QUICK NOTES 25

CORRECTIONS/ADDITIONS

*Pocket Battleship Change: Movement point per engine changes to 3/MP.

*Jx note: acoherency does not apply at STRATEGIC speeds, turn mode of J drives.

*New gound base maintenance is 5%.

*NAcad does not help small craft grade! Sorry!

*Part 4 survey must be finished before GGMC can be emplaced.

*Core Tap renamed to Warship Core Tap.

*When attacking a planet, for every 5 PCF, you get one shot at a small craft(1-7).

*If you locate a Bbx next to a CIC, the Admiral on board has a 60% surival rate.

*Command and Control: The important of keeping fleets small(and the battles playable), the following rules now apply. Admirals can control the following number of ships:

Elite: 100 warships

Crack: 75

Average: 50

Green: 25

Poor: 12

For ships above this amount, you MUST declare and resolve all fire BEFORE damage.

*Qc/Qf: Using two per 1,000 hs lowers maint by 1% per SS. One Qf/Qc can support 500hs, no need for Q/Lh.

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.

NEW TECHNOLOGY

Adaptation Module(Mad):  Continual advancements in technology made the Horune Totality a mini-superpower in it's own right, and the addition of new systems increased their superiority, as shown in the Adaption Module. Each modules allows the Horune ship to ignore 3 pts from a specified damage type per salvo. The damage type a (Mad) protects against is specified when it is first used in a turn. The damage types are:  Nuclear, Antimatter, Energy, Laser, Force, Plasma (and for your campaign Graser).Example: A Horune ship mounts three(Mad). During a turn it exits a minefield and decides to allocate one (Mad) to "nuclear" to negate three pts of MF damage. In the combat round of the same turn, a datagroup of enemy DD fires on the ship with W and F, hitting with four W (four points) and two F (four points).  The Horune ship allocates the two remaining (Mad) to "Force," eliminating the F damage, and takes one point of nuclear damage (since the 1st assigned (Mad) still stops three points).  If another datagroup fires on the ship, it will still be protected from three pts nuclear damage and six pts force damage. Note: the Horune MUST must have EXPERIENCED the damaged inflicted before a (Mad) can negate it. The first time the Horune encounter E, F (or whatever), they cannot negate damage from the first salvo (but they can hold back (Mad) for later salvos in the same turn).  One hull space, 150 MCr, TL 16, 30,000 dev cost. Courtesy of Dazrand

Advanced Minefields(MA): Built for increased effectiveness, the Draka invented these new minefields, and just in time too, for the Goog juggernaut was headed their way. These minefields have advanced penaids and defenses and are -1 to be hit. They are also +1 to strike. Dev cost: 8,000. TL 8, cost 25 per pattern.

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 well as 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

BSV0               N/A                 0          0

BSV1               15-25               2          4.5

BSV2               26-50               4          5

BSV3               51-85               6          5.5

BSV4               86-120             7          6

BSV5               121-180           8          7.5

BSV6               181-250           9          9

BSV7               251-375           10        10

Kencyr and Michael S.

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       NOTE

Cyber Alpha One                     +                      50                    5          A

Cyber Alpha Two                     "                       60                    7          B

Cyber Alpha Three                   >                      70                    9          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(DCC): 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.

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.

DSB-n2: The traditional dsb-n is located within 4 tac hexes of a WP to direct passing courier drones, but the Draka freaked when the Arachnid Omnivoracity found their way into Dominion space, following the Draka's well-laid dsb chain. These new dsb can be located up to one system hex away from the warp point. These dsb are double that if their counterparts, and appear at TL6. Dev cost is x1.5 of original dsb.

IDEW-3rd Generation(IDEW3x): The invention of the heavy fusion core for the IDEW was a critical turning point for the Draka, who were hard-pressed by both the Jambitchow Empire and the Goog Abhorrence. The third generation IDEW fires twice(does not modify damage) and triple cost of the IDEW. Also, cannot be refitted to older IDEWs and IDEW3's are +2 to be hit(a bad thing) by any weapons minesweeping. TL12.

OKM Shield(OKM): The Kittani were the first race to field a impervious static bubble, the OKM Shield, which proved critical in several battles with the genocidal Horune race. This system is 15 hull spaces in size and is an impervious shield: nothing can penetrate in or out of it. Not even sensors can see out of it, and no engine movement is allowed either. The OKM shield can be set to drop at variable time period(you chose!) but can only be set-up and dropped once in a 12 hour time period, TL10, nothing over 500hs, great for bases! 300MCr each! 15,000 to develop.

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. ourtesy of Michael Sauer

Regeneration Module(Mrg): Needing more and more serious repairs during their desperate struggle with the ponderous Rishatha Imperial Navy, the Horune scientists developed the (Mrg) to conduct self-repair on their warships. Allows the Horune ship to make a damage control repair roll every 5 minutes rather than the normal 30 minutes. This module allows repair rolls on any damaged system, armor, bulkheads, or systems earlier damage control rolls failed to repair. All (Mrg) on a ship are additive, so four on a ship would allow repair rolls on 4 systems every five minutes. A Horune ship looses 1 (Mrg) each month it is out of maintenance. Other (Mrg) may not repair this damage. 3 hull spaces, 150 MCr, TL 16, dev cost: 30,000. Courtesy of Dazrand

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 they 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

Small Craft Minefields(MAS): First deployed by he Draka race, these mines destroyed hundereds of Goog small craft and LACs as the Draka expanded through out former Corillian space. These are small mines that can attack small craft, and can be layered with regular mines. They lose 1/2 pattern for every full minefield pattern fired(fratricide). They help cut back on pesky pinnances sneaking away(and LACs and fighters and cutters and such). They attack in the same way regular mines do(4 mines per small craft) and fighter point defense defends just like regular D(gives them more of a chance to survive). Cost: 20 per pattern, TL7, dev cost: 5,000. Courtesy of Kencyr

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

^                      1 turn               70MCr             TL12

NOT cumulative(ie, 2 Cpu's running 2 programs repairing 2 pts of shields per tirn is NOT allowed).

