Gun/Missile Launcher, Improved (Wi): Available at TL4, each Wi fires two missiles per turn(separate salvos), takes up 5 hull spaces, costs 6,000 to develop, and is 35MCr for each unit.
Gas Giant Mining Centers(GGMC): Development of new technologies is never easy but inventiveness was always part of the Oon psyche. When they built their first Gas Giant Mining Center, dozens of races lined up to buy the new technology from them, including the Spidraxian Imperium. Maintenance support is paid before profits are generated. Profit is 10 MCr per month (plus 1 MCr per TL) per GGMC. There are three different sizes of gas giant, regular Gas Giants (1-3 Jupiters), Super Gas Giants (3-10 Jupiters), and Brown Dwarfs (10-30 Jupiters). Regular GG can have up to 50 GGMC, SGG can have up to 100 GGMC, and BD can have up to 200. Each GGMC cost 80 MCr and is 8,000 to develop. TL5, 35hs in size, must be built in orbit by shipyards.
Gravitic Cities(GCol): Invented by the Dionii race(a deadly Hive Mind race in Ilelish Sector), GCol can be built to increase a planet’s overall PU. Up to 20 GCol can be built per facing, 5 PU each. Considered to be 10hs in size, GCol are built by planetary industry and cost 80MCr each. TL5 and dev cost: 10,000
Grav Transport System(GTS): The creation of an ultra-fast transport system by the Oon race not only increased personnel movement by gravitic ‘trains’ but also the movement of goods as well, increasing a planets’ productivity by 5%. This system is 2,000 hull spaces in size and is built by planetary industry. The system cost 1,500 MCr and is TL5. 10,000 to develop.
Gun Launcher, Advanced (Ga): Developed by the Binars during their ever-growing conflict with the Goog Abhorrence, the Ga fires twice per turn, is three hull spaces in size, and costs 45MCr. It costs 9,000 to develop. TL5
Graser(Gr): Grasers fire twice per turn and have twice the range of a normal laser. Costs 75MCr and 5 hull spaces. Three points of damage out to range 4, two points out to range 8, one out to range 16. Anti-laser armor does NOT work against Grasers(too powerful and very focused, like a primary beam). 8000 to develop. TL6
Gravitic Communications System(GCS): A massive (150HS) faster-than-light communications system built in orbit(only!!!). This facility must be built in orbit but separate from any space station, base, or ship. This system can communicate instantly with any ship equipped with CC in the same solar system. Costs 1500 MCr each. It cannot be armored, shielded, or armed as the radiation would kill any organic creature aboard. The facility must maintain a maximum one hex range from a medium populated inhabited planet due to power transfer and maintenance needs. Every month this facility uses 150MCr of power from said planet. This FTL system provides total and instantaneous one-way communications coverage of the system it's deployed in. The hull must be built as a space station and a boat bay added for maintenance but no Q, H, or Lh is required. Additionally: At HT 12 radiation shielding is possible and the GCS may be installed and used on any unit with a Core Tap. 30,000 to develop. TL6
Graser Spinal Mount(Gr-SpM): First developed by the Luren Empire in their endless wars against the Shern, the Gr-SpM proved somewhat effective against the massive Berserker assault against their Empire. Cost is 144, 18 hull spaces, TL7, dev cost = 16,000.
Gunboat, Prototype(GB0): A smaller version of the Gunboat, a GB0 is 3 bbp in size, has 8 fXO racks, has Dx1, is warp capable, moves at speed 9, and costs 80MCr. It can also double as an assault ship (twice the capacity of a assault shuttle). GB0 cannot be mounted on XO. Available at TL7. 8000 to develop. Cannot be held in boat bays of fighter bays of any type.
Graser, Capital (Grc): Capital Version of the Graser, 7 HS in size. 95 MCr, 10,000 to dev. TL8
Graser, Capital Spinal Mount(Grc-SpM): A powerful upgrade that were mounted on Luren Bonegrinder-class superdreadnoughts, this long ranged beam weapon damaged many small Berserker warships in the field, but couldn't hold back the deadly onslaught. Cost is 216, 21 hull spaces, TL9, dev cost = 12,000.
