Cargo Hold, Small(Hs): 1 MCr, ˝ hs, developed with H. Ships larger than DD must have a regular hold, as their maintenance needs are much higher. Ind2
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). TL2
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
Original concept by Kencyr and Michael Sauer
Cargo Racks, External(XOc): Used to store cargo externally, primarily outsized military items like tanks and IFVs. Each XOc can hold up to 1,500 csp in “cargo pods” which are attached and retrieved by specially built “cargo cutters”. These cargo cutters are a small craft that can land the cargo pod on a planetary surface while under fire. Cost is 5MCr per rack and 5 per pod, dev cost is as per XO and 800 for the cargo pod shell. TL3.
Civilian Repair Slip(CRS): Civilian Repair Slips(CRS) are space stations which have any number of MS installed. Once turned over to the civilians (who run it, not you), you pay no maintenance. No offensive weaponry may be mounted in these SS. The major benefit of a CRS is they can repair damaged vessels at half the price (hull, engines, and armor only) a normal shipyard can (government bureaucracy being what it is). TL3
Cutter, Cargo(cf): A one-man cargo handling craft designed to off-load a ship’s external racks that are loaded with cargo. The cf is one bbp in size and is not warp capable. A cf can remove one 500csp pod from a XOc and transport it to another location at speed two. With two fXO racks, the cf can mount ECM or chaff to decrease its vulnerability to be hit. Cost is 20MCr, dev cost 1,800. TL3.
Crew Quarters/Cargo Hold(Qh): Supports 12 hull spaces of crew and can carry 80 csp. Can be double overloaded in an emergency. TL4
Computer Core(Cpu): Developed by the Sime/Gen New Union during their protracted conflict with the Goog, this system was funded primarily by their Basmoli allies. This system allows the ‘localization’ of ships in deep space by 25%. It also increases the chance for detection of ‘stealth’ ships by 25%(but not ECM3!). 100MCr, 52hs, TL5, 5,000 dev. NOTE: 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: @/!/%
Computer Virus Warhead(-vw): A computer attack inserted into a warship's network by missile penetration, a highly prolific "virus" attacks all electronic devices, inflicting serious internal confusion. It takes down a ship's ECM(first turn), then its main computer system(second turn), and finally all point defense systems(third turn). Cost +15, dev cost 40,000, TL18.
Courier Drone Bay(CDB): 1/2 Hs, 5MCr, and each holds 8 CDs, 2000 dev. TL5
Cyber-Synth Technology: The development of true AI systems and the cybernetic integration of humans into a synth net allowed massive increases in defense capabilities. With humans directly linked to the defense systems of a warship, these vessels acquired new, more capable abilities, including enhanced point defense to-hit, damage control and repair, and increased offensive weapon targeting ability. TL5
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.
Cargo Handling System, Micro(CHSm): ˝ Hs, 25Mcr, can handle 5H at x2 normal rate, 1000 dev. TL6
Cryogenic Storage(Cr): This system was first developed by the alien Gaium race who were seeking to transport more colonists than the standard Q could hold. This system stores twice as many the normal number of people as a Q, but in cryo suspension. If TL goes up during suspension, they must spend 4 months retraining them per HTL increase. Can be stored indefinitely. Cost 50 MCr, TL6, 5,000 MCr dev. One Cr needed for every three Q. ˝ hs
Combat Information Center, Improved(CiC1): Invented by the brilliant Draka race, the CiC1 merges Hc and CiC into one smoothly functioning entity. The CIC does NOT affect weapons fire, its purpose, when integrated with a CiC allows the admiral/fleet captain to better deploy, operate, and communicate with his fleet through the use of a holographic environment. This gives a +2 to initiative, if hit there is a 25% chance the admiral was killed inside, 2 hs, cost 100MCr. TL7, dev cost: 6,000.
Clamps, Ship(CL): A multiple-tech system, the advanced Mondoshawan warships needed a docking and latching system for all three parts of the Multi-Vector Attack ships, and they developed Clamps as a result. ˝ hs, 5MCr each, TL9, dev cost: 1,000
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.
Courier Drone, Second Generation (CD2): Can program speed changes(by StMP) and has evade mode that removes the +1 on fighter chart at the cost of doubling the endurance used. Cost: None (same as CD auto-refill), uses 16csp, development Cost: 1200. TL9
Speed 16 3 StMP(12 systems)
Speed 12 6 StMP(18 systems)
Speed 8 12 StMP(24 systems)
Cybernetic Interface(CI4): A fantastic product of pressurized R&D within the Pact Navy, the CI4 system is a computer system light-years ahead of any other foreign power in Known Space. Mainly a software system with virtual retinal display headsets, the CI4 system has the following abilities:
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.
