Ind1

Airstrips(As): Are mounted on a PDC, cost .5MCr per space when built into a PDC or 2MCr per space when built elsewhere, and can hold one fighter per space. 800 to dev

High Explosive Cannon(HE): Facing a severe missile disadvantage at lower tech levels, many industrial races developed high-explosive cannon to defeat standard shield technology. Using a special ‘energized’ shell, the HE cannon can fire right through regular shields(but not S0/S1/S2) and do damage directly to the armor of a warship. These weapons are very short range(1-3). HE cannon fires every other round, like Pg. It can be ship-based and are a kind of poor man’s Pg. HE can target fighters, but at 1,1,1. Three versions of the HE cannon were developed:

Type                Code   Cost    HS       Damage          TL       Dev

5 inch gun         HEa     20        2          1 pt                  Ind1     1,000

10 inch gun       HEb     30        2          2 pts                 Ind2     2,000

20 inch gun       HEc     40        2          3 pts                 TL1      3,000

Low tech races get some punch from this system!

Linear Accelerator Launch System(LALS): A rapid-transport system utilizing basic anti-grav magnetism, th eLALS is in general use by industrial races and improves a planet‘s GPV by 25%. Ind 1-2 ONLY! 500Mcr, 100hs in size, Ind1. Dev cost: 1,000.

Planetary Defense Missiles(PDM): A new high-tech version of a old system, these planet-based missiles have high-powered antimatter warheads installed, making them formidable anti-ship weapons. Each missile is over 80 feet long(cannot be mounted on ships) and must be built on an inhabited planet (needs routine maintenance-1MCr each per month, add to missile fund). Each PDM is expensive (20MCr per silo-based missile, 40 for each road/rail based missile, and 60 for each sub based missile). When a planet is orbited by a ship or small craft at 5 tactical hexes or less, they have a 60% chance of spotting a silo-based PDM, 30% chance for road/rail, and 0% for subs. Once the initial missile and system is bought, replacement missiles cost 10MCr. To build a PDM takes 2 hull spaces, they do 15 points of damage, and cost 1000 to develop. PDMs have a range of 13 tactical hexes, are a TL9 system, and are -3 to be hit.

Underground Bunkers(Bk): Forced with continual surface warfare, many industrial societies also developed the Underground Bunker to protect PCFs from quick destruction. This also prevents orbital bombardment of PCFs, neutralizing some high-tech race’s advantages. Bk defend PCFs, thus targeting them from orbit(or even a general bombardment) is impossible. Bk are  .5 hs in size, 5 MCr each, and hold two-combat ready PCFs. Ind1 technology.

Ind2

Agristations(AgriStn): Building these orbital space farms increases a planets’ IU by 25% over standard IU. For every 100hs of agristations built, 20 IU is added to a planets’ economy. NO maintenance, Ind2. Agristations add +.05% extra growth per Qf (ie a O2 world with 10 AgriStn gets 50%/2 + 10 x 2 x .05% = 26% growth.

Battle Sats(BS*): The opening phases of the Goog Conflict shocked the Corillian Confederation as they were rapidly pushed back into their Core Systems in desperate battles. They crash development of several new types of Battle Sats helped defend Corillian planets against the voracious Goog. Massively fielded in the Spectre B System, the Corillians short-stopped the Goog invasion by deploying hundreds of Battlesats at their Spectre B colony.

NAME            CODE             TL                   COST              CSP                 DEV COST    NOTE

Laser Sat          BsL                  Ind2                 50                    20                    6,000               A

Missile Sat        BsR                  Ind2                 50                    20                    4,000               B

Gun Sat            BsG                 TL2                  50                    20                    2,000               C

F-beam Sat      BsF                  TL4                  50                    30                    8,000               D

Kinetic Sat       BsK2               TL6                  50                    20                    8,000               E

Plasma Sat       BsPg                TL6                  65                    50                    6,000               F

Railgun Sat       BsK                 Ind1                 30                    10                    1,000               G

Ak1 Sat           BsA                 TL9                  30                    20                    5,000               H

ECM Sat          Bs?                  TL7                  55                    20                    8,000               I

CD Sat             BsCD               TL3                  20                    10                    2,000               J

RD Sat             BsRD               TL8                  50                    30                    5,000               K

Z+ Sat              BsZ                  TL9                  50                    20                    8,000               L

A: Basic laser sat, fires three shots before needing recharge.

