QUICK NOTES 20
FIXES
*Bombers are NOT slowed by external ordinance.
*Singlebeams: Only do two points of damage each, not four. They do however, get a bonus to hit(+2); these are rapid-swivel mounts! They can target fighters at +2(no other bonus).
*AMBAY holds 15 weapons.
*Cpu changed to 2 hull spaces.
*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.
*PD, Akm, and D can all use PhR(in conjunction with CPu) to get additional bonuses to hit vs fighters.
*Pulse Lasers fire double(as Dx) vs fighters.
*PD1 can only fire three times per turn(at missiles). PD2 can fire three times per turn(at fighters).
*Al moved to TL7.
*Ech2, Fch2, Grc, and Oi TL change.
*REI Plants CANNOT be used on planets or asteroid fields, only moons!
*LACs have half the endurance of a Gunboat!
*LACs’ take up x2 the space of a fighter on a SP and are two hs to build in a SY.
*FD is done like this: (FD20)
*Sats, OBs, TK, and SPA cannot be placed on a moon, only on planets.
*Bombers take up two spaces on a FD.
*HE cannon fires every other round, like Pg. It can be ship-based and are a kind of poor man’s Pg. HE can target fighters, but at 1,1,1.
*Lc has the following computer code: !
NEW TECH
Aerospace Warning and Control System(AWACs): The need for long-range surveillance and fighter guidance became readily apparent in the Battle of Morphus, when the alien Draka lost hundreds of fighters trying to secure this critical gas giant and it’s accompanying moons. AWACs is a new military system, with the following abilities:
1)The AWACs has a rapid-scanning ability to cover large areas of space quickly. The system automatically sorts through radar/gravitic returns and highlights targets of interest to battlefield commanders while ignoring the unimportant,
2)The second role is an ability to extract new types of information from radar/gravitic signals– such as phase and polarization changes–that, when catalogued, allows quick, accurate identification of targets,
3)The ability to combine radar data with that from IR, visible light, and gravitic sensors,
4)Finally, all the information is combined by high-speed, large-memory computers directed by clever new algorithms that have been designed to pick out items of military or intelligence interest.
The AWACs system is capable of operating as full sized small military sensors for detection only(NO survey, no ship scanning - early warning only). This system is designed to be built aboard bombers, requiring 30 BP and costing 100 MCr and provides a +2 to initiative when ENTERING a fight(first turn only), provides a -1 to hit for early generation D to hit a fighter(area based ECM). Loss of the AWACs results in reversal of the benefits on the turn after it was destroyed(eg, you blow it up and the fighters are +1 to be hit as the fighter-jocks are used to getting good info from the AWACs). This bonus to hit is only available if there is one AWACs per 100 enemy fighters, bombers, or small craft. AWACs may not mount any weapons(defensive is ok).TL6. Dev cost: 2,000. (Available to all players).
Additional systems upgrades will be made available to the AWACs system, including Multi-Spectral technology, Hyper-Spectral, and Ultra-Spectral. Each of these systems are separate, and substantial, upgrades.
Anti-Fighter Electronic Warfare Bay(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, ½ hull space, TL9. Cost: 40 MCr. (Available to all players).
Capital Kinetic Spinal Mount(Kc-SpM): Developed by the ever efficient Vestrii race, this spinal mount system was especially effective in countering the Imperial Navy’s thrust in the Horune system H-7, which the Vestrii had recently colonized. A region of dead space, the Horune left hundreds of warships lying around intact, to which the Vestrii put to good use! TL10, 376 MCr, 21 hull spaces. Dev cost: 21,000
Capital Kinetic Spinal Mount-2nd Generation(Kc-SpM2): The ultimate in long-range firepower, the Kc-SpM2 fired antimatter pellets at near-lightspeed, destroying many Vestrii enemies. TL14, 512 MCr, 24 hull spaces. Dev cost: 30,000.
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.
Drop Shuttles(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).
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. ½ hull space. Need one per 24 FD. (Available to all players).
