Airstrips(As): Are mounted on a PDC, cost .5MCr per space when built into a PDC or 2MCr per space when built elsewhere, and can hold one fighter per space. 800 to dev. Ind1
Agristations(AgriStn): Building these orbital space farms increases a planets’ IU by 25% over standard IU. For every 100hs of agristations built, 20 IU is added to a planets’ economy. NO maintenance, Ind2. Agristations add +.05% extra growth per Qf (ie a O2 world with 10 AgriStn gets 50%/2 + 10 x 2 x .05% = 26% growth. Ind2
Armory(Mor): The armory onboard a vessel, the Morgue is the location of the ships battle and power armor, as well as the Marines’ heavy weaponry. One needed for every 50 hull spaces, size is ½ hs, 10MCr cost, +4 to combat on a ship, TL2, 1,000 dev.
Active Response System(ArT): A small engineering system developed by the Sime/Gen 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. They are 1/3 hull space per 50hs of ship. Each ArT costs 15MCr and is 3,000 to develop. -1 for one ArT, -2 for 3 ArT, -3 for 6 ArT(max). TL3
Asteroid Railgun System(ARS): Adds +20% to SY construction. Throws asteroids into usable orbits around your homeworld. Cost 150 MCr and takes up 100 hull spaces. This is for a single complete unit Build it like a space station. Requires 30 Ic or I to maneuver to local asteroid belt. Must build hull, Q, Lh, etc. Need at least five operating to get SY bonus. The five in the asteroid belt must be built but the ‚catchers' at the planet are 'free'. For each ARS built a catcher is automatically included at a single planet. Each ARS can support 1 SY and increases its build rate by 20%. 3000 to develop.TL3
Autocannon, First Generation (Ak1): A basic anti-fighter defensive weapon, Ak1 rapidly fires depleted uranium rounds at attacking fighters. Ak of any generation cannot shoot down missiles(sorry). Each takes up 1 hull spaces, costs 20MCr each, and has the following to-hit chart: 3 2 1(two shots). 2000 to develop. TL4
Asteroid Smelter(AsSm): First constructed by the Draka Dominion, these deep space smelters helped the Dominion in their long war with the Arachnid Omnivoracity. AsMs must be constructed in a SY and are much larger than a superdreadnought(150hs in size). AsMs melts down asteroids and prefabs the result into usable components. This system gives an additional 20% increase to SY construction or AsMs are also able to assist SYM to accomplish full construction rates or reduces prefab costs to normal construction cost. Twenty are needed for the system-wide SY bonus, two for full construction bonus(2 per SYM), or two for prefabbing(2 per SY). TL4, cost is 200 each, 150 hs, dev cost: 6,000.
Access Port(a): Necessary to transport troops and material to Troop Landing Pods, these ports can also dock other small craft in an emergency, excluding fighters. Two hull spaces, 5MCr, 300 to develop. TL5
Arcologies(Arc): Two arcologies, which holds 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(AtmoPro): One of the most amazing engineering feats of all times, the development of the huge Atmospheric Processors by the Binarian Collective revolutionized large-scale terraforming, allowing the Binars to receive substantial revenues from this process. While perfecting this high-tech system, the Binars made tremendous progress in atmospheric manipulation, creating a breakthrough in the terraforming of O2 worlds into T-type planets. Although the initial prototype was rather small, the actual production model was far larger, and far more robust. Atmosphere Processors are visually identifiable from orbit due to their tremendous size. The control room of a Atmosphere Processor is far larger than a warship’s CIC. It is in the political and diplomatic interests of the Collective to NOT release this technology to other races, although they will sell complete self-contained units...at a fairly modest price! TL5. 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
Armor, Collapsium(Ca): The ship must be initially built hull and armor only and then set adrift very near a neutron star for two weeks. Neutron migration into the armor causes it to become extremely dense. As a result, the armor can take five points of damage instead of one. Collapsium armor does not cost extra but it is not repairable once damaged. No development costs but you must find a neutron star!!! TL6
Autocannon, Second Generation(Ak2): A miniaturized version of the Ak1, with an addition of a small light laser. Each Ak2 takes up one hull space, costs 30MCr each, and is available at TL 6. To-hit is 3 3 2 2 1 1(two shots). 3000 to develop.
