TL7

Autocannon, Third Generation(Ak3): A upgraded version of the Ak2, the Ak3 costs 40MCr, takes up one hull space, and is available at TL7. To-hit is 5 4 3 2 1 1(two shots). 2000 to develop.

Battle Raft, 1st Generation(brf1): Developed as a planetary landing craft and ground support unit, Battle Rafts can hold 200 bombs or 2 airdroppable PCFs. Battle rafts have 6 fXO mounts, cost 50 MCr each, and moves at speed 8. TL 7 and 4,000 to develop. Special traits: can ram like bst, 4 bbp in size(warp capable).

Combat Information Center, Improved(CiC1): Invented by the brilliant Draka race, the CiC1 merges Hc and CiC into one smoothly functioning entity. The CIC does NOT affect weapons fire, its purpose, when integrated with a CiC allows the admiral/fleet captain to better deploy, operate, and communicate with his fleet through the use of a holographic environment. This gives a +2 to initiative, if hit there is a 25% chance the admiral was killed inside, 2 hs, cost 100MCr.  TL7, dev cost: 6,000.

Damage Control Room Two(DCC2): Not to be outwitted by their Rishatha allies, the Kittani built the more advanced DCC late in the war, and fielded it on all their Alpha-Synth Battleships. The DCC2 repairs one system every 5 turns, TL7, two hull spaces, 7,000 to develop. 45 MCr each.

Energybeam Spinal Mount(E-SpM): Developed by the Ophuichi Navy when they were attacked by the Thebans in late 2370, this weapon ultimately crushed the agressive attacks by the Thebans. Cost is 162, 12 hull spaces, TL7, dev cost = 14,000.

Engines, Advanced Commercial (Ixc): Major engine innovation at TL 7, Ixc cost 10MCr each, take up 2 hull spaces, and can be developed for 1,200MCr. Adds +1 to both tactical AND strategic speeds

Fighter Hanger(Vh): A modified hold, the Vh may not launch or land fighters; it is simply a hanger where combat ready fighters may be held and prepped. Each Vh takes up 1 hull space, costs 10MCr, and can hold 2 fighters. Develloped with Vl

Fighter Kinetic Gun(fK): Needing a more powerful fighter-based anti-ship weapon, the Kess invented the fK shortly after the critical Battle of Pandemus V. An advanced version of the fKb, this larger XO weapon gives fighters serious stand-off ability with a beam weapon equivalent. It takes the place of TWO weapons if mounted internally, and therefore cannot be mounted as such on anything less than F3. Range 6, damage at range zero is 2-2-2-1-1-1. Fires as fGi against fighters and small craft. Two fXO, .5csp, 20MCr. Dev cost: 4,000. TL7

Fighter Launch System(Vl): A limited launch system, the Vl may launch or land fighters at the rate of one per impulse(may not do both simultaneously). The Vl may launch any fighter stored in a Vh if that Vh is in the same chain as a Vl. VhVhVhVhVhVlQVh for example, in this chain the Vl may launch any fighter in the first 5 Vh's but not from the last Vh. A Vl takes up one hull space, and costs 10MCr. 1500 to develop.

Forcebeam, Rapid-Fire(Fa): An advanced version of the forcebeam, the Fa fires twice per round, bring new life to this old energy weapon. “Batteries” are compatible with Fa, decreasing their size by one hull space when used together. Cost 100, size 4 hull spaces, dev cost 12,500, TL 8.

Graser Spinal Mount(Gr-SpM): First developed by the Luren Empire in their endless wars against the Shern, the Gr-SpM proved somewhat effective against the massive Berserker assault against their Empire. Cost is 144, 18 hull spaces, TL7, dev cost = 16,000.

Gunboat, Prototype(GB0): A smaller version of the Gunboat, a GB0 is 3 bbp in size, has 8 fXO racks, has Dx1, is warp capable, moves at speed 9, and costs 80MCr. It can also double as an assault ship (twice the capacity of a assault shuttle). GB0 cannot be mounted on XO. Available at TL7. 8000 to develop. Cannot be held in boat bays of fighter bays of any type.

Impulse Engines(im): A basic stealth system, these stealthy engines let a small ships sneak up on an opposing force(one im for every 10hs). 1/2 tactical speed, cannot detect said ship until 60 tac hexes away. DSB and RDs cannot detect these ships until they are 30 tact hexes away, X cannot detect these units until they are 10 tac hexes away. Each impulse engine costs 50MCr each. Only CL or smaller can utilize these stealthy engines. ˝ Hs, 1500 dev

Kinetic Spinal Mount(K-SpM): Developed by the Kess as they ventured into the dead Horune Empire, this system was desperately needed to defeat the automated systems of Cybercomp warships. 188 MCr, TL7, 15hs, 15,000 to dev

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

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. 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.

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

Multipurpose Drones: See secondary paper.