Cost: 150MCr, dev cost: 20,000. TL9. Zero hull spaces. Only the Luren have been able to invent this technology.
Capital Needle Beam(Nc): Researched by the reclusive Chonogua race, the Nc is 6hs in size, costs 80MCr each, and is TL10. The Nc is a needle beam with a range of 15 hexes. It will also do 2 points of damage if fired in non-precision mode(at range 0-5 hexes). Nc costs 8,000MCr to develop.
Carrier Pods(CVP): One of the more unique weapons systems ever fielded by the Pact, Carrier Pods are a slightly modified carrier hull that is towed into combat situations by tugs and allowed to remain outside of enemy range while launching their fighter compliments. Developed only a year ago by the Trantor System Defense Forces, CVP can be any size and have no drive field or engines, thus are stealthy in appearance. While these bases could be localized by their returning flight groups, most enemy forces that run into a system with these kind of defenses usually do not survive them. In combating Dionii, CVP have proved to be especially efficient in eliminating enemy small craft and medium-sized combatants on their own and without ship support. Cost: as per hull size, dev cost: 6,000. TL 10.
Combat Wasp, First Generation(wa-a): With the advent of antimatter, the Pact Navy began experimenting with a small, highly maneuverable ram platform that could be deployed away from a task force and possibly work autonomously against enemy forces. The result of this research was the “combat wasp”, a surprisingly fast and easily-controlled XO-mounted small craft that could be deployed in large numbers(one wasp per XO). Heavily-laden with antimatter, combat wasps proved to be a most effective anti-ship weapon, although that are unable to transit a warp point by themselves. Cost: 95MCr, TL10, dev cost 25,000. Damage is 10 points when ramming, autonomous range is 3 system hexes(remote-pilot controlled is only 120 TH). Combat wasp’ endurance is six days and they are re-useable unless they ram. Speed 7, +4 bonus to ram.
Combat Wasp Bay(WAB): Not happy about having antimatter-filled small craft on the outside of the warship hulls, Pact Admirals quickly developed and deployed the WAB. WAB can land two wasps per turn. TL10, cost 50, holds six combat wasps, 2 hull spaces in size, dev cost = 5,000.
Cascading Forcebeam Mount(FcB): Developed after the Reformation Group declared a state of emergency following the initial TFN attack into the Deuteronomy System, the Cascading Forcebeam Mount was built with substantial Tolat technical support. This devastating system was installed on front-line Reformation military units throughout the Insurrection and damaged or destroyed so many Federation warships that senior TFN military officials went out of their way to destroy Reformation ships which mounted these weapons. TL 12, forward facing only. 150 MCr, 6 hs in size. Same damage and range as the Cb. FcBs are restricted in the following way:
DD none
BC one
BB two
DN two
SD three
MT three
SM four
Core Tap(CrT): The single largest engineering system ever built, the CrT was designed by the Rishatha Imperium during the 8th Interregional Conflict and is installed primarily on it’s large warp assault units(ie beam combatants). It’s phenomenal size and cost limits this system to only the largest Rishatha fleet units. Built at the core of a warship and tapping into the higher energy states of subspace, the Core Tap increases beam damage by 50%! 500 MCr, 35 hs in size, 35,000 dev cost. TL 12
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Deep Underground Command Post(DUCP): First built during the 2nd Interregional Conflict, the Deep Underground Command Post proved a haven for Daa’Vit civilian and military leaders as the Rishatha Imperium quickly overran Daa'Vit space. This facility improved the combat capability of the Daa'Vit but unfortunately did not prevent this race from being conquered by the more powerful Rishatha military. +1 to planetary combat, 50HS in size, 200 MCr. TL1
Deep Underground Evacuation Centers(DUEC): While battling the voracious Arachnid Omnivoracity, the Imperium lost many worlds to the Bugs, including the Dillian homeworld. After several months, a relief force under Warmother Kra'lli forced it's way into the Dillian system. Many survivors had built these underground refuges to hide from the deadly Arachnids. 100hs, 300MCr, holds Outpost-sized pop. TL1]
Datalink, Basic(Zb): First conceived of by the alien Bandi race, the Zb was used in their futile war against the Arachnids. This system is precisely as Z, but linking a maximum of two units and having a link range of 1 TH. This system is 25MCr, 0 hs, dev cost: 4,000. TL2. (Available to all players, Harry D's tech).
Damage Control Room One(DCC1): 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.
Deep Space Buoy, 2nd Gen(DSB-n2): The traditional dsb-n is located within 4 TH 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.
Deuterium 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.
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.
Drop Bay(DB): A very large and highly modified boat bay, each Drop Bay takes up 12 hull spaces and costs 200MCr. Drop Bays fire modified SLEDs(Drop Capsules), decoys, and chaff to cover the assaulting troops. Each Drop Bay holds 72 Drop Capsules and can reload/fire an additional payload of DcP after 2 turns(as long as you have the hold spaces!). A TL 8 system. 8000 to develop.