BATTLE RIDERS AND THE SOISSONS SECTOR WAR

   The first use of the Battle Rider, a remarkable and unique small craft vessel, took place in the Battle of Urbanos, an omega planet located deep within Basmoli space. The Basmoli Commonwealth had achieved considerable work in tech systems even though being continually at  war with the Arachnids. The first Bug thrust into this system came as a shock to local commanders who had nearly stripped the system of warships in defense of Basmoli frontier worlds. Only three squadrons of newly constructed Battle Riders, which were apparently in the process of their first shakedown patrol, stood between the massive planet Urbanos and the terrifying hordes of Bug destroyers probing this system. Lacking even planetary PDCs and orbital bases, the planet lay naked before the Arachnids, who came charging in at 40% of lightspeed, intent on eradicating the population before Basmoli warships could respond. Only the strong resolve of the commander of the Battle Rider squadron saved Urbanos from a grisly fate as he flung his very green pilots into combat. With 160 billion civilians at risk, the Battle Riders swept in on the invading Bugs and in a day long battle, eradicated the twelve destroyers from Basmoli space, with 90% losses among the new Battle Rider squadron.

   The second major conflict utilizing Battle Riders took place at the Hamimoto Super Gas Giant, in which two dozen Battle Riders, on independant long-range patrol, succeded in surprising the Bug squadron which had chosen to raid the Gas Giant Mining Centers orbiting this critical gas giant. The indefinite life support system and universal docking capability of the Battle Riders gave them opportunity's that most small craft could not achieve, and had extensive firepower too boot. They massacred the Bugs, saving the economic assets of the Empire.

   The third major conflict using Battle Riders took place at the dead Corillian homeworld, where the Draka Dominion had stumbled onto the rich former homeworld of the Corillians at the same time the Goog did. Fleeing the destruction of their homeworld, the Goog had hid behind a closed warp point to regroup, and had inadvertently entered into dead Corillian space. Finding world after empty world laying open to them, the Goog quickly re-established an extensive empire, and began to savage the local races in gruesome wave-after-wave battles. The Draka had also began colonizing in former Corillian space and nearly 300 Battle Riders were available in orbit of Corillia when the Goog attacked. After destroying hundreds of Bug gunboats and LACs, the Draka Battle Riders followed the fleeing Goog forces back through their entrance WP and slaughtered the fleet train waiting near the WP. The use of the versatile Battle Rider became a familiar scene in this war, which included the probing of the Im'kek Chain and the Optimus Raid, both of which  saw the use of hundreds of Battle Riders and culminated their use in waves.

BATTLE RIDERS

Kencyr fnally came up with a good name for the micro-warships/runabouts we were talking about.....here is what he came up with:

5hull spaces for contruction purposes

20 bbp for docking purposes(see below for more)

200 mcr

TL 8

speed 9

1 singlebeam(160 degree arc)

Xrm

Ai x 3                                                   -3 to be hit total for shields and armor

S0 x 3

Indef life support(unless cut off from Empire)

Capable of mounting ONE for the following:

fWb (bomber weapons bay)

Micro-missile launcher

Xm

Singlebeams are used primarily because they are a excellent anti-shipping/anti-fighter weapon

Can dock on the exterior of a ship as if the ship was mounting @(does NOT require mechanical linkage or the other ship to have @). Ships cannot mount XO, XOg, or PhR if using this type of clamp.

Warp capable

2MCr maint per BR

CONS

Can be targeted by ANYTHING, mines, fighters, missiles etc etc.

Kencyr's idea

EVENTS TO WATCH

*Flouwen High Tacticians Discovered

The greatest tacticians in the known galaxy, these gelforms' homeworld was recently discovered by a progressive galactic power. Their ability to calculate infinite mathematical capabilites makes them fabulous allies to their discovering race.

*Mega-Planet Majipoor Destabilizes

Due to a massive build-up at it's northern pole, the omega planet Majipoor became destabilized, rotating off it's axis, and killing several billion colonists, seriously setting back the Draka Dominion's colonization efforts.

*Hert Seeking Colonization

The military allies of the Inheritors have been pressured by the Hert to open up colonization zones, which may force the Hert military to mothball their battleships to pay for their new colonies.

*Hawvin's Face Spacial Dilemma

The lack of open warp points in the Hawvin home system may force the civilian government to annex the newly discovered Chonoguan warp nexus, regardless of the new peace treaty signed with the alien Chonoguans.

*Corillian Confederation Collapse

The outbreak of a virulent bioplague have totally demolished this vast empire, which was the first race to come into contact with the Goog. Their allies, the Im'kek and the Bushi Federation both endured serious setbacks as well when the plague swept their systems.

*Horune Space Discovered

The unfortunate discovery of the first Horune system will be both dangerous and opportunistic for the encountering race. At a brutally high tech level(TL17), the dead Horune Empire's smallest ships will be a significant challenge for any warship.