QUICK   NOTES   18

FIXES

*LAC’s are -2 to be hit.

*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.

NEW  TECHNOLOGY

Arcologies(Arc): Two arcologies, which can hold 100 PU each, can be built for every planet facing, increasing a VL by 1,200 PU(six facings). These arcologies are fantastically expensive at 2,500 MCr each. They are 300hs in size and are built by planetary industry. On waterworlds(T10), these are the only cities that can be built. 6,000 MCr to develop, TL5.

Atmosphere Processors(AtmoProc): Also invented by the Binars, this data is in addition to their previously posted material. Cost: 1,000 MCr, size 100hs. Effect: adds 100 PU to the capacity of an O2 world per month. When it reaches 3,200 capacity, O2 world is now a T-world. If the processor is taken off-line before then, the world reverts back to O2 at a rate of 200 PU per turn. Fee=1,000 MCr per 100 PU developed. Development is 20,000 MCr. TL5

Battle Raft-1st Generation(brf1): Developed as a planetary landiung craft and ground support unit, Battle Rafts can hold 200 bombs or 2 airdroppable PCFs. Battle rafts have 6 fXO mounts, cost 50 MCr each, and moves at speed 8. TL 7 and 4,000 to develop. Special traits: can ram like bst, 4 bbp in size(warp capable).

Battle Screens(Sc): 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. TL9, 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.

Buffered Asteroid Warships(Bf): With the demise of the Binarian Collective, much of their technologies were disseminated throughout the galaxy and Bf  ships were one such example of their innovative thinking. Essentially a ship built inside an asteroid, construction time=twice normal, cost=double, effect=with the DF down, the ship looks just like an asteroid. It can only be spotted by a dedicated survey team, but if you see the DF go down, you can reduce the search area. Note: you have to have at least 10%(by hull space) to simulate the asteroids’ surface. Counts as 1.5 the hs for warp transit points and @, SB, and other docking capacity.

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. ½ hs

Electronic Warfare Bay-2nd Generation(EWB2): Developed by the Rishatha Imperium during the Eighth Interregional Conflict the EWB2 holds 10 EDM2. It is a micro-launch system, buried deep within the hull of a warship and easily replenished(every 10 turns). Costs 40MCr, and is ½ hull space in size. 2,500 to develop, TL11

Fighter External Ordinance Rack(XOf): Developed by the deadly Dakn race during their epic battles over Home Hive IV, the Fighter External Ordinance Rack was a standard system on all Dakn warships, until the development of the fighter hanger. XOf are replaced on a one-for-one basis vs XO Racks and cost 8 MCr each. 18,000 dev, TL12. Normal fighter launch after transit!

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, which 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.

Grav Transport System(GTS): The creation of an ultra-fast transport system by the Oon race not only increased personnel movement by gravitic ‘trains’ but also the movement of goods as well, increasing a planets’ productivity by 5%. This system is 2,000 hull spaces in size and is built by planetary industry. The system cost 1,500 MCr and is TL5. 10,000 to develop.

High Explosive Cannon(HE): Facing a severe missile disadvantage at lower tech levels, many industrial races developed high-explosive cannon to defeat standard shield technology. Using a special ‘energized’ shell, the HE cannon can fire right through regular shields(but not S0/S1/S2) and do damage directly to the armor of a warship. These weapons are very short range(1-3) and are useless against fighters. Three versions of the HE cannon were developed:

Type                Code               Cost                HS                   Damage          TL       Dev

5 inch gun         HEa                 20 MCr            ½ hs                 1 pt                  Ind1     1,000

10 inch gun       HEb                 30 MCr            1 hs                  2 pts                 Ind2     2,000

20 inch gun       HEc                 40 MCr            1 ½ hs              3 pts                 TL1      3,000

Low tech races get some punch from this system!