Autocannon, Third Generation(Ak3): A upgraded version of the Ak2, the Ak3 costs 40MCr, takes up one hull space, and is available at TL7. To-hit is 5 4 3 2 1 1(two shots). 2000 to develop.
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 TH away!). Ampl replaces TK and are needed to power the Laser Transport System. 100hs, TL8, 10% to GPV. Development cost: 8,000
Armor, Primary(Ap): Developed by the inventive Binarian Collective, primary armor and bulkheads are designed to protect components from primary beams of all current(and future) generations. They only protect components to their immediate right. Ap is TL8, costs 60MCr, and takes up one hull space. Development cost is 15,000MCr.
Assault Transport, Small(tas1): Designed to transport ground troops, the tas1 costs 50MCr, is 8 bbp in size, and can be launched from Flight Decks and Boat Bays. TL8
Autocannon, Micro(Akm): 1/2 Hs, 20Mcr, operates as Ak3, 3000 dev. TL8
ADM Bay[ADBAY]: Widespread conflict with the Holot Empire forced the Pact Navy into development areas not normally associated with conservative shipbuilding, one result being the ADM Bay. Actually called a ‘battery’, this system is a missile bay that holds six ADM missiles. ADM usually cannot be fired from any shipboard launcher but Pact ADMs have been downsized, and the large bay(eight hull spaces) allows the Pact to conduct devastating anti-engine strikes from lowly destroyers! Looks like this [ADBAY]. Eight hull spaces in size, 50MCr(+ missiles), 2,000 to develop. TL9
Anti-Fighter Submunition(AFSW): The AFSW is a set of modified "Dc" counter missiles, each designed to engage fighters. When fired, each submunition in a missile attacks fighters in a single tactical hex like a Dc at range one. Only one submunition can engage each fighter/gunboat. HAWK, HARM, and AMP1/2 can be mounted but no other system can be. Missiles can carry a certain number of submunitions:
BM 2
SM 2
PM 3
CM 4
SBM 4
HBM 5
Missile cost x3, 10,000 to develop. TL9. John Souza's tech
Armorplast(Ab): Developed by the inventive Gaium race, armorplast is an add-on armor, added to the outside of a warships hull. For every 10 hull spaces, one hull space of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL10, costs 5MCr. Dev is 15,000
Assault Transport, Second Generation Small(tas2): Designed to transport ground troops, the tas1 costs 100MCr, is 10 bbp in size, and can be launched from Flight Decks and Boat Bays. TL10
Autoloader(Au): Is 2 hs in size and must be mounted between the VLS and a Mg. Autoloader reloads 12 csp per turn (or if committed to a 2 turn reloading cycle 25 HS in 2 turns; this is to help loading RD, Mines and DSB etc.)- VLS system cannot be used during reloading. Non-autoreloading rate is 12 csp every 5 turns (or 25 csp in 10 turns), also while the VLS does not fire. 15 MCr. Dev cost is 2,000. TL10
Automated Re-Arming: Carriers only, no space, doubles cost of all V. Fighters and other small craft can land, re-arm, and launch in two turns(as opposed to six) thanks to using an assembly line-like process utilizing hundreds of Dionii workers. While in this line, all fighter datalinks are reset to allow for strikegroups. (Dionii only). TL10
Advanced Capital Missile Launcher(Rca): Major missile innovation at TL11, the Rca fires TWO capital missiles every turn (separate salvos). Each Rca takes up 6 hull spaces, costs 12,000 to develop, and are 65MCr each.
