TL9

ADM Bay[ADBAY]: Widespread conflict with the Holot Empire forced the Pact Navy into development areas not normally associated with conservative shipbuilding, one result being the ADM Bay. Actually called a ‘battery’, this system is a missile bay that holds six ADM missiles. ADM usually cannot be fired from any shipboard launcher but Pact ADMs have been downsized, and the large bay(eight hull spaces) allows the Pact to conduct devastating anti-engine strikes from lowly destroyers! Looks like this [ADBAY].  Eight hull spaces in size, 50MCr(+ missiles), 2,000 to develop. TL9

Anti-Fighter Submunition(AFSW): The AFSW is a set of modified "Dc" counter missiles, each designed to engage fighters. When fired, each submunition in a missile attacks fighters in a single tactical hex like a Dc at range one. Only one submunition can engage each fighter/gunboat. HAWK, HARM, and AMP1/2 can be mounted but no other system can be. Missiles can carry a certain number of submunitions:

BM      2

SM      2

PM      3

CM      4

SBM    4

HBM   5

Missile cost x3, 10,000 to develop. TL9. John Souza's tech

Batteries[weapons]: In the past, a warships weapons were evenly spaces throughout a vessel to minimize battle damage and sustain combat for as long as possible, however the Pact Navy has found a way to maximize firepower and maintain survivability. The result was the so-called “battery”. Developed less than six months ago, the Pact Navy first fielded the ‘battery’ on destroyers equipped with scaled down anti-drive missiles, creating in a lethal weapons platform. Batteries are powerful clusters of weapons located side by side and using joint energy systems and targeting sensors, resulting in a decrease in weapon size(-1 hs). Batteries can only mount four weapons(or less) per battery and look like this [L L L L]. Batteries cost nothing extra to mount. Dev cost: 9,000. TL9

Battlescreens,  Advanced(Sc1): Development of ‘hard screen technology’ by the militant Horune race challenged the Rishatha Imperium in developing countermeasures to this unique shield system. 3 hs = 10 pts of screen. Once overwhelmed, it stays down for 20 tactical turns. The difference between a ‘hard screen’ and regular shields is screens must be overwhelmed in one salvo, or it does no damage. Also, when a ‘hard screen’ is ‘up’, you cannot fire out through it. Sc1 costs 180 MCr per 3hs system. Development costs 20,000 MCr. Sc do not work against P or Hyper Missiles. Important note: Shields cannot be up when screens are up. The P system CAN shoot out of Screened warships. A ship with Screens up CANNOT launch or recover fighters, bombers, or other small craft. Point defense also CANNOT fire out. Screens can be combined, but above 100hs they become unstable. 1 Sc per 30 hull space of ship. Two Sc per hull space of SS, Base, or AF. TL9

Clamps, Ship(CL): A multiple-tech system, the advanced Mondoshawan warships needed a docking and latching system for all three parts of the Multi-Vector Attack ships, and they developed Clamps as a result. ½ hs, 5MCr each, TL9, dev cost: 1,000

Cloaking Device(?3c): The introduction of the ?3c was a rude shock to the Hivers, who were battling the Vor Dominion over Badr beta, a massive Omega world in the Ilelish Sector. A limited form of ?3 that only allows Cloaking Mode(MODE 3). All other rules are as Mode 3 ECM3. A unit may mount "?" and/or "?2" and still use Cloaking Device. It is the same TL as ECM2 and is unable to operate in deception mode, jamming, or ECM benefits. 150MCr, 3hs, TL9. Dev cost: 8,000.

Courier Drone, Second Generation (CD2): Can program speed changes(by StMP) and has evade mode that removes the +1 on fighter chart at the cost of doubling the endurance used. Cost: None (s ame as CD autorefill), uses 16csp, development Cost: 1200

Speed 16         3 StMP(12 systems)

Speed 12         6 StMP(18 systems)

Speed 8           12 StMP(24 systems)

Cybernetic Interface(CI4): A fantastic product of pressurized R&D within the Pact Navy, the CI4 system is a computer system light-years ahead of any other foreign power in Known Space. Mainly a software system with virtual retinal display headsets, the CI4 system has the following abilities:

A: +1 to damage control roles and +1 to hit mines(all types).

