Chaff Dispenser(fChf): Developed by the inventive(but ugly) Bozog race, the fChf costs 5MCcr, is -1 to be hit, -2 to be hit vs missiles. 1 fXO point, can be mounted internal. Development is 4,000MCr. TL10
Fighter Radar Absorbing Material(ramf): Invented by the Bozog race, the ramf is stealth coating for fighters. It halves the detection range and makes fighters -1 to be hit by AFMc(only). Must be built into a fighter and adds 20MCr to it’s cost. 1 BP, 5,000 dev, TL10
Gigaton Warheads(-GT): Located deep within the Rishatha Imperium, the Tolat Homeworld was the site of sixteen titanic battles, the likes of which has never been seen before or since. These battles were fought between the very high-tech Tolat Fleet and the vast Rishatha Imperial Navy and cost both sides tens of thousands of naval personnel. Although the Tolats could not indefinitely hold off the huge Imperial fleet, it did fight it to a standstill using it’s deadly high-tech weaponry. After two hundred years of normalized relations, the Tolats became allies of the Rishatha, just in time for the Seventh Interregional Conflict. This conflict was psychologically devastating for the Rish, who lost three whole subsectors and 44 billion civilians to the Arachnids, including 2,111 orbitals, 14,421 warships of all types, the Experimental Antimatter Distallator in orbit of Beta Maximus, and the Technical Research Institute of G’ranxx. With the loss of the elite 1st and 4th Rish Fleets in the Panseel System Disaster, senior Rish Warmothers were in a desperate situation. Only a small Tolat task force stood between the ravenous Bug hordes and the high-population Rish world of Halstansir. While en route to rendezvous with the 1st Rish Fleet, the Tolat task force was short-stopped by the System Governor in Halstansir after he heard about the disaster in the Panseel System. With 20 billion Rish civilians at risk, the Tolat Fleet Commander developed a desperate plan.
While only consisting of a monitor, two dreadnoughts, and a battlecruiser, the Tolat task force had(unbeknownst to Rish Naval Intelligence) been equipped with a devastating new weapons system: Gigaton Warheads. These antimatter weapons, with warhead yields in the thousands of megatons, could destroy a large warship with a single hit. After defending the local warp point against an invading Bug armada, the Tolat task force went on to take out three Bug-infested systems by itself. One of the most difficult battles, the Second Battle of Bug 012, cost the Tolats task force the monitor Ngarmat’Pla and heavy damage to the rest of the task group. Bug 012 alone had three habitable planets, twenty-four bases, and no fleet units. This serious gap in their defenses led to the destruction of all the defending Arachnid bases. The Tolat task force fired gigaton warheads at the bases and when one of the bases was hit by a Tolat warhead, that Bug base died. The Tolats then fired on the Arachnid planets. One gigaton warhead fired by the Tolat battlecruiser Glys’mos impacted above a superhuge Arachnid city on the third planet’s southern continent. Detailed battle damage software later revealed a direct hit at the heart of the city, instantly killing nearly 400 million Bugs when it’s 10,000 megaton warhead exploded. This detonation also sent shockwaves around the planet. The Tolats went on to sterilize all three planets and retreated back to Halstansir. The Tolat Fleet commander(Admiral Zorn) was awarded the Rishatha Medal of Grand Heroism for defending Halstansir, and the Gigaton Warheads proved themselves in combat.
Heavy Launch Vehicle(HLV): A highly modified Planetary Defense Missile, the HLV was developed to launch satellites and OBPs into contested orbit. 50MCr each, 100 csp, Ind2, 2,500 to develop. -3 to be hit
High Velocity Missile(-HVM): Developed by the introspective Oon race, the missiles are fantastically quick. These super-fast missiles cross the point defense threshold so quickly that they are a general -3 to be hit, and -5 by missile-based point defense. x3 cost, 8,000 dev. TL10
Large Minelayer System(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.
Lifepod Ejection System(LiF): Developed by the Chonogua, the LiF is ˝ 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).
