Antifighter
Missiles : Anti-fighter missiles are
built with homing systems that strongly prefer fighter-sized targets. An
anti-fighter missile can and must carry a seek tag to select hull 1-3 targets.
Anti-fighter missiles are otherwise priced and built as any other missile. Flak
capability would be handy but is not required or necessarily available at the
same time; larger warhead values without flak capability are generally wasted
but not prohibited.
Assault
shuttles:
This system is also known as ramships.
An assault shuttle is essentially an advanced breaching pod, with improved
maneuverability, better internal weapon facilities, short-range scanners to
assist the would-be boarding to find a good spot to penetrate and some idea of
the layout of the immediate target area, and more powerful explosive bolts for
penetration. Overall, it’s much more like a sleek, mean military marine machine
and less like a limpet mine with angry armed people trapped inside until it goes
off. Assault shuttles are otherwise treated just like breaching pods, with the
following exceptions. First, the AR of troops going in by assault shuttle is
multiplied by 2. Second, the range of assault shuttle based boarding attacks in
TCOM is five hexes rather than 1. Breaching pods are a technical prerequisite of
assault shuttles. Automated Repair Drones: This is a drone
fitted with repair bays; enough of them may be able to act as a repair ship for
the carrying unit or others if the number of repair bays total equal or exceed
the hull size of craft to be repaired. Autonomous Combat Vehicles: ACVs were
designed as replacements for fighters by the Saurians who, though capable of
enduring enormous gravitational punishment, are not comfortable with
single-pilot vessels. An ACV is treated as any other fighter but does not have a
pilot aboard. Cost is as per a normal fighter. Surviving ACVs may be recovered
and reused following combat just like fighters. Barrage Barges: Also known as
Remotely Operated Mass Delivery System, Suicide (ROMDSS), the barrage barge
carries a very large number of standard missile weapons, launching them together
in one massive volley. Barrage barges must be towed into position by another
ship and are built as STL ships, with the usual 25% discount and 25% increase in
available equipment spaces. The barge takes a VOLATILE tag for being essentially
nothing but missile launchers and an AMMO 1 tag. Barges that survive combat may
be recovered and reused. Battlecomputers: A
Battlecomputer is a sophisticated fire control system that allows better
targeting of enemy ships. Battlecomputers are size-0 systems that are also
"free" as they consist primarily of fire control software. Battlecomputers
provide a 10 point target bonus initially. This increases by 5 points for each
Research plus Development stage thereafter. Battlecomputer Scrambler Systems: In response to
being whacked by the TFR a couple of times the Pyronians developed a computer
virus which could be broadcast on a widebeam communications systems and which
would inevitably be picked up by an enemy’s battle computers. The virus then
temporarily scrambles the battle computer’s systems, locking down all firing
control. This effectively gives the ships using the Scrambler a
1st-shot effect in combat. There is no unit cost for this technology,
but it is a wildcard technology. As such, it will be automatically and routinely
be countered by an enemy following an encounter with it. Battle Riders: Battle riders
are STL starships designed for carriage on battle rider
racks. Battle Rider Racks: These are
ship-based facilities for the carriage and repair of battle riders. Only ships
built specifically as battle riders may take advantage of them. Any ship built
as a battle rider can never be refitted as anything other than a battle rider,
and no non-battle-rider can be refitted as a battle rider. Each battle rider rack can carry 2 Hl of battle rider. A
ship must have enough battle rider racks to carry its full complement of battle
riders; no battle rider hull may "hang out" in excess of available racks. Battle
riders on the racks are tight enough in to benefit from the tender's cloaking
device, if any, and are carried without speed loss without the need for any tug
modifications for the tender. Lastly, battle rider racks serve as repair
facilities for the battle riders. Biocomps:
These are living individuals merged with
a ship and its systems intimately and permanently enough to constitute a sort of
brain for it. They are treated for game-mechanical purposes as cybercomps,