B: +1 to strike in beam combat and +1 to shoot down plasma gunfire.

C: +1 to all point defense systems and +10% to alien commo roles.

Cost: 150MCr, dev cost: 20,000. TL9. Zero hull spaces. Only the Luren have been able to invent this technology.

Datalink,  Advanced (Z+): Allows remote control of a small ship or satellites(5hs or smaller), including Orbital Battle Platforms. Up to 12 units can be datalinked. Z+ costs 50MCr, takes no hull spaces, and is TL9. 6000 to develop.

Electronic Warfare Bay, Anti-Fighter (EWBf): The shocking loss of the vital Shonoisho System forced the Hiver Federation to develop the EWBf against their Draka foes. A 50-ton drone that fires from inside the ship and held near the ship via micronized tractor beam(built into the EWBf system itself). Makes all fighter weapons -1 to hit,  ½ hull space, TL9. Cost: 40 MCr.

Engines, Low Emission (Ie): A mixture of Stealth Tuners and Impulse Engines, these unique engines propel warships at a much faster rate than standard engines and have in-built stealth systems, enabling a ship equipped with these engines to only be detected at short ranges(1 system hex). +1 to standard speeds. 1 hull space in size, 20MCr per engine. Compatible with Fusion Rooms. Dev cost: 8,000. TL9

Fighter Cargo Handling System(CHSf): Development of the V made all previous fighter launch systems outdated, but Admiral Streamside Terror(the Grizzelan) invented the rapid weapon rearming system know as CHSf. This system must be placed next to FD, between the magazine and the flight deck. Rapid weapon rearming for fighters on the FD(same reload time as V). TL9. ½ hull space. Need one per 24 FD.

Fighter Close Assault Missile, Antimatter (fCAAM): Desperate for a victory, the Republic of Argus developed the antimatter version of the fighter close assault missile during their conflict with the deadly Arachnids. TL9, .25csp, 4MCr, 2,000 dev

Fighter Launch System, Hydraulic(Vli): The Mandrast Empire fielded the first hydraulic fighter system immediately after coming into contact with Species 8472, which was undoubtedly one of the most unusual organic lifeforms ever encountered. Fighting quickly broke out and the expensive Vli system saw extensive use in the Norcadian Campaigns. The Vli is an automatic hydraulic ram system that fires fighters from a specially constructed fighter bay. This system allows fighters to be launched the same turn as they transit a WP. Fighters launched like this cannot fire or turn, and only get half their movement speed. Also, when manually released like this, a certain number of fighters are automatically destroyed(15%) as they are dumped into space. Fighter losses DECREASE by 5% for each TL above TL9. One hull space. Vli costs 20 MCr  and are TL9. Dev cost: 5,000 MCr.

Fighter Rocket 2(fR2): Invented by the Vestrii race, this rocket has laser guidance and POWERFUL short-ranged seeking systems. Damage as fR, and -AM/-AAM versions available at the same TLs. Is not penalized in ANY way at range 0 by ECM or EWBf. Half penalty(FRU) at range 1. 1 fXO point, .25 csp, 2MCr each, 1,500 to develop. TL9.

Forcebeam, Capital Spinal Mount(Fc-SpM): A powerful upgrade in firepower, the Fc-SpM was first used in combat in Hynaria against the gas giant mining stations. The Nofti Navy decimated the Hynarians production base, forcing their ultimate surrender. Cost is 288, 18 hull spaces, TL9, dev cost = 16,000.

Forcebeam, Small Capital(Fcs): Cost is 90, 5hs, dev cost: 8,000

Forcebeam, Heavy Capital(Fch): Cost is 150, 8hs, dev cost: 8,000

Graser, Capital Spinal Mount(Grc-SpM): A powerful upgrade that were mounted on Luren Bonegrinder-class superdreadnoughts, this long ranged beam weapon damaged many small Berserker warships in the field, but couldn't hold back the deadly onslught. Cost is 216, 21 hull spaces, TL9, dev cost = 12,000.