Mobile Battle Platforms(MBP): Due the high expense of dedicated Planetary Defense Centers(PDCs), the Rishatha Imperium came up with the Mobile Battle Platform(MBP). Mounted on six mega-treads, MBPs can function as PDCs by firing weapons at attacking warships and fighters. Up to twelve MBPs can be hidden per planetary hex facing and can only be spotted by small craft in atmosphere. MBPs are 50hs in size and can be linked to PDCs(unlimited multiplex) or Battle Sats(bonus to hit). MBPs are usually shipped via Landing Bay-equipped ships to distant and newly established colony worlds for defense. There are several different kinds of MBPs:

TYPE              CODE             COST              HS                   TL       DEV    WEAPONS

Class I              MBP1              100                  50                    3          3,000   Rl x12

Class II            MBPII             100                  50                    4          3,000   Ra x8

Class III           MBPIII            150                  50                    5          4,000   Rc x5

Class IV           MBPIV            150                  50                    5          4,000   Ga x8

Class V            MBPV 1          50                    50                    5          4,000   P x6

Class VI           MBPVI            200                  50                    6          5,000   Wa x8

Class VII          MBPVII           200                  50                    6          5,000   Gr x6

Note: All MBP have anti-fighter weapons(Ak1/2/3 x4, as per TL) and armor and shields(5 points each, 10 each  at TL6).

Pocket Battleships(PBB): Another invention of the creative Binarian Collective, Pocket Battleships proved very effective in the Binars battles with the Tchork race. Here are the stats for the PBB:

TL: 6

Dev Cost: 7,500

Cost/HS: 8.0

TM: 3

Max Speed: 6/4

Engines/Mpt: 3.0

Hs range: 81-90

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.  ½ hull space, 15 MCr each, TL4. Dev 1,000

REI Improvement Plant-1st Generation(RPlant1): Created by the all-knowing Binar Collective, these planets improve the REI of moons. It adds +0.10 to REI index every turn(max REI is 1.5/Very Rich). Cost is 1,000 MCr per plant, TL4, research cost is 20,000 MCr, and is built like TK(ie no Q or Lh required-automated plant). For moons only,  one per moon!

REI Improvement Plant-2nd Generation(RPlant2): Similar to plant one except cost is 2,500 MCr, 30,000 MCr to develop, and TL8. Adds +0.20 to REI every turn.

REI Imporvement Plant-3rd Generation(RPlant3): Same as RPlant1 except cost is 3,500 MCr, research is 40,000 MCr, and is TL12. Adds +0.40 to REI every turn.

Sentinel Mines(MSM): These ‘smart mines’ are very high tech level and can fire on any warship that gets within one tacHex of a smart minefield. They cannot fire on small craft, fighters, or SBMHAWKs and can recognize friendly ships with 100% accuracy(IFF). 60 MCr per pattern(140/pat for AMMF), 10,000 to develop, TL10. NOTE: Reduced effect for all ships transiting WP just like normal MF on top of a closed WP.

Terraforming:             Minor Terraforming: Available at TL5, can change HI of a planet by one in any direction permanently for 3,000 MCr, 3,000 MCr to develop. (TERm)

                                    Substantial Terraforming: Available at TL8, can change HI of a planet

by two in any direction permanently for 6,000 MCr, 6,000 MCr to develop. (TERs)

                                    Major Terraforming: Available at TL10, can change HI of a planet by three or more permanently for 10,000 MCr, costs 10,000 MCr to develop. (TERma)

                                    Complete Terraforming: Available at TL13, can change a O2 world to a T-world for 20,000 MCr, 20,000 MCr to develop. (TERc)

NOTE: Takes time to terraform(10 turns per HI). ST to T or Mass 3 O2 to ST is Complete Terraforming! V to T a different tech! Terraforming plants are 200hs in size.

Torpedo-Class H (To:H): A devastating new torpedo, the Class H Torpedo has a Hetlaser Missile Bus, which delivers a destructive pulse of hetlaser energy at close range. This warhead does as much damage as a standard hetlaser mount. As with other torpedoes, the Class H torpedo can only be fired every other round. Cost is 20 MCr, development is 25,000 MCr. TL12

Torpedo-Class Q (To:Q): Developed by the Hudlar during their devastating battles with the Arachnid Omnivoracity, the Class-Q torpedo helped the alien Hudlar destroy Home Hive V. This is a second generation plasma torpedo, but it does a tremendous amount of damage (seven  points). Cost is 20 MCr, development is 20,000 MCr. TL12

CODE   SHIVA

   The Terran Civil War was fought over a six year period between the Corporate World-dominated Terran Federation and it’s lightly populated Fringe Worlds, which was soon to be known as the Terran Republic. The reason for this split it well known: the proposed union between the Terran Federation and the alien Orion Khanate would disempower Fringe rights for centuries to come, creating a vicious backlash by nearly all Fringer citizens. As the Federation struggled with maintaining federal unity and integrity, the institutions with the potential to provide a stabilizing force were themselves wracked with disunity and divisions. At the beginning of the conflict, all Fringe representatives to the Federation Congress were either expelled or left in protest to the Corporate World’s decades-long heavy handiness. Splits within the armed forces itself further added to the problem. With incessant infighting in the military and the government, the fragmentation of the Terran Federation proceeded unchecked, sliding the galaxy’s premier military and economic superpower into chaos.