except for being both vulnerable to psionics and capable of using them (assuming
the biocomp came from a race capable of using them). The potential psychological
problems and loyalty issues of the biocomp are not identical to those of the
cybercomp but they aren’t to be taken lightly either. Pilot from Farscape
can be regarded as an instance of a biocomp. Biosensors:
A specialized LR scanning system
designed to detect and nullify the effects of the chameleon skin stealth
coating. Cost is the same as a standard LR scanner (i.e., size-1, 1-pt (3.33
RPs)). A unit equipped with biosensors would receive a TARGET 15 tag against
units equipped with chameleon skin stealth coating. Burrowing Ground Units: A burrowing
ground unit is capable of rapid and extensive underground movement. This might
be due to tunneling equipment, mole-like claws for digging, an earthworm-like
ability to eat soil to create tunnels, or other means. A burrowing ground unit
pays a +15% surcharge. Burrowing units defending a planet enjoy surprise during
invasion combats, and burrowing units that break off successfully from combat
remain available to support any uprising on the planet however many turns after
the invasion it takes place, at least until the planet is
assimilated. Chameleon Skin Stealth Coating: An ECM system
which can be applied to the hulls of starships making them more difficult to
detect by EWS and LR scanners. As a byproduct, the coating also gives a
DEFENSE 15 tag to any ship equipped with the coating. Cost: 15% of ship’s
base cost. Cloaking Stealth System: This is also
known as tech-based cloaking, by contrast with psionic varieties. A cloaking
stealth system prevents detection of an appropriately “quiet” unit by others
using broadly conventional detection systems. A unit with a cloaking stealth
system pays a 15% unit surcharge for it. In exchange, under the right
conditions, it is invisible. This will allow it to take hostile forces by
surprise tactically, for early initial combat advantage. Under less ideal circumstances, it will
offer if not surprise then at least early combat difficulties firing on the
decloaking unit. Lastly, it will allow the unit to travel unknown and unmolested
through sections of space in which it would otherwise be detected.
The conditions which will void the cloaking effect are,
unfortunately, not few. First, high profile drive emissions will reveal the
cloaked unit. WF 5 or faster travel under warp drive, or any similar real-space
drive, will void the cloak. Second, active sensors will void the cloak. Third,
weapons fire will generally void it as well, although stealth weapons that
wouldn’t that could be fired using passive sensors might form a hypothetical
exception. Fourth, launching units that aren’t otherwise as stealthy will at
least let an enemy know that something’s there, unless fighters suddenly sprout
out of hard vacuum. Fifth, entering weapons range with almost anything will void
the effect, as will extended periods near that range. Lastly, sheer general
sensor or electronic warfare superiority will void it. Cloaking systems can be
voided as sensor ghosts may be, with parallel races to defeat cloaking systems
and defeater-counters. While they do not void the cloaking effect, drives that
do things to the sensor profile of large areas of space, such as jump drives,
hyperdrive-B, or tesseract drives, for instance, will point out to an aware
enemy that, despite not seeing anything there, chances are there’s a cloaked
unit somewhere in that area. These effects will likely ruin surprise effects or
the ability to hide one’s presence in a section, but are less likely to upset
the first round defensive virtue difficulty being hit while
decloaking. Close-In Defense Packs: CIDPs were
developed in conjunction with SDSs as a means of enhancing the protection
available to a starship inherent in spreading an enemy’s firepower. Each CIDP is
a series of small blister-like “packs” attached to the outer hull of a starship.
Filled with high-velocity, explosive, sensor-reflective material, each pack
provides a cloud of explosive chaff which has the effect in combat of adding to
the fleet file to the fleet file a 1 Hl unit with a [x multi 1 ammo 1] tag,
where x is twice the mounting unit’s base hull value. For example, a ship with
Hl=7 could deploy a 0,0,14,1 [14 multi 1 ammo 1] pack. A set of CIDP racks costs
one half the base hull rating of the unit. To continue the previous example,
that hull 7 ship would pay 3.5 points (11.67 RP’s base) for its CIDP capability.