Graser, Small Capital(Grcs): Cost is 114, 7hs, dev cost: 8,000

Graser, Heavy Capital(Grch): Cost is 190, 9hs, dev cost: 8,000

Gunboat Bay-1st Generation(GBb1): Devastating strikes by Goog monitors wiped away heavily defended positions in the Oon Home System, crippling the Inheiritors ability to defeat the Goog, until they developed the GBb. This is a new type of bay, where a Gunboat is docked semi-internally. For every 5 hull spaces, one GBb can be built. Reload time is 75% normal. Two hull spaces in size, 10 MCr, TL9. Dev cost: 12,000.

Gun/Missile Launcher, Capital (Wc): Same as TL11 system, just lower TL.

Jump Carrier Shell(JcS): An expendable shell designed to get assault ships through a warp point without an expensive, and vulnerable, jump carrier, the JcS costs ½ hull space of the ship it will carry + the cost of the Jc engines for each movement point. Any number of engines may be bought up to the maximum Jc speed for the hull to be carried. Jump carrier shells may only be used with ships of the exact size they are built to carry(ie a JcS built to hold a 60hs CA would not work on a 50hs CA). The shell requires that all engines on the ship itself be turned off but all weapons and defenses perform as if mounted on a standard Jc-equipped unit. After the fire phase of any turn, the shell may be shed(blown off) and at this point is considered destroyed. Note that the ships internal drives must be activated by standard procedures. A ship with a Jc shell transits in all ways as a Jc ship. The shell itself does not add to the size for WP transit, however it's TM is increased by one. All damage done to a ship with a shell(inside shields) will be applied to the shell until it is destroyed. It takes 2x as many hits to destroy the shell as it has Jc systems. If it is destroyed, threat the vessel as a DF down unit. Primary beams ignore the shell, unless in precision mode, in which case it's up to the firer. Needle beams may target the ship or shell. Works with J/Jc engines(not "I"). TL9. Cost is ½ hull cost + Jc cost. Space(for shipping) 2x Jc spaces. Dev cost: 12,000 MCr.  Michael Sauer's idea!

Kinetic Cannon(Kn): A large planetary weapon, Kcannon are a K weapon, but upsized to use in planetary atmosphere. They are the only K-series weapons system available in this game. Although the Pact has never built PDCs, heavily populated planets do have dozens of  Kcannon launchers to defend themselves with. It has the same damage as Kc, half the range, and costs 300 per launcher, TL9. Remember, these are grapefruit-sized balls of tungsten traveling at nearly the speed of light, making it impossible for point defense to stop them. They do not need to be mounted in PDC(can be stand alone) and costs 30,000 to develop.

Laser Ball Turrets(Ld): An important anti-ship and anti-fighter weapons system, Ld is 15 Mcr each, 360 degree fire, 2 hs each, two points of laser damage each. TL9 and 8 hex range. Lc works with Ld against fighters. Dev cost: 8,000.

Light Assault Craft, 3rd Generation(LAC3): Fighting between the Goog Abhorrence and the Inheritors and their allies continued for years, until the Final Battle of Home III, when the Inheritors of the Last Command finally achieved a breakthrough into the Home III System, massacring the Goog on all four inhabited planets. Use of LAC carriers and sustained strikes against the orbital facilities by LAC3s ensured the Goog population's destruction. 100MCr, 10 fXO, Speed 11, 4 bbp, TL9.  Can mount Xr(small) as AWACs. Dev: 7,000.  -3 to be hit

Laser Strip, Heavy(Lst): A vastly destructive weapons system, the Urbanos Cluster has developed this unique weapons system to counter the large superdreadnought contingent of the Terra Cluster. As usual, all laser weapons fire through shields, doing damage directly to a ships armor. This system is 3 hull spaces in size and does five points of laser damage(uses L range). Lstrips can also be used in anti-fighter fire(five one point bursts per combat turn), TL9. Cost: 80MCr, dev cost: 30,000.

