QUICK  NOTES  19

ERRATA

*HLV is -3 to be hit.

*REI Plant is +10% per turn, not 1%.

*fAA is -1(not -3).

*TK does not work on moons!

*Pg cannot be made “Small”, but Sun Guns can! That was a typo! Pg=Sg.

NEW TECH*

*From now on, unless otherwise specified, all New Tech is not available to players. These systems will be parceled out to NPRs only.

Antimatter Power Plants(AMpl): Due to the increasing power needs of a high tech society and the decreasing power returns from TK, the necessity of Antimatter Power Plants was realized by the Lehiroh race. AMpl have a very high energy signature and are easily seen from orbit(up to five tacHexes away!). AMpl replaces TK and are needed to power the Laser Transport System. This system is 300MCr, 100hs, TL8, and adds 10% to GPV. Development cost:  8,000

Biotek Ships(BioS): Costs 50MCr for the ‘seed’ which develops in the deep atmosphere of a SGG. Initially it grows 75% slower than regular warship construction rate. No additional cost for the ‘hull’. Three sizes only: CB, DN, and SD. Each has inherent armor and shielding during these different ‘phases’ of it’s life:

Type                                        Armor Shields

Heavy Cruiser  (CB)                12                    12

Dreadnought(DN)                    15                    15

Superdreadnought(SD) 25                    25

*They can ‘repair’ themselves at 75% of SY/TL. They grow armor back(no cost).

*Disadvantage: No simultaneous transits EVER.

*Every twenty turns, these ships ‘grow’ into a larger size unit!

*AD engine speeds: these guys are FAST!

*The only additional armor that can be added onto a Biotek is Al(no shield generators).

Bomber Weapon Bay(fWb): A rotary launcher that holds 2 torpedoes or 5 fM. TL5, 15BP, 5MCr. Dev cost: 3,000. This is a Bomber-only system. (Available to all players).

Dueterium Tank(Dt): With the invention of the Fusion Room, the necessity of carrying the fuel for these powerful engine systems was realized. All future ships built with Fusion Rooms must have a Dt. One per ship, no matter how many Fur are onboard. ˝ hs, 1,000 dev, TL 6. (Available to all players). Cost is 5MCr.

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

Fighter Forcebeam(fB): Developed by the Bolbod Equality Empire, the Fighter Forcebeam was a major breakthrough for fighter-based weaponry. 3 fXO, four points at range 0, range is up to 7 hexes away, can be made internal with F3+, cost is 15MCr, TL 11. Dev cost: 4,000.

Fighter Forcebeam-2nd Generation(fB2): The second generation fighter forcebeam, this system has an  increased range(10 hexes) and damage(+1). 2 fXO, cost is 20MCr, and 5,000 development cost. TL12

Fighter Needle Beam(fN): A deadly  weapon developed by the Brodinie, the fN is a TL11 system, 3 fXO, 15MCr, and 5,000 to develop.

Fighter Recon-Multigeneration(FRx):

Code               TL                   Speed              Cost                Dev                

FR1                 6                      11                    30                    1,000

FR2                 8                      12                    35                    2,000

FR3                 10                    13                    40                    3.000

FR4                 11                    14                    45                    4,000

FR5                 12                    15                    50                    5,000

No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense,  or ECM. (Available to all players).

Forcebeam Dampener(Of): The predominance of the forcebeam on the battlefield forced the Rishatha Imperium to develop the Of. A system that operates similar to the Overload Dampener, the Of can absorb one point of forcebeam damage per unit, or five points and then destroyed. One  hull space, 35MCr, TL5, 15,000 development.

Gravitic Cities(GCol): Inveneted by the Dionii race(a deadly Hive Mind race in Ilelish Sector), GCol can be built to increase a planet’s overall PU. Up to 20 GCol can be built per facing, 5 PU each. Considered to be 10hs in size, GCol are built by planetary industry and cost 80MCr eac. TL5 and dev cost: 10,000

High-Velocity Missiles Update(-HVM): More data:  if fired at a planet, nuclear-type damage with no fallout or radiation!

Linear Accelerator Launch System(LALS): In general use by industrial races, the LALS improves a planets’ GPV by 25%. Ind 1-2 ONLY! 500Mcr, 100hs in size, Ind1. Dev cost: 1,000.