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-Fighter Missile, 2nd Generation(AFSW2): The AFSW2 is a general improvement upon the AFSW, as it mounts improved countermissiles, more missiles, and improved targeting systems. AFSW2 countermissiles engage fighters like a Dc at range zero and can "double-up" on fighters. The AFSW2 carries the following numbers of submunitions on each missile:
BM 3
SM/SM2 3
PM 4
CM 5
SBM 5
HBM 6
Missile cost x6, Dev cost: 15,000. TL11
Armor, Energized(Ae): Developed by the inventive Chonogua race, Ae is designed to help balance defense against the L and E families of weapons. Energized armor has the defensive properties of both S and A. It acts like normal armor, but will also block E beams. P ignores Ae just like normal armor. TL12, ½ hs, cost 10Mcr, dev cost 5,000.
Armor, 2nd Gen. Energized(Ae2): A standard improvement over the original technology, the Chonoguans developed this armor during their first encounter with the Arachnids, a deadly Hive Mind race in Garramore Kor Sector. TL13, 1/4 hs, cost 15MCr, dev cost 7,000.
Antimatter Warhead, Heavy(-HAM): A lethal advance in antimatter warfare, the heavy antimatter missile significantly increases the destructive capability of any missile class and makes devastating ramming attacks all the more deadly. The last generation of missile warheads before the development of “megaweaponry”, the -HAM does x12 damage and is available at TL14. Dev cost = 50,000, costs per missile are x12 and can be seen on the chart below:
TYPE COST DAMAGE
ERBM 12 24
CAM1 6 24
CAM2 12 24
CAM3 18 24
CBM 6 24
CM 3 24
HBM 36 120
LBM 12 48
MBM 24 84
SBM 3.6 24
SM 1.2 12
SM2 2.4 12
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 (4 points) and two F (four points). The Horune ship allocates the two remaining (Mad) to "Force," eliminating the F damage, and takes 1 pt of nuclear damage (since the 1st assigned (Mad) still stops three pts). 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 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
Alpha-Synth Technology: Alpha-Synth technology is based on the super-advanced Kittani artificial intelligences. These ultra-modern battleships can not be properly run by organic beings, especially the black hole point defense system and Black Globe. Each Alpha-Synth battleship is run by a organic-inorganic pair, a single Kittani pilot(usually a fighter jock) and the AI. The pilot is 'hardwired' into the vessel using advanced cybernetics and hyper-heuristic softwear systems. The AI itself is a vast self-aware computer system comprising both hardware and software aspects. A very high tech level system, artificial intelligences usually go insane when first activated and as a result are very rare. AIs are critical components of the Alpha-Synth system.
Armorplast, Advanced(Ab2): Developed by the inventive Gaium race, armorplast is an sprayed-on armor, added to the outside of a warships hull. For every 10 hull spaces, four points of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL17 and costs 7MCr per point of armor. Dev is 20,000.