Long Lance Torpedo(LLT): Equipped with a huge combination antimatter/nuclear warhead, the LLT moves at speed 14, has limited fire control hardwired into it(+2 to hit), and is fired from specially built spinal mounts. It is engaged as a carrier pod. Unlike SBMHAWK, the Long Lance Torpedo is given a specific target by it’s firing unit, not a specific size or type of target. This is a tactical weapon, not a strategic one. LLT’s, once fired, proceed towards their assigned targets following the shortest route possible, at maximum speed. LLT cost 100 MCr each, dev cost is 20,000. Csp is 18, damage is 30. TL9

Maglev FD Upgrade((FD*)): Developed by the Grizzelans, this system allowed the continual use of the Flight Deck, which was threatened with removal by the introduction of the V system. This system is refitted right into the FD itself, launching fighters and other small craft all at once. Shown as ((FD20)). No additional hull spaces. One MCr per fighter held. TL 9. Dev cost: 2,500.

Meson Gun, First Generation (MG1): A meson gun may only be installed in a PDC that is unmanned. It is like the primary beam, passing through both shields and armor but needs no cooling down period. Meson Guns take up 18 hull spaces and cost 750MCr each. The higher tech version fires twice per tactical turn and has longer range(15 hexes instead of 8). A TL 9 system. Use the beam chart. 15000 to develop.

Micro-Mine Spreader(MMS):  The MMS system is a small engineering system developed to drop active minefields to the rear of a warship, usually as it is fleeing. Unable to detect these micronized mines, most ships stumble through the antimatter mines, which do one point of damage because of their small size. These mines can also fire on fighters, bombers, and small craft that pass through the pattern. Each MMS holds 24 patterns of micronized mines and fires(as one action) into each of a ship's 3 rear hexes, taking three 'shots' of ammo. (Note: Micronized mines are fully described in QN15 and only last 5 tac turns when fired in this mode). Built for Multi-Vector Attack ships, MMS are 1 hull space in size, cost 45MCr each, and are TL9. Dev cost: 12,000.

Minefield, Anti-Gunboat (MFG): Developed by the Hawvin during their brief conflict with the Chonogua race, the Anti-Gunboat Mine cost 20MCr per pattern, is 25csp in size, and costs 3,000 to develop. TL9. These mines target Gunboats only, at +2. When passing through a MFG, a Gunboat is attacked by a total of five mines each.

Minefield, X-Ray Laser (XM): A stealthy minefield, detection at two hexes or less using X or Xr. X-Ray Laser Minefields have a three hex range, do two points of laser damage, and cost 25MCr per pattern(100). TL 9. 2000 to develop.

Mini-Missile Launcher(MML): Built for MVAs, the MML is 3 hull spaces in size and costs 45MCr each. This system holds ten mini-missiles(one point of damage for -AM, two points for -AAM) and reloaded like a Missile Box Launcher(Wb). Mini-missiles are especially hard to shoot down(1-3 only) and each MML can fire 5 missiles per turn. These missiles can also mount anti-small craft warheads(must be stated 10 turns before combat) and additional missile strap-ons. TL9, .1 MCr each, .08 csp in size, dev cost: 15,000.

Missile Box Launcher, Basic(Rb): Operates as per Wb from ISW4, but may not fire sprint mode missiles. Cost 50, 2 hull spaces, dev cost 4,500, TL9.

Missile Satellite Technology(MST): Hyper-heuristic breakthroughs in computer technology allowed the Horune race to deploy remote fire Missile Satellites at the outbreak of the Eighth Interregional Conflict which was fought by the genocidal Horune race and the Rishatha Imperium. Missile Satellite hulls cost 10 MCr for every hull point (maximum size--5 hull spaces) and  have a small drive field, inherent armor (5 pts), and costs 5 MCr (each!) per month to maintain. Missile Sats are automated(no crew) and when joined together by the new Z+ datalink system (TL9), up to six satellites can be linked together.  A TL9 system. 15000 to develop.