Fighter Basic Kinetic Gun (fKb): Cut off from their home territory, Kess Admiral Ryel’sh and his five CVLs led a devastating strike against the Vor’s primary shipyard with a new weapon: the fKb. The original fKb is an external ordnance pack, later versions can be built into a fighter of F2 or later. A scaled-down version of the ship Kb, the fKb is an anti-SHIP weapon. Firing as a fighter beam weapon, it has one quarter the range and approximately half the damage of the Kb against starships: 2 at range 0, then 1pt out to range 4. Against fighters and small craft, it fires as fL. 1pt FTR XO, .25 cargo points, 15MCr to build, 1,200 MCr to develop this is the correct version of it. TL5
Fighter Basic Missile(fMb): The first fighter missile ever built, the fMb proved critical in several major battles, including the Battle of Hilversun, where the Inheiritors fought desperate last-ditch action to stave off the Goog juggernaut. The fMb gives bombers limited stand-off ability. Can carry 1 per fXO or 5 per fWb. Cost is 2MCr, damage is 1 pt, TL5. To hit range is 1,2,6,6,5,5. Dev cost is 1,500.
Fighter Kinetic Gun(fK): Needing a more powerful fighter-based anti-ship weapon, the Kess invented the fK shortly after the critical Battle of Pandemus V. An advanced version of the fKb, this larger XO weapon gives fighters serious stand-off ability with a beam weapon equivalent. It takes the place of TWO weapons if mounted internally, and therefore cannot be mounted as such on anything less than F3. Range 6, damage at range zero is 2-2-2-1-1-1. Fires as fGi against fighters and small craft. Two fXO, .5csp, 20MCr. Dev cost: 4,000. TL7
Fighter Kinetic Gun-2nd Generation(fK2): The ultimate expression of the fighter Kinetic weapon series, this weapon is made capable by full understanding of both the turreted and capital kinetic weapons. Range 8, damage at range zero is 4-4-3-3-2-2-1-1. Fires against fighters as 5-4-3-2-1(range 0-5). Two fXO points, .5csp, 30MCr to build. Dev cost: 7,500 MCr. TL11.
Flight Operations Center(FOC): The destruction of the Oon homeworld(a critical ally to the Inheiritor race) prompted a major crash development into fighter operations. The FOC was the result. +1 to fighter ops(up to 60SG) up to 3 system hexes away. Due to the necessity of the need for the computing power of a planet, this system may not be built aboard a ship. Built into a PDC usually, although SS is acceptable. If the Flight Operations Center is destroyed during combat, all fighters under it’s command suffer a -2 penalty for twelve tactical turns. This system is 10 hull spaces in size and cost 600 MCr. Dev cost: 3,000. (Available to all players). TL6.
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
Fighter Structural Integrity Field(#): This system was first developed by the Inheiritors of the Last Command during their titanic battles with the Goog Abhorrence. They were first employed in the Battle of the Hamimoto Super Gas Giant, where Inheiritor fighters hid in the SGG’s lower atmosphere and surprised the Goog monitors as they lumbered past. This system is a magnetic field that is beamed around the vehicle; the electrical properties of the system deflects the bow shocks of traveling within a Gas Giant, physically moving the shockwave away from the vehicle, dramatically reducing drag. This is primarily because the plasma around the fighter is ionized air that is electrically conductive. This system is 2 BP, 3 MCr, and is TL6. Dev cost: 4,000.
Fighter Torpedo(fTo): In introduction of the fTo into battle came during the Interabi Front War, in which the Arachnids fought the Vor Dominion over the strategic world Interabi. Fighters and bombers can carry this stand-off weapon(which uses the BM chart), carrying 2 per fWb. The fTo is -1 to hit, 2 points of damage, and costs 3MCr each. Dev cost: 1,800. TL5
Fighter “Tag” System(tag): After being attacked by 400+ Goog CT and 40 monitors in the initial battle, the Inheiritors decided to stand on the defensive! They developed a system similar to a limpet mine, only when it penetrates the shields it latches onto the hull and broadcasts it’s location to the universe(no hiding with this sucker attached). +1 for weapons fire to hit, reduce EM by 1 as well. Can’t remove unless you spend 12 hours searching the hull for it, with DF shut down. This ‘tag’ system costs 3MCr each, are fired from a fXO rack, and are TL6.
