TL10

Armorplast(Ab): Developed by the inventive  Gaium race, armorplast is an add-on armor, added to the outside of a warships hull. For every 10 hull spaces, one hull space of armorplast may be added. Adding Ab above and beyond the stated amount is not allowed as it severely disrupts the DF. Bases, SS, and AF can mount Ab but cannot add more than twice a equivalent warships amount of Ab or their field of fire will be severely restricted. Ab is TL10, costs 5MCr, and is like Ac(1/3rd per hull space). Dev is 15,000

Assault Transport, Second Generation Small (tas2): Designed to transport ground troops, the tas1 costs 100MCr, is 10 bbp in size, and can be launched from Flight Decks and Boat Bays.

Autoloader(Au): Is 2 hs in size and must be mounted between the VLS and a Mg. Autoloader reloads 12 csp per turn (or if committed to a 2 turn reloading cycle 25 HS in 2 turns;  this is to help loading RD, Mines and DSB etc.)- VLS system cannot be used during reloading. Non-autoreloading rate is 12 csp every 5 turns (or 25 csp in 10 turns), also while the VLS does not fire. 15 MCr.  Dev cost is 2,000

Automated Re-Arming: Carriers only, no space, doubles cost of all V. Fighters and other small craft can land, re-arm, and launch in two turns(as opposed to six) thanks to using an assembly line-like process utilizing hundreds of Dionii workers. While in this line, all fighter datalinks are reset to allow for strikegroups. (Dionii only). TL10

Capital Needle Beam(Nc): Researched by the reclusive Chonogua race, the Nc is 6hs in size, costs 80MCr each, and is TL10. The Nc is a needle beam with a range of 15 hexes. It will also do 2 points of damage if fired in non-precision mode(at range 0-5 hexes). Nc costs 8,000MCr to develop.

Carrier Pods(CVP): One of the more unique weapons systems ever fielded by the Pact, Carrier Pods are a slightly modified carrier hull that is towed into combat situations by tugs and allowed to remain outside of enemy range while launching their fighter compliments. Developed only a year ago by the Trantor System Defense Forces, CVP can be any size and have no drive field or engines, thus are stealthy in appearance. While these bases could be localized by their returning flight groups, most enemy forces that run into a system with these kind of defenses usually do not survive them. In combating Dionii, CVP have proved to be especially efficient in eliminating enemy small craft and medium-sized combatants on their own and without ship support. Cost: as per hull size, dev cost: 6,000. TL 10.

Combat Wasp(wa-a): With the advent of antimatter, the Pact Navy began experimenting with a small, highly maneuverable ram platform that could be deployed away from a task force and possibly work autonomously against enemy forces. The result of this research was the “combat wasp”, a surprisingly fast and easily-controlled XO-mounted small craft that could be deployed in large numbers(one wasp per XO). Heavily-laden with antimatter, combat wasps proved to be a most effective anti-ship weapon, although that are unable to transit a warp point by themselves. Cost: 95MCr, TL10, dev cost 25,000. Damage is 30 points when ramming, autonomous range is 3 system hexes(remote-pilot controlled is only 120 TH). Combat wasp’ endurance is six days and they are re-useable unless they ram. Speed 14, no bonus to ram. The TL12 version is a wa-b and carries advanced antimatter. The TL14 version is wa-c and carries a beam weapon.

Combat Wasp Bay(WAB): Not happy about having antimatter-filled small craft on the outside of the warship hulls, Pact Admirals quickly developed and deployed the WAB. TL10, cost 50, holds six combat wasps, 2 hull spaces in size, dev cost = 5,000.

Depolarizer(DpO): A unique breakthrough in beam and anti-drive weaponry, the DpO was developed as a small-scale technology demonstration program by the Rishatha during the Imperium’s worst revenue slump and continuing budget cuts in nearly 30 decades. A system seen as critical to the Imperium’s drive to upgrade it’s defense capability following the devastating Horune conflict, the Depolarizer was installed on the newly built Hiammat-class battlemoons and some front-line supermonitors. Each hit destroys one engine(one I), not ROOM!  Fires every other turn, 6 hs in size, 150 MCr, TL10, 15,000 to develop. Max 15 hexes range.

Dreadnought Missile(DM):  SEE SECONDARY PAPER

Electronics Hardening(e): A computer and hardwired system that enables all electronic systems on a warship to be used the same turn as warp point transit. Size is 1 per 50 hull spaces, 100MCr per hull space used, development is 15,000. TL10.

