Towing Beam(Tb): Functions exactly like a T, but has a maximum range of 0. It is useful for towing bases around a system, but not so useful in any combat application. This system is 8MCr, 2hs, dev cost: 1,000. TL1. (Available to all players, Harry D's tech).
Tokamak Reactors(TK): A stand-alone system on a planet's surface. Each TK costs 200 MCr and are 50 hull spaces in size. Building a single TK provides an abundance of cheap energy, encouraging potential colonists to move. Adding TK to any inhabited world adds a 10% bonus to that worlds' GPV. TK do not work on Moons. TL4. They cost no maintenance. 5000 to develop.
Pop.Size # needed
Outpost 1
Colony 1
Settlement 1
Small 3
Medium 6
Large 9
V. Large 12
Transport Shells(TS): First developed by the Draka, Transport Shells were a cheap and economical way to ship prefabbed bases to remote parts of their Empire without tying up vital shipping. The prefabbed base is configured into a box configuration, a CD nav system is tack-welded on, as are four(4) Ic engines(at least until BS5 or larger comes along, then it’s 8 Ic), and a power plant. The net effect is it moves Speed 2, period. A CD nav system is programmed with the destination(must be within CD range) and goes there on its moronic own. If it needs a crew, assume the BS life support and is just active enough to cover a caretaker crew of 5 or so. If it is caught, it is dead(don’t even roll) but attackers option is to capture - free tech toys. It will move itself to a final point(WPx in System y) and sit there. It is strictly one way, one time trip, after that it must be moved by a tug. Cost 45MCr in addition to the unit cost(the Base). TL4, dev cost: 2,000.
Terraforming: A significant improvement in planetary engineering, terraforming is a science to make planets more habitable, although at expensive cost. The following tech systems are possible:
· Minor Terraforming: Available at TL5, can change HI of a planet by one in any direction permanently for 3,000 MCr, 3,000 MCr to develop. (TERm)
· Substantial Terraforming: Available at TL8, can change HI of a planet by two in any direction permanently for 6,000 MCr, 6,000 MCr to develop. (TERs)
· Major Terraforming: Available at TL10, can change HI of a planet by three or more permanently for 10,000 MCr, costs 10,000 MCr to develop. (TERma)
· Complete Terraforming: Available at TL13, can change a O2 world to a T-world for 20,000 MCr, 20,000 MCr to develop (TERc)
NOTE: Takes time to terraform(10 turns per HI). ST to T or Mass 3 O2 to ST is Complete Terraforming! V to T a different tech!
Troop Landing Pods(TPod): Troop Landing Pods were created by the Pact Navy nearly 3,000 years ago during the Third Dionii Conflict and are standard tech items within the service to this day. TPods are extremely large landing craft specially designed to land PCFs from orbiting assault transports. TPods deploy from a mothership via a Access Port and can land on an enemy planet even if the defender’s PDCs are still operating. These pods are equipped with rudimentary ECM and chaff(-2 to be hit), armored, have limited point defense capability, and can use evasive maneuvers(-1 to be hit). TPods carry up to ten combat-ready PCFs and only have 24 hours of life support. They are destroyed as XO racks are(see rule). Ten hull space sin size, 45MCr cost, 3,5000 dev. TL5
Tractor Beam, Micro(Tm): This system is designated Tm and cost 20MCr. ˝ Hs. Max 1 tac hex, 800 dev. TL8
Targeting Pod(TGP): See secondary paper. TL17.
Tractor Weapon, Advanced(Trw): A nasty developement of the standard tractor beam, the Trw grabs any ship and holds it(regardless of size), plus it inflicts 25 points laser damage to the vessel per combat turn, 25 TH range, 3hs in size. Cost is 65MCr, dev cost is 45,000, TL18.
Torpedo Bay(TBay): A specialized weapons bay that is able to hold three phased torpedoes, this item is 2 hull spaces in size, costs 100MCr, and is 5,000 to develop. Rate of fire is one torpedo per combat turn, reloading takes 30 minutes and the DF must be shut down to do so. TL20
===========================================================================
Underground Bunkers(Bk): Forced with continual surface warfare, many industrial societies also developed the Underground Bunker to protect PCFs from quick destruction. This also prevents orbital bombardment of PCFs, neutralizing some high-tech race’s advantages. Bk defend PCFs, thus targeting them from orbit(or even a general bombardment) is impossible. Bk are .5 hs in size, 5 MCr each, and hold two-combat ready PCFs. Ind1 technology.
