Linear Accelerator Launch System(LALS): A rapid-transport system utilizing basic anti-grav magnetism, the LALS is in general use by industrial races and improves a planet‘s GPV by 25%. Ind 1-2 ONLY! 500Mcr, 100hs in size, Ind1. Dev cost: 1,000.

Lifepod Ejection System(LiF): Developed by the Chonogua, the LiF is1/3 hs per 50 hs of ship or base. This system increases % of crew recovered-which in turn makes grade loss less. 10MCr per LiF, 2,000 dev, TL2. 1 LiF per 50hs for 60%, 3 LiF per 50hs for 70%, and 6 LiF per 50hs for 80%(max).  TL2

Life Support Backup(Lhb): 1/2 Hs, 10MCr, supports 2 Q, 2000 dev. TL2

Laser, Heavy(Lhv): Cost 60, 5 hs, dev: 4,000. TL5

Laser Spinal Mount(L-SpM): The first in a generation of weapons, the laser spinal mount took the enigmatic Luren by surprise when the Shern first used them in front line combat nearly 80 years ago. Cost is 108MCr, 12 hull spaces, TL5, dev cost = 8,000.

Laser, Small(Ls): Cost 36, 3hs, dev cost: 4,000. TL5

Launch Bay(Vb): A limited fighter launch system, Vb may only launch/recover one fighter per tactical turn(may not do both simultaneously). Each Vb is 4 hull spaces in size, costs 40MCr, and can hold 6 fighters. Available at TL5. 2000 to develop.

Light Assault Craft(LACs): A smaller version of the Gunboat, a LAC is  warp capable, carries 6 fXO racks, has Dx1, is 2 bbp in size, can move at speed 9, and can be carried on a Flight Deck(LAC-carriers!). Each LAC costs 60MCr and takes up 3 fighter points on a Flight Deck. Available at TL5. 5000 to develop. They cannot be placed in boat bays or fighter hangars of any type. All LAC are -2 to be hit. LAC require 2 HS of SY-capacity to construct, and take up 2 HS on SP.

Major differences between LACs and Bombers are:

1)LACs are warp capable,

2)LACs are NOT slowed by external ordinance,

3)LACs can be fired on by IDEW and DSB-L.

NOTE: LACs are detected and identified at ½ GB range vs all sensors. Also, LACs are 3bbp in size, requires 2 hs of a ship to build, and takes up three times the space of a fighter on a SP. LACs can be targeted by IDEW and DSB-L.

SEE SECONDARY PAPER FOR MORE

Laser, Rapid-Fire(La): The ability to “pulse” energy from its fusion room and micronization techniques allows the old-style laser a new life on board Pact warships. This laser system is two hull spaces in size, costs 75MCr, dev cost 10,000, and cannot be developed unless the L system is first. The La system also has an ability to target fighters much better than the previous L system(+2). TL6.

Lamprey Missiles(-LM): A unique weapon designed by the inventive Binars, Lamprey Missiles contain no explosive warhead. If a target has armor or shields, no damage will be done. If all shields and armor are down it will destroy one electronic system(immediate effect) on a roll of 1-5 on a d10. Eligible systems are ?*, X, Xr, Xrm, Hc, Mc, Mx, Mix, 2Mix, Lc, Z*, but not D or Pdx! Costs 10 MCr per missile. Can be mounted on any missile frame, but larger versions do no extra damage. No warhead modifications allowed, but missile modifiers(-q, -z, -hk, etc) are allowed. TL 7. 6000 to develop.

Landing Bay(LB*): The increased need for PCF mobility was highlighted during the Seventh Interregional Conflict. The desperate need to emplace large garrisons on distant worlds stretched the Rishatha Imperial Navy far beyond its capabilities. A paradigm shift in strategic lift was needed, and the Rish Admiralty came up with a radical idea: the Landing Bay. The Landing Bay(LB) is an extremely large area on board a ship in which troops and their equipment are stored. The rapid ability to roll-on and roll-off, coupled with the capability to efficiently store twice as many PCFs as normal, revolutionized troopship design within the Imperial Navy. Rish Landing Bay-equipped vessels can land on the surface of a planet, at nearly any location, giving PCFs tremendous mobility.  LBs must be at least 25 hull spaces in size, cost 3 MCr per hull space, and is 4,000 MCr to develop. TL7.

