Orbital Beanstalks(OB): One of the most revolutionary engineering devices ever created, Orbital Beanstalks revolutionize planet-to-space colonization and commerce by providing cheap two-way traffic via this orbital elevator. Connected to the ground and linked to a small asteroid in space, cargo and passengers can safely, and cheaply, be lifted into space via OBs. First built by the technically elite Tolat race, OBs improve a planets’ economy by 3%. Each planetary hex must have a Orbital Beanstalk to achieve this bonus. OBs are built by planetary industry(not SY) and are considered 80 hull spaces in size. Ind2, 5,000 dev, 300 MCr each. NOTE: Destroys 5% of PU on the planet if the top anchor of the Beanstalk is destroyed(this is because the Beanstalk impacts the surface of the planet). This takes 200 points of damage(missiles do damage as if the target had no DF). Beanstalks are dangerous if they break. Ind2
Orbital Warehouses(OWH): May be built and turned over to the commercial interests of your planet to facilitate trade (and expand your IU). They are built as a SS (with Q/H/BbS) and should be standardized. No offensive weaponry may be mounted on them, although D, S, and A are permitted. For every 25 hull spaces of OWH built, IU is increased by 5! These orbital warehouse must be turned over to the civilians for this IU increase. OWH increases total overall IU by +25% (that is, your total IU expansion, including maximum OWH development, can be up to 75% of the PU). They need NO maintenance. TL1
Orbital Battle Platforms(OBP): The OBP is a powerful micro-fort invented by the Rishatha Imperium. Developed after Missile Satellite Technology, each OBP includes armor in the hull construction, giving each platform 5 points of armor. Developed with MST. OBPs have a small drive field, for missile interdiction, costs 5MCr(each!) per month to maintain, and mounts the following systems:
Orbital Battle Platform(OBP) 5HS
Twelve fighter rockets(fired six per round)
Five points of shields(regenerative)
Advanced datalink
Four fighter lasers
ECM
The fighter rockets must be manually reloaded after being fired, thus they can only be all fired once in a battle. The fighter lasers can fire continually. 100MCr. TL9. Warning: Unbalanced technology.
Overload Dampener, Improved (Oi): Developed by the advanced Chonogua race, the Oi is 2 hs in size, costs 50MCr each, and is TL9. It can absorb 3 points of E per volley normally or may absorb up to a total of 12 points and burn out at the end of the turn. This system costs 5,000MCr to develop.
OKM Shield(OKM): The Kittani were the first race to field a impervious static bubble, the OKM Shield, which proved critical in several battles with the genocidal Horune race. This system is 15 hull spaces in size and is an impervious shield: nothing can penetrate in or out of it. Not even sensors can see out of it, and no engine movement is allowed either. The OKM shield can be set to drop at variable time period(you chose!) but can only be set-up and dropped once in a 12 hour time period, TL10, nothing over 500hs, great for bases! 300MCr each! 15,000 to develop. Warning: Unbalanced technology.
Overload Dampener, Advanced(Oa): A system invented by the brilliant Chonogua race, the Oa is 1hs in size, costs 50MCr each, and is TL12. It can absorb two points of E per volley normally or may absorb up to a total of 8 points before burning out. Oa costs 5,000MCr to develop.
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Planetary Defense Missiles(PDM): A new high-tech version of a old system, these planet-based missiles have high-powered antimatter warheads installed, making them formidable anti-ship weapons. Each missile is over 80 feet long(cannot be mounted on ships) and must be built on an inhabited planet (needs routine maintenance-1MCr each per month, add to missile fund). Each PDM is expensive (20MCr per silo-based missile, 40 for each road/rail based missile, and 60 for each sub based missile). When a planet is orbited by a ship or small craft at 5 tactical hexes or less, they have a 60% chance of spotting a silo-based PDM, 30% chance for road/rail, and 0% for subs. Once the initial missile and system is bought, replacement missiles cost 10MCr. To build a PDM takes 2 hull spaces, they do 15 points of damage, and cost 1000 to develop. PDMs have a range of 13 tactical hexes, are a Ind1 system, and are -3 to be hit.