Antimatter Generator, Second Generation(AMG2): Hauling around magazines filled with anti-matter warheads can be risky and anti-matter warheads are not required in all actions. As a result, the navies of the galaxy were very interested in the miniaturized antimatter generator built into the Arachnid's suicide rider warhead systems and soon developed a slightly smaller and more efficient generator of their own to "fill" or charge anti-matter warheads. This permitted them to carry uncharged AM and AAM warheads in an empty or "safe," condition between the engagements when they might actually expect to need them. Because missiles carry warheads which are far smaller than those used in "Sr," the "(AMG)" can charge them more rapidly; an "(AMG)" can charge up to twenty base warhead points (BWP) of missiles per turn with either AM or AAM. The number of base warhead points for a missile is equal to the amount of damage caused by that missile with a basic nuclear warhead. For example, a CM or an ERBM has two BWP and an SM2 has one BWP. AMBAM and AMBAM3 have four BWP, AMBAM2 has two BWP. Charged AM/AAM warheads may be discharged into and dissipated through an "(AMG)" at the same rate at which they are charged but the "(AMG)" may be used only to charge or discharge; that is, it could not discharge one or more warheads while simultaneously charging others. Note: An "-AM" missile may not be charged with "-AAM". One damage point will destroy an "AMG," but because "(AMG)" uses a burst-charging method, it will never blow up the mounting unit. "(AMG)"may not charge or discharge missiles in XO racks. Note those missiles eligible for "(AMG)" charging must mount and pay for the appropriate AM or AAM warhead; the "(AMG)"does not provide "free" anti-matter. In fact, you have to pay for the missile, its magnetic bottle and the special "fuel" of the "(AMG)"up front. Uncharged missiles may be fired but they will do no damage. However, the enemy (and the enemy's point defense) will be unable to distinguish charged from uncharged missiles (until they explode, of course). TL17
Anti-Technic Field(ATF): One of the most interesting and deadly tech items that the Hree'Dak fielded in the Armageddon War, the ATF generates a highly disruptive anti-electronic field around a warship. All missiles, no matter what generation, are -5 to hit. The ATF is like a EMP field and fighters cannot cross it without losing all power(no salvage). The ATF extends out to 10 hexes from a warship and is 8 hull spaces in size. ATF costs 300MCr each, dev cost 70,000. TL18
Anti-Drive Battlepod(ADP): A very large and highly destructive weapon, a Anti-Drive Battlepod is similar to a ADM missile except this weapon(when it strikes the target) instantly burns out all drives and engine rooms onboard a ship(automatic, no save). The attack is considered a ramming attack for evading purposes(no opportunity fire, sorry) and the range is quite long(capital missile range). A phased weapon, ADP cannot usually be targeted or fired upon by physical weapons(depending on what generation phase field is used),and generally only phased weaponry effects them. Fortunately these weapons are very expensive and large and most capital ships only carry a few. Cost 350, csp 30, dev cost 60,000. TL18
Advanced Command Center(C41): The largest computer system ever devised for a ship, the C4I system or "BattleComp" for short functions as Zc/Z, and the CIC system. The C4I system helps point defense and functions as Lc and CyberSynth(+5 to hit all mines, +5 vs plasma guns, +4 vs all missile types except bombardment missiles and ASBM, and +50% to all commo rolls). ASBM and Bombardment Missiles are typically outsize the communication range of the C4I system. Size, 5 hull spaces, cost 200, dev cost 40,000. TL19
Automatic Attack Bits(AAB): AABs are an extremely experimental weapons system utilizing remote fire capabilities, which can be operated from light cruisers or larger vessels. At higher tech levels they are primarily used in the escort role that destroyers and other small ships normally do. AABs are small, highly maneuverable drones, which mount beam weapons and are able to keep up with the starships to which they are linked. AABs are currently limited to energy weapons, they have become a devastating advancement in offensive starship weaponry, especially for smaller ships. Because of limited computer capacity, starships can control only one AAB per every 30 hull spaces (which must remain in the same hex as the ship), and when the ship fires it's weapons at a target, the AABs fire at the same target. AABs cannot fire independently from the ship but at higher tech levels this may become possible. AABs do not mount Q because the grav stresses of AAB maneuvers would kill anyone on board. They can mount armor and just about any other system(GM's discretion) but they must mount at least one engine. AABs have no minus to strike and are -6 to be hit due to their small size and amazing speed. AABs are a maximum of five hull spaces in size, cannot survive warp point transit, and are an automated weapon.
If a ship using AABs is destroyed, any surviving AABs will immediately seek to join the nearest friendly ship. If the closest ship already has a maximum number of AABs working with it, the 'free' AAB will scan for additional ships within fifteen hexes to join. If the 'free' AAB cannot find a ship to join they shut down their engines, lock down their computer brains, and await retrieval. AABs only search one round before they shut down.