Life Support, Improved(Lh2): Can support 8 Q systems. TL7.

Light Assault Craft, 2nd Generation(LAC2): Many races failed to develop the gunboat but most engineers came up with a similar system: the short-ranged LAC. The development of the LAC2 was a crash priority for the Inheritors of the Last Command during their stupendous battles with the alien Goog race. The initial battle in the AH008 system was almost completely one-sided as 30 Goog monitors pushed their way into the system by brute force, and only the planet-based LAC2 were capable of sustained strikes against the ponderous Goog warships. 80MCr, 8 fXO, Speed 10, 3 bbp, TL7. Dev: 6,000. -2 to be hit.

Long Range Missile Unit(LRMU): A fire-and-forget missile capable of being set to fire on immobile targets deep insystem. Can be set for three different times: 1 day, 1 week, or 1 month. CD size and speed(12), the LRMU has a standard damage of 5(warhead modifiers possible). Can be intercepted like normal CD, XO launched only(5 each). Range 20 system hexes. Can also be intercepted by all types of D at +2(but all penetration mods possible). Hit during movement. All that strike in the same movement impulse from the same direction are considered one volley. Base cost: 5MCr, 10,000 to develop, 8 csp. TL7

Low Cost Anti-Armor Submunition(-c): This submunition was developed by the Sime/Gen New Union during their war with the Hive Mind Goog race. Threatened with certain destruction by the massive Goog monitors, the Simes developed this radical new submunition. The LOCAAS has three depleted uranium warheads in one warhead bus. The LOCAAS does 3 points of  damage(regardless of missile type) and is x3 missile cost(that is, x3 damage to armor, 1 point to shields and screens). No other warhead types possible. 7,000 to develop. TL7.

Laser Control System(Lc): A rapid-response computer system that allows a ships’ weapons and point defense to shoot at ramming ships and small craft. All D* (not Dc* or Dk*), HET* or Gr*,  and L(L,Ls,La) fire (but not *(H), *-SpM, Dec/Lx) may fire up to 3 times at any unit (ship, small craft, GB, LAC fighter or bomber) that attempts to ram. Additionally it also reduces the penalty for opportunity fire to ½ (FRD) per impulse in which a unit attempt to ram the mounting ship. (i.e. first impulse - no penalty, second impulse no penalty, 3rd impulse -1, 4th; -1, 5th; -2 etc). All weapons not controlled by Lc may fire normally against rammers. This system is TL8, costs 10 MCr, and 2,000 to dev.

Laser Transport System(LTS): This is a transportation system based on lasers and an upgrade from the GTS system. Needs antimatter plants. Increase in GPV, by 15%. The general increase in TL makes the GTS out of date, thus LTS created! FAST! TL8, 500hs, 800 MCr.

Light Assault Craft, 3rd Generation(LAC3): Fighting between the Goog Abhorrence and the Inheritors and their allies continued for years, until the Final Battle of Home III, when the Inheritors of the Last Command finally achieved a breakthrough into the Home III System, massacring the Goog on all four inhabited planets. Use of LAC carriers and sustained strikes against the orbital facilities by LAC3s ensured the Goog population's destruction. 100MCr, 10 fXO, Speed 11, 4 bbp, TL9.  Can mount Xr(small) as AWACs. Dev: 7,000.  -3 to be hit

Laser Ball Turrets(Ld): An important anti-ship and anti-fighter weapons system, Ld is 15 Mcr each, 360 degree fire, 2 hs each, two points of laser damage each. TL9 and 8 hex range. Lc works with Ld against fighters. Dev cost: 8,000.

Laser Strip, Heavy (Lst): A vastly destructive weapons system, the Urbanos Cluster has developed this unique weapons system to counter the large superdreadnought contingent of the Terra Cluster. As usual, all laser weapons fire through shields, doing damage directly to a ships armor. This system is 3 hull spaces in size and does five points of laser damage(uses L range). Lstrips can also be used in anti-fighter fire(five one point bursts per combat turn), TL9. Cost: 80MCr, dev cost: 30,000.