Planetary Courier Drones(cdp): The massive invasion of the Argus Republic by the Goog Abhorrence saw the fielding of the Planetary Courier Drone. Wiped out in swaths, the Argus fleet was unable to maintain communications with all parts of the empire and the early destruction of the ICN net within Argus space at the beginning of the invasion only worsened it’s communication gaps. Each cdp has a speed of 16(5.67 days and 2 StMP) and are PDC based only. They also have improved anti-tampering(0% chance rather than 2% for traditional CD). They are paid through the missile fund(4MC each). One hull space in size in PDC, 2,000 to develop, TL4.
Penetrating Rod Warhead(-PR): An advanced kinetic slug with the ability to penetrate most armor, but only sometimes. This warhead does no damage vs a shielded target. Against a target with armor it has a 20% chance of ignoring the armor and scoring 2 points of damage. For each hit roll a d10, if the roll is above a 2 on a d10 the warhead will do one point of damage to the armor. If a 2 or less apply the damage as if the weapon is a primary beam. The indicated system and system to its right are destroyed. If the target has no armor, automatically apply 2 points of damage as if the armor had been penetrated. If the roll indicates a system off the control sheet to the right would have been hit the warhead has passed right through the ship doing no significant damage. Large amounts of armor can somewhat block the -PR. The -PR can never penetrate a intact block of:
100+hs of A
50+hs of Ai
34+hs of Ac
16+hs of Ac2
Instead they do their normal 1 point of damage. The Al and Ap have no effect on -PR (i.e they absorb 1 point of damage) though they do not break up an otherwise valid block of armor. This warhead can be mounted on CM, SBM etc but it still does only 1 or 2 points of damage. It cannot be combined with -AM, -AAM, -LT or any other warhead types, though -q, -z, -hk and other electronic modifiers are all valid. This warhead costs three times normal and may not be fired in sprint mode. 2,000 MCr to develop. TL5
Parallel Processors(PP): This massive computer requires 50 hull spaces and costs 5,000 MCr each. It increases technological research and development by 20%. Only one PP is needed for the bonus and must be mounted in a PDC or SS. 5000 to develop. TL6.
Phased Array Radar(PhR): Invented by the Spidraxians, this system allows +1 to hit for point defense(only works vs missiles, not fighters, except in kamikaze mode). These are ‘fins’, mounted on the outside of a ship and are easily destroyed(before armor). One PhR per every five hull spaces and replaces one XO rack. One per D system required. Each PhR costs 15MCr, 2,000 dev, and TL6.
Plasma Sat(BsP): The "Revolution in Military Affairs" also(unfortunately) spread to the Arachnid Omnivoracity, who built the first BsP when Home Hive V came under attack by the Thennanin race, who had the audacity to survive attack after continual attack by the bug hordes. BsP are 65 MCr, take up 50 csp, are TL6, and cost 6,000 MCr to develop. Note F: BsP fires a total of three times, once per turn, for three turns before needing recharging.
Pocket Battleships(PBB): Another invention of the creative Binarian Collective, Pocket Battleships proved very effective in the Binars battles with the Tchork race. Here are the stats for the PBB:
TL: 6
Dev Cost: 7,500
Cost/HS: 8.0
TM: 3
Max Speed: 6/4
Engines/Mpt: 3.0
Hs range: 81-90
Point Defense, Laser Cluster(Pd1): Invented by the Oon race during their conflict with the Arachnids, the Pd1 system was a breakthrough for the Oon. The Pd1 is optimized to defend against missiles only (since the Arachnids did not use fighters). They can also do one point of laser damage up to 3/4 LS range to enemy warships. 35MCr, 1 HS TL6, 2,000 dev. They engage as D but with a +1 to hit(three shots only). To-hit can be further improved by adding PhR and Pd1 can target mines.
Point Defense, Missile Cluster(Pd2): Also invented by the Oon when the Arachnids started employing small craft in huge numbers, the Pd2 system uses the Di chart vs small craft, but adds +1 to the kill number(three shots only). Pd2 cannot target missiles. 35MCr, 1 hull space, TL6, 2,000 dev.