AABs will automatically self-destruct if other races try to recover it only after their command ship has been destroyed. AABs cannot survive WP transit unaided but must go thru attached to their companion ship. AABs also have the ability to fire to the rear. The controlling player must tell the SM at the beginning of the movement which way his AABs are facing. AABs can fire only every other round. AABs cost six MCr per hull space and can be fielded with any of the following weapons:
Fvc2
Pc3
Het4
Any plasma gun
Any other laser weapon
AABs land on the surface of their companion ship, one AAB docking for every ten hull spaces of mother ship. All weapons used are full range and full power. Since AABs ride on the outside of the hull, then they take up space that is normally reserved for XO, XOg, and @ rack capacity. Any HS used for AAB cannot be from @ racks, or be used for XO, XOg, or any other type of external rack system. AABs are atmospheric-capable. TL19
Armorplast, Improved(Ab3): Developed by the inventive Gaium race, armorplast is a sprayed-on armor, added to the outside of a warships hull. For every 10 hull spaces, five points of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL19 and costs 9MCr per point of armor. Dev is 25,000.
Anti-Drive Cannon(AdC): A powerful short ranged beam weapon, the Anti-Drive Cannon was a rude shock to the PSU Navy, who lost dozens of capital ships before they learned to counter this decisive weapon. An AD Cannon destroys an engine room, including all engines(no repairing), one room per shot per cannon. AdC fire every other round and has half a ADM's range. Three hull spaces in size, 65MCr each, dev cost 50,000. TL19
Automated SY/Refit Yard: See secondary paper. TL???
Advanced Strategic Bombardment Missiles(ASBM): One of the most destructive missiles ever produced, ASBM have an incredibly long range, which was used to good effect by the invading Hree'Dak until the PSU was able to duplicate the technology. ASBM are fired from Rh3 and are very expensive: 700 per missile. The ASBM warhead is a high-level gigaton weapon and cannot be swapped out for any other warhead. Add-ons are not allowed for this missile. Dev cost is 100,000. Damage is 150 points per missile(gigaton warhead), csp is 40, range 90 LS. TL18
Anti-Laser Armorplast(Abl): An advancement in sprayed-on armor, Abl is a one hull space armor which acts as regular "A", but in addition each point of armor can withstand three points of laser damage. Cost is 10MCr per hull space, TL16, dev cost = 18,000.
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Battlescreen, Basic(Sc): An active shield that is an ACTIVE defense(activates as D). Any hit eligible to being stopped by shields can be blocked by the Si on a roll to hit of 5 or less. Each grade above or below average gets a + or - depending on experience(experience percentages: Poor 30%, Green 40%, Average 50%, Crack 60%, Elite 70%.). This system only works for three turns(not necessarily consecutive), then burns out and does not work when shields are up. Designed as a low-tech defense, only one may be mounted per ship(the fields react violently with one another: both generators instantly burn out. Lasers and primaries still can shoot through it. This system must be placed before the first engine room. Ind2. Two hull spaces in size. 50MCr, 3,000 to develop.
Battle Sats(BS*): The opening phases of the Goog Conflict shocked the Corillian Confederation as they were rapidly pushed back into their Core Systems in desperate battles. They crash development of several new types of Battle Sats helped defend Corillian planets against the voracious Goog. Massively fielded in the Spectre B System, the Corillians short-stopped the Goog invasion by deploying hundreds of Battlesats at their Spectre B colony.
Laser Sat BsL Ind2 50 20 6,000 A
Missile Sat BsR Ind2 50 20 4,000 B
Gun Sat BsG TL2 50 20 2,000 C
F-beam Sat BsF TL4 50 30 8,000 D
Kinetic Sat BsK2 TL6 50 20 8,000 E
Plasma Sat BsPg TL6 65 50 6,000 F
Railgun Sat BsK Ind1 30 10 1,000 G
Ak1 Sat BsA TL9 30 20 5,000 H
ECM Sat Bs? TL7 55 20 8,000 I
CD Sat BsCD TL3 20 10 2,000 J
RD Sat BsRD TL8 50 30 5,000 K
Z+ Sat BsZ TL9 50 20 8,000 L
A: Basic laser sat, fires three shots before needing recharge.