Long Lance Torpedo(LLT): Equipped with a huge combination antimatter/nuclear warhead, the LLT moves at speed 14, has limited fire control hardwired into it(+2 to hit), and is fired from specially built spinal mounts. It is engaged as a carrier pod. Unlike SBMHAWK, the Long Lance Torpedo is given a specific target by it’s firing unit, not a specific size or type of target. This is a tactical weapon, not a strategic one. LLT’s, once fired, proceed towards their assigned targets following the shortest route possible, at maximum speed. LLT cost 100 MCr each, dev cost is 20,000. Csp is 18, damage is 30. TL9

Light Assault Craft, 4th Generation(LAC4): A major diplomatic breakdown between the Inheritors and the Hert Confederacy after the Goog War ended resulted in the deployment of the LAC4 by the Hert, who fought the Inheritors for the strategic AH008 system. Using upgraded(and stealthy) LAC carriers, the senior Hert Admiral, Sizs Naboommaroo, initiated a surprise attack on the Inheiritor fleet in planetary orbit, destroying every major warship using the new, fast LAC4s. 120MCr, 12 fXO, 12 Speed, 4 bbp, TL11. (-4 to be hit due to speed, built-in ECM, and low-emission DF). Dev cost: 8,000.

Life Support, Advanced (Lh3): can support 10 Q systems. TL12.

LHAWK, 1st Generation(LHAWK1): The development of the first IDEW HAWK by the Horune Totality was a major blow for the Rishatha Imperium, who had engaged in a all-out war with the militant Horune which lasted decades. These weapons, fortunately, were not replicated by any other power mainly because their high level of technology prevented reverse engineering. TL14, they blow up like DSB-L, damage ½ of DSB-L, 70MCr cost, 15% loss when traveling thru a WP(SF rules), dev cost: 45,000

LHAWK, 2nd Generation (LHAWK2): The development of the first IDEW HAWK by the Horune Totality was a major blow for the Rishatha Imperium, who had engaged in a all-out war with the militant Horune which lasted decades. These weapons, fortunately, were not replicated by any other power mainly because their high level of technology prevented reverse engineering. TL16. Charged by antimatter fuel cell, fires every round for three rounds, recoverable, 80MCr cost, 50,000 dev fee.

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Megahabitats(MegaHab): Building these orbital space colonies increases a planets’ IU by an additional 25% over standard IU. Ind2. For every 105 HS of megahabitats built, 20 IU is added to a planets’ economy. These space stations must have a minimum size of 105 HS. NO maintenance, Ind2. Megahabitats must have the minimum of the following:

S: must have one to protect civilians from solar radiation,

A: must have one to protect from meteorites etc,

BbL: must have at least one per Qc

Qc: x2

H: must have at least one

CHS: need one of some generation(not CHSm though) 

Minefield, Point Defense(MD): Ind2, costs 1,000MCr to develop. 1 pattern costs .20MCr each. The Point Defense Mine is a cluster of nuclear bombs bristling with targeting rods. These bombs are placed in orbit around a world and can use the tracking and computational resources of the entire planet to pump x-ray laser stilettos into swarms of incoming missile fire and small craft. Any missile volley that traces their path through a hex containing a Point Defense Mine can be fired upon once with any number of mines at the discretion of the Mine Operations Staff. A missile that travels through more than one hex is subject to multiple firing opportunities. Any small craft that enters a hex containing a Point Defense Mine can be fired on as well. Each mine pattern that detonated provides the target of the missile volley with the protection of a D. Each small craft fired upon will be the subject of a D configured to destroy small craft. The Point Defense Mine does not have a drive and must be in orbit around a planet. The PDM can be deployed around warp points once the technology for standard mines has been perfected. The PDM does not have the capacity to engage ship-sized units. The PDM is treated as a mine in all other respects. (Pleroma's tech) Ind2

Missile Launcher, Industrial(Ro): This is a low-tech version of the R. The Ro does not mount an electromagnetic accelerator used to punch missiles out of a drive field like the standard R missile launcher. It functions exactly like an R with the exception that no missile launched from an Ro can be launched through an active drive field.  Also makes sickening planetary defense batteries! Cost is 5MCr each, 2 hull spaces in size, Ind2, dev cost: 1,000. (Pleroma's tech!). 