Phase Shield Attractor(-ps): A missile-like projectile fired from a "cannon", this item is completely phased and cannot be damaged, and it attaches itself to the shields of an enemy ship. It drains 25 points of shields per turn, per attractor. Only three of these weapons can attach themselves at one time; more and they begin to negate their influence. Fired from a type of "cannon", the -ps has a range of 60 TH and is a "smart weapon": it would never home in on a ship with more than three -ps attacking it. It also homes in somehow on a ship's drive field, exactly how is still unknown. Size 80csp, cost 85MCr, dev cost 65,000, TL 18. Hre'Daak technology only!
Phase Cannon(Pho): A rapid-fire cannon, the Pho fires -ps and is 3hs in size. The Pho fires twice per combat turn. Cost 65, dev cost 35,000, TL18.
Power Capacitors(Cp): Fighting between the Draka Dominion and the Rishatha Imperium degraded into vicious system-by-system fighting, with hundreds of capital ships being destroyed by the fast-firing Plasma Guns of the Dominion Navy. This was only made possible by the inventiveness of the Draka, who developed the Power Capacitor early in their conflicts with the Arachinds. A engineering system that allows continual use of the Pg, the Cp is 5hs in size, costs 75MCr, and can help the Pg's of a warship fire in the following manner(T1 fire, T2 fire, T3 recharge, T4 fire). Also known as the 'Battery", this system must be placed in front of the first engine room and explodes when damaged, doing 15 points of damage. TL7, dev cost: 9,000. Courtesy of Kencyr
Point Defense, Advanced(Pd3): First developed by the Chonoguans during the Soissons Sector War, the Pd3 system came as a rude shock to the Arachnids, who were battling it out with three races at the same time. Pd3 may use missile targeting modifiers (-q, -z, hawk, etc.) but not warhead modifiers (AM, LT, etc.). Can be further improved by adding PhR and hawk enhanced Pd3 can engage small craft in a ships blind spot, but with the standard penalty and can not be handed off to another unit. The PD3 is effective vs fighters, missiles, and minefields! TL9, 1hs, 70MCr, 12,000 to develop.
Pulse Laser(Lp): A highly advanced laser system, each Lp takes up 2 hull spaces and costs 50MCr. Designed like Dx, pulse lasers can shoot at missiles and fighters using the Dx chart and can hit ships for two points of damage(close range) or one point(farther out) using the beam chart. Pulse lasers also have a terminal close in defense program which enables it to fire in CIWS mode, doing six points of damage to a ramming ship per Lp. TL 12. 8000 to develop.
Planetary Core Tap(PCT): The most dangerous engineering system ever developed, the Planetary Core Tap is also one of the largest. This is a critical system for the operation of the Planetary Defense Shields, which defends entire planets from orbital assault. If the Planetary Core Tap is damaged and enters a runaway stage, substantial environmental damage and potential loss of life could be heavy. That is why most Core Taps are constructed in the low-population arctic regions of a planet. TL13, 500hs, 2,000 MCr to build, 100,000 to develop.
Plasma Gun, Third Generation (Pg3): Each Pg3 costs 85MCr, takes up two hull spaces, and can be developed for 25,000MCr. Twice the range and +50% damage. TL13
Planetary Defense Shields(PDS): After the disastrous Seventh Interregional Conflict between the Rishatha Imperium and the Arachnid Omnivoracity, in which 44 billion Rish civilians were mercilessly eaten and slaughtered by the voracious Arachnids, an advanced combined research team of Rish and Daa'Vit developed the first Planetary Shields. Each PDS costs 3,000MCr and takes up 100 hull spaces. Each shield generator must be built for each planetary facing for total planet coverage and must be emplaced inside a PDC. PDS's stops all weapons from striking the planet except primary beams, meson guns, and Hyper-L missiles. TL13. Costs 200MCr(each!) per month to operate, or 100 to maintain. 100,000 to develop. The Planetary Core Tap is needed to power this system.
Plasma Energy Core(Pec1): First developed by the Horune, the Plasma Energy Core is a super-advanced energy distribution system designed to function as Fur1/2/3 all in one. This system can be mounted anywhere within a ship and explodes when hit, doing 200 points of internal damage. Three hull spaces in size, costs 150 MCr, TL15, dev cost: 20,000.
Phased Communication Array(Pha): An important step in supra-lightspeed communication, this system is an instant faster-than-light communication system and is usually installed aboard pilotless craft. The instant communication range is 6 system hexes, beyond that bandwidth and reception both rapidly drop. The main system is installed aboard warships and is 3 hull spaces in size, cost 250MCr, and can handle up to 250 remote vehicles of varying types. Dev cost is 45,000, TL16.
