Armor, Collapsium (Ca): The ship must be initially built hull and armor only and then set adrift very near a neutron star for two weeks. Neutron migration into the armor causes it to become extremely dense. As a result, the armor can take five points of damage instead of one. Collapsium armor does not cost extra but it is not repairable once damaged. No development costs but you must find a neutron star!!!
Autocannon, Second Generation (Ak2): A miniaturized version of the Ak1, with an addition of a small light laser. Each Ak2 takes up one hull space, costs 30MCr each, and is available at TL 6. To-hit is 3 3 2 2 1 1(two shots). 3000 to develop.
Bases, Mobile(BSx*): These are bases with some movement capability. They are the same size as a base, have a slightly increased construction time(110%), and have no WP transit capability. The 'drive' of a Mobile Base is ½ a hull space per every 25 hull spaces and 5 MCr each. They have a strategic speed of 1. TL6. Dev cost: none.
Cargo Handling System, Micro(CHSm): ½ Hs, 25Mcr, can handle 5H at x2 normal rate, 1000 dev
Cryogenic Storage(Cr): This system was first developed by the alien Gaium race who were seeking to transport more colonists than the standard Q could hold. This system stores twice as many the normal number of people as a Q, but in cryo suspension. If TL goes up during suspension, they must spend 4 months retraining them per HTL increase. Can be stored indefinitely. Cost 50 MCr, TL6, 5,000 MCr dev. One Cr needed for every three Q. ½ hs
Deep Space Buoy, 2nd Gen(DSB-n2): The traditional dsb-n is located within 4 tac hexes of a WP to direct passing courier drones, but the Draka freaked when the Arachnid Omnivoracity found their way into Dominion space, following the Draka's well-laid dsb chain. These new dsb can be located up to one system hex away from the warp point. These dsb are double that if their counterparts, and appear at TL6. Dev cost is x1.5 of original dsb.
Deuterium Tank(Dt): With the invention of the Fusion Room, the necessity of carrying the fuel for these powerful engine systems was realized. All future ships built with Fusion Rooms must have a Dt. One per ship, no matter how many Fur are onboard. ½ hs, 1,000 dev, TL 6.
Engines, Advanced Military (Ix): A major breakthrough in engine design, Ix were only fielded in the last two months on major Pact warships, due to their considerable cost. These engines allow +1 movement to all warships that mount them(strategic and tactical), they can "de-tune", and can "redline" their drives to a +3 emergency manuever for five consecutive turns(once in 24 hours). Cost is 15MCr per engine, TL6, dev cost is 15,000.
Fighter Presser Missile(fRp): After development of the bomber, several Fer-Ner scientists realized the possibility of a weapons bay to mount AD weaponry internally on bombers, the result was the fRp. A weapons bay can carry five of these missiles. The fRp gets -1 to intercept as per all Rp missiles. To hit is 0, 2, 6, 6, 5, 4. Cost is .2 MCr, TL6, dev cost: 2,000.
Fighter Rocket Launch System(Vr): This original system was developed by the crocodile-like Chalder race, who could withstand the high-gee launch. Only Adaptable, Tough, and Radiation Tolerant races can use this system. A one shot system(per int turn). Makes a fighter move speed 15 until it turns. One hull space in size. TL6, 10 MCr each, reload cost is in fighter maintenance(+1MCr). Dev cost: 4,000
Fighter Recon, Multigeneration(FRx):
FR1 6 11 30 1,000
FR2 8 12 35 2,000
FR3 10 13 40 3.000
FR4 11 14 45 4,000
FR5 12 15 50 5,000
No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM.
Fighters, Staryfury, 1st Generation(Ft1): Absolutely one of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in critical engine designs. These fighters are always extremely capable dogfighters(+1 to hit). Are always +2 movement points higher than other fighters of similar level and can reverse thrust at half speed. (Available to all players). These fighters can mount two internal weapons with no loss in speed but any additional weapons are -2 per fXO point(these fighters are not designed to carry many weapons).
TYPE CODE BASE SPEED TL
First Generation Starfury Ft1 35 12 6
Second Generation Starfury Ft2 45 13 8
Third Generation Starfury Ft3 55 14 10
Flight Operations Center(FOC): The destruction of the Oon homeworld(a critical ally to the Inheiritor race) prompted a major crash development into fighter operations. The FOC was the result. +1 to fighter ops(up to 60SG) up to 3 system hexes away. Due to the necessity of the need for the computing power of a planet, this system may not be built aboard a ship. Built into a PDC usually, although SS is acceptable. If the Flight Operations Center is destroyed during combat, all fighters under it's command suffer a -2 penalty for twelve tactical turns. This system is 10 hull spaces in size and cost 600 MCr. Dev cost: 3,000. (Available to all players). TL6.
Fusion Room One(Fur1): An important engineering system first developed by the insectoid Thranx during their ever growing conflict with the genocidal Rishatha, the Fusion Room is a large(2 hs) engine system that costs 50MCr. The Fur1 halves the number of engines needed on a ship! Fusion rooms must be mounted in the middle of the ship(control sheet) (not counting shields and armor) for proper energy distribution. A major drawback of the Fusion Room is it's tendency to explode when damaged(1-3 on a d10), doing 40 points of damage. 4,000 to develope. *Important note for Fusion Room One. It must be placed in the middle of the engine rooms (ie (III) (III) Fur1 (III) (III). Ignore 'middle of the ship' for this Fusion RoomMichael Sauer kindly performed an evalution on the Fusion Rooms for me, which I found enlightening, so I will share it with you all!
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.
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 amedium 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. Additionaly: At HT 12 radiation shieldng is possible and the GCS may be installed and used on any unit with a Core Tap. 30,000 to develop.
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.
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.
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
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.
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.
Recon Drone (RD): as in normal Game, but TL6
Reverse Thrusters(Ir): A radical innovation built first by the Draka race, this system allows a ship to move backwards at half speed. One reverse thruster must be built into each engine room for this system to work. You cannot use tuners or de tune with reverse thrust n action. ½ hs, 15MCr each, TL6. Noted as (IIIr). Dev cost: 4,000
SCAAM Shell Projectors(SCAAM): Developed during the devastating Pitar System War, this military system destroyed hundreds of Pitar warships during the two-year war. SCAAM is short for Single Catastrophic Anti-Armor Missile and is actually a energized 'shell' that is attracted to the DF of a warship. These shells home in on a DF, passes thru shields doing damage directly to armor! Fairly long range(same as Sun Gun). One point of damage each, they cannot be shot down by PD. SCAAM Projector is 2 hs in size. Must be located adjacent to a Mg or Mgm. 35MCr, TL6, dev cost: 12,000.
Sensors, Improved Military(Xri): A generational improvement first deployed by the Draka, this system is as effective as Xr, but taking up fewer hull spaces. One hull space in size, 30MCr, TL6. Dev cost: 4,500.
Torpedo-Class B(To:B): The devastating war with the Goog spread from the Sime/Gen homeworld into the Basmoli commonwealth, sparking a major war. The Class B torpedo is a armored torpedo made of composite armor and has a fusion warhead, it is -2 to be hit(vs D, no effect vs Dc). Class-B torpedoes are 1 MCr each, 4,000 dev. 2.5 csp, TL6. Two points damage.
Torpedo-Class C(To:C): The Class C torpedo has a ADM warhead and it fires every two rounds because it is so large. 20% chance of doing engine damage after hitting an enemy ship. Dev 4,000 and 1 MCr cost each. 2.5 csp, TL6
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.