Drop Capsules(DcP): A relatively quick, safe, and easy way to get PCFs onto an enemy planet, drop capsules are fired from modified boat bays. Equipped with chaff, EW, drones, and ablative armor, a drop capsule has a -5 to be hit and even if it is, it must be struck twice to be destroyed. Each drop capsule holds 1/6 a PCF, takes up 50csp, and costs 5 MCr each. A TL 8 system. Drop capsules have a ten hex range and can deploy troops onto an enemy planet even if there are active PDCs still operating on the planet's surface. These are light forces only and must have their equipment dropped in to support them. 5000 to develop.
Datalink, Advanced(Z+): Allows remote control of a small ship or satellites(5hs or smaller), including Orbital Battle Platforms. Up to 12 units can be datalinked. Z+ costs 50MCr, takes no hull spaces, and is TL9. 6000 to develop.
Depolarizer(DpO): A unique breakthrough in beam and anti-drive weaponry, the DpO was developed as a small-scale technology demonstration program by the Rishatha during the Imperium’s worst revenue slump and continuing budget cuts in nearly 30 decades. A system seen as critical to the Imperium’s drive to upgrade it’s defense capability following the devastating Horune conflict, the Depolarizer was installed on the newly built Hiammat-class battlemoons and some front-line supermonitors. Each hit destroys one engine(one I), not ROOM! Fires every other turn, 6 hs in size, 150 MCr, TL10, 15,000 to develop. Max 15 hexes range.
Dreadnought Missile(DM): SEE SECONDARY PAPER. TL10
Dreadnought Missile, Second Generation(DM2): SEE SECONDARY PAPER. TL12
Drone Fighters(Fr1): First developed by the Pan-Sentient Union, drone fighters were a real breakthrough as advances in sensors, communications, imaging, and artificial intelligence allowed pilotless small craft to do everything a manned craft could, at a fraction of the cost and without risking pilots' lives. The Fr1 is a very stealthy platform, reducing detection range by 50%. The brilliant PSU engineering skills allow the Fr1 to move at speed 14 and carry four internal fighter weapons. These fighters are not manned, are allowed to be carried by non-carriers, and can be used as a CSP to defend other vessels. Low cost was a necessity because of the high threat environment limits to survivability of fighters. Drone fighters have a remarkable turn mode(zero!) and three Fr1 can be carried per V. To fit three Fr1 into a single V, the drone fighter is unable mount external ordinance. Robot fighters have a final, lethal use as well: they can ram, inflicting terrible damage(15 pts each). They are also highly maneuverable(-2 to be struck) and can carry four fXO worth of weapons. Cost 80MCr, dev cost is 30,000. TL17
Drone Bay(DBay): A small bay designed to hold and fire multipurpose drones. The csp is the cargo size of drones that can be stored within a Drone Bay, ready for launch. Level is the highest level of drone that the Bay can control without needing its communications systems getting an upgrade. Dev cost is 5,000 each. TL18
DBay1 2 30 2 70 3
DBay2 2 45 5 80 4
DBay3 2 60 8 90 5
Damage Control Network(DCN): An inventive system, the DCN has literally trillions of damage control nanties running, seeking to repair any damage a ship racks up in combat. DCN can repair any one system in three combat turns! The DCN cannot build systems, it can only repair them, at full cost from a ship's cargo hold. The nanites can only be used when the DF is down (radiation will kill them as well), and must have 3 turns of no nuclear attacks in order to repair the system. If any nuclear attacks succeed against the ship, the time is reset and the three turns must be started all over again. Cost 150, 2 hull spaces in size, dev cost: 50,000. TL19
Drone Fighter, Second Generation(Fr2): In light of the high-threat environment, drone fighters were developed to combat fearful attrition rates of fighters. The Fr2 is a very stealthy platform, reducing detection range by 80%. Fr2 can be piloted by onboard AI but are most effective with a human or android remote-piloting it using FTL datalinks. The Fr2 travels at speed 16, costs 100MCr each, and can jam six fighters into each launch bay(V). Fr2 can carry 6 fXO worth of weapons(internal only). Ramming damage is 35 points. Dev cost: 40,000. TL19
Dis Warhead(-dis): One of the most hideous missile warheads ever developed, dis warheads are highly destructive nanotechnology weapons that use trillions of microscopic robots to literally dissolve a warship(and anything organic that comes in contact with it) in minutes. The dis warheads eats ten points of hull/armor per turn for three turns. Dis are cumulative but do not work against ships that have their shields up. TL20, dev cost = 80,000, warhead cost x20.