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

Recon Drone Bay One(RDB1): Developed by the Rishatha Imperium during the 6th Interregional Conflict, the RDB allowed the Rish substantial tactical flexibility as Recon drones extend the scanner range of a warship. The newly developed RDs would only fit on an XO rack(four of them), until a Rish engineering team devised the Recon Drone Bay. The RDB1 can hold 4 RD1s. Available at TL7, the RDB1 is 2hs in size, costs 15MCr, and costs 3,000MCr to develop.

Sandcaster, Second Generation (Cs2): For each Cs2 onboard a unit, 3 points of laser damage is ignored, the next 3 points of laser damage are halved(FRD). Any additional laser damage is applied normally. The dispensers are assumed to have enough ammo for continuos firing during any engagement(like D). 65MCr each, two hull spaces in size, 4,000 MCr to dev.

Singlebeams(Sb): The decision by the insectoid Thranx to develop forcebeam-like singlebeams and their subsequent use on smaller warships(especially the older DD platforms) resulted in an excellent anti-fighter platform. The rapid-swivel mounts devastated Rish fighter groups and also seriously damaged lead ships of the Rishatha screen. Two hull spaces each, TL7, 35MCr, 5,000 to develop. Two points of forcebeam damage and can target fighters at +2. Only a limited number can be mounted on a warship(3x’s turn mode).

Torpedo-Class D(To:D): A better development in torpedoes, the Class D torpedo is a stealthy torpedo with an fusion warhead, and  is -2 to be hit vs D systems. Class-D torpedoes are 1.5 MCr each, 6,000 dev, 2.5 csp each. TL7. Two points damage.

TL8

Antimatter Power Plants(Ampl): Due to the increasing power needs of a high tech society and the decreasing power returns from TK, the necessity of Antimatter Power Plants was realized by the Lehiroh race. Ampl have a very high energy signature and are easily seen from orbit(up to five tacHexes away!). Ampl replaces TK and are needed to power the Laser Transport System. 100hs, TL8, 10% to GPV. Development cost:  8,000

Armor, Primary (Ap): Developed by the inventive Binarian Collective, primary armor and bulkheads are designed to protect components from primary beams of all current(and future) generations. They only protect components to their immediate right. Ap is TL8, costs 60MCr, and takes up one hull space. Development cost is 15,000MCr.

Assault Transport, Small (tas1): Designed to transport ground troops, the tas1 costs 50MCr, is 8 bbp in size, and can be launched from Flight Decks and Boat Bays.

Autocannon, Micro(Akm): 1/2 Hs, 20Mcr, operates as Ak3, 3000 dev

Battlesteel(Aa): Developed by the inquisitive Hudlar race, this fantastically strong Battlesteel armor can only be developed on ST worlds in the crushing depths of a ‘deep atmosphere’ and the strange minerals within this type of planet’s atmosphere.  These worlds’ must be of HI 5 or higher. One hull space of Aa equals five point of armor. TL8, costs 5 MCr, 10,000 MCr dev.

Bulkheads, Primary (Bp): Costs 60MCr, takes up one hull space, and is developed with Ap.

Drop Bay(DB): A very large and highly modified boat bay, each Drop Bay takes up 12 hull spaces and costs 200MCr. Drop Bays fire modified SLEDs(Drop Capsules), decoys, and chaff to cover the assaulting troops. Each Drop Bay holds 72 Drop Capsules and can reload/fire an additional payload of DcP after 2 turns(as long as you have the hold spaces!). A TL 8 system. 8000 to develop.

Drop Capsules(DcP): A relatively quick, safe, and easy way to get PCFs onto an enemy planet, drop capsules are fired from modified boat bays. Equipped with chaff, EW, drones, and ablative armor, a drop capsule has a -5 to be hit and even if it is, it must be struck twice to be destroyed. Each drop capsule holds 1/6 a PCF, takes up 50csp, and costs 5 MCr each. A TL 8 system. Drop capsules have a ten hex range and can deploy troops onto an enemy planet even if there are active PDCs still operating on the planet's surface. These are light forces only and must have their equipment dropped in to support them. 5000 to develop.

Electronic Warfare Pods(EW Pod): This is a high tech eight system. A EW Pod simulates the emission signature of a warship. Each Pod has a 12 hour endurance and costs 90MCr. EW Pods may be fired from six XO Racks or can be left on station with a controlling ship, space station, or base(60csp). Enemy ships cannot tell if the EW Pod is a Pod until the enemy ship is within 20 tactical hexes. TL8. 12000 to develop.

Fighter Close Assault Missile(fCAM): The disastrous Arachnid War began when the Republic of Argus stumbled on a warp point leading into Home Hive III. It was a total shock to the non-militant Republic that a race as virulent and genocidal as the Arachnids could possibly even exist! Luckily the Arachnids hadn’t developed fighters, while the ever-efficient Argosians had, as well as the new-style fighter close assault missile. This missile enabled the badly outnumbered Argosians to hold their own against the massed Arachnid attacks. The fCAM is like the fR, except with longer range. 2 fXO racks, 4pts base damage, same R&D cost as regular CAM. TL8, .25 csp, cost 1MCr, 1,000 dev

Fighter Gun, Advanced(fGi): Invented by the Inanigani during the attempted Arachnid takeover of their homeworld, the advanced fighter gun was a major improvement over the standard fighter gun. Two shots instead of one , TL8, .25 csp, 3MCr, 1,600 dev.