Each CIDP also has an ammo limitation of one shot. Once used, the CIDP must be
replaced. A CIDP replacement pack costs .25 RP’s per point of mounting unit base
hull value. For example, that Hl 7 ship with CIDP’s would pay 1.75 RP’s for a
reload. Communications Headquarters (AGA): ComHQ are very
large ground facilities intended for tying ComNH and DSCR together in a gigantic
command and control network. ComHQ are generally located at Starbase and
Fortress locations, at Sector Capitols, and especially on an empire’s homeworld.
Cost: +15% to the standard cost of the Starbase. Communications Network Hubs (AGA): ComNH are
ground facilities which are used to relay signals between DSCRs and
Communications Headquarters and individual ships or fleets. Each ComNH also
generates a number of ComP for use by the empire in activating various units and
transferring orders and commands to an empire’s various commanders, ships,
fleets, and ground forces. Cost: As per a standard ground
base. Continental Siege Units: Continental
Siege Units, or CSU’s, are starship-scale vehicles used for planetary combat. A
CSU is built as an STL starship, with a 25% cost discount. No weapons or sensors
on a CSU may be used in space. However, unlike starships, CSU’s may participate
in ground combat. A combat-drop-capable CSU can be used in the first stage of an
invasion, securing a planethead. This capability requires a +15% surcharge. Any
CSU may participate in an invasion after a planethead is secured. A
combat-drop-capable CSU may also serve as a dropship for any ground troops
stationed within it. On garrison duty, a CSU can serve two functions. First, if
it has a base hull size equal to 1/10th or more the colony’s RP
potential and has a headquarters unit (a flag bridge for ground combat), it can
serve as a 4500 person unit for garrison purposes, assuming at least that many
personnel of conventional garrison units are available. Second, if it has at
least 1 LRS per 50 RP’s of the colony’s RP potential and a headquarters unit, it
can provide the benefits of an orbital surveillance
system. Control Leeches: This creatures
are implanted into the nervous systems (or equivalent) of populations to make
them mindless slaves. A population to be implanted with control leeches requires
a full standard garrison during a turn in which no uprising occurs. After
implantation, the colony produces 75% of standard production at all times,
regardless of tax rate or SR. SR is simply not relevant to the population with
control leeches implanted, and rebellion of any sort is no longer possible
there. Use of control leeches might have negative political and diplomatic
fallout, at least among populations that themselves do not yet have
them…. Cybercomps:
These advanced computer systems are
capable of operating spacecraft without the need for a crew. The cybercomp
installation requires one equipment space and costs 10 points (33.33 RP’s base).
A unit run by a cybercomp installation cannot use psionics and is not affected
by psionics. Crew casualties may be ignored, unless simple passengers are
aboard. No bonuses or penalties for crew grade or graded officers in command are
given to the cybercomp-controlled unit, although it may still enjoy the bonus
provided by an overall fleet commander. Any special tech-based targeting systems
enjoy doubled effect when used by a cybercomp unit. While a cybercomp
installation is normally going to be both reasonably flexible and loyal to the
empire that built it, players should realize that it is subject to subversion in
ways that live crews are not and may not have the full common sense and
open-ended capacity of judgment that live officers (the good ones anyway)
provide. If you ever wondered where all those hostile Von Neumann Devices came
from, you may now attribute many or most of them to cybercomp
“accidents”. Datalink:
A datalink is a specialized set of
equipment that allows several ships to tie in together and concentrate their
firepower against one particular target. Datalink equipment is primarily
software oriented and has no additional costs. Datalink may initially be used to
tie the firepower of only 2 ships together. Further refinements allow
increasingly larger numbers of ships to be tied together in massive firepower
“platforms”. This system can be tied together with multitargeting and flak
systems to provide massive barriers to fighter, missile, or swarm attacks.
Deep Space Communications Relay (AGA): In FOTS:AGA,
communications are significantly slowed from standard FOTS. Thus, specialized
communication equipment is necessary for the far-flung regions of an empire to
remain in touch with the central government. DSCRs are actually satellites with
specialized precise station keeping drive systems that allow them to be tied
into an empire’s communications net. Each DSCR also contributes a number of
Communications Points (ComP) towards an empire’s overall communications. Each
DSCR is actually a separate Signals Unit which ties into Communications Network
Hubs. Cost: As per a standard Space Station. Drones: A drone is a
very small, automatically piloted spacecraft. Typical uses for drones include
recon and remote attack roles, though these are hardly
exhaustive. A drone has the building requirements of a Hull 1 unit.