Magazine, Mini(Mgm): 1/2 Hs, 8MCr, 80 stowage points, 1,200 dev. TL2

Mobile Battle Platforms(MBP): Due the high expense of dedicated Planetary Defense Centers(PDCs), the Rishatha Imperium came up with the Mobile Battle Platform(MBP). Mounted on six mega-treads, MBPs can function as PDCs by firing weapons at attacking warships and fighters. Up to twelve MBPs can be hidden per planetary hex facing and can only be spotted by small craft in atmosphere. MBPs are 50hs in size and can be linked to PDCs(unlimited multiplex) or Battle Sats(bonus to hit). MBPs are usually shipped via Landing Bay-equipped ships to distant and newly established colony worlds for defense. There are several different kinds of MBPs, each has to be developed separately:

TYPE               CODE             COST  HS       TL        DEV    WEAPONS

Class I              MBP1              100      50        3          3,000   Rl x12

Class II            MBPII             100      50        4          3,000   Ra x8

Class III           MBPIII            150      50        5          4,000   Rc x5

Class IV           MBPIV            150      50        5          4,000   Ga x8

Class V            MBPV             150      50        5          4,000   P x6

Class VI           MBPVI            200      50        6          5,000   Wa x8

Class VII          MBPVII           200      50        6          5,000   Gr x6

Note: All MBP have anti-fighter weapons(Ak1/2/3 x4, as per TL) and armor and shields(5 points each, 10 each  at TL6). NOTE: Highly unbalanced system. TL3

Missile Launcher, Advanced(Ra): Crash developed by the Binars during their war with the Goog Hive, the Ra fires twice per turn, is three hull spaces in size, and costs 30MCr. Costs 6,000MCr to develop. TL4

Mining Ship(MineS): Long spindle ship, 80hs, 250MCr, max 100 per system. TLx3=MCr per month they generate(maintenance taken out already).  Built around a zero-g smelter and refinery with large storage bays and processing shops. Strategic move 4! TL5 and dev cost: 5,000

Mining Shuttle(mst): Maneuvers through AF easily, like a runabout, 3x’s the endurance of a st, cargo only! x3 cargo space of a st using exterior cargo storage. Same bbp as st. TL5, costs 40MCr. Dev cost: 2,000.

Moon Extraction Vehicles(Mev): Also developed by the Selachee race, Mev gives a bonus of +10% to moon GPV for 12 of them. These are giant combine/driller/refineries. The vehicles are 25hs in size and cost 50 MCr each, TL5. Dev cost: 3,000

Moon Mega-Colonies(MCol): Developed by the contemplative Selachee race, MCol give a +50% to O2 inner moons(rocky planet moons only) by the building of incredibly tall lattice structures and deep underground construction of cities. TL5, 300MCr each(12 needed for the bonus). Built by SY and 50hs in size. Dev cost: 5,000.

Magazine, Improved(Mgi): Developed by the Vestrii, the Mgi is a major advancement over a standard Magazine. Extra cost is in superior munitions-handling system, interconnectivity, and fast-access reloading port; designed to interface with small craft, or CPOD, when invented. All Mgi in a single chain may shuffle ammunition freely among themselves, but may be dumped individually. (Permitting loss of ONLY the -AM munitions, for example). TL6. 2,500 to develop, 1 space, cost 20. Holds 200 csp of ammo.