Long Range Missile Unit(LRMU): A fire-and-forget missile capable of being set to fire on immobile targets deep insystem. Can be set for three different times. CD size and speed(12), the LRMU has a standard damage of 5(warhead modifiers possible). Can be intercepted like normal CD, XO launched only(5 each). Range 20 system hexes. Can also be intercepted by all types of D at +2(but all penetration mods possible). Hit during movement. All that strike in the same movement impulse from the same direction are considered one volley. Base cost: 5MCr, 10,000 to develop, 8 csp. TL7
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 especially good vs missiles(but not fighters). They can also do one point of laser damage at close range to enemy warships. 35MCr, TL6, 2,000 dev.
Point Defense-Missile Cluster(PD2): Also invented by the Oon, the PD2 system has a better to-hit than Di vs fighters(+1) and missile modifiers can be added to these missile clusters. PD2 cannot target missiles. 35MCr, 1 hull space, TL6, 2,000 dev.
Radiation Vent Cone(-Itv): Developed by the Oon, these engineering systems enable a vessel to use It’s indefinitely. They are only ˝ hull space each but have a serious drawback! They are very dangerous because a lucky energy shot(5% chance) can go internal and do damage(before armor). When hit by a beam weapon and a penetration is rolled, all of that beam’s damage goes internal. This hit completely destroys the vent cone, and is unable to be shot through again. Damage is from left to right, starting with the vent cone hit. N and P cannot shoot through the vent! A It with a Radiation Vent Cone would look like this(-Itv). 20MCr each, one for each -It, TL10, 5,000 to develop.
Torpedo - Class A (To:A): The Class A torpedo has a ADM warhead and it fires every two rounds because it is so large. 20% chance of doing engine damage after hitting an enemy ship. Dev 3,000 and 3MCr cost each. 2.5 csp, TL10
Torpedo - Class C (To:C): The Class C torpedo is a armored torpedo made of composite armor, -3 to be hit(vs D, no effect vs Dc). 3MCr each, 4,000 dev. 2.5 csp, TL8.
Torpedo - Class D (To:D): A better development in torpedoes, the Class D torpedo is a stealthy torpedo, and is -4 to be hit vs D systems. 3MCr each, 4,000 dev, 2.5 csp each. TL9.
Torpedo - Class P (To:P): One of the most destructive torpedoes ever developed, the Class P torpedo has a plasma warhead that does 5 pts of damage. 5MCr, 2.5 csp, 4,000 dev, TL9.
The creation of ‘stealth’ technology for fighters was not as difficult as for the much larger warships of most navies. The warship’s drive field is much stronger than a fighters, and thus much harder to mask. When first introduced into the TFN in early 2442, it was a Top Secret program, so secret that most of the naval community had not even heard of it, or it’s potent capabilities. The RAM(or Radar Absorbing Material) is fantastically expensive. Removing panels to perform maintenance involves a laborious process of chipping and scraping RAM off with putty knives, then dissolving an adhesive with chemicals. Although several attempts were made to incorporate electric hand tools, these have proven less satisfactory than manual methods.
“We buy a lot of razor blades and Exacto scrapers,” Chief Master Sgt. Jimmy Johnson, 8th Fighter squadron maintenance superintendent said. The chore of removing and reattaching RAM falls to fighter maintenance crews. The Ram ‘doesn’t handle rain very well,” and fuel leaks “are hard on it”. To mitigate RAM-related maintenance burdens, the fighters routinely fly training sorties with some radar-absorbent material removed and pilots try and avoid weather that could degrade the surface.
THE “GOLDEN” SYSTEM
This system is a rare Double Binary system, consisting of four stars! It’s out there people(if you can find it).
PRIMARY STAR SECONDARY STAR
4 V 3 V
6 T3(n) 7 T6(r)
8 T4(vr) 11 T5(n)
12 T4(r) 19 GG
20 GG 35 GG
36 GG 67 AF
68 AF
Distant Binary
PRIMARY STAR SECONDARY STAR
3 T2(n) 3 T3(r)
5 T7(vr) 7 GG
7 O2 11 GG
11 GG 19 I
19 GG 35 AF
35 AF
PS: Thank you Michael Sauer for ‘tweaking’ this tech. I appreciate the feedback and excellent ideas bud!