They are launched from, recovered into, and serviced in drone bays. A drone bay
takes one equipment space and costs 3.33 RP’s; 20 drones may occupy a drone bay.
Any drone has Hl 1 and 2 equipment spaces. These equipment spaces can be put to
very limited uses; in fact, there are only two standard uses for them. A drone
equipment space may carry a long-range sensor or a warhead. Additional possible
applications of those equipment spaces generally require specific research.
Drone warheads do up to 10 points of damage per equipment
space. Note that this makes the drone a big, powerful missile that won’t come
back after use, and that the drone does not enjoy the cost savings of a missile.
The cost of the warhead is treated as a standard, pay-by-rating system. In
return for being able to fire at targets whole light-years away rather than
light-seconds, a drone-based FTL missile is a very expensive
proposition. Drones are built to have one sort of FTL drive; this will
normally be a warp drive for standard FOTS races, but drones using various other
drive types are also possible. Warp drive drones have a fixed cruising or
maximum speed equal to the current maximum warp speed for the empire building
them. Jump or wormhole drive drones will be capable of movement appropriate to
the safe, cruising-speed use of such drives by ships. Generally, other drives
will treat FTL drone movement as they would treat FTL fighter
movement. When drones are researched, part of the technology is an
ability to provide the drones a stealth capability similar to technological
cloaking and sufficient artificial intelligence to follow targetting
instructions far out of communication with friendly units. Use of these
capabilities requires a +15% unit surcharge for stealth systems and a +25% unit
surcharge for the AI. (It should be noted that a stealthed drone can move at
speeds faster than a ship could remain cloaked. This is due to the very low size
of the drone and a tighter practical ability to control emissions.)
Additionally, a drone with a warhead, like the Starlance torpedo, requires an
LRS system to guide it to the target. After datalink is discovered, a datalinked
group of drones may share one LRS per datagroup, allowing the other drones more
space for bigger warheads. Drones may be built without stealth capability – in
which case they’re simply not hidden – and/or without AI – in which case they’re
incapable of operating outside of close contact (around 30 light seconds) from a
control unit. It is even possible to build STL drones for a 25% discount,
although the uses of such drones are naturally limited. Some example drones: Starlance Warp Torpedo – Hull: 1; Equipment: 2 (1 10 pt
warhead, 1 LRS, WF 7 cruise/max, stealth capable (+15%), AI (+25%)); Stats:
0,0,10,1 (uses MSL tag); Cost: 56 RPs Recon drone – Hull: 1; Equipment: 2 (1 LRS, WF 7
cruise/max, stealth capable (+15%), AI (+25%)); Stats: 0,0,0,1; Cost: 10
RPs Bombardment drone – Hull: 1; Equipment: 2 (2 10
pt warheads, STL); Stats: 0,0,20,1 (uses MSL tag); Cost: 53 RPs (The bombardment drone would operate close to a
control unit to provide massive damage as a sort of super-missile. The
cost makes it a weapon of dubious worth despite the damage capability. [An
SFB suicide shuttle may operate with similar rules, albeit most likely
with a smaller, cheaper warhead.]) Repair drone – Hull: 1; Equipment: 2 (2 repair bays,
STL); Stats: 0,0,0,1; Cost: 8 RPs (This is an example of a drone that can be developed
with further research. A ship may use them to enjoy a “portable”, integral
repair facility, if enough drones are available to provide a total number
of repair bays equal to or greater than the hull size of the unit to be
repaired. Stealth systems could be used to keep the unit hidden if it’s