Missile Cargo Pod(CPod): Invented by the Vestrii in their war against the Kess, the CPod was one of the newest developments in a devastating war that lasted centuries. You can put the entire Mg's basic load(for your Empire) in a special cargo container. It's bulky and not very space efficient but you can install a special @, those mechanical links from AD, over the hull access ports to the Mg, leaving room for a way to transfer missiles from the Cargo Pod to the magazine while the DF is activated(and the ship is running away!). And once the Pod is empty, or you need to get rid of it, you activate the explosive bolts/reaction jets/or whatever, and jettison the Cargo Pod. Think of it as "Speed Loaders" for starships. Fleet colliers transfer a magazine load in "one action" to the other ship and they take the time necessary to move the cargo from Pod to magazine...one missile at a time. These Pods are transferred between ships via tractor beams(usually micro-tractor beams) by specialized fleet colliers. These Pods can pass through a DF like a fighter does, with no damage. The Pod is 300csp in size, 5MCr, TL6.  Dev cost: 1,000

Minefield, Small Craft(MAS): First deployed by he Draka race, these mines destroyed hundreds of Goog small craft and LACs as the Draka expanded throughout 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.

Minelayer System, Large (MiL): This large engineering system was created by the Hawvin race to emplace large patterns of mines quickly. Size: 12 hs, can lay 5 patterns of mines a turn, holds 50 patterns of mines, costs 80MCr. Holds 200 pats of micronized mines. TL7 and 8,000 dev.

Missile Launcher, Improved Capital (Rci): The Thranx Unity League’s last desperate attempt at missile superiority, the Rci was developed too late to save the critical Longtunnel System, which fell to the successful Rishatha advance, who proceeded to annihilate every living Thranx on the planet. 6hs, 70MCr, 12,000 dev. Effects: fires twice per turn. TL7

Multipurpose Drones: See secondary paper. TL7

Minefield, Advanced (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.

Missile Pod Dispenser(MpD): The Missile Pod Dispenser is designed to allow for rapid unloading  and dispensement of missile pods.  Each Mp1 deploys a pod, regardless  of type, once every other turn.  Each pod is dispensed out a ship's rear  and the ship's shields have to be dropped, and the drive field is detuned. (TL 8, 10 cost, 1 space, 10,000 development cost, holds 8 pods).

Missile Pod, First Generation Standard (MpS1): The First Generation Standard Missile Pod was developed on the basis of SBMHAWK pods, launching SM missiles at enemy ships.  Each pod is towed by a tractor beam-one T can tow one pod.  A ship can control a number pods equal to the total number of weapons aboard ship, including any multiple ship bonus provided by Mx or MiX.  All missiles from a ship pods are counted as a single salvo with internal launchers. Each MpS1  holds six SM missiles. Missile pods of all types can't be towed through warp points and are deployed from the cargo bay or pod dispenser.  Since missile pods are outside a ship's drive field-they can be targeted by fighter and gunboat weapons-one hit destroys a pod. Any hits on a shield, regardless of damage, will destroy missile pods, at a one-to-one ratio except when  an enemy ship is firing needle or primary beams, or fighters are attacking the towing ship. All missile pods have to be unloaded from a ship's hold-unless the ship has MpD, the ship has to deactivate it's drive and shields to release pods like it was releasing 20 cargo point items. MpS1, for purposes of ?3, count as an additional +2% for detection of each pod deployed. The cost of all pods is for "standard" nuclear warheads-any additional options on the missiles are not counted for the cost of the pod itself(including antimatter, advanced antimatter or warhead packages).

Important rule: If a ship tows more Missile Pods than twice it’s  engine size(ie how big each engine room on a ship has to get one MP), it loses -1 MP(ie BCs can tow 5 pods, a BB tows six). A ship will start to get slow if it carriers too many pods. (TL 8, 15 cost, 15,000 development cost, no spaces/20 csp)

Missile Pod, First Generation Capital (MpC1): The First Generation Capital Missile Pod mounts three CM missiles  and the necessary fire control system. Except for carrying CM missiles, the pod is treated like a MpS1. (TL 8, 20 cost, 20 csp, 15,000 development)

Molycirc Computers(Mc): This computer requires one hull space and costs 60 MCr. It provides a +2 to hit any enemy  units and cannot be combined with Mi or 2Mi(they replace this system if installed). Mc operate as Mi vs fighters and small craft (i.e. their to hit bonus is halved with FRU).  Like Hc, Mc provides +2 to hit any enemy unit, but only controls offensive weapons (i.e. L, W, Rc, etc not D, Dk, Ak etc.), TL8, 8,000 to develop.