Underwater Colonies(Ucol): For water world colonization mainly. Each holds 10 PU. Cannot be bombarded from orbit! 20 per facing for normal worlds or 40 per facing for water worlds. TL5 and costs 200 MCr each. Dev cost: 4,000.
Uninhabited Combat Aerospace Vehicle(UCAV): The first in a series of pilotless vehicles, these aerospace craft failed miserably at first when the TFN tried to remote pilot the vehicles because of the serious lag-time between the craft and the mothership housing the remote pilots. After relatively stupid electronic 'brains' were placed in them they began to perform effectively, just in time to combat the Second Hree'Dak assault. A highly expensive system, the first generation of UCAV cost 110MCr, takes up only half a traditional fighters' space and costs 16,00 to develop. UCAV carry 2 fXO and one internal weapon. TL16
=====================================================================
Vertical Launch System, Small(VLSa): A containerized missile launch system with limited firing capabilities, the VLS was a radical innovation which was developed by the PSU Navy during the Armageddon War. The VLSa can only fire standard missiles, at a rate of 12 SM per round. Unfortunately this rate of fire can only be sustained for five turns before the missile cells are exhausted. Reloading takes 5 turns. The VLSa is eight hull spaces in size and is primarily designed for small ships like destroyers, enabling them to pack a substantial(but limited) punch. The VLSa is TL6, cost 80, dev cost: 16,000.
Vertical Launch System, Medium(VLSb): A larger and more capable missile launch system, the VLSb was developed by human technicians at the outbreak of the Armageddon War, enabling the PSU to maintain border stability in the face of unstoppable Hre'Daak ships. The VLSb can fire both capital and standard missiles, for a respectable eight turns. The VLSb can fire 12 CM or 18 SM per round and is designed primarily for medium combatants like the battlecruiser. The VLSb is 15hs in size, TL8, cost 100, dev cost: 18,000. Reload in two turns
Virus Warheads, Type A(-av): First used during the Solarian Campaign, this viral warhead proved effective when used in the field, so much so that it is widely held at Depots across Pact space. Used against rebelling worlds, this agent has no long-tern side effects and has been used against 112 planets since its inception. Incapacitates a planetary population for 3-6 weeks. Immediate effect. 24 missiles needed to cover the planet. Works only on humans, cost(classified), TL9, dev cost: 8,000.
Vertical Launch System(VLSc): During the devastating 7th Interregional Conflict between the Arachnid Omnivoracity and the Rishatha Imperium, senior Rish Warmothers pressed for the development of a more capable missile launcher, and BuWeaps responded with the Vertical Launch System. Basically a large missile magazine, the VLSc system can fire a large number of missiles rapidly, and reloading is relatively fast(two turns) using the Autoloader or 10 turns without one! However, a single hit on this system disables the VLS, until repairs are effected. TL10 system. 20 hs in size, 100 MCr, 12,000 to develop. VLS-equipped ships cannot mount XO Racks, the launch cells would be blocked by the Racks. Also, the VLSc system can only be located immediately after armor and datalink. NOTE: While the VLSc is a 20 hull space system, it does not ‘fill’ 20 hull spaces on the control sheet, and is only counted as 3hs when targeted by primaries. Due to limited fire control, the VLSc has the following targeting restrictions:
Fire every turn:
SM 12
CM 8
SBM 8
CAM 8
ADM 6
CD 4
AFM 12
AFMc 8
RD1 1
RD2 6
Mines 1
DSB 2
The VLS can be modified to carry CDs, AFMs, EDMs, RDs, or mines. The VLS system can carry the following number of missiles:
SM 96
CM 48
SBM 40
CAM 32
ADM 24
CD 12
AFM 96
AFMc 48
RD1 2
RD2 24
Mines 1
DSB 4
Ie, a Rish battlecruiser with a single VLS can carry 24 ADMs or 32 CAMs, only. Targeting restrictions: you cannot shoot at more than the number of ships/small craft as your current TL.