stealth-capable itself, and FTL repair drones could be used by ships
underway.) ECM Drones: An ECM drone is fitted with
ECM gear and is used for the defense of the ship deploying the drones, or
designated accompanying friendly units. Each space of ECM gear gives the
defended unit +5 DEFENSE. Multiple ECM drones may defend a given unit only
up to the maximum datagroup size. For example, without datalink
technology, only one ECM drone may defend a unit; two drones may add up
their effects defending a unit when two-unit datalink is available, and so
on. Datalink: Datalink is an electronic warfare and fire control
system which allows two or more ships (depending on the level of the
Datalink technology) to link their fire control systems and concentrate
fire on a single target. Datalink is a size-0 system that does not affect
the overall cost of a ship. Electronic Counter-Measures: ECM (and its sister system ECCM) is an
offensive/defensive system that can modify friendly and enemy targeting
and fire control systems. ECM is usually used in the defensive role while
ECCM is usually used in the offensive role. ECM/ECCM systems are size-0
systems that do not add to the cost of a ship. Initially, 10 points of
ECM/ECCM are available. This increases by 5 per additional Research plus
Development effort. ECM/ECCM points are divided between ECM and ECCM in
any given battles. ECM points add to units’ DEFENSE value. ECCM points
counter enemy ECM on a one-to-one basis and have no application in case
the enemy is not using ECM. Empathic Amplifiers:
These systems
are designed to increase basic empathic abilities to spread what may as
well be called good vibes through a population. Empathic amplifiers are
one equipment space, 3.33 RPs base systems installed in mechanized ground
units. Each amplifier provides +5 SR for up to 100 RP’s of friendly
colony. Empathic amplifiers can also be used on captured colonies in an
attempt to bring them into the fold more easily. Each amplifier increases
the chance of assimilation by 5% per 100 RP’s of captured colony, up to a
maximum of double the chance before empathic amplifier effect. A unit
using empathic amplifiers is not available for combat or for conventional
garrison duties; as a result, units with empathic amplifiers will tend to
be specialized units with little other than the amplifiers. Empathic
amplifiers will normally require psionics as a prerequisite for
research. Expense Management Tech: Each level of Expense
Management Tech decreases all RP costs by 5%. EMT is limited to 5
levels. External Ordnance (XO) Missiles: XO missiles are mounted on XO racks at a 1 missile
per 1 rack ratio. XO missiles are launched at the beginning of battle and
serve to enhance the “throw weight” of a fleet. Fanatics: These are individuals driven
to extreme zealotry in the name of an ideology or religion. Any ground
unit may be trained as a fanatic unit. Fanatic ground units have a 100%
break off level and cannot be assigned one any lower. Untrained units may
not be made fanatic units; they haven’t had the time for proper
indoctrination. Fanatic units may not be fully loyal to the state if the
state appears to be violating or straying from the ideology that binds and
drives the fanatics. This can cause problems if the player needs to be
politically flexible. Also, fanatic units will tend to behave somewhat
differently at very low SR levels. They may remain fully loyal to an
ideologically pure but unpopular leadership and so give the player a solid
core of supporters in case of insurrection. However, they may take low
SR’s as an opportunity for a revolution to install a purer, fundamentalist
regime. (Just what “fundamentalist” amounts to is entirely circumstantial.