Electronic Warfare Bay(EWB): Designed by the caterpillar-like Kelgians, the EWB costs 30MCr, is 1 hull space in size, and  holds x3 EW Drones or x5 EDM. Costs 1,500 to develop, TL10.

Energybeam, Capital Spinal Mount(Ec-SpM): An important leap within Ophuichi weapons development, the Ec-SpM was primarily installed aboard their battlecruisers, but occaisionally the rare battleship sported this weapon. Cost is 360, 18 hull spaces, TL10, dev cost = 20,000.

Energy Torpedo(Et): Combined with the Grav Lance, Energy Torpedoes are a devastating weapons system. When a ships’ drive field is down, Energy Torpedoes do thirty points of damage. When the DF is up, Et only do two points of regular damage. Energy Torpedoes are very fast, being near light-speed weapons, and are -5 to be ht by point defense.  Et work well vs fighters(same as Di). Same range as Pg, no decrease in damage! Code: Et, TL10, 3hs, cost 50 MCr , dev 20,000 Mcr. To hit vs fighter is as Akm.

Fighter AABs(fAAB): First invented by the Draka Dominion during their decades-long war with the Rishatha Imperium, Fighter AABs move with the fighter and must be targeted independently by defenders. These are basically mobile fL systems and each fighter may handle three(command fighter can handle six but can't datalink the squadron). Due to pilot restrictions, this system cannot target fighters, bombers, or other small craft; only large targets. Fighter ABBs are stored in fBAY and are launched with fighters and take one turn after launch to 'organize' themselves. For fighters only. At TL10, the fAAB only fires once, like IDEW and self-destruct if their command fighter is destroyed. Cost is 25 MCr each, TL10, dev cost: 15,000. This is Kencyr's idea. At TL12, the fAAB gains additional abilities. If the controlling fighter is destroyed, they seek out the nearest fighter. If none are available they will attempt to ram the nearest enemy ship, doing damage as fR. When attempting to ram, they may be intercepted by D(2 turns and they end attack, move at speed seven  without control). At TL12, they can target small craft!

Fighter AAB Bay(fBAY): Developed by the Draka prior to their first assault into Home Hive II. Built to hold Fighter AABs, this system is one hull space in size and can hold 24 Fighter AABs. Cost is 10MCr(due to the firing mechanisms) and dev cost is 4,000 MCr. TL10.

Fighter Anti-Laser Lasers(fAA): Since so many weapons use lasers for guidance, a new device was developed by the Sime race that detects laser light(on themselves) and zaps the source with it's own laser beam in order to blind the offending lasers' optics. This new weapon is carried by fighters(3 fXO) and blinds the laser optics of the D series weapons. One fAA protects a whole squadron of fighters-but only while it is present. If the fAA fighter gets destroyed, all other D that engage the squadron later in the same fire phase hit normally.  This results in a -1 to hit for point defense(1-6 on a d10). This systems does not work against missile-based point defense(ie Dc/Dcx, etc). Each fAA costs 15MCr each, dev 6,000. TL10.

Fighter Augmentation Pack(fAP): Also engineered by the Dominion, the fAP is a hard shell add-on to a fighter. It provides a Main Gun with firepower equal to L, with half the range. It also adds the following:

6 AFHAWKs(or equiv)

2 AFHAWKS and 4 fM1(or equiv)

   This system basically mounts three sets of two missiles of choice and provides additional armoring to the fighter(-1 to be hit). The fAP does not slow the speed of a fighter but the fighter is -2 to dogfight with other small craft unless the fAP is ejected(it can be recovered after the fight). This system cannot be combined with fAABs(the targeting/interface hardware is used up by the fAP). The fAP places a heavy load on the fly-by-wire system of a bomber, resulting in a lower speed, by half. They self destruct when ejected. Anti-fighter missiles are normal use-no minus. The fighter is not AC with the fAP attached! Cost is 60 MCR! TL10. Dev cost: 10,000 MCr. This is Kencyr's idea.

Fighter Chaff Dispenser(fChf): Developed by the inventive(but ugly) Bozog race, the fChf costs 5MCcr, is -1 to be hit, -2 to be hit vs missiles. 1 fXO point, can be mounted internal. Development is 4,000MCr.