Laser Transport System(LTS): Upgrade from a GTS. Needs antimatter plants. Increases GPV by 10%.  The general increase in TL makes the GTS out of date, thus LTS created! This is a transportation system based on lasers; very fast transport! TL8, 500hs, 800 MCr.

Moon Mega-Colonies(MCol): Developed by the contemplative Selachee race, MCol give a +50% to O2 inner moons(rocky planet moons only) by the building of incredibly tall lattice structures and deep underground construction of cities. TL5, 300MCr each(12 needed for the bonus). Built by SY and 50hs in size. Dev cost: 5,000.

Moon Extraction Vehicles(Mev): Also developed by the Selachee race, Mev gives a bonus of +10% to moon GPV for 12 of them. These are giant combine/driller/refineries. The vehicles are 25hs in size and cost 50 MCr each, TL5. Dev cost: 3,000

Mining Ship(MineS): Long spindle ship, 80hs, 250MCr, max 100 per system. TLx3=MCr per month they generate(maintenance taken out already).  Built around a zero-g smelter and refinery with large storage bays and processing shops. Strategic move 4! TL5 and dev cost: 5,000

Mining Shuttle(mst): Maneuvers through AF easily, like a runabout, 3x’s the endurance of a st, cargo only! x3 cargo space of a st using exterior cargo storage. Same bbp as st. TL5, costs 40MCr. Dev cost: 2,000.

Nanotech(Nano):

Type                                                    TL

Nanoconstruction Bay                          1

Nanorepair Bots(Internal)                     3

Nanoenhanced Engines             5

Nanorepair Bots(Armor)                      7

Nano-Bomb                                         9

Nano-Warhead                                    9

Ship Identification(Iff): ˝ hs, , all newly built ships must have this system(except CT and smaller ships). TL1. Cost 1MCr, dev cost is 300 MCr. (Available to all players).

Underwater Colonies(UCol): For water world colonization mainly. Each holds 10 PU. Cannot be bombarded from orbit! 20 per facing for normal worlds or 40 per facing for water worlds. TL5 and costs 200 MCr each. Dev cost: 4,000. 

Wedge(Wdg): The “Wedge”, a massive magnetic field projected just ahead of a ship’s DF. Not a ‘wedge’ like Honor Harrington’s. The Wegde is like (RAM) except ramming ship takes little or no damage! TL5, x10 damage to enemy. Usable by high RM-races only! 200Mcr each, 5 hs, dev cost: 5,000.

WEIRD  WORLDS/STRANGE  UNIVERSES

Brown Dwarf(BD): Exceptionally large gas giants, Brown Dwarfs are usually up to 80 times larger than Sol’s Jupiter. These gas giants are on the edge of being a planet as anything more massive would ignite into a star. Intense radiation and gravity bands circle this star, making it a most unfriendly environment, lethal to ships without DF. There is a chance that the three innermost moons are T-type planets(50%, 30%, 20% chance respectively). Brown Dwarfs have 15 moons and 1d10 additional moons(due to the BD’s massive size and gravity well).

Double Binary System: A rare system(2% chance), Double Binary Systems are two pairs of double stars, one pair rotating around the other at 2,400LM. The primary system always contains the largest starts(usually blue or red giants or white stars).

Hypergiant Stars: Among the brightest objects in a galaxy, Hypergiant stars are Luminous Blue Variables(LBV), a extremely rare class of stars on the verge of supernovaeing and whose temperature and mass approaches the absolute maximum believed possible for a star. It’s surface broils at a temperature that ranges between 20,000 degrees Farenheit and 50,000 degrees F (compared to the surface temperature of Sol, which comes in around 10,000 degrees F). At it’s coolest, Hypergiant stars become the most compact–though it’s size would still be large enough to swallow the orbit of Mercury. When the star’s temperature rises, it’s radius swells and would reach the orbit of Mars or beyond. Once in a great while, it’s surface swells to a diameter of two billion miles, the size of Saturn’s orbit.