   A civil war is a wrenching experience; from the division of families and hatreds incurred on both sides, to the heavy loss of civilian life. The Terran Federation’s civil war was just as horrific, with hundreds of warships destroyed, tens of thousands of military personnel killed, and billions of civilians caught in the crossfire. Like every war fought before it, the Terran Civil War was fought by people, and although the Federation lost the war, it did have a few extraordinary naval officers. Some of these officers went on to serve in the PSU military and several are mentioned here. Born on Shaoyang, Admiral Marissa Pei led the relief effort to Galloway’s World immediately after it was nuked by Republican forces, and fought those rebels in the Mission Stars District to a standstill. Fleet Admiral Ian Longstreet became the most highly decorated military officer of the war in defending the planets Newer Jersey and St. George’s World. He then went on to subdue the Fringe-dominated Rose Worlds, capturing the important planets Newmars and Great Pond with few losses. Vice Admiral Frank Cavalier fought during the Terran Civil War  and was a decorated war hero, with thirty-one confirmed capital ship kills. Although he was born on Terra, he was also stoutly Italian in his outlook, and had a devoted following after he published “Modern Warfare and Zen Tactics”. Admiral Cavalier also had a large number of naval personnel who hated him, but most historians attribute this to petty jealousies and Admiral Cavalier’s well-known dislike for the French, especially New Quebecers. The fact that Galloway’s World(the Federations premier shipyard and military construction center) was founded by the French didn’t help the Admiral in his career advancement. It is believed that Admiral Cavalier’s career suffered because of this bias, until his cousin Tino Wallenda was promoted to Chief of Naval Operations. Admiral Cavalier’s defeat of the New Quebec Fringe worlds was one of the Federation’s few successes of the war. In 2445, he was assigned to one of the PSU’s newest Frontier Fleets, Task Force Shiva.

   The Terran Civil War, better known as the Insurrection, also changed the very nature of the Terran naval forces. Having lost the war to it’s lightly populated Fringe territories, the TFN took a serious look at it’s fleet deployments and order of battle. Substantial changes in doctrine and(especially) hardware took place during both and after the Insurrection. Some of the most advanced weapons ever deployed saw use in the war and a new ship class, the supermonitor, was built as well. One of the most important doctrinal changes was the reversal of the Chandler Doctrine, which kept naval warships at central depots deep inside the Terran Federation while lighter(and more outmoded) warships patrolled the Fringe. Deep reserve sites like Galloway’s World were a critical mistake, one which nearly destroyed the Federation in the early stages of the war. After the horrendous civilian and material losses following the Galloway’s World Raid, this mistake would not be repeated in the newly forming Pan-Sentient Union. The newly implemented “Forward Defense” doctrine moved small groups of highly lethal capital warships to the edge of Federation space. This also reinforced a hard lesson learned during ISW4, which was the need for TFN survey fleets to be backed up by “big guns” in case of hostile contact. Fleet Admiral Ian Longstreet proposed this new doctrine to the PSU Parliament in 2444 and it past both houses with a majority. Major fleet units then began to accompany survey forces to the new PSU “Frontier”. The TFN would not be caught short-handed again by newly contacted hostile races along the border. This new doctrine also left Frontier worlds with a deeper sense of security knowing that a heavily armed naval task force was nearby.

   During the aftermath of the war, the TFN suffered from fleet-wide lack of confidence and continuing manpower shortages among fighter pilots, as well as a breakdown in joint services unity. Joint operations between the Terran military services had reached a high state of development during the Insurrection but following the end of the war, the traditional tendency for each of the services to go it’s own way reasserted itself. This was made even more complicated by the addition of Orion carriers to TFN fleets due to the heavy losses that the Federation incurred during the war. The continuing inability of the TFN to replace these fighter crews after the war was a major weakness of the Federation, which their Orion allies helped relieve.