Fighter Mechanical Link(Vm): Several high tech fighters are unique in that they do not have landing gear and do not have weaponry at least in most cases, other than beam armaments. In such cases the fighters are launched and recovered through a mechanical linkage. Since the space required is far less than the size of the fighter it would be a ˝ space system at 10MCr. Developement cost=3,000

Fighter Radar Absorbing Material(ramf): Invented by the Bozog race, the ramf is stealth coating for fighters. It halves the detection range and makes fighters -1 to be hit by AFMc(only). Must be built into a  fighter and adds 5MCr to it’s cost. 1 BP, 5,000 dev, TL10

Fusion Room Three(Fur3): The most advanced of all three fusion rooms, the Fur3 is 2 hs in size, and costs 70MCr. The S1 and S2 shield generators cannot operate without Fur3. TL10, 8,000 to develope. All effects are NOT cumulative (ie Fur3 does not function as Fur1 and 2). When it explodes, it does 40 points of damage.

Grav Lance (GL): One of the Galaxy’s most unique, and lethal weapons systems, the introduction of the Grav Lance was a rude, and nearly fatal shock to the Rishatha Imperial Navy. As the Fourth Interregional Conflict broke out between the Thranx Unity League and the Rishatha Imperium, the resolute Thranx admirals found themselves badly outnumbered in every fleet battle with the Imperial Navy. Forced into strategic retreat, the Thranx naval forces were pushed out of several Thranx systems until a radical new weapon reached the Fleet. A very large engineering system, the Grav Lance sets up a negative harmonic within a ships’ Drive Field, which rapidly shuts down half of a ships engines. A hit from a second GL on the same turn will disable the other half of the engines and knock out the drive field. The engines disabled this way remain inoperative until the beginning of the next fire phase. Thus the targeted ship will loose DF protection for one combat phase and movement ability for one movement phase. The devastating introduction of the energy torpedo, a near-light speed weapons system, combined with the Grav Lance allowed the Thranx Navy to withstand Imperial attacks. The inability to operate within 150 tacHexes and the infrequency of the ability to shut down a ships’ engines(10% chance)  prevented the Thranx admirals from regaining lost territory, but stopped the Rish military offensive in it’s tracks. The GL is a one-shot weapons system. Once it is fired, it instantly burns out(due to the interference of it’s own ships drive Field) and must be rebuilt(in essence refitted). This is the main reason why the Thranx never mounted this system in anything larger than a light cruiser. Code: GL, TL10, 15hs, cost 150 MCr, dev 20,000 MCr. Very short range(four tacHexes).

Gunboat, Second Generation (GB2): During the fierce fighting between the Rishatha Imperium and the Horune Totality, the Rish Warmothers realized a serious deficiency in their close-support echelons of their fleets. A new, more powerful Gunboat was needed to fill the gap between smaller escort ships and fighter groups which traditionally supported these fleets. The Second Generation Gunboat was the result, and went rapidly into service with not only the main Rish fleets but many Rish worlds and allied planets as well. Speed 11, 8 days endurance, No cargo or PCF capability, Fire-Control 3, Dx defense, Ai armor, fXr scanners, 2 int turrents, 6x4 racks, total cost: 140 MCr, 2151 csp(8 bbp).

Gunboat Bay, 2nd Generation(GBb2): Also developed by the Inheiritors, this system is the second generation version of the GBb, and allows the internal carriage of a Gunboat. Reload time is 50%. Three hull spaces in size, 15 MCr, TL10. Dev cost: 14,000.

Gunboat Main Gun (GmN, GmP, GmE, or GmF):  SEE SECONDARY PAPER

High Velocity Missile(-HVM): Developed by the introspective Oon race, the missiles are fantastically quick. These super-fast missiles cross the point defense threshold so quickly that they are a general -3 to be hit, and -5 by missile-based point defense. If fired at a planet, nuclear-type damage with no fallout or radiation!  x3 cost, 8,000 dev. TL10.

Hypermass Generator(HMG): One of the most devastating weapons that the Pact Navy has ever produced, this large and very complex system hurls hypermasses at enemy warships, causing incredible damage. A unique change of the drive field, known only to the Pact Navy, turns the DF into a massive funnel that dumps trillions of tons of local "dark matter" into the generator, concentrating it and firing it, all within milliseconds. The hypermass does not actually have to hit a warship to cause damage, just being in the same hex(or hex path) causes tremendous damage(fifteen internal points and fifteen points of damage directly to armor, with no damage to shields) to any and all ships within the hex row that it is fired in. A Hypermass Generator fires an object(.50 Solar mass) every other round, for five rounds only, destroys small craft easily, and travels at .95c. The DF of a ship cannot compensate for the gravity of the hypermass and thus the ship takes damage even though the hypermass only travels near the ship. Any small craft that are in the same hex as the hypermass are instantly sucked into it and destroyed. The massive physical and energy demands of this system limit it in the following way: a dreadnought can only carry one, superdreadnoughts can only carry two. This weapon is forward facing only(fighter fire arc) and its range is 15 hexes, after which the hypermass instantly dissipates into the quantum realm. Size is fifteen hull spaces, 800MCr, 65,000 to dev, TL10.