Fighter Targeting System(FTS1-5): One of the most vital anti-fighter systems ever developed, the FTS is a important defense against increasingly hard-to-hit fighters and bombers. This system allows bonuses to hit vs fighters and bombers. A massive, and expensive computer program located in a ship’s Cpu, FTS1 allows a ship’s anti-fighter weaponry a bonus to hit:
TYPE CODE COST TL BONUS
Fighter Targeting System 1 FTS1 or @ 50 5 +1
Fighter Targeting System 2 FTS2 or $ 80 7 +2
Fighter Targeting System 3 FTS3 or % 120 8 +3
Fighter Targeting System 4 FTS4 or & 150 10 +6
Fighter Targeting System 5 FTS5 or * 200 11 +10
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.
Gunboat Bay-2nd Generation(GBb2): Also developed by the Inheiritors, this system is the second generation version of the GBb, and allows the internal carriage of a Gunboat. Reload time is 50%. Three hull spaces in size, 15 MCr, TL10. Dev cost: 14,000.
Gunstar-1st Generation(Gun1): Developed by the deadly Dionii Hive Mind race, the Gunstar was one of the most efficient, and easy to build, warships ever constructed.
30bbp Speed 9 Cost: 250
4 laser Dx x2
Shields x5 Akm x4
Armor x5 TL10
fChf ?
*Death Blossom(100 mini-missiles*antimatter*)
Gunstar-2nd Generation(Gun2): The second generation version, this Gunstar was used against the Daa’Vit Empire, who had allied with the enigmatic Chonoguan Empire against the Rishatha.
40bbp Speed 10 Cost: 350
Pgx1 and Grsx2 Dxz x2
Shields x10(S0) Akm x4
Armor x10(Ai) TL12
fChf ?3c
*DB or large antimatter warhead similar to Suicide Rider
Hydraulic Fighter Launch System(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. One hull space. Vli costs 20 MCr and are TL9. Dev cost: 5,000 MCr.
Improved Magazine(Mgi): Developed by the Vestrii, the Mgi is a major advancement over a standard Magazine. Extra cost is in superior munitions-handling system, interconnectivity, and fast-access reloading port; designed to interface with small craft, or CPOD, when invented. All Mgi in a single chain may shuffle ammunition freely among themselves, but may be dumped individually.(Permitting loss of ONLY the -AM munitions, for example). TL6. 2,500 to develop, 1 space, cost 20. Holds 200 csp of ammo.
Kinetic Sat-2nd Generation(BsK2): Developed by the Kess during the Hynarian War, these sats helped defend many planets against the Hynarians incessant, and minor, attacks. Stats are as any other Battlesat, 3 shots as Ks, full range and damage. Cost 50MCr, 20csp, dev cost: 8,000. TL6
Kinetic Spinal Mount(K-SpM): Developed by the Kess as they ventured into the dead Horune Empire, this system was desperately needed to defeat the automated systems of Cybercomp warships. 188 MCr, TL7, 15hs, 15,000 to dev
Missile Cargo Pod(CPod): Invented by the Vestrii in their war against the Kess, the CPod was one of the newest developments in a devastating war that lasted centuries. You can put the entire Mg’s basic load(for your Empire) in a special cargo container. It’s bulky and not very space efficient but you can install a special @, those mechanical links from AD, over the hull access ports to the Mg, leaving room for a way to transfer missiles from the Cargo Pod to the magazine while the DF is activated(and the ship is running away!). And once the Pod is empty, or you need to get rid of it, you activate the explosive bolts/reaction jets/or whatever, and jettison the Cargo Pod. Think of it as “Speed Loaders” for starships. Fleet colliers transfer a magazine load in “one action” to the other ship and they take the time necessary to move the cargo from Pod to magazine...one missile at a time. These Pods are transferred between ships via tractor beams(usually micro-tractor beams) by specialized fleet colliers. These Pods can pass through a DF like a fighter does, with no damage. The Pod is 300csp in size, 5MCr, TL6. Dev cost: 1,000
Maglev FD Upgrade: 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. (Available to all players).