Graser, Small Capital(Grcs): Cost is 114, 7hs, dev cost: 8,000. TL9
Graser, Heavy Capital(Grch): Cost is 190, 9hs, dev cost: 8,000. TL9
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. Reload time is 75% normal. Two hull spaces in size, 10 MCr, TL9. Dev cost: 12,000.
Gun/Missile Launcher, Capital (Wc): Same as TL11 system, just lower TL. TL9
Grav Lance (GL): One of the Galaxy’s most unique, and lethal weapons systems, the introduction of the Grav Lance was a rude, and nearly fatal shock to the Rishatha Imperial Navy. As the Fourth Interregional Conflict broke out between the Thranx Unity League and the Rishatha Imperium, the resolute Thranx admirals found themselves badly outnumbered in every fleet battle with the Imperial Navy. Forced into strategic retreat, the Thranx naval forces were pushed out of several Thranx systems until a radical new weapon reached the Fleet. A very large engineering system, the Grav Lance sets up a negative harmonic within a ships’ Drive Field, which rapidly shuts down half of a ships engines. A hit from a second GL on the same turn will disable the other half of the engines and knock out the drive field. The engines disabled this way remain inoperative until the beginning of the next fire phase. Thus the targeted ship will loose DF protection for one combat phase and movement ability for one movement phase. The devastating introduction of the energy torpedo, a near-light speed weapons system, combined with the Grav Lance allowed the Thranx Navy to withstand Imperial attacks. The inability to operate within 150 TH of a warp point and the infrequency of the ability to shut down a ships’ engines(10% chance) prevented the Thranx admirals from regaining lost territory, but stopped the Rish military offensive in it’s tracks. The GL is a one-shot weapons system. Once it is fired, it instantly burns out(due to the interference of it’s own ships drive Field) and must be rebuilt(in essence refitted). This is the main reason why the Thranx never mounted this system in anything larger than a light cruiser. Code: GL, TL10, 15hs, cost 150 MCr, dev 20,000 MCr. Very short range(four TH).
Gunboat, Second Generation (GB2): During the fierce fighting between the Rishatha Imperium and the Horune Totality, the Rish Warmothers realized a serious deficiency in their close-support echelons of their fleets. A new, more powerful Gunboat was needed to fill the gap between smaller escort ships and fighter groups which traditionally supported these fleets. The Second Generation Gunboat was the result, and went rapidly into service with not only the main Rish fleets but many Rish worlds and allied planets as well. Speed 11, 8 days endurance, No cargo or PCF capability, Fire-Control 3, Dx defense, Ai armor, fXr scanners, 2 int turrets, 6x4 racks, total cost: 140 MCr, 2151 csp(8 bbp). TL10
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.
Gunboat Main Gun (GmN, GmP, GmE, or GmF): SEE SECONDARY PAPER. TL10
Gunboat, Third Generation(GB3): During the Alpha-Synth War(fought between the highly advanced Kittani Federation and the Rishatha Imperium), the Kittani forces introduced the very capable Third Generation Gunboat. A devastating platform, the GB3 was put to good use throughout the campaign and quickly brought the Rish fleet to ruin. Same as GB2 except: S0, 8x4 racks, jamming, 185 cost, 1919 csp(8 bbp). TL12
Gun/Missile Launcher, Improved Capital (Wci): The Kittani Federation's losing conflict with the Rishatha Imperium did not stop them from developing more advanced missile launchers, like the Wci. 6 hull spaces, 115 MCr, and 20,000 to develop. TL12
Gun/Missile Launcher, Advanced Capital(Wca): One of the most devastating missile systems ever invented, the Wca was developed by the technically brilliant Tolat race. 5 hull spaces, 160 MCr each, and 35,000 to develop. TL14
Gun/Missile Launchers, Advanced 2nd Generation(Wa2): Development of the Wa2 was a fortunate happenstance for the Horune race, who found themselves at war with the vast Rishatha Imperium. Although the genocidal Horune refused to negotiate with the Rish, this missile system proved a powerful tool in dealing with the Rish. The Wa2 system fires three standard missiles per round and were used by the Horune only throughout the war. Their advanced antimatter warheads made the Wa2 system very destructive and it's exorbitant cost(220MCr) limited the system to lower production rates. Few Horune warships were equipped with his system and Horune destroyers were made up entirely of this class. This system is three hull spaces in size and cost 30,000 MCr to develop. Cost is 80, TL14. Courtesy of Todd Kes.