Virus Warheads, Type B(-bv): A significant upgrade in biowarfare capabilities, the Type B virus incapacitates a population for 3-4 months. Created by Senior Researcher Mikos Knossos, it was first used during the Pikean Civil War, but failed to stop the fighting that culminated in a global nuclear strike which decimated the planet. Works on humans only, no long-term effects noted. Cost (classified), TL10, dev cost: 10,000.
Virus Warheads, Type X(-xv): The first lethal virus developed by the Pact of Humanity, only 24 missiles are needed to saturate a planet, no symptoms for 3-6 months but then the entire population dies within a week of becoming symptomatic. Works well on most humanoids. Developed for use against Dionii. Authorized use by KT and Fleet Admirals only! (Used and held like old-style nuclear weapons). Cost(classified), TL11, dev cost: 12,000.
Virus Warheads, Type Z(-zv): A deadly virus, only 24 missiles are needed to saturate a planet. Within 48 hours and all dead intelligent life on the planet is dead. Works well on most humanoids. Developed for use against Dionii. Authorized use by KT and Fleet Admirals only! (Used and held like old-style nuclear weapons). Cost is classified, TL12, dev cost: 14,000.
Variable Focus Beam, Capital(Fvc): Using research paralleling the TRN's primary beam research and a gravitic synthesis technique, the Zephrain research base produced a force beam with a set of variable condensers and lenses that permitted the design of a multi-purpose Erlicher weapon. The variable condensers were made possible through a prototype gravitic 'kiln' capable of synthesizing the novel materials involved. The 'Fvc' may be fired either as a standard 'Fc2' or 'Pc'; the decision is made during the fire impulse for the owning unit. If the 'Fvc' fires as a 'Pc', it may not fire in either mode until the turn after next. E.g. if a 'Fvc' fired on turn 1 as a 'Pc', it may not fire in either mode until turn 3. Cost 200, 6 hull spaces, dev cost 40,000. TL15
Variable Energy Beam, Capital (Ecv): A absolutely devastating weapon developed by the Chonogua during their conflict with the Rishatha Imperium, the Ecv is 6hs in size and costs 250MCr. This system can fire as either Ec(not Ec2) or Nc. Development cost is 25,000MCr. TL15
Variable Focus Beam, 2nd Generation Capital(Fvc2): A critical invention that was fielded before the Second Battle of Galloway's World, the Fvc2 can fire every turn(no "cool down" periods) and fires twice per round. No waiting period is needed to switch between the different operating modes either. Cost is 450, size is 6 hull spaces, dev cost is 60,000.
====================================================================
Wedge(Wdg): The “Wedge”, a massive magnetic field projected just ahead of a ship’s DF. Not a ‘wedge’ like Honor Harrington’s, the Wedge is like (RAM) except ramming ship takes little or no damage! TL5, x10 damage to enemy but the ship mounting it takes only x2 damage. Usable by high RM-races only! 200Mcr each, 5 hs, dev cost: 5,000.
Warp Cloak(?w): Can cloak a unit 45hs or smaller during warp point transit. Acts as ?3 in cloak mode, regular detection rules apply. And acts as standard cloak(again just like ?3) at other times. Can provide fire control confusion(like ?) but at only -2, no jam is possible. If used in conjunction with another ECM suite, only the best applies. Two hull spaces in size, 200MCr, 40,000 to develop(Dionii tech only). TL10
White Globe Generator(WGG): Same as the BGG except the ship carrying the WGG can fire through the White Globe at will, unlike the Black Globe, which cannot fire if the field is up. A TL 17 system. 30000 to develop.
========================================================================
X-Ray Laser Warhead(-L): These deadly missiles have a 20% chance of striking a secondary ship in the same hex as the targeted ship due to laser popcorn effect. If they do strike other vessels, they take ˝ damage of the original ship and do two points of laser damage per missile. At higher tech levels, the capital missile version does three points of damage. Any missile can mount these warheads. X-Ray Laser Warheads adds 8MCr to each missile. TL 8. 12000 to develop.