Maglev FD Upgrade((FD*)): Developed by the Grizzelans, this system allowed the continual use of the Flight Deck, which was threatened with removal by the introduction of the V system. This system is refitted right into the FD itself, launching fighters and other small craft all at once. Shown as ((FD20)). No additional hull spaces. One MCr per fighter held. TL 9. Dev cost: 2,500.

Meson Gun, First Generation (MG1): A meson gun may only be installed in a PDC that is unmanned. It is like the primary beam, passing through both shields and armor but needs no cooling down period. Meson Guns take up 18 hull spaces and cost 750MCr each. The higher tech version fires twice per tactical turn and has longer range(15 hexes instead of 8). A TL 9 system. Use the beam chart. 15000 to develop.

Mine Spreader, Micro(MMS):  The MMS system is a small engineering system developed to drop active minefields to the rear of a warship, usually as it is fleeing. Unable to detect these micronized mines, most ships stumble through the antimatter mines, which do one point of damage because of their small size. These mines can also fire on fighters, bombers, and small craft that pass through the pattern. Each MMS holds 24 patterns of micronized mines and fires(as one action) into each of a ship's 3 rear hexes, taking three 'shots' of ammo. (Note: Micronized mines are fully described in QN15 and only last 5 tac turns when fired in this mode). Built for Multi-Vector Attack ships, MMS are 1 hull space in size, cost 45MCr each, and are TL9. Dev cost: 12,000.

Minefield, Anti-Gunboat(MFG): Developed by the Hawvin during their brief conflict with the Chonogua race, the Anti-Gunboat Mine cost 20MCr per pattern, is 25csp in size, and costs 3,000 to develop. TL9. These mines target Gunboats only, at +2. When passing through a MFG, a Gunboat is attacked by a total of five mines each.

Minefield, X-Ray Laser(XM): A stealthy minefield, detection at two hexes or less using X or Xr. X-Ray Laser Minefields have a three hex range, do two points of laser damage, and cost 25MCr per pattern(100). TL 9. 2000 to develop.

Missile Launcher, Mini(MML): Built for MVAs, the MML is 3 hull spaces in size and costs 45MCr each. This system holds ten mini-missiles(one point of damage for -AM, two points for -AAM) and reloaded like a Missile Box Launcher(Wb). Mini-missiles are especially hard to shoot down(1-3 only) and each MML can fire 5 missiles per turn. These missiles can also mount anti-small craft warheads(must be stated 10 turns before combat) and additional missile strap-ons. TL9, .1 MCr each, .08 csp in size, dev cost: 15,000.

Missile Box Launcher, Basic(Rb): Operates as per Wb from ISW4, but may not fire sprint mode missiles. Cost 50, 2 hull spaces, dev cost 4,500, TL9.

Missile Satellite Technology(MST): Hyper-heuristic breakthroughs in computer technology allowed the Horune race to deploy remote fire Missile Satellites at the outbreak of the Eighth Interregional Conflict which was fought by the genocidal Horune race and the Rishatha Imperium. Missile Satellite hulls cost 10 MCr for every hull point (maximum size--5 hull spaces) and  have a small drive field, inherent armor (5 pts), and costs 5 MCr (each!) per month to maintain. Missile Sats are automated(no crew) and when joined together by the new Z+ datalink system (TL9), up to six satellites can be linked together.  A TL9 system. 15000 to develop.

Multipurpose Drone, 2nd Generation(MD2): Similar to the Theban boarding sled design, the CDD is a large, multipurpose deep space autonomous vehicle, able to deploy satellites, commo buoys, or courier drones. These large drones are able to travel at high speeds for long periods of time and are powered by a micronized fusion core, which is able to generate three times as much power as standard fuel cells. The CDD is WP capable, can detect other ships and launch CDs, and can be used to remotely deploy DSB chains. The Second Generation CDD are able to carry LRMU. The payload section, which can hold up to 3 sats, 25 DSB, or 40 CDs, is located in the front half of the vehicle. CDD is unaffected by high levels of radiation and is well-suited to collect information in inhospitable areas of space. CDD can also remotely deploy satellites to initiate surveys of a worlds. TL9, cost 100MCr, 100csp, dev cost: 8,000.