B: Carries either 4 SM or 4 BM
C: Carries 3 GM
D: Basic forcebeam sat, fires three times before needing recharge.
E: Stats are as any other Battlesat, 3 shots as Ks, full range and damage.
F: Fires three times, every turn, before needing recharging.
G: Fires as K, but with only 30% of the range. Fires three times only, then needs resupplying.
H: Fires continually, as Akm.
I: Defends nearby Sats
J: Holds 8 CDs, for communication. Can be activated by another CD.
K: Holds 3 RDs
L: Links up to 12 Sats together.
Battle sats cannot be seen until 10 hexes away. They can also be dropped from warships hold.
Important Note: Battle Sats are usually controlled by planetary PDCs, 10 sats per CIC.
Boat Bay, Micro(BmB): 1/2 Hs, 5MCr, this boat bay can only hold the Ship's Gig. Note: all warships BC or larger cannot mount the BmB(these vessels have higher small craft needs). 1,500 dev. TL2
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 TH away from a planet. 1 hull space, 15MCr, TL4, 2,000 dev. TL4
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. TL4
Buffered Buoys(-bb): The sneaky nature of the Draka race showed in the development of many radical technologies, including the Buffered Buoys. These devices, intended to look like small asteroids, hid a portion of the Dominion's communication relays. This procedure helped tremendously when the Dominion found itself at war with the Jambitchow, a race already actively at war with the enigmatic Chonoguan Empire. Using this stealthed communications system, the Draka were able to coordinate with the Chonoguans and crush their mutual enemy. Detection range is halved, x2 cost in building the buoy. A ship with four extra H can transport the rock and release it on the other side of a WP. DSB-ncd. TL4
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.
Brilliant Anti-Engine Submunition(-BAT): Invented by the Sime/Gen New Union during their rebellion against the Basmoli race, the -BAT homes in on engine radiation. Does damage directly to engines(room) 20% of the time after being hit. No other damage and no higher damage possible(ie SM-BAT does 1pt of damage as does CM-BAT). No antimatter, etc. The -BAT is x3 missile cost, 7,000 to develop, and TL5.
Bases, Mobile(BSx*): These are bases with some movement capability. They are the same size as a base, have a slightly increased construction time(110%), and have no WP transit capability. The 'drive' of a Mobile Base is ½ a hull space per every 25 hull spaces and 5 MCr each. They have a strategic speed of 1. TL6. Dev cost: none.
Battle Raft, 1st Generation(brf1): Developed as a planetary landing 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).
Battlesteel(Aa): Developed by the inquisitive Hudlar race, this fantastically strong Battlesteel armor can only be developed on ST worlds in the crushing depths of a ‘deep atmosphere’ and the strange minerals within this type of planet’s atmosphere. These worlds’ must be of HI 5 or higher. One hull space of Aa equals five point of armor. TL8, costs 5 MCr, 10,000 MCr dev.