Hyperwave Datalink(Zd): Recently fielded by the newly-formed Trantor Navy, small hyperwave generators are being installed aboard major naval warships in an effort to increase their range and targeting ability. The horrendous cost of a Hyperwave Datalink limits the feasibility of emplacing them on all combat vessels but their outstanding performance in extending datalinks between warships(by 300%) makes them highly desirable by Admirals and ship Captains alike. Zd also allows instantaneous monitoring by Hyperwave Generators(Hd) of the tactical situation of any warship within the same star system as the Hd. Cost 200MCr,  size is 2 hull spaces each, TL10, dev cost 40,000.

Kinetic Spinal Mount, Capital(Kc-SpM): Developed by the ever efficient Vestrii race, this spinal mount system was especially effective in countering the Imperial Navy's thrust in the Horune system H-7, which the Vestrii had recently colonized. A region of dead space, the Horune left hundreds of warships lying around intact, to which the Vestrii put to good use! TL10, 376 MCr, 21 hull spaces. Dev cost: 21,000

Minefield, Micronized(MM): 30 MCr, 1/4th  smaller than traditional mines. Antimatter warhead does damage as a nuclear mine. Due to their small size, micromines are considered to be unretrievable and cannot be inactivated(though they can be controlled by MCS). Once deployed, they remain fully active for ˝ a strategic turn. Any attempt to retrieve them will cause them to self destruct. Cost 20MCr per pattern, TL 10, dev 15,000 MCr.

Minefield Dropper(MiD): Developed by the crab-like Tolat engineers, the Minefield Dropper allows nearly every warship to have inherent minefield capability. The most important feature of this new system is the Micronized Mine: a mine ten times smaller than traditional mines. MM have a small antimatter warhead, which does the same damage as a nuclear mine, but much smaller. MiD are one hull space in size and holds 12 patterns of micronized mines, or three patterns of regular mines. MiD can drop these mines even while the ships DF is up, one pattern per turn. Important note: due to the size of the release mechanism of the MiD, only one MiD can be installed per 10hs(1 per 5hs for carriers, none for non-military freighters). TL10, 30 MCr, 1 hs in size. Dev 10,000 MCr.

Minefield, Sentinel (MSM): These ‘smart mines’ are very high tech level and can fire on any warship that gets within one tacHex of a smart minefield. They cannot fire on small craft, fighters, or SBMHAWKs and can recognize friendly ships with 100% accuracy(IFF). 60 MCr per pattern(140/pat for AMMF), 10,000 to develop, TL10. NOTE: Reduced effect for all ships transiting WP just like normal MF on top of a closed WP.

Missile Pod, First Generation Strategic (MpSBM1): The First Generation Strategic Missile Pod(MpSBM1) carries four SBM missiles and is treated like any first generation missile pod in all respects. This advanced pod only counts ˝ against weapons slots(ie a ship with 10 plasma guns can control/fire twenty pods). (TL 10, 30 cost, 20 csp, 20,000 development cost)

Missile Pod, Second Generation Standard(MpS2): The second generation standard missile pod(MpS2) mounts ten SM2 missiles, and carries them like the MpS1.  Each pod adds +1% to all detection rolls for ?3. (TL 10, 20 cost, 30 csp, 20,000 development cost)

Missile Pod, Second Generation Capital (MpC2): The second generation capital missile pod can carry  five CM missiles, and is treated in all respects like the MpS2. This advanced pod only counts ˝ against weapons slots(ie a ship with 10 plasma guns can control/fire twenty pods). (TL 10, 25 cost, 30 csp, 20,000 development)

OKM Shield(OKM): The Kittani were the first race to field a impervious static bubble, the OKM Shield, which proved critical in several battles with the genocidal Horune race. This system is 15 hull spaces in size and is an impervious shield: nothing can penetrate in or out of it. Not even sensors can see out of it, and no engine movement is allowed either. The OKM shield can be set to drop at variable time period(you chose!) but can only be set-up and dropped once in a 12 hour time period, TL10, nothing over 500hs, great for bases! 300MCr each! 15,000 to develop.