Fanatic believers in secular political liberalism aren’t quite impossible,
for instance.) Players raise fanatic units at their own risk. Fanatics may
be taken as a background ability in race design for 5 AP. For 0 AP, a
player may choose to have fanatics as the only available option in ground
units. The race in ineligible for the fanatical society disadvantage in
this case. Untrained fanatic troops have the same political baggage but
suffer normal break offs on account not of broken morale but from combat
confusion. Appropriate societies may research a culturally specific,
non-transferrable form of fanatics with only a Development phase. Players
should expect fanatics to occur most often and most naturally as a
background ability or option rather than as a transferrable technology. Fighter Standoff Missiles:
These are LR
missiles used by fighters. Flak Systems: Flak Systems are a special
modification to a ship’s weapon systems that allow the ship’s total
firepower to be broken down into 1-pt. blocks. Units with flak systems get
a FLAK tag, which will divide fire into 1 point packets whenever an enemy
unit is present with a FIGHTER tag. Cost: 1 point (3.33 RPs) per point of
weaponry with flak fire control. Flagstations: A ground facility equipped
with LRCom which contributes a certain amount of “global” ComP to units
under its command plus allows a modification to the die roll for LR
communications with the rest of a player’s empire. Cost: In standard FOTS,
none (aside from the addition of a flag bridge and CIC); In FOTS: AGA,
+15% to cost of ground facility. Floater Mines: Minefields which possess their
own small station keeping drives, these weapons are designed to be
deployed in the atmosphere of a gas giant to deny its use to gas giant
natives or to imprison them on a particular world. Cost: As
per minefields. Stats: As per minefields. FTL Fighters: Fighters belonging to any
race in FOTS begin the game as sublight-capable only (i.e. without warp
drive or any other type of FTL drive). Via the R&D rules, FTL-capable
fighters may be developed with increasingly longer ranges. FTL fighters do
not receive the 25% discount standard fighters receive for being STL. Gas Giant Igniter Mines:
A weapon
system designed to collapse and compress gravitically the material of a
gas giant to ignition temperatures. The resulting explosion completely
destroys the gas giant and disrupts the orbits of any satellites nearby
turning them into asteroids. Ships and bases in orbit of an ignited gas
giant are also destroyed in the explosion. Designed as a means of dealing
with gas giant natives. Cost: 4000 RPs. Stats: 4000,0,0,1 Gravitic Asteroid Deflectors: A specialized shield system
designed to deflect asteroids from impacting any planet or installation.
Designed specifically to protect planets against the effects of Warp-Capable
Mass Drivers. Naturally, the installation required to deflect such asteroids is
approximately the same size and cost as the device needed to toss them around
the galaxy – the system takes a number of equipment spaces aboard a base equal
the Hl size of the largest asteroid it can deflect. Cost: 1 pt (3.33 RPs) per
equipment space. Gravitic
Implosion Bomb: An enormously powerful warhead which temporarily generates
an artificial singularity in a small area of space. The effects are similar to
generating a blackhole which lasts for 1 combat round, but has the full effects
of a standard blackhole as described in Fire On The Suns: Tactical Command. The
device is approximately as dangerous to its users as it is to the users enemies
as anything in the vicinity of the device is instantly destroyed, ripped apart,
and plated across the surface of the singularity which then collapses into
nothingness. It is also enormously expensive at 1553 RPs per bomb. Stats:
600,0,0,1,0,0,0,MULTI 3 PEN 1 Ground
Minefields: These are systems placed around a static position that can,
in the course of combat around that location, go off and attack besieging units.
Each minefield is a 1 point, one shot per combat system with a cost of 1 RP. A
base with 20 minefields based on it would have a [20 multi 1 ammo 1] tag for
them, assuming all are to fire off within the first round of combat. Following a
single firing, that minefield is located well enough that the attackers can
avoid it thereafter, or to have fired off all the rounds in position to have a
role in that battle. Minefields may not normally be placed where an attacker has
to drop to establish a planethead in a planetary invasion, since the attacker
after all has the choice of most of the planet and minefields can’t be
everywhere. Minefields are also not usable in case of orbit-to-ground
combat. Gunboat
Warp Booster Packs: A specialized high-speed drive
system only usable by races that can endure several weeks of multiple gravities.
A warp booster pack allows a gunboat to accelerate and maintain speeds of up to
+2 warp factors above the standard cruise/maximum speeds for that race. For
example, a 2nd gen warp drive gunboat with warp
booster packs would go from a cruising speed of WF 6 and a maximum speed of WF 7
to a cruising speed of WF 7 and a maximum speed of WF 9. Usable only on gunboats
as the drive stresses will tear larger ships apart. Each booster pack is
specifically tuned to a single gunboat and raises the cost of the gunboat by
+25%. Booster packs can be jettisoned by their crews, but cannot be recovered
thereafter as the process of jettisoning the pack destroys it. Hypermines: These are minefields that can be
deployed in hyperspace (presumably by minelaying units with hyperdrive) and
function there. Hyperspace Torpedoes:
A specialized
missile system which, if linked with Hyperwave Sensors, can lock onto and track
objects moving in hyperspace, follow them, and then popup into hyperspace and
conduct a surprise attack against those objects. Cost: As per a standard missile
+25% (for mounting a short-range hyperdrive). Hypervelocity Asteroid Invasion Packs:
These are asteroids
fired by a warp-capable mass driver put to a different use. The asteroid is
fitted with spaces for ground troops to ride along on it. The asteroid may be
fired to approach the target but not hit it, or to go and attack the target
normally. In the first instance, drop-capable ground troops launch off the
asteroid and attack the target as per a normal planetary invasion. In the second
instance, the target suffers the normal asteroid attack of the warp-capable mass
driver and the troops proceed to launch the invasion on whatever is left.