Bulkheads, Primary (Bp): Costs 60MCr, takes up one hull space, and is developed with Ap. TL8
Batteries[weapons]: In the past, a warships weapons were evenly spaces throughout a vessel to minimize battle damage and sustain combat for as long as possible, however the Pact Navy has found a way to maximize firepower and maintain survivability. The result was the so-called “battery”. Developed less than six months ago, the Pact Navy first fielded the ‘battery’ on destroyers equipped with scaled down anti-drive missiles, creating in a lethal weapons platform. Batteries are powerful clusters of weapons located side by side and using joint energy systems and targeting sensors, resulting in a decrease in weapon size(-1 hs). Batteries can only mount four weapons(or less) per battery and look like this [L L L L]. Batteries cost nothing extra to mount. Dev cost: 9,000. TL9
Battlescreens, Advanced(Sc1): 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. Sc1 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. The P system CAN shoot out of Screened warships. A ship with Screens up CANNOT launch or recover fighters, bombers, or other small craft. Point defense also CANNOT fire out. 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. TL9
Black Globe Generator(BGG): A very large(15 hull spaces) and expensive(500MCr) system, the BGG is a 100 shield point equivalent system that also prevents ramming. If a vessel tries to ram a ship with an active Black Globe, the ship bounces off the shield and must role for damage. A 1-3 means all engines have been burned out, a 4-7 is three random offensive weapons systems of the same type have exploded and are no longer functioning, while 8-10 is all power on the ship is out. BGG negates laser and primary beam advantages but you cannot fire weapons or launch small craft with the Globe on. Black Globes are auto-regenerating and stay up unless completely knocked down. 20,000 to develop. TL16
Bombardment Missile Launcher, Light(Rh1): The HBM is great if you have monitors, the Ophiuchi of course don’t, their largest non-carriers are battlecruisers, but they felt they needed the range and punch of the HBM. They began work on and finally introduced the LBM and MBM which are cut down versions of the HBM. This is the launcher for the LBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 30 hull spaces of the mounting ship, this allows HBM range on DD size units. It can only fire LBMs; four points of damage per missile. Cost 200, six hull spaces, dev cost 25,000. TL13
Bombardment Missile, Light(LBM): This is a lighter version of the HBM that can only be fired from an Rh1. Cost 1, dev cost 10,000, 10 csp. TL13
Bombardment Missile Launcher, Medium(Rh2): As the PSU burned under the devastating onslaught of the Hree'Dak assimilation ships, the Ophuichi crash fielded the Rh2 launcher in desperation. This is the launcher for the MBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 40 hull spaces of the mounting ship, this allows HBM range on CL size units and allows BC size units to carry 2 such launchers. It can only fire MBMs; seven points of damage per missile. Cost 350, ten hull spaces, dev cost 50,000. TL14
Bombardment Missile, Medium(MBM): This is a medium size of the HBM that can only be fired from an Rh2. Cost 2, dev cost 15,000, 15 csp. TL14.
Bombardment Missile Launcher, Heavy (Rh3): The Heavy Bombardment missile system's development was finalized during the insurrection by the Zephrain research facility. The weapon system consists of the standard muzzle, fire control and ordnance feed tubes, with additional power supplies and graviton generators for the HBM1. The HBM launcher may only fire HBM1 per combat turn. Any future ordnance that can be launched from 'Rh3' will be specifically noted as such. Due to the need for significant internal bracing and hull support, only 1 'Rh3' may be mounted per 50 hull spaces. This requirement increases to 200 "military" hull spaces and the Rh3 is double cost for SS, and AF due to the nature of its construction. Rh3 cannot be mounted on PDCs. Cost 500, fifteen hull spaces, dev cost 100,000. TL15