Nano-enhanced Engines(Ia): One of the most interesting races ever discovered was the Whimeds, who began early on to develop the most remarkable nanotech systems for their Chonoguan allies. +25% to I speed(for 30 minutes).
Quarters-Small Machine Race(Qt): Developed by the alien Binars before their demise, the Qt is perfect for any machine race. Most races find the lack of heat and low oxygen levels uncomfortable, and to some, life threatening, but the machine Binars don’t. Qt are TL1, costs 15 MCr, take up 1/2hs, and can support 20HS of ship. Has it’s own life support system built in. dev cost: 1,000
Quarters-2nd Gen Small Machine Race(Qm): Also developed by the Binars, this system can support 50HS of ship. Lh support Qm in the same manner as Q. Cost is 25Mcr. ½ hull space. Dev cost: 2,000. TL4
Reverse Thrusters(Ir): A radical innovation built first by the Draka race, this system allows a ship to move backwards at half speed. One reverse thruster must be built into each engine room for this system to work. You cannot use tuners or de tune with reverse thrust n action. ½ hs, 15MCr each, TL6. Noted as (IIIr). Dev cost: 4,000
Staryfury Fighters-1st Generation(Ft1): Absolutely one of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in critical engine designs. These fighters are always extremely capable dogfighters(+1 to hit). Are always +2 movement points higher than other fighters of similar level and can reverse thrust at half speed. (Available to all players). These fighters can mount two internal weapons with no loss in speed but any additional weapons are -2 per fXO point(these fighters are not designed to carry many weapons).
TYPE CODE BASE SPEED TL
1st Generation Starfury Ft1 35 12 6
2nd Generation Starfury Ft2 45 13 8
3rd Generation Starfury Ft3 55 14 10
NEW RULING
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.
NEW FD RULE
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*.
NEW CPU RULE
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: @/!/%
GUNSTARS
The Dionii Hive Mind race was one of the most difficult of alien races to subdue, but thankfully the elite Rishatha Warmother R’yannis found a closed warp point into their home system and defeated them entirely. Records indicate that the Dionii race were actually the four strongest survivors of an internal genocidal war, in which some 37 intelligent species perished. “Only the strong survive,” was the Dionii’s mantra. The four surviving races, the Warrior Beetle, Vanguard Wasp, Worker Bee, and Drone Beetle, are totally malicious, seeing all mammals as a food source, or worse yet, playthings to be toyed with and then killed. The Dionii were initially allies of a super-powerful machine race known as the Mechanoids, who have since disappeared, leaving their allies to their fate. Each Dionii is physically much large than most humanoids with the largest, the gigantic Warrior Beetle, towering ten feet above a human and weighing, on average, six tons. The inventiveness of the Dionii culminated in the development of the “Gunstar”, a micronized warships that is very small, and very powerful. The most remarkable system onboard a Gunstar is it’s Death Blossom missile system, which fires one hundred 1-point antimatter missiles at ships and small craft in close proximity to it. This small warship has heavy armor and shields, two point defense systems, and four anti-fighter autocannon, as well as a fighter chaff system, heavy lasers, and a ECM! The 2nd Generation Gunstar has a rapid-fire plasma gun, two graser emitters with a 260 degree range of fire, and a cloaking device! This warship was first discovered by the Basmoli race, who had the unfortunate luck to encounter a rogue planet of militant Dionii that had not been conquered by the Rish. As the Dionii adapted to the fighting, they replaced their laser mounts with rapid-fire forcebeam-primaries, delivering a stunning blow to the Basmoli fleet in the Battle of New Zeor. As the conflict wound down, the Dionii(who were losing the conflict) mounted a massive antimatter warhead into their Gunstars and began deliberate and persistent kamikaze attacks on any Basmoli warship that got into range. The loss of the Basmoli Joint Chiefs of Staff in the New Nivet system was the result of a Dionii Gunstar firing it’s Death Blossom once it got near the superdreadnought carrying the command staff. The war ending gloriously with the invasion, and eradication, of the Dionii System, with the Basmoli capturing many half-built Gunstars in orbit of the Dionii System’s SGG shipyard.