Radiation Vent Cone(-Itv): Developed by the Oon, these engineering systems enable a vessel to use It’s indefinitely. They are only ˝ hull space each but have a serious drawback! They are very dangerous because a lucky energy shot(5% chance) can go internal and do damage(before armor). When hit by a beam weapon and a penetration is rolled, all of that beam’s damage goes internal. This hit completely destroys the vent cone, and is unable to be shot through again. Damage is from left to right, starting with the vent cone hit. N and P cannot shoot through the vent! A It with a Radiation Vent Cone would look like this(-Itv). 20MCr each, one for each -It, TL10, 5,000 to develop.

Ramming Pod(RPod): The most lethal weapon system developed by the Goog Abhorrence, the remote-piloted Ram Pod was used during the Farsight Campaign and resulted in over 38 Pact capital ships being destroyed by this antimatter-packed weapon. An integral part of a Goog warship, this “pod” (actually a 5 hull space past of its ship) can separate(only once) from its mothership and commence attack runs on enemy vessels. Filled with antimatter, it is a highly lethal ramming weapon. Below is the design code:

Ram Pod

Hull                  5 hull spaces

I x2                  Speed 10

Mgx1               Antimatter filled

Acx6                2 hs worth of armor

   Since this part of the ship is specifically designed to ram, it receives a +4 bonus to hit and apparently new pods can be installed onboard Goog warships during a refit. Cost: 220, dev cost = 8,000. Damage is 45 points. TL10. Larger versions of this tech have recently been reported.

Spinal Mount, Gunboat Launching(GB-SpM): An advanced launching platform, this design was a radical departure for the Pact Navy, away from long-range beam firing spinal mounts. A mere 12hs for the bay and tube, the SpM holds 8 gunboats, firing them singly at speed 15(regardless of payload). They also land one per turn, onto a rear-facing landing pad. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. TL10, cost 400, dev cost: 15,000.

Spinal Mount, Long Lance Torpedo-Firing(LLT-SpM): A devastating long range weapon, the LLT firing spinal mount is a new system, which needs considerable testing before widespread use can be contemplated. At 20 hull spaces, it can fire up to ten LLT from its internal magazine. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. A TL10 weapon, it costs 800 MCr to build, and 25,000 MCr to develop.

Spinal Mount, Neutronium Hypermass Spinal Mount(NH-SpM): A rare material, neutronium is mined from the neutron star Phi Puma(whose exact location is highly classified) and is a result of research on ultra-dense material at the Trigon III University(aka Ultradense U). This spinal mount weapon fires highly dense neutron projectiles, which do one point of armor damage when entering a ship. This neutronium projectile is so dense that it can literally pierce a warship completely, regardless of its armor or shield defenses. A hypermass, this weapon causes ten points of damage internally(don’t count A or S). Due to the special bracing and power needs, only one spinal mount can be built per 50hs. This spinal mount is 10hs in size, costs 600, and development is 20,000. SIDE NOTE: Spinal Mounts were originally a collaboration between Michael Sauer and myself, and I would like to take the time to thank him for developing it. Some people have taken our tech and claimed it as their own, but credit should go to where it is deserved. Thanks again, Michael.

Stealth Tuners(St): Developed by the J’Rill during their conflict with the Luren Empire, Stealth Tuners allowed the J’Rill to surprise many Luren warships, crushing them with their devastating speed and firepower. Stealth Tuners are always ‘on’ if engines are on, one is needed for each engine room. St-equipped ships cannot be detected until they are within 4 system hexes(if moving at tactical speed) or 2 system hexes(strategic speed). Stealth tuners costs 50 MCr per unit and are 1 hull space in size. TL10, 20,000 dev.

Strikefighter Accelerator(Va): This is a miniaturized version of a railgun which is designed to be built into a hanger bay when the bay is constructed.  It may not be added to existing "V".  It provides fighters with much greater speed to their target which also amounts to increasing their round trip tactical range. Strikefighters launched by Va have a speed of 20 until they first slow down by using their engine. They may change their heading, but each 60 dg. heading change slows their speed by 4 until they reach their normal max engine speed. The launcher speed 20 is NOT reduced by external ordnance carried. Development cost = 3000 MC, system cost = an additional 10 MC per V, space requirements: adds .5 hull space to the "V" (6xV would use 9 hs).

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 VLSc, 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 VLS 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.

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