Active Response System(ArT): A small engineering system developed by the Sime/Gen New Union after their encounter with the vicious Goog race, the ArT is a computer program and very small reaction thruster system. This system allows a vessel mounting it to dodge ramming warships.They are 1/3 hull space per 50hs of ship. Each ArT costs 15MCr and is 3,000 to develop. -1 for one ArT, -2 for 3 ArT, -3 for 6 ArT(max). TL3
Asteroid Railgun System(ARS): Adds +20% to SY construction. Throws asteroids into usable orbits around your homeworld. Cost 150 MCr and takes up 100 hull spaces. This is for a single complete unit Build it like a space station. Requires 30 Ic or I to maneuver to local asteroid belt. Must build hull, Q, Lh, etc. Need at least five operating to get SY bonus. The five in the asteroid belt must be built but the ‚catchers' at the planet are ‚free'. For each ARS built a catcher is automatically included at a single planet. Each ARS can support 1 SY and increases its build rate by 20%. 3000 to develop.
Cargo Racks, External(XOc): Used to store cargo externally, primarily outsized military items like tanks and IFVs. Each XOc can hold up to 1,500 csp in “cargo pods” which are attached and retrieved by specially built “cargo cutters”. These cargo cutters are a small craft that can land the cargo pod on a planetary surface while under fire. Cost is 5MCr per rack and 5 per pod, dev cost is as per XO and 800 for the cargo pod shell. TL3.
Civilian Repair Slip(CRS): Civilian Repair Slips(CRS) are spacestations
which have any number of MS installed. Once turned over to the civilians (who
run it, not you), you pay no maintenance. No offensive weaponry may be mounted
in these SS. The major benefit of a CRS is they can repair damaged vessels
at half the price (hull, engines, and armor only) a normal shipyard can (government
bureaucracy being what it is).
Cutter, Cargo(cf): A one-man cargo handling craft designed to off-load a ship’s external racks that are loaded with cargo. The cf is one bbp in size and is not warp capable. A cf can remove one 500csp pod from a XOc and transport it to another location at speed two. With two fXO racks, the cf can mount ECM or chaff to decrease its vulnerability to be hit. Cost is 20MCr, dev cost 1,800. TL3.
Flight Deck(FD*): A pre-V system, a flight deck must be mounted right after the armor and datalink. Once half the FD hull spaces are damaged(destroying 2 fighters per hit if the deck is full) the deck is disabled. Re-arming takes 6 turns and a Magazine(Mg) must be mounted right after the FD to hold fighter ordinance. Cost is 10MCr per fighter held, capacity is 2 fighters per hull space, and can launch 6 fighters per turn. The size of a Flight Deck is recorded as (FD10), meaning the FD is 10 hull spaces(can be more or less) is size. A TL 3 system. 1000 to develop. When built on non-carrier hulls, FD costs three times as much! NOTE: With a Vl and Flight Deck, turnaround time is halved(3 turns vs 6). For every 12 Vl/Vh systems, you need 3 hull spaces worth of FD. These are a 'return landing deck' for fighters and bombers that enables them to have a quicker turn around time. Vh are still used, as a storage space and pre-launch hangar for the fighter. You cannot launch fighters or bombers from this type of FD. This type of FD is noted as *FD*.
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.
CODE COST DEV TL
SM-d 2 4,000 3
CM-d 3 4,000 6
HBM-d 5 25,000 16
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 develloped seperately:
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.
Rotary Missile Launcher(Rl): Developed by the Grizzelans during their war with the Zoni, Rl take up 2 hull spaces and cost 20 MCr each. Rl fires 1 SM(no Sprint-mode) or CM every other round per launcher. Each launcher only holds 6 SM or 3 CM. Rl become available at TL3. They are reloaded as XO Racks. 2000 to develop.
Ship Bay(SB*): A large engineering system, a Ship Bay allows large space stations, bases, asteroid fortresses, and warships to house smaller ships(and gunboats) inside themselves. This system was invented by the Goog race during their titanic battles with the Three Powers in Garramore Kor Sector. A Ship Bay cannot be more than 75% of a ship/SS/AF/ or bases total volume. SB cannot transport Bases. A fifty hull-space Ship Bay is noted as (SB50). 3 MCr per hull space, TL3, 5,000 dev.
Shuttle, Survey (xst): Treat as st with ct cargo/passenger capability. May perform portion 1-4 surveys(treat as 4 bbp for portion 4 surveys) as X-equipped units(generates 3 points toward portion 1 surveys rather than 2). Has ½ fXr range for sensor range. May not conduct or assist WP surveys. 2 bbp, 3,000 to develop, TL3.