   Fundamental shifts in military weaponry(the so-called “Revolution of Warfare”) usually takes place during wartime, and this was also true for the Terran Civil War as well. Although nearly exhausted by six years of hard fighting, the Terran Federation had fielded an impressive array of new technologies and warship classes. One of these warships, the Shiva-class supermonitor, proved to be highly effective in countering a new, deadly threat to the Federation: a Machine Race. Although long-theorized about, the Terran Federation had never encountered a Machine Race before, that is until 2445. Luckily the task force which discovered this threat had just received twelve new heavy warships, and was commanded by a seasoned officer, Admiral Frank Cavalier. Although these warships were forbidden to carry the new Heavy Bombardment Missile or Shield Regenerator( both of which were considered to be ‘strategic assets’ and thus to not be exposed to early capture by an enemy force), the task force did have many new untested weapons, and three newly constructed and fantastically expensive Shiva-class supermonitors at it’s core.

   Development of new weapons and other technologies progressed rapidly during the Insurection, with many inventions coming from the imminent Dahlgren Naval Research Institute on Kennedy. Three of these new systems produced major changes in TFN naval designs. The first of these technologies, the Fusion Room, was a large engineering system which provided massive amounts of energy to a warships’ weapons, engines, and shields. The major benefit of this system was the reduction in the number of engines required aboard a vessel, increasing room for potential weapons or defenses. The Second Generation Fusion Room decreased the size of energy weapons onboard TFN vessels by providing a centralized power core to supply ship-wide energy to these weapons systems. A serious drawback of this system, however, was when damaged the Fusion Room had a tendency to explode if it could not go into emergency shutdown in time. Also, when disabled, the Fusion Room could not generate energy to keep the energy weapons active, severely limiting a warships’ firepower in one stroke. The second system was a fighter engineering system: a Mechanical Link. This allowed carriers to double the size of their fight contingents. During the last several conflicts it had fought, the Terran Federation faced massive fighter losses, which crippled many campaigns and dragged out these wars into years. Fighters were being mowed down in droves as newer, high-tech anti-fighter weapons came onto the battlefield. After their experience in the Terran Civil War, the TFN briefly toyed with the idea of scrapping the fighter(due to their extremely high losses) until the Ophuichi solved the problem by introducing the Mechanical Link to their Federation allies. Now, lots of fighters compensate for the much higher losses on the battlefield, saving the TFN carriers from certain disposal. The third systemthe TFN developed nearly revolutionized missile warfare, and entire classes of new warships were built to utilize the system. Towed by micronized tractor beams, Missile Pods destroyed hundreds of warships after their introduction in 2444, and enabled Vice Admiral Frank Cavalier’s TG 44.1 to suppress the Builder’s push into the newly colonized Olympus System.

   Discovery of the Olympus System in 2444 created dissention within the newly-created Pan-Sentient Union, which was still in the process of amalgamating. The discovery of this multi-T-world system by Admiral Cavalier’s task force created shockwaves within the PSU hierarchy as legislators jockeyed for position in laying claim to the incredible system. The Olympus System, located in the Ivy Chain in Federation space, had a total of eight T-worlds circling the four stars that made up the system. The rival claims of Federation(ie Corporate World) and Orion politicians were made moot by the introduction of the deadly Builder race. A machine race capable of extreme brutality and the total destruction of all higher life forms, the Builder’s homeworld lay one warp point transit away from the vital Olympus System. Only the brilliant efforts of Admiral Cavalier and the firepower of Task Group Shiva saved the Olympus System from Builder occupation, and the thousands of new PSU citizens which had begun to colonize the system.

THE  JERLEA  RINGWORLD

   An ancient artifact rumored to be located somewhere in the Jambles, the Jerlea Ringworld is the largest know construction in the universe. This obscenely expensive (two trillion MCr) and vast structure was a multi-generational construction program, which was abandoned several millenia after it was completed due to increase solar instability. Each section could contain 100,000 PU, with 1,000 sections making up the ring. Shadow squares closer to the sun moderated each section for day and night. Rumored to be constructed by the Lehiroh race. TL21.