Forcebeam, Rapid-Fire(Fa): An advanced version of the forcebeam, the Fa fires twice per round, bring new life to this old energy weapon. “Batteries” are compatible with Fa, decreasing their size by one hull space when used together. Cost 100, size 4 hull spaces, dev cost 12,500, TL 8.

Fusion Room Two(Fur2): An advanced engineering system, the Fur2 is 2 hs in size, costs 60MCr, and allows for a -1hs drop for energy weapons(only, no plasma guns). Fur2 has no effect on the La system. Causes only 40 pts of damage when exploding, 4,000 to develope. Singlebeams, depolarizer, FcB, La, and Lp cannot be used in conjunction with Fusion Room Two.

Graser, Capital (Grc): Capital Version of the Graser, 7 HS in size. 95 MCr, 10,000 to dev.

Heavy Standard Missiles(HSM) and Heavy Capital Missiles(HCM): Can only be fired from Missile Pods, Wc, and XO racks. Both missiles are rather large and can be fired from IO Racks(2 each) or XO Racks(3 each). Heavy CM do three points of damage and have a 20% decrease in range. Heavy SM do two points of damage and also have a 20% decrease in range, however, they may be fired in Sprint-mode from a IO Rack. They can be fired from ship XO-racks. These 'Heavy Missiles' cost twice as much as their standard counterparts but they also incorporate a general +1 to strike due to their increased size which enables them to carry better homing equipment. They also deploy advanced ECCM capabilities against point defense, like the CM. HCM are -3 to be hit, and HSM are -2 to be hit. Since these advanced missiles already incorporate equivalent systems neither -z or -q may be added them. Side note: HSM and HCM can be fired from Wc!

Hetlaser, Spinal Mount(HET-SpM): A powerful laser weapon, the hetlaser was the TFN's primary beam weapon, and continued to be so in all of its wars. Cost is 252, 18 hull spaces, TL8, dev cost = 24,000.

Hetlaser, Small(HETs): Cost is 84, 5hs, dev cost: 12,500

Hetlaser, Heavy(HETh): Cost is 140, 8hs, dev cost: 12,500

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 opportinity fire to ˝ (FRD) per impulse in which a unit attempt to ram the mounting ship. (i.e. first impulse - no penalty, second inpulse 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.

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.

Quarters, Improved Small Crew (Qsi, TL8): 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.

Reflex Warhead(-RW): Missiles that are capable of making a 2nd attack if they miss on the first pass. However the second attack (in the same combat impulse) - counts as a separate volley, but from the opposite direction (remember the blind spot.) is but at -2 to hit and no ship based (Hc, Mi, crew grade, etc.) bonuses allowed. All damage and penetration rolls are standard for the type of missile. May be mounted on any base missile except CAM, HSM and HCM and cannot be used on missiles launched from XO racks or in sprint mode. Can be combined with any warhead type (-AM, and  -AAM,  -LT, -PR). Cost is *2 for each missile. TL 8, 3,000 to develop.

REI Improvement Plant, 2nd Generation(RPlant2): Similar to plant one except cost is 2,500 MCr, 30,000 MCr to develop, and TL8. Adds +0.02 to planetary REI every turn.

Shield Regeneration Technology: The invention of the Cpu, and it's subsequent deployment on most standard warships, brought about a revolution in the computer industry, as defense firms and military think tanks fought for lucrative contracts. Battle damage software was only the beginning and the improvisation of new combat computer prorgrams made the field of battle even more lethal. Cpu software upgrade. Regenerates regardless of incoming fire.

CODE             REGEN          COST              TL

#                      5 turns              50MCr             TL8

*                      3 turns              60MCr             TL10

^                      1 turn               70MCr             TL12

NOT cumulative(ie, 2 Cpu's running 2 programs repairing 2 pts of shields per tirn is NOT allowed).

Shuttle, Heavy Assault (has): Automated, 50MCr, can be held on XO Racks(1 has per XO), can drop 400csp of combat equipment for PCFs into a live-fire zone. TL 8. 2 bbp. 1000 to develop.

Sensors, Small Military (Xrm): 1/2 Hs, 60Mcr, operates as Xr, 2000 dev

Torpedo-Class E(To:E): A devastating new torpedo, the Class-E Torpedo has a Hetlaser Missile Bus, which delivers a destructive pulse of hetlaser energy at close range(detonates when it gets within 5 TH of an enemy ship). This warhead does as much damage as a standard hetlaser mount. Cost is 2.5MCr, development is 12,000. TL8. Size is 2.5 csp. Five points laser damage.

Torpedo-Class F(To:F): One of the most destructive torpedoes ever developed, the Class P torpedo has a plasma warhead that does five points of damage. Class-F torpedoes are 2MCr, 2.5 csp, 12,000 dev, TL8.

Tractor Beam, Micro(Tm): This system is designated Tm and cost 20MCr. ˝ Hs. Max 1 tac hex, 800 dev

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.

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