   Moreover, astronomers think that LBVs have one of the densest solar winds known, blowing off about .003 solar masses per year, some six trillion tons, or two Earth masses each day. At this rate our sun would evaporate in little more than three centuries. But LBVs hardly notice. Such large, intensely hot objects must periodically shed additional large amounts of mass to remain stable. What causes these larger eruptions remains a mystery, though astronomers suspect the incredibly high mass and temperature play key roles. The most popular hypothesis says that the star’s luminosity is so great that is occaisionally overpowers the gravity that holds the star together. the star becomes unstable; it’s outer layers pulse in and out as if unsure whether they wish to remain in place or gush into space. Eventually an eruption occurs and the outer layers are flung away.

   With the loss of this shell of hot gas, the star cools and it’s surface temperature drops to a relatively low 13,000 degrees F. At the same time, it’s electromagnetic output shifts from the high-energy ultraviolet to the less energetic optical radiation, so though the star is now cooler, it radiates more brightly at wavelengths our eyes can see. Hence, while the star seems brighter, its overall output undergoes no intrinsic change.

   After an eruption, these strange stars become stable for long periods, with their visible luminosity generally holding steady(though small, irregular fluctuations are not unusual). Whether the huge outbursts happen more than once is simply not known. If so, they are separated by thousands of years.

   It is also far from clear whether the war between gravity pulling inward and the pressure of radiation pushing outward is the sole cause of these giant eruptions. Some scientists think that turbulence and convection on the stars’ surface either contributes to or causes the outbursts. Others believe that no current theory can be correct because none seems to explain adequately what instigates the eruptions as well as what makes them stop.

Only about fifteen LBVs can be found in an average galaxy. Fifteen WP plus 1d10 additional WPs. At the height of a flare up, some WPs may be inside the star. (Bummer coming out into this situation!).

Omega Worlds: Consisting of a normal surface crust but a light metal/potassium core, a Omega planet is 2-4 times larger than a standard T-world. Because it has a light-metal core, a Omega world does not normally have the crushing gravity associated with a massive planet. These are Rare planets. An Omega world has the surface area of several T-worlds and is able to support a much larger population:

Roll 1d4(-1)

1 x2 size(4,600 PU)

2 x3 size(5,600 PU)

3 x4 size(6,600 PU)

Ringworld(Ring):  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 moderate each section for day and night. Rumored to be constructed by the Lehiroh race. TL21. Total overall GPV is 310,000,000 MCr.

Super Gas Giants(SGG): If a gas giant is massive enough to reduce the next planet to rubble(creating an AF), it is classified as a Super Gas Giant(ISF, pg 14). SGG have an additional 3d6 moons. The innermost moon has a 50% chance of being T-class, which is automatically Harsh and can support a maximum population of Small.

Supergiant Stars: The evolution of stars take billions of years but most make it to the end of their lives, becoming Supergiant stars. There are three types of Supergiant stars:

Red Supergiants(the largest)

Blue Supergiants(second largest)

Green Supergiants(very rare and third largest)

   Rarely(20% chance)  they will have a stellar companion, a red dwarf star(80% chance) or a more rare blue dwarf star(20% chance) at 2,400LM distant. A black hole companion(5% chance) at 1,000LM distance poses a severe danger to intrepid travelers as it draws hot gases from it’s parent star. Most inner planets(first 3 orbits) are always enveloped and destroyed by stellar expansion of Supergiant stars but these stars attract an additional 1d6(-1) “rogue” planets. An additional 20% chance one of the gas giant is a Super Gas Giant(60%) or a Brown Dwarf(40%). Supergiant stars have 1d10 additional warp points!

Trinary Star Systems: A rare star system, there are two types of Trinary stars:

Type A(01-70%): Central star with two other stars orbiting it, one at:

01-25%           50 LM

26-50%           150LM            +an additional 2d10x2 LM

51-00%           250LM

and one star at 700LM(usually a red dwarf star-70% chance, or red star-30%).

                                                OR

Type B(71-00%): Two stars orbiting each other and one star at 2,400LM from Component A and three radians clockwise from bearing of Component B. It takes 4 StMP to travel to or from Component C from either A or B or the warp points. The third star is always a red dwarf.

Warden Diamond: In totally terraformed systems, unique planetary orbits can be set up, moving T-worlds to equidistant orbits around their parent star. All of the T-worlds share the same orbit, at equidistant spaces between each other. Usually 1d4 worlds. VERY high tech level!