B: Carries either 4 SM or 4 BM

C: Carries 3 GM

D: Basic forcebeam sat, fires three times before needing recharge.

E:  Stats are as any other Battlesat, 3 shots as Ks, full range and damage.

F: Fires three times, every turn, before needing recharging.

G: Fires as K, but with only 30% of the range. Fires three times only, then needs resupplying.

H: Fires continually, as Akm.

I: Defends nearby Sats

J: Holds 8 CDs, for communication. Can be activated by another CD.

K: Holds 3 RDs

L: Links up to 12 Sats together. 

Battle sats cannot be seen until 10 hexes away. They can also be dropped from warships hold.
Important Note: Battle Sats are usually controlled by planetary PDCs, 10 sats per CIC.

Cargo Hold, Small(Hs): 1 MCr, ½ hull space, developed with H. Ships larger than DD must have a regular hold, as their maintenance needs are much higher.

Engines, Orion Drive(Io): Creates NO drive field. This is a drive in which the ship is propelled by nuclear bombs. This vessel can accelerate to Speed 12. You must carry fuel(ie bombs) in a Magazine(150 bombs per Mg, or 65 per Mgm). One bomb equals one acceleration/deceleration point. The size of the Orion engine varies, from 1-12 hs in size. A 12hs engine would be able to move speed 12. Ship size engines per acc/decc point:

1 to 50             1 engine

51-100             2 engines

101-150           4 engines

   A vessel with this drive can accelerate to a speed and sit there until it decelerates. This gives a very fast strategic speed. If a ship runs out of fuel then it is in deep trouble. Also, any missile fire directed at this type of ship does maximum damage vs a non-DF vessel. A vessel below Corvette size is too small, and cannot use this type of engine. An Orion-drive vessel cannot transit a warp point and survive: the grav stress would shred the ship into tiny pieces. The Orion drive takes NO damage from missiles in it’s blind spot, after all it’s armored to take nukes there. This system counts as a military system. Engine cost is 50MCr. Dev cost: 1,800. Ind2. At higher TL, the Antimatter Orion Drive becomes available.

First Stage Boosters(FSB): A second stage for planet-based missiles which extends their basic range by up to five hexes(meaning you can add up to 5 zero-range slots to the chart). Their unique feature is the ability to launch the missile five hexes out and then have it turn around and start it’s normal flight pattern in the reverse direction(kind of a banked shot, like with billiard balls). This add-on does not work with sprint-mode missiles and doesn’t work from SS, BS, ships, AF, etc, only from PDCs. The FSB is unable to survive multiple drivefield penetrations and so cannot be launched from things that have a drivefield, are too big for normal missile tubes(though you might launch a BM or SM with FSB from a Rc). FSB are also too fragile to launch from a XO-rack and you need the computing power of a planet to provide the ‘banked shot’. TL Ind2, adds 2MCr to the basic cost of a missile, 2 csp in size, 2,000 dev

Heavy Launch Vehicle(HLV): A highly modified Planetary Defense Missile, the HLV was developed to launch satellites and OBPs into contested orbit. They are -3 to be hit. 50MCr each, 100 csp, Ind2, 2,500 to develop.

Megahabitats(Mega): Building these orbital space colonies increases a planets’ IU by an additional 25% over standard IU.  For every 105 HS of megahabitats built, 20 IU is added to a planets’ economy. These space stations must have a minimum size of 105 HS. NO maintenance, Ind2. Megahabitats must have the minimum of the following:

·                    S: must have one to protect civilians from solar radiation,

·                    A: must have one to protect from meteorites etc,

·                    BbL: must have at least one per Qc

·                    Qc: x2

·                    H: must have at least one

·                    CHS: need one of some generation(not CHSm though) 