Gun/Missile Launcher, Advanced 3rd Generation(Wa3): A critical system crash developed after the discovery of the Rishatha Imperium, the Wa3 system was refitted into only 20% of Horune destroyers before the Totality was overrun. The Wa3 system fires four standard missiles per turn and the use of protomatter warheads enabled the Horune to destroy hundreds of Rish capital ships in the last days of the war, and destroy every habitat in the Hainurrabi System. TL16, 3hs, 160MCr, 40,000 to develop. Courtesy of Todd Kes
Gigaton Warheads(-GT): Perhaps one of the most deadly weapons ever invented, Gigaton Warheads are just that, devastating missile warheads with antimatter yields in the 1,000-10,000 megaton range. Their use against planetary targets is hideous in the extreme, with all navies abandoning the practice after the Armageddon War ended. First seen in the Battle of Kline Station, the TFN faced the first of three mammoth Hree'Dak assimilation vessels that rampaged across Federation space, annihilating any and all Terran warships in their path using these deadly warheads. Gigaton warheads are especially disruptive because they can be mounted on nearly any missile, with standard and close assault missiles having a low range yield, 1,000 megatons, and capital and bombardment missiles in the higher range. A 1,000 megaton warhead only has to be detonated near a warship to cause critical damage(notice the complete abandonment of all warships smaller than destroyers during the Hree'Dak conflict), with capital missiles carrying a 5,000 megaton warhead, and a HBM carrying 10,000 megatons. With the development of the Light Bombardment Missile(LBM, 5,000 megatons) and the Medium Bombardment Missile(MBM, 8,000 megatons), the TFN was able to effectively fight back against the relentless onslaught of the Hree'Dak, which unfortunately left Terra a radioactive ball. Development costs is 70,000. TL17. Price varies according to missile:
TYPE DAMAGE COST
SM/BM 30 400
CM 60 600
LBM 90 800
MBM 120 1,000
HBM 150 1,400
Gun/Missile Launcher, 4th Generation(Wa4): A critical missile system crash developed after the discovery of the Hree'Dak Empire, the Wa4 system was refitted into only 20% of PSU warships before the alliance collapsed in the final stages of the Armageddon War. The Wa4 system fires six standard missiles per turn(three salvos not six separate ones) and the use of protomatter warheads enabled the PSU to destroy hundreds of Hree'Dak escort ships in the last days of the war. Size is three hull spaces, 220MCr, 50,000 to develop. TL18
Globular Shields(GS*): A most unique weapons system, Globular Shields were used by the Hree'Dak during the Armageddon War with the Pan-Sentient Union, a conflict that cost the PSU billions of lives and Terra itself. A highly unstable energy field, only a ship's AI(computer core) can adjust the shields hundreds of times per second to keep the whole thing stable. Globular shields work in the following way: for each point in the code, fifty points are generated. When the first fifty points go down, they begin regenerating, all fifty points come back up within 5 tactical turns. $R2 can be used to instantly regenerate the shields to full power as well. Cost 250 per code point(at TL20 there are five points available, up to 250 points of shields), size is 8 hull spaces for the main generator, dev cost 80,000. TL20
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High Explosive Cannon(HE): Facing a severe missile disadvantage at lower tech levels, many industrial races developed high-explosive cannon to defeat standard shield technology. Using a special ‘energized’ shell, the HE cannon can fire right through regular shields(but not S0/S1/S2) and do damage directly to the armor of a warship. Ind1. These weapons are very short range(1-3). 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. Three versions of the HE cannon were developed:
Type Code Cost HS Damage TL Dev
5 inch gun HEa 20 2 1 pt Ind1 1,000
10 inch gun HEb 30 2 2 pts Ind2 2,000
20 inch gun HEc 40 2 3 pts TL1 3,000
Low tech races get some punch from this system!