Warp Point Junction: Warp Point Junctions are a rare(1% chance) occurance among warp points. Focused on a subspace tear, cosmic string, quantum filament, or some other massive gravity structure, these warp points are usually located in deep space(always 30LM from a star). Usually associated with a binary star systems, Warp Point Junctions are different from Warp Point Nexus’ in three fundamental ways:

1) Their epicenters(2-5 WPs) are all located within 30 tactical hexes of one another,

2) They are always one type of warp point(ie all Type 10 or all Type 11, etc),

3) They are never Type 7, 8, or 9 warp points.

Waterworlds(WW): All HI 10 T-worlds are automatically Waterworlds, able to support only 1,200 PU on the entire planet. These residents live on floating pads and stilt cities(Ind1-2) or Arcologies(TL1). Underwater Colonies(UCol) can be built however, increasing the PU by an additional 1,200(20 UCol per facing). Waterworlds are usually protected by orbital bases and asteroid fortresses because PDCs cannot be built on the surface of the planet. These planets are perfect for aquatic races(full PU) like the Chalderescol(a huge crocodile-like race) or the Flouwen(deep-sea gel forms).

HULL  CHART  DATA

   Standard SF ruling for building new ship hulls is that seeing a hull allows you to start building the prototype, whatever your TL(exception the high TL hulls like CVA). You still have to build them one at a time at the standard prototype cost, and you can’t start BC until the CB is finished, etc. Most importantly, you couldn’t skip any(ie I would first have to build CB, then BC, then I could build BB).

   I find this s bit restrictive. My proposal is that you should be able to skip smaller hulls that have the same maximum speed. For my case this would allow me to skip the CB and start building the BC prototype(once it’s completed I could then build both BC and CB). I’d then still have to prototype a BB. This makes seeing larger hull sizes worth something as well as giving the lower TL race a chance to produce larger hulls in time to make a difference.

 We will go with this proposal guys! Damon

THE  FIRST  HREE’DAAK  WAR

   It was Judgement Day.....or so thought the crew of the TFNS Expanse, when they discovered themselves in the middle of a devastating high tech war. The year was 2445 and the Expanse, a Einstein-class Long Range Exploration Ship, was eight months into a two-year warp point survey when it stumbled into this explosive conflict. The Einstein-class was designed for independant long-range exploration, with limited self-defense capability(four squadrons of Starfury  fighters in 12 Vm bays). This new-style spindle design was extremely long, twice the length of a superdreadnought. Commanded by Captain Maximilian Chou, the Expanse stumbled onto the Jerlea Ringworld through a closed warp point in on April 27 during a routine WP probe. After a limited recon drone probe the RDs beamed their unbelievable information back to the Expanse and Captain Chou probed the Ringworld and found it to be occupied and at war with stupendously huge black warships. These megawarships were easily five times larger than the Expanse itself, but Captain Chou was undaunted: he wanted close-range scans of the Ringworld itself. After launching additional recon drones and stealth sats, the Expanse retired to a safe position to observe the conflict.

   Watching the battle rage between the Ringworld defenders and the megawarships impressed Captain Chou of his military impotence in the face of such high-tech weaponry. Overwhelming missiles and devastating beams lashed out between the huge vessels(later to become know as Arbitrators) and the Ringworld, reducing to space in between to a zone of pure death. The Ringworld alone was so huge that it dwarfed every warship and the impossibly large population must easily be a thousand times larger than the entire Pan-Sentient Union.

   Captain Chou received good readings on both parties’ high tech weaponry, including multi-molecular missiles and subatomic forcebeams via recon drone. Some kind of black hole projector and nanowarheads were also used by the Ringworld defenders, who were obviously losing this conflict. With no warships and limited defenses, the Ringworld was taking a pounding as the Arbitrators ranged freely throughout the system, opening fire as they crossed the inner surface of the Ringworld. The megaships were using a system of sterilization on the inner surface of the Ringworld and occasionally a Arbitrator would be hit by a black hole fired from a Ringworld projector. When this happened, the Arbitrator, despite all of it’s massive firepower and substantial defenses, was instantly destroyed but most raids against the Ringworld were proving successful.

   After several weeks, the crew of the Expanse became nervous and Captain Chou crept stealthily away from the battlefield, having recorded precious data for the PSU military. The Federation’s first contact with the Ah’ihoz Hree’Daak was avoided, for now......