Primary Beam, Third Generation Capital(Pc3): The Third Generation Capital Primary Beam was developed by the Terran Republic as an offshoot from their continuing work to improve Primary Beam firing rates. Although the latest version is still restricted to firing once per minute (every other tactical turn), it does include upgrades to range and power. While the change in capability is not as dramatic as the improvement from the First to Second Generation Capital Primary Beam, the Pc3 can engage targets at capital missile range. Beyond five light seconds, its damage output over time matches that of the Third Generation Capital Force Beam, making this weapon a realistic choice for inclusion in battleline armaments. Cost 300, six hull spaces, dev cost 60,000. TL16
Protomatter Warheads(-o): The development of this ultra-destructive missile warhead was first done by the Hree'Dak, who used them extensively in their conflict with the Pan-Sentient Union, who despised their use especially when used against populated planets. Wrapped around a core of highly unstable ‘pre-matter’(which was only normally found at the birth of a universe) the protomatter warhead has more destructive power than any other missile warhead ever built(x12 damage!). Specialized material plants, which are phenomenally expensive, must be built to manufacture this warhead type. Missile cost is x200 to use protomatter warheads. These warheads cannot be mounted on ASBM or any generation of Bombardment Missile as their warheads are too small for these massive missiles. 80,000 to develop. TL17
Plasma Energy Core, Advanced(Pec2): A massive plasma reactor that is five hull spaces in size, the Pec2 in vital in powering matter transmitters, stealth fields, as well as the space-warping hyper engines. When it is damaged, the Pec2 explodes, doing 300 points of damage, more than enough to destroy any warship. Cost 300, dev cost 40,000. TL17
Planetbuster(PB): The first generation of "Battlemissiles", the PB warhead is a massive antimatter/protomatter core. A Planetbuster instantly hyper accelerates a planets' internal reactions, creating a massive overloading pressure from the inside out. Although most planets do not have much molten material, the core of this weapon massively amplifies it by drawing in quantum nuclear reactions into the planets' core as well, creating a devastating overload. Planetbusters can be targeted against any T or ST body, or any planet excluding Gas Giants. Moons of any type remaining cannot be targeted as they do not have sufficient reaction material to sustain the chain reaction. Cost 2,000MCr, size 200csp, dev cost 100,000. TL17.
Phased Beam Weapon(Pbe): One of the most lethal weapons the Hre'Daak used against the combined PSU fleets, the Pbe incapacitates(makes them all permanently infantile in IQ) personnel on board with one shot, using some sort of "mental energy". Luckily it fires every other turn and appears to be an offshoot of energy beam technology. Pbe are 6 hull spaces, range is 30 TH, and it ignores both shields and armor. Cost is 160, dev cost 85,000, TL18.
Pod Bay(PBay): A large engineering system, the Pod Bay is used for storing pods and other battle weapons directly inside a warship. Pod Bays are very much like a large hangar bay. All pods are automated weapons but each needs a human or android controller to operate efficiently. Typical Pod Bays hold 6 Heavy Battle Pods, 3 Targeting Pods, and 6 Anti-Drive Pods. Size is fifteen hull spaces, cost is 35, dev cost is 15,000. TL17
Phase Torpedoes(PTorp): The ultimate weapon, Phase Torpedoes are one of the few megaweapons that the Hree'Dak used effectively against the entire Pan-Sentient Union, having the firepower to destroy an entire moon(or a Type I planet). Most moons and some small planets have a small metallic core, which the Phased Torpedo is able to destabilize. Quantum tunneling forces gargantuan pressures to build up, to an massive explosion within a few seconds after detonation. If a phase torpedo is damaged inside its launch bay, any ship, no matter what the size, is instantly destroyed. Cost is 3,000 each, 150csp, dev cost 120,000. TL20
Point Defense System, Metalstorm(Pm): A low-tech point defense system firing millions of rounds per minute, the metalstorm system was a fantastic tech device that enabled the Mqdrekkor to withstand the Pact’s invasion sleets for decades. This system unfortunately could only be fired twice per combat turn, reload takes 20 turns. The key to Metalstorm’s design is an all-electric firing system-no firing pin, no explosive primer, no mechanical ammunition-feeding mechanism is needed to send a wall of projectiles on its way. The electronic system uses just propellant and projectiles packed top of each other in canister-shape firing tubes. It was primarily used against an enemy fleet’s initial XO-wave. One hull space in size, it was the smallest point defense system ever invented. Cost: Restricted, dev cost: Restricted. TL???