Multi-Vector Attack Ships(MVAs): The Mondoshawan race developed these warships when contacted by the Draka Dominion, who seemed intent on assimilating all races into their sphere. These fantastically expensive, and capable, warships delivered blow after blow to the Draka fleets, including their phenomenally destructive Gunships, which were based around a unique spinal mount. Multi-Vector Attack ships have automatic datalink with all three parts, and only lose this ability when the last Q or Qs onboard is destroyed. The MVA breaks up into three separate parts, the Command Section, the Assault Section, and the Upper Pod Section. The Command and Assault Section are phenomenally deadly, and the unmanned Upper Pod Section has a devastating ramming ability. All three components can separate nearly instantaneously and during the first turn of a WP assault as well using a modified Vli system. The MVAs needed the following systems to be fully functional:

*Clamps,

*Laminate Armor,

*Neural Interfaces,

*Automatic Datalink,

*Hydraulic detachment-Vli(emergency and WP assault),

*Low Emission Engines,

   The multi-vector attack components also needed micronized weaponry to be fully effective, and the following systems were developed just for the MVAs:

*Mini-Missile Launcher,

*Micro-Mine Spreader,

*Ramming Upper Pod,

   The MVAs are only available to the Mondoshawan, and their allies. Unless otherwise stated, all the systems listed in this section are restricted.  TL9

Minefield, Micronized(MM): 30 MCr, 1/4th  smaller than traditional mines. Antimatter warhead does damage as a nuclear mine. Due to their small size, micromines are considered to be irretrievable and cannot be inactivated(though they can be controlled by MCS). Once deployed, they remain fully active for ½ a strategic turn. Any attempt to retrieve them will cause them to self destruct. Cost 20MCr per pattern, TL 10, dev 15,000 MCr.

Minefield Dropper(MiD): Developed by the crab-like Tolat engineers, the Minefield Dropper allows nearly every warship to have inherent minefield capability. The most important feature of this new system is the Micronized Mine: a mine ten times smaller than traditional mines. MM have a small antimatter warhead, which does the same damage as a nuclear mine, but much smaller. MiD are one hull space in size and holds 12 patterns of micronized mines, or three patterns of regular mines. MiD can drop these mines even while the ships DF is up, firing(as one action) mines into each of a ship's 3 rear hexes, taking three 'shots' of ammo. Important note: due to the size of the release mechanism of the MiD, only one MiD can be installed per 10hs(1 per 5hs for carriers, none for non-military freighters). TL10, 30 MCr, 1 hs in size. Dev 10,000 MCr.

Minefield, Sentinel (MSM): These ‘smart mines’ are very high tech level and can fire on any warship that gets within one TH of a smart minefield. They cannot fire on small craft, fighters, or SBMHAWKs and can recognize friendly ships with 100% accuracy(IFF). 60 MCr per pattern(140/pat for AMMF), 10,000 to develop, TL10. NOTE: Reduced effect for all ships transiting WP just like normal MF on top of a closed WP.

Missile Pod, First Generation Strategic (MpSBM1): The First Generation Strategic Missile Pod(MpSBM1) carries four SBM missiles and is treated like any first generation missile pod in all respects. This advanced pod only counts ½ against weapons slots(ie a ship with 10 plasma guns can control/fire twenty pods). (TL 10, 30 cost, 20 csp, 20,000 development cost)

Missile Pod, Second Generation Standard(MpS2): The second generation standard missile pod(MpS2) mounts ten SM2 missiles, and carries them like the MpS1.  Each pod adds +1% to all detection rolls for ?3. (TL 10, 20 cost, 30 csp, 20,000 development cost)