Minefield, Point Defense(MD): Ind2, costs 1,000MCr to develop. 1 pattern costs .20MCr each. The Point Defense Mine is a cluster of nuclear bombs bristling with targeting rods. These bombs are placed in orbit around a world and can use the tracking and computational resources of the entire planet to pump x-ray laser stilettos into swarms of incoming missile fire and small craft. Any missile volley that traces their path through a hex containing a Point Defense Mine can be fired upon once with any number of mines at the discretion of the Mine Operations Staff. A missile that travels through more than one hex is subject to multiple firing opportunities. Any small craft that enters a hex containing a Point Defense Mine can be fired on as well. Each mine pattern that detonated provides the target of the missile volley with the protection of a D. Each small craft fired upon will be the subject of a D configured to destroy small craft.The Point Defense Mine does not have a drive and must be in orbit around a planet. The PDM can be deployed around warp points once the technology for standard mines has been perfected.The PDM does not have the capacity to engage ship-sized units. The PDM is treated as a mine in all other respects. (Pleroma's tech)

Missile Launcher, Industrial(Ro): This is a low-tech version of the R. The Ro does not mount an electromagnetic accelerator used to punch missiles out of a drive field like the standard R missile launcher. It functions exactly like an R with the exception that no missile launched from an Ro can be launched through an active drive field.  Also makes sickening planetary defense batteries! Cost is 5MCr each, 2 hull spaces in size, Ind2, dev cost: 1,000. (Pleroma's tech!). 

Orbital Beanstalks(OB): One of the most revolutionary engineering devices ever created, Orbital Beanstalks revolutionize planet-to-space colonization and commerce by providing cheap two-way traffic via this orbital elevator. Connected to the ground and linked to a small asteroid in space, cargo and passengers can safely, and cheaply, be lifted into space via OBs. First built by the technically elite Tolat race, OBs improve a planets’  economy by 3%. Each planetary hex must have a Orbital Beanstalk to achieve this bonus. OBs are built by planetary industry(not SY) and are considered 80 hull spaces in size. Ind2, 5,000 dev, 300 MCr each. NOTE: Destroys 5% of PU on the planet if the top anchor of the Beanstalk is destroyed(this is because the Beanstalk impacts the surface of the planet). This takes 200 points of damage(missiles do damage as if the target had no DF). Beanstalks are dangerous if they break.

Quarters, City(Qc): A self-contained living environment. 40 hs, cost 80Mcr, Ind2. Ships may have these installed but are classified as colony ships only. Must have 2 per Megahabitat, 1,000 dev. Using two per 1,000 hs lowers maint by 1% per SS. One Qf/Qc can support 500hs, no need for Q/Lh.

Quarters, Farming(Qf): Same cost and size as Qc. Must have 2 per AgriStn.

Reaction Thrusters(Ih): A ship may mount a maximum of 1 engine room(same size as military engines) of Reaction Thrusters. Must be the last system on the ship. Must be immediately after a H dedicated to storage of reaction fuel. These systems give no strategic speed, give a speed of 1 on the tactical level(for a max of 30 tac turns), and a turn mode of 6. The main use of this system is to allow the unit to move without a DF and to provide movement to ships without I or Ic. This allows Ind2 races in systems with multiple habitable worlds and moons to colonize them. Ind2, 1hs, 1MCr, dev cost: 800.

Screen, Basic (Si): An active shield that is an ACTIVE defense(activates as D). Any hit eligible to being stopped by shields can be blocked by the Si on a roll to hit of 5 or less. Each grade above or below average gets a + or - depending on experience(experience percentages: Poor 30%, Green 40%, Average 50%, Crack 60%, Elite 70%.). This system only works for three turns(not necessarily consecutive), then burns out and does not work when shields are up. Designed as a low-tech defense, only one may be mounted per ship(the fields react violently with one another: both generators instantly burn out. Lasers and primaries still can shoot through it. This system must be placed before the first engine room. Ind2. Two hull spaces in size. 50MCr, 3,000 to develop.