Heavy Launch Vehicle(HLV): A highly modified Planetary Defense Missile, the HLV was developed to launch satellites and OBPs into contested orbit. They are -3 to be hit. 50MCr each, 100 csp, Ind2, 2,500 to develop. Ind2
Hospital System(HOSP): The hospital system was developed by the Pact of Humanity primarily for relief for planets recently bombarded. For every (HOSP) system that arrives within two months of a planetary bombardment, ten EVM points of damage can be relieved, up to a maximum of 25% of the damage inflicted on the local population. Also, after each space battle, calculate the number of survivors as usual, but also keep track of the dead. When finished, halve the dead; these are the injured that would die without prompt medical care that (HOSP) can save and each (HOSP) can save 200 of these. If they're aren't enough (HOSP) to go around, too bad.). Cost 100, TL1, ten hull spaces.
Holographic Targeting Computer(Hc): This system requires one hull space and costs 60MCr each. It provides +1 to hit any enemy vessel, but only control offensive weapons(ie L, W, Rc, etc not including D, Dk, or Ak). 4000 to develop. Hc is cumulative with -z. 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. TL5. 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 like 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.
Heavy Standard Missiles(HSM) and Heavy Capital Missiles(HCM): Can only be fired from Missile Pods, Wc, and XO racks. Both missiles are rather large and can be fired from IO Racks(2 each) or XO Racks(3 each). Heavy CM do three points of damage and have a 20% decrease in range. Heavy SM do two points of damage and also have a 20% decrease in range, however, they may be fired in Sprint-mode from a IO Rack. They can be fired from ship XO-racks. These 'Heavy Missiles' cost twice as much as their standard counterparts but they also incorporate a general +1 to strike due to their increased size which enables them to carry better homing equipment. They also deploy advanced ECCM capabilities against point defense, like the CM. HCM are -3 to be hit, and HSM are -2 to be hit. Since these advanced missiles already incorporate equivalent systems neither -z or -q may be added them. Side note: HSM and HCM can be fired from Wc! TL8
Hetlaser, Spinal Mount(HET-SpM): A powerful laser weapon, the hetlaser was the TFN's primary beam weapon, and continued to be so in all of its wars. Cost is 252, 18 hull spaces, TL8, dev cost = 24,000. TL8
Hetlaser, Small(HETs): Cost is 84, 5hs, dev cost: 12,500. TL8
Hetlaser, Heavy(HETh): Cost is 140, 8hs, dev cost: 12,500. TL8
High Velocity Missile(-HVM): Developed by the introspective Oon race, the missiles are fantastically quick. These super-fast missiles cross the point defense threshold so quickly that they are a general -3 to be hit, and -5 by missile-based point defense. If fired at a planet, nuclear-type damage with no fallout or radiation! x3 cost, 8,000 dev. TL10.
Hypermass Generator(HMG): One of the most devastating weapons that the Pact Navy has ever produced, this large and very complex system hurls hypermasses at enemy warships, causing incredible damage. A unique change of the drive field, known only to the Pact Navy, turns the DF into a massive funnel that dumps trillions of tons of local "dark matter" into the generator, concentrating it and firing it, all within milliseconds. The hypermass does not actually have to hit a warship to cause damage, just being in the same hex(or hex path) causes tremendous damage(fifteen internal points and fifteen points of damage directly to armor, with no damage to shields) to any and all ships within the hex row that it is fired in. A Hypermass Generator fires an object(.50 Solar mass) every other round, for five rounds only, destroys small craft easily, and travels at .95c. The DF of a ship cannot compensate for the gravity of the hypermass and thus the ship takes damage even though the hypermass only travels near the ship. Any small craft that are in the same hex as the hypermass are instantly sucked into it and destroyed. The massive physical and energy demands of this system limit it in the following way: a dreadnought can only carry one, superdreadnoughts can only carry two. This weapon is forward facing only(fighter fire arc) and its range is 15 hexes, after which the hypermass instantly dissipates into the quantum realm. Size is fifteen hull spaces, 800MCr, 65,000 to dev, TL10.
Hyperwave Datalink(Zd): Recently fielded by the newly-formed Trantor Navy, small hyperwave generators are being installed aboard major naval warships in an effort to increase their range and targeting ability. The horrendous cost of a Hyperwave Datalink limits the feasibility of emplacing them on all combat vessels but their outstanding performance in extending datalinks between warships(by 300%) makes them highly desirable by Admirals and ship Captains alike. Zd also allows instantaneous monitoring by Hyperwave Generators(Hd) of the tactical situation of any warship within the same star system as the Hd. Cost 200MCr, size is 2 hull spaces each, TL10, dev cost 40,000.