Bombardment Missile, Heavy 1st Generation(HBM1): The First Generation Gravitic Based Missile was developed at the Zephrain RDS during the insurrection. It consists of a greatly enlarged warhead section, a new control section and a gravitic drive section capable of propelling the device near the speed of light. The HBM1 is fired from 'Rh3', uses the HBM1 to-hit table under 28.01, has a base damage of 10 points and is treated as a 'non-sprint missile' for purposes of tractoring fire effects (08.02.01). It cannot be used like a sprint-mode weapon against ships or small targets, such as fighters, and may not be fired from XO racks. The HBM1 may have all previously published strap-ons; future strap-ons will specifically state if they cannot be placed on HBM1. Previous restrictions to strap-ons still apply (e.g. AMP still cannot be combined with LT). Like CM, HBM1 are intercepted at a -1. EDM of any generation have insufficient speed or sophistication to stop HBM1 and therefore cannot intercept them. All HBM1 of a given volley are engaged as separate sub-volleys of 1 HBM1 (this means that they can never overwhelm point defense). Each HBM1 requires 20 cargo stowage points. Some of this stowage consists of specialized maintenance equipment and capacitors. The actual bore size of this missile is 10 cargo stowage points. During the Insurrection, the Terran Rim Federation used HBM1-b:sp2:hj warheads that hit at -1 against 'normal' targets, hit at +1 against units with an active ?2, were intercepted at -3 by point defense and caused 36 points of damage (10*3*1.5)*80%. An AMG can charge 1 HBM per turn. A planet or moon's gravity field (but not an asteroid) is strong enough to disrupt the new gravity drive on the HBM1. Thus, HBM1 can not be fired from or fired at any target landed on, taking off from or landing on a plant or moon. Cost 3, zero hull spaces, dev cost 20,000. TL15
Black Hole Point Defense(Dh): One of the most powerful engineering systems ever built, the Dh system fires micro black holes from their ship-based projector into the space near the ship, seeking to “absorb” incoming missiles and attacking small craft. The Dh fires 15 times(at 8 to hit) before massive overheating shuts the system down, treats fighters as missiles, engages sprint-mode missiles at -2, and is command datalink capable. The Dh, when fired, can cause up to 2 points of damage out to range 5 if used offensively(similar to Dk series weapons), is not capable of accepting modifications, and Cpu/PhR doesn’t help. After ten minutes a Dh can fire again. Size 3 hull spaces, cost 300, dev cost 50,000. Thanx Kencyr and Phoenix for the ideas. TL17
Battleriders(brr): One of the most unique and powerful small craft ever built, Battleriders are much larger than traditional small craft(20bbp) and are used as an escort to much larger warships, like Terran Juggernauts. Using Battleriders instead of small destroyer-sized warships has its advantages, first of all the turn mode, which is zero for a Battlerider. These small craft can also sneak through a warp point and return much like pinnances, with the same timing and ability to scan as those small craft. Battleriders are also destructive anti-fighter platforms as well as powerful anti-mine warfare craft. Battleriders have armor and shields which equate to a standard -8 to be hit, can use evasive maneuvers, cost 200MCr each, and have either a plasma gun(3rd gen) or a quark cannon on board. Dev cost: 45,000. Battleriders dock on the outside of a warship. TL19
Battle Pod, Heavy(HBP): See secondary paper. TL20
Blink Drive(Ii): A drive used by the Mqdrekkor, the Blink drive was unique in the Known Universe as a jump drive system that could ‘micro-jump’ several times within a warp points location, but only within a warp point locale. It operated similarly to the Jc drive in that it appeared up to 150 hexes away from a WP however, this system could be used to rapidly maneuver around a warp point using its micro-jumping capability. This system has been observed by the Pact Navy but never duplicated outside of a Pact military lab. Cost: Restricted, dev cost: Restricted. TL???
Battlescreens, Improved(Sc2): Improved Battlescreens are a highly restricted 'hard screen' technology that was developed by the Hre’Daak in its conflicts with the human-dominated Pan-Sentient Union. These are a ‘hard screen technology’ are five hull spaces in size that generates ten points of 'screen' per unit. Once overwhelmed, it stays down for 20 tactical turns, and all must be overwhelmed at once if multiple screens are being used. The difference between a ‘hard screen’ and regular shields is screens must be overwhelmed in one salvo(per ship not per turn, datalinking not included either), or it does no damage. While ships traditionally datalinked are able to "pool" their fire, the battlescreen system is able to reset and strengthen its field before additional fire from "helping" units arrives. Also, when a ‘hard screen’ is ‘up’, a ship cannot launch or recover fighters, bombers, or other small craft. Cost is 200, spaces 5, dev cost 50,000. Hre’Daak technology.