TL1

Deep Underground Command Post(DUCP): First built during the 2nd Interregional Conflict, the Deep Underground Command Post proved a haven for Daa-Vit civilian and military leaders as the Rishatha Imperium quickly overran Daa'Vit space. This facility improved the combat capability of the Daa'Vit but unfortunately did not prevent this race from being conquered by the more powerful Rishatha military. +1 to planetary combat, 50HS in size, 200 MCr.

Deep Underground Evacuation Centers(DUEC): While battling the voracious Arachnid Omnivoracity, the Imperium lost many worlds to the Bugs, including the Dillian homeworld. After several months, a relief force under Warmother Kra'lli forced it's way into the Dillian system. Many survivors had built these underground refuges to hide from the deadly Arachnids. 100hs, 300MCr, holds Outpost-sized pop.

Hospital System(HOSP): The hospital system was developed by the Pact of Humanity primarily for relief of planets that have been recently bombarded. For every (HOSP) system that arrives within two months of a planetary bombardment, ten EVM points of damage can be relieved, up to a maximum of 25% of the damage inflicted on the local population. Also, after each space battle, calculate the number of survivors as usual, but also keep track of the dead. When finished, halve the dead; these are the injured that would die without prompt medical care that (HOSP) can save and each (HOSP) can save 200 of these. If they're aren't enough (HOSP) to go around, too bad...).  Cost 100, TL1, ten hull spaces.      

Nanotech(Nano): Developed by the enigmatic Whimed race, this technology fell into the hands of the militant Jambitchow Empire during their invasion of the multi-racial Whimed System.

Type                                                   TL

Nanoconstruction Bay                          1

Nanorepair Bots(Internal)                     3

Nanoenhanced Engines             5

Nanorepair Bots(Armor)                      7

Nano-Bomb                                         9

Nano-Warhead                                    9

Naval Academy(NAcad): The development of the Draka Naval Academy helped them defeat the Arachnid Omnivoracity, which threatened to overrun the entire Ilelish Sector. Limit one per Sector(each sector = 15 inhabited planets). Effect: allows crew's grade to start at 1 grade higher(average grade) than normal and shakedown cruises are ½ time for the world where the academy is located. This system is 65hs in size, has it's own Q and Lh, as well as trainers and student and faculty housing. It also has training bays(12 V or appropriate fighter bays) and a small flight deck as well(for small craft training) of 6 hull spaces in size. If located in a SS then no maintenance(I like to put mine in 105hs SS to confuse raiders that it is a AgriStn or MegaHab) or if on the surface then in a PDC. Requires one Crack admiral to operate(he is taken out of circulation permanently). The good news is that if the planet where the Academy is located comes under attack the faculty is moved by the CFN out of harms way. A replacement Academy is ½ the initial cost AND requires 5 turns to become operational. Cost: 5,000. Dev cost: 5,000. Tech level one. 

Orbital Warehouses(OWH): May be built and turned over to the commercial interests of your planet to facilitate trade (and expand your IU). They are built as a SS (with Q/H/BbS) and should be standardized. No offensive weaponry may be mounted on them, although D, S, and A are permitted. For every 25 hull spaces of OWH built, IU is increased by 5! These orbital warehouse must be turned over to the civilians for this IU increase. OWH increases total overall IU by +25% (that is, your total IU expansion, including maximum OWH development, can be up to 75% of the PU). They need NO maintainance.

Quarters, Small Machine Race(Qt): Developed by the alien Binars before their demise, the Qt is perfect for any machine race. Most races find the lack of heat and low oxygen levels uncomfortable, and to some, life threatening, but the machine Binars don't. Qt are TL1, costs 15 MCr, take up 1/2hs, and can support 20HS of ship. Has it's own life support system built in. dev cost: 1,000

Science Station: The robust ecomony of the Binars allowed the development of many unique technologies, not the least of which was the Science Station. The ability of this construct to assist R&D became widely understood throughout Known Space, and was adopted by many races. Max 1 per world, needs a Medium pop to 'work'

Size:     100hs
Code:   SciStn                                                 
Cost:    5,000

Benefit: Adds a +3 to die rolls for the project assigned to thatSciStn. One project per station.
A SciSta is built and maintained like an orbital SS and costs 10000 to develop. Thanx Todd Kes

Ship's Gig(Gig): 1/2 Hs, 4Mcr, 1/2 bbp, 1,000 dev. Other stats and abilities as the ct.