Proton Torpedoes(Pt): A hybrid beam/missile system developed and used by the alien Dionii race, proton torpedoes are a devastating rapid-fire system(varies per launcher per combat phase) that has a shorter range than standard missiles. Pt cannot be shot down by point defense as they are a type of beam weapon(it’s a missile that fires a beam weapon when it closes to 12 tac hexes), with homing capabilities like a missile. Pt are a ball of energy, not a missile(ie there is no missile housing or warhead or modifiers). Each proton torpedo does twelve points of damage and their launchers can be micronized to fit on board Heavy Combat Pods. They are fired from SM launchers, but use SM launcher rates when doing so. Cost is 10 per torpedo, dev cost is 30,000.
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Quarters, City(Qc): A self-contained living environment. 40 hs, cost 80Mcr, Ind2. Ships may have these installed but are classified as colony ships only. Each Qc holds 100,000 people. You must have 2 per Megahabitat, 1,000 dev. Using two per 1,000 hs lowers maint by 1% per SS. One Qf/Qc can support 500hs, no need for Q/Lh.. Ind2
Quarters, Farming(Qf): Same cost and size as Qc. Must have 2 per AgriStn. Ind2
Quarters, Small Machine Race(Qt): Developed by the alien Binars before their demise, the Qt is perfect for any machine race. Most races find the lack of heat and low oxygen levels uncomfortable, and to some, life threatening, but the machine Binars don't. Qt are TL1, costs 15 MCr, take up 1/2hs, and can support 20HS of ship. Has it's own life support system built in. dev cost: 1,000
Quarters, Marine(Qm): Development of the boarding shuttle by the Arachnids came as a rude shock to the Three Powers, who found their marine contingents on board their warships totally inadequate to fight hand-to-hand with the voracious ‘Bugs’. As a result, the Chonoguans developed Marine Quarters, better known as ‘Marine Country’. Qm holds 35 personnel points(due to ‘hot bunking’) and has it’s own life support system. Unless otherwise noted, only Marines can be quartered in Qm. ½ hull space, 15 MCr each, TL4. Dev 1,000
Quarters, 2nd Gen Small Machine Race(Qa): Also developed by the Binars, this system can support 50HS of ship. Lh support Qa in the same manner as Q. Cost is 25Mcr. ½ hull space. Dev cost: 2,000. TL4
Quarters, Improved Small Crew (Qsi): Can support 30 hull spaces. can only be double overloaded, and counts as a regular Qs for transporting PCFs. 20 MCr, 1 hs, 1,000 dev. TL8
Quark Cannon(Qb): A nasty short ranged weapon developed by the Hre’Daak, quark weaponry is a range eighteen beam weapon, using beam to-hit table. Does three points of damage which skips shields and armor and does internal damage(1d10 systems deep). Qb can also target small craft efficiently(+3 to laser to hit chart). Size is two hull spaces, cost 70. An unusual weapon, it is essentially a quite long ranged SRM, it makes a worthy alternative to lasers or force beams at any but point blank range. Hre’Daak technology.
Quantum Armor, First Generation(Aq1): A growing understanding of quantum mechanics and applicable physics allowed a tremendous breakthrough at Kline Station in the field of armor defenses. Quantum armor is so dense that it is literally the toughest man made material in the galaxy. Quantum armor is effective against laser weaponry as laser armor is and is impervious to energy beams. Ten points of armor per hull space, 14MCr each, dev cost 60,000.
Quantum Armor, Second Generation(Aq2): The mastery of quantum mechanics and quantum physics allowed a tremendous breakthrough at Kline Station in the field of armor defenses. Quantum armor is so dense that it is literally the toughest man made material in the galaxy. Quantum armor is effective against laser weaponry as laser armor is. Twelve points of armor per hull space, 18MCr each, dev cost 80,000.