Missile Pod, Second Generation Capital (MpC2): The second generation capital missile pod can carry  five CM missiles, and is treated in all respects like the MpS2. This advanced pod only counts ½ against weapons slots(ie a ship with 10 plasma guns can control/fire twenty pods). (TL 10, 25 cost, 30 csp, 20,000 development)

Multiphasic Sensors(Xz): A highly interesting sensor system, multiphasic sensors can scan both the physical universe and phased space. Xz has two primary modes, active and passive, and is also considered Mi as well(Xr is passive, Mi is active) and has the range of a Small populated planet. Cost 350, size 10, dev cost 40,000. TL20

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Nanotech(Nano): Developed by the enigmatic Whimed race, this technology fell into the hands of the militant Jambitchow Empire during their invasion of the multi-racial Whimed System. TL1

Type                                                   TL

Nanoconstruction Bay                          1

Nanorepair Bots(Internal)                     3

Nanoenhanced Engines             5

Nanorepair Bots(Armor)                      7

Nano-Bomb                                         9

Nano-Warhead                                    9

Naval Academy(NAcad): The development of the Draka Naval Academy helped them defeat the Arachnid Omnivoracity, which threatened to overrun the entire Ilelish Sector. Limit one per Sector(each sector = 15 inhabited planets). Effect: allows crew's grade to start at 1 grade higher(average grade) than normal and shakedown cruises are ½ time for the world where the academy is located. This system is 65hs in size, has it's own Q and Lh, as well as trainers and student and faculty housing. It also has training bays(12 V or appropriate fighter bays) and a small flight deck as well(for small craft training) of 6 hull spaces in size. If located in a SS then no maintenance(I like to put mine in 105hs SS to confuse raiders that it is a AgriStn or MegaHab) or if on the surface then in a PDC. Requires one Crack admiral to operate(he is taken out of circulation permanently). The good news is that if the planet where the Academy is located comes under attack the faculty is moved by the CFN out of harms way. A replacement Academy is ½ the initial cost AND requires 5 turns to become operational. Cost: 5,000. Dev cost: 5,000. Tech level one. TL1

Neural Interfaces(C4I):  Developed by the Draka Dominion, the C4I system provides the following advantages:

1)         They offer a +1 init. (not cumulative with CIC), but are cumulative with CiC1,

2)         They give +2 activation bonus for ships,

3)         They halve the crew requirements for a warship,

4)         They double the effect of training or engagements for improvement purposes,

5)         Because of all the above, the cost is 15% of the ship/base cost.

   This system is TL9, dev cost: 15,000. Developed by Kencyr!

Nano-Fabrication Units(Nfb): A important maintenance system, this is actually an back-up nanotech housing unit and expensive computer program designed to utilize DCC and self-repair systems to manufacture, create, and repair important technical systems aboard a warship. This program is only an emergency system, able to sustain a warship for several months(depending on the size), until it can reach a standard repair yard. It cannot create consumables, whether they be food, rare gases, or radioactives. One hull space in size, Nfb cost 150MCr and are TL16. Dev. cost is 40,000.

Neutronium Warhead(-nw): A hypermassive projectile, a nuetronium warhead is fired from a "cannon" and somehow homes in on a enemy ship's drive field, inflicting massive internal damage when it strikes. Being a hypermassive object, this weapon penetrates both shields and armor and does ten points of internal damage. Range is 60 TH, cost +15,  dev cost 45,000, TL18.

Neutronium Cannon(Nu): A rapid-fire cannon system, the Nu is 2 hull spaces in size, fires twice per combat turn, and costs 40MCr. Dev cost =  3,000, TL18.

Nova Bomb(NvB): A large anti-solar system weapon, Nova Bombs are the first true star destroyers developed by the Hree'Dak, a truly horrible weapon that was deployed against thirteen PSU systems before the Armageddon War ended. They have been used extensively in the Hree'Dak conflicts with other races , with only ten weapons used to sterilize an entire system. Nova Bombs are only used to destroy stars, but the following nova destroys all planets within a system. Warp points leading into an effected systems are unable to be used for a standard year afterwards. These are antimatter weapons in the gigatons, and cost 1,000MCr each. Dev cost: 125,000. TL20