Shuttle, Heavy Cargo (hst): The heavy cargo shuttle has a cargo capacity of 250csp and a personnel capacity of .25 Q. All other characteristics are as st. The hst is the preferred shuttle aboard CFN cargo freighters. the hst is developed with the st and takes up 2 bbp, cost 20MCr each, and is TL1.

Solar Panel Arrays(SPA): Placed in orbit of a colonized planet, these very large arrays provide an economic bonus of 10%(maximum). Five of these objects must be built to achieve the bonus. Each costs 1000 MCr and are 100 hull spaces in size. Solar panel arrays may be built by multiple shipyards at the same time. TL1. 500 to develop. No maintainance must be paid for them!

Towing Beam(Tb): Functions exactly like a T, but has a maximum range of 0. It is useful for towing bases around a system, but not so useful in any combat application. This system is 8MCr, 2hs, dev cost: 1,000. TL1. (Available to all players, Harry D's tech).

TL2

Armory(Mor): The armory onboard a vessel, the Morgue is the location of the ships battle and power armor, as well as the Marines’ heavy weaponry. One needed for every 50 hull spaces, size is ½ hs, 10MCr cost, +4 to combat on a ship, TL2, 1,000 dev.

Boat Bay, Micro(BmB): 1/2 Hs, 5MCr, this boat bay can only hold the Ship's Gig. Note: all warships BC or larger cannot mount the BmB(these vessels have higher small craft needs). 1,500 dev

Bomb Bay One(BB1): The Bomb Bay enables a ship to bombard a planet from orbit. Using nuclear weapons, this weapon system can be used in conjunction with Drop Commandos to target specific weapons systems on a planet, as well as space ports, Tokamak Reactors, and other planetary defenses. The bombs can only be dropped from orbit. Holds 100 bombs, costs 10MCr, 2,000 dev, TL2

Carrier Bases(BSVx): While most races were able to utilize small fighter craft, many high-grav races were not able to use them and the Carrier Base was invented to take the place of carrier warships. These Bases are able to deploy LACs and other small craft, as wella s fighters. A static platform, BSV's were mostly seen at warp points, defending important systems from attack. The BSV's pay normal prices for fighter systems, and triple costs for offensive systems(because they were not built/formed for them).

TYPE              SIZE                TL       COST

BSV0               N/A                 0          0

BSV1               15-25               2          4.5

BSV2               26-50               4          5

BSV3               51-85               6          5.5

BSV4               86-120             7          6

BSV5               121-180           8          7.5

BSV6               181-250           9          9

BSV7               251-375           10        10

Original concept by Kencyr and Michael Sauer

Datalink, Basic(Zb): First conceived of by the alien Bandi race, the Zb was used in their futile war against the Arachnids. This system is precisely as Z, but linking a maximum of two units and having a link range of 1 tacHex. This system is 25MCr, 0 hs, dev cost: 4,000. TL2. (Available to all players, Harry D's tech).

Lifepod Ejection System(LiF): Developed by the Chonogua, the LiF is 1/3 hs per 50 hs of ship or base. This system increases % of crew recovered-which in turn makes grade loss less. 10MCr per LiF, 2,000 dev, TL2. 1 LiF per 50hs for 60%, 3 LiF per 50hs for 70%, and 6 LiF per 50hs for 80%(max). 

Life Support Backup(Lhb): 1/2 Hs, 10MCr, supports 2 Q, 2000 dev

Magazine, Mini(Mgm): 1/2 Hs, 8MCr, 80 stowage points, 1,200 dev

Shuttle, Boarding (bst): Treat as st. May board ships with shields down if it makes a successful ram attempt. Must declare as boarding attempt before any role is made. If successful, the shuttle will be destroyed but BP delivered(ram does no damage). Failure and the shuttle is destroyed with no effect to target. 3 bbp, 30MCr, and 5,000 to develop.