Autocannon, First Generation (Ak1): A basic anti-fighter defensive weapon, Ak1 rapidly fires depleted uranium rounds at attacking fighters. Ak of any generation cannot shoot down missiles(sorry). Each takes up 1 hull spaces, costs 20MCr each, and has the following to-hit chart: 3 2 1(two shots). 2000 to develop.
Asteroid Smelter(AsSm): First constructed by the Draka Dominion, these deep space smelters helped the Dominion in their long war with the Arachnid Omnivoracity. AsMs must be constructed in a SY and are much larger than a superdreadnought(150hs in size). AsMs melts down asteroids and prefabs the result into usable components. This system gives an additional 20% increase to SY construction or AsMs are also able to assist SYM to accomplish full construction rates or reduces prefab costs to normal construction cost. Twenty are needed for the system-wide SY bonus, two for full construction bonus(2 per SYM), or two for prefabbing(2 per SY). TL4, cost is 200 each, 150 hs, dev cost: 6,000.
Bomb Bay Two(BB2): This system holds 100 rockets, which can be fired up to three tacHexes away from a planet. 1 hull space, 15MCr, TL4, 2,000 dev.
Buffered Asteroid Warships(Bf): With the demise of the Binarian Collective, much of their technologies were disseminated throughout the galaxy and Bf ships were one such example of their innovative thinking. Essentially a ship built inside an asteroid, construction time=twice normal, cost=double, effect=with the DF down, the ship looks just like an asteroid. It can only be spotted by a dedicated survey team, but if you see the DF go down, you can reduce the search area. Note: you have to have at least 10%(by hull space) to simulate the asteroids’ surface. Counts as 1.5 the hs for warp transit points and @, SB, and other docking capacity.
Buffered Buoys(-bb): The sneaky nature of the Draka race showed in the development of many radical technologies, including the Buffered Buoys. These devices, intended to look like small asteroids, hid a portion of the Dominion's communication relays. This procedure helped tremendously when the Dominion found itself at war with the Jambitchow, a race already actively at war with the enigmatic Chonoguan Empire. Using this stealthed communications system, the Draka were able to coordinate with the Chonoguans and crush their mutual enemy. Detection range is halved, x2 cost in building the buoy. A ship with four extra H can transport the rock and release it on the other side of a WP. DSB-ncd
Crew Quarters/Cargo Hold(Qh): Supports 12 hull spaces of crew and can carry 80 csp. Can be double overloaded in an emergency.
Enhanced ECM(-q): Developed by the Binarian Collective during their devastating war with the alien Goog Abhorrence, this software upgrade is an evasive missile program(-1 to hit). +25% to missile price. 2,000MCr to develop.
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.
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.
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.
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
REI Improvement Plant, 1st Generation(RPlant1): Created by the all-knowing Binar Collective, these planets improve the REI of moons. It adds +10% to planetary REI index ((vp, p, n, r, vr) every turn (max REI is 1.5/Very Rich). Cost is 1,000 MCr per plant, TL4, research cost is 20,000 MCr, and is built like TK(ie no Q or Lh required-automated plant). Only one per moon!
Shuttles, Drop(std): The massive Goog conflict, which involved several major powers including the Inheiritors of the Last Command, the Corillian Confederation, and the Argus Republic, was widespread and devastating for all sides. This conflict demanded the development of many new technological systems, thus the Drop Shuttle was invented. Drop shuttles have double the drop troop capacity of a assault shuttle and cost 40MCr to build. Dev cost: 2,000, TL 4. All other stats as ast. (Available to all players).
Science Sensors, Small (Xm): 1/2 Hs, Normal range of X, costs 25MCr, 3000 dev
Sun Guns(Sg): An advanced laser weapon that does one point of shield damage and one point of armor damage simultaneously. Sun Guns have TWICE the range of a laser. Sun Guns take up four hull spaces and cost 4,000 to develop. Sun Guns CAN be made Small. Sg work as L against fighters.
NOTE: Highly unbalanced system. Sun Guns do 1 point of shield and 1 point of armor damage per hit. If the target is has no shields, the shield point is applied as armor point damage. If the target has no armor, the armor point is applied as internal damage
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. They cost no maintainance. 5000 to develop.
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 pre-fabbed bases to remote parts of their Empire without tying up vital shipping. The pre-fabbed 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 powerplant. 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.