Hetlaser, 2nd Gen. Spinal Mount(HET2-SpM): A powerful laser weapon developed by the Gagarin Labs on Old Earth, the HET2-SpM was thee primary TFN weapon for nearly sixty years, including the Yarrod War. Cost is 342, 15 hull spaces, TL12, dev cost = 36,000.
Hyper Missiles(HM): Fired from Hyper-L Launchers only, Hyper Missiles cost 20 MCr each, take up 30csp, and cost 20,000 to develop. Each HM does five points of damage. TL13
Hyper-L Missile Launcher(HLM): Launched from planets, asteroid fortresses, or moon-based PDCs only, Hyper-L missiles become the front line of planetary defense at TL 13. D series defensive weapons are unable to stop Hyper-L missiles from reaching their target. Hyper-L missiles do five points of damage normally but antimatter warheads may be fitted for more damage. Each launcher is very expensive, 500MCr per launcher. Hyper-L missile launchers are extremely large and complex due to the necessity of rapidly evacuating the air from the firing chamber before launch and formation of a hyper-drive field around the missile itself. Since this process is time consuming, Hyper-L missile launchers fire every other round. Because of the size of the launcher, each takes up 25 hull spaces. 30 hex range. 80000 to develop. TL13
Hetlaser, Third Generation(HET3): The Third Generation Hetlaser, built by Heterodyne Systems Inc., follows the example of its predecessor by reducing the hull space required for the weapon and still achieving a modest improvement in both range and power. Although only two-thirds the size of most capital beam weapons, the hetlaser is still an excellent short to medium range assault weapon and an ideal system for smaller vessels. Cost 140, four hull spaces, dev cost 35,000. TL15
Hetlaser, 3rd Gen. Spinal Mount(HET3-SpM): A powerful upgrade in spinal mount weaponry, the HET3-SpM was heavily used during the Armageddon War by the TFN, but to no avail as Earth was reduced to a radioactive wasteland after the Hree'Dak's assault. Cost is 504, 12 hull spaces, dev cost = 70,000. TL16
Hetlaser, Fourth Generation(HET4): As interstellar races advanced, the destructiveness of their weaponry reached astonishing proportions, to where a single missile strike or beam weapon hit could tear a warship in half. The same destructive power came in the Fourth Generation Hetrodyne Laser built and fielded by the Pan-Sentient Union. A powerful laser weapon, hetlasers had been developed to a point where their adaptive optics could no longer handle the power load without burning out within seconds of activation, until Vice-Admiral Yang’s development team created the ring laser at Utopia Marria. Normally during combat a standard warship would rotate on its axis to allow all of its standard weaponry to fire, but with the advent of the ring laser that process was no longer needed. With the new HET4, adaptive optics are built in “rings” around the hull, giving the hetlaser a huge advantage in firepower over its stationary predecessors. Laser energy could be expelled anywhere along the laser ring and is constantly shifted to prevent optical burn outs, thus giving the HET3 laser a new level of firepower, and a new designation: HET4. The HET4 is 4 hull spaces in size and costs 180MCr. Dev cost is 45,000. TL18
Hyper Engines(Ihi): A Terran physicist(one Miguel Alcubierre of Mexico City) in 1998 theorized that a "modification of space time in a way that allows a space ship to travel at an arbitrarily large speed" (ie warp drive) would be possible, but Dr Alcubierre was laughed off the Mexico City campus and he retired to England to continue his work. Although the TFN never followed up on this technology, the Hree'Dak did, with lethal results. These "hyper engines" create a devastating warp in time and space, large enough to propel a warship forward, adding +3 to movement(including strategic). Using an unimaginable amount of power to bend space, hyper engines warp local space, creating new space to the rear of the moving volume(like an expanding universe), and existing space is continuously being annihilated(like a collapsing universe to a Big Crunch) in front of the moving volume. Thus, a ship within the volume of the warp(and the volume itself) is pushed forward by the expansion of space at its rear and the contraction of space in front. Because a ship at the center of the moving volume is at rest to locally flat space, there is no relativistic mass increase or dilation effects. When a ship equipped with a hyperdrive is accelerating, it travels on a free-fall geodesic(no acceleration g-forces for the crew). This fearsome drive destroys all matter in its path, creating a powerful, fast moving, and unstoppable weapon. The Hree'Dak used this lethal technology and destroyed hundreds of PSU warships with it during the Armageddon War. Hyper engines are 5 hull spaces in size and one is needed per every 100 hull spaces of ship. Cost: 180 each, dev cost 45,000. TL20