Multipurpose Drone, 2nd Generation(MD2): Similar to the Theban boarding sled design, the CDD is a large, multipurpose deep space autonomous vehicle, able to deploy satellites, commo buoys, or courier drones. These large drones are able to travel at high speeds for long periods of time and are powered by a micronized fusion core, which is able to generate three times as much power as standard fuel cells. The CDD is WP capable, can detect other ships and launch CDs, and can be used to remotely deploy DSB chains. The Second Generation CDD is able to carry LRMU. The payload section, which can hold up to 3 sats, 25 DSB, or 40 CDs, is located in the front half of the vehicle. CDD is unaffected by high levels of radiation and is well-suited to collect information in inhospitable areas of space. CDD can also remotely deploy satellites to initiate surveys of a worlds. TL9, cost 100MCr, 100csp, dev cost: 8,000.

Multi-Vector Attack Ships(MVAs): The Mondoshawan race developed these warships when contacted by the Draka Dominion, who seemed intent on assimilating all races into their sphere. These fantastically expensive, and capable, warships delivered blow after blow to the Draka fleets, including their phenomenally destructive Gunships, which were based around a unique spinal mount. Multi-Vector Attack ships have automatic datalink with all three parts, and only lose this ability when the last Q or Qs onboard is destroyed. The MVA breaks up into three separate parts, the Command Section, the Assault Section, and the Upper Pod Section. The Command and Assault Section are phenomenally deadly, and the unmanned Upper Pod Section has a devastating ramming ability. All three components can separate nearly instantaneously and during the first turn of a WP assault as well using a modified Vli system. The MVAs needed the following systems to be fully functional:

*Clamps,

*Laminate Armor,

*Neural Interfaces,

*Automatic Datalink,

*Hydraulic detachment-Vli(emergency and WP assault),

*Low Emission Engines,

   The multi-vector attack components also needed micronized weaponry to be fully effective, and the following systems were developed just for the MVAs:

*Mini-Missile Launcher,

*Micro-Mine Spreader,

*Ramming Upper Pod,

   The MVAs are only available to the Mondoshawan, and their allies. Unless otherwise stated, all the systems listed in this section are restricted.

Neural Interfaces(C4I):  Developed by the Draka Dominion, the C4I system provides the following advantages:

1)   They offer a +1 init. (not cumulative with CIC), but are cumulative with CiC1,

2)   They give +2 activation bonus for ships,

3)   They halve the crew requirements for a warship,

4)   They double the effect of training or engagements for improvement purposes,

5)   Because of all the above, the cost is 15% of the ship/base cost.

   This system is TL9, dev cost: 15,000. Developed by Kencyr!

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.

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.

Point Defense, Advanced(Pd3): First developed by the Chonoguans during the Soissons Sector War, the Pd3 system came as a rude shocl 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.

Recon Drone 2 (RD2): as in normal SF, but TL9, not 13

Recon Drone Bay Two(RDB2): Developed by the Rishatha during the disastrous 7th Interregional Conflict with the Arachnid Omnivoracity, the RDB2 can hold 10 RD2s(which are the size of a CD). RD2s help system surveys and are 4csp in size. The RDB2 is 1hs is size, is 20MCr, and costs 6,000 to develop.

Sandcasters, Datalinked(Cs3): Developed by the Draka during the Soissons Sector War, the Cs3 works exactly like standard Cs systems, but can be fired to cover other warships in it's datagroup, but hey must be within 1 tac hex for this system to work. One hull space in size, 70MCr, TL9, 12,000 to dev. Courtesy of Kencyr

Skhval-class Torpedoes(To:S): A very close-in weapons system, the Skhval-class torpedo was used to good effect by the Thranx against the Rishatha fleets that continually battered at the Thranx system defenders. Two hull spaces in size, each Skhval-class torpedo does three points of damage and cannot be shot down by point defense. Developement: 10,000, cost each, 3 MCr for the torpedo, 25 MCr for the launching silo, same range and to-hit as the fR. Reload as XO Racks. A single-shot sprint-mode short-range torpedo.

Torpedo-Class G(To:G): Developed by the Hudlar during their devastating battles with the Arachnid Omnivoracity, the Class-G torpedo helped the alien Hudlar destroy Home Hive V. This is a antimatter torpedo, but it does a tremendous amount of damage(seven points). Cost is 3.5MCr, development is 14,000 MCr. TL9. Size is 2.5 csp.

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.