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Interceptor Warheads(-d): A warhead fired from missiles that can be fired from XO racks or internal launchers in response to incoming missile volleys(use of the launcher counts as firing it for the turn). The interceptor closes on an incoming swarm of missiles whereupon it detonates, spewing point defense missiles. Depending on the size of the warhead(SM/CM/HBM), the warhead adds 2(SM), 4(CM), or 6(HBM) point defense shots as a "D". It can be used to defend datalinked partners, but only those in the same hex. The 2nd generation can defend friendly ships in the same hex and datalinked partners at range 1, and the 3rd generation can defend datalinked partners up to three TH away and friendlies at range one. TL3
CODE COST DEV TL
SM-d 2 4,000 3
CM-d 3 4,000 6
HBM-d 5 25,000 16
Impulse Engines(im): A basic stealth system, these stealthy engines let a small ships sneak up on an opposing force(one im for every 10hs). 1/2 tactical speed, cannot detect said ship until 60 TH away. DSB and RDs cannot detect these ships until they are 30 tact hexes away, X cannot detect these units until they are 10 TH away. Each impulse engine costs 50MCr each. Only CL or smaller can utilize these stealthy engines. ˝ Hs, 1500 dev. TL7
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
Interdiction Field(InF): A last ditch defensive system, Interdiction Fields are actually focused directional energy fields deformed out of a ship’s Drive Field. Projected into the path of an oncoming wave of missiles, InF have a 30% chance of knocking out any class of missile. This system only works against incoming missiles, beam weapons hit normally. Five hull spaces in size. Mqdrekkor only! Mqdrekkor do not use other types of point defense. Cost: Restricted, Dev: Restricted. TL???
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Jump Carrier Shell(JcS): An expendable shell designed to get assault ships through a warp point without an expensive, and vulnerable, jump carrier, the JcS costs ˝ hull space of the ship it will carry + the cost of the Jc engines for each movement point. Any number of engines may be bought up to the maximum Jc speed for the hull to be carried. Jump carrier shells may only be used with ships of the exact size they are built to carry(ie a JcS built to hold a 60hs CA would not work on a 50hs CA). The shell requires that all engines on the ship itself be turned off but all weapons and defenses perform as if mounted on a standard Jc-equipped unit. After the fire phase of any turn, the shell may be shed(blown off) and at this point is considered destroyed. Note that the ships internal drives must be activated by standard procedures. A ship with a Jc shell transits in all ways as a Jc ship. The shell itself does not add to the size for WP transit, however it's TM is increased by one. All damage done to a ship with a shell(inside shields) will be applied to the shell until it is destroyed. It takes 2x as many hits to destroy the shell as it has Jc systems. If it is destroyed, threat the vessel as a DF down unit. Primary beams ignore the shell, unless in precision mode, in which case it's up to the firer. Needle beams may target the ship or shell. Works with J/Jc engines(not "I"). TL9. Cost is ˝ hull cost + Jc cost. Space(for shipping) 2x Jc spaces. Dev cost: 12,000 MCr. Michael Sauer's idea! TL9
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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
Kinetic Cannon(Kn): A large planetary weapon, Kcannon are a K weapon, but upsized to use in planetary atmosphere. They are the only K-series weapons system available in this game. Although the Pact has never built PDCs, heavily populated planets do have dozens of Kcannon launchers to defend themselves with. It has the same damage as Kc, half the range, and costs 300 per launcher, TL9. Remember, these are grapefruit-sized balls of tungsten traveling at nearly the speed of light, making it impossible for point defense to stop them. They do not need to be mounted in PDC(can be stand alone) and costs 30,000 to develop. TL9
Kinetic Spinal Mount, Capital(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
Kinetic Spinal Mount, 2nd Generation, Capital(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.