However, the troops suffer 50% casualties before they launch, given the dangers
of landing on a planet on a massive shell. The troops are killed if the asteroid
is destroyed before reaching the planet. An asteroid may carry 4500 personnel
per Hl. Troops will suffer for lack of supplies if the asteroid takes multiple
turns to reach the target. Hypervelocity Asteroids:
These are the
asteroids used by warp-capable mass drivers; the asteroids themselves are
nothing special. Hypervelocity Railguns:
These are railguns
capable of accelerating railgun shells to light speed or above it; such weapons
are suitable for space combat between 1st gen
and higher spacecraft. Hyperwave
Sensors: An LR scanning system capable of scanning hyperspace for
any detectable ships or fleets. Cost: As per other LR scanners. Increased fire rates: Weapons are
normally fired once per turn. This fire rate may be increased, with
proportionate increases in the weapon rating and cost. Industrial colonies: This technology allows a state to make certain colonies
truly and massively industrialized, built specifically for heavy construction
projects. To be made an industrial colony, a colony must have a heavy industry
complex and an additional 400 RP’s must be paid. The colony may be made an
industrial colony in the same turn a heavy industry complex is put down there.
An industrial colony differs from any other colony only in the following
respects. First, if it at any time loses its heavy industry, it produces no RP’s
until one is rebuilt there. Second, there is no limit on the number of
facilities that can be built on an industrial colony at a time. Third, the cost
of any mining station, other facility that increases RP production for a colony,
subassembly plant, automated construction line, factory, or similar facility
with a clear industrial focus is halved on an industrial colony. Fourth, any
spacecraft built over an industrial colony receive a 10% cost discount; this is
included in the 25% cap for Expense Management Tech. There is no limit to the
number of industrial colonies a state may have, although it is unlikely that
most states will have a real need to shell out 400 RP’s and a heavy industry
complex for most or all of their colonies. A colony may be made an industrial
colony no longer by spending 200 RP’s, or by simple declaration on the part of
the player if the heavy industry complex is lost or destroyed.) Industrial Tech: Each level of Industrial Tech increases RP production
5%. Intruder
Defense Systems: This technology allows a unit to get a DR bonus against
boarding party attacks equal to its base hull rating for a +15% unit surcharge.
These systems include anti-personnel gas systems, automatic weapons, passageway
surveillance, selective decompression, and internal force fields, among many
other possible devices. Ion Storm Generators/Ion
Bombships:
Apparently, this is also a weapon system, but one which is designed to deny
other races the use of their smaller ships, fighters and gunboats over a very
large area of space. The weapon is known to be able to generate up to Force 2
storms and can probably generate larger storms than those so far demonstrated.
The bombship involves the use of a capital ship-sized vessel (Hull=12+) which
carries a device specifically designed to generate massive ion interference
waves. Detonation of the device automatically destroys the carrying vessel. For
one tactical combat turn, the detonation results in a massive outpouring of
energy which takes the form of a 600 pt. beam attack coupled with
multitargetting capability. The result is up to 200 3-pt. attacks which can
result in widescale damage to an enemy fleet, in particular against an enemy’s
fighters and gunboats. Cost: 4040 RPs (for a 600,0,0,12,MULTI 3 bombship). Jump Gate: (Note: this system bears no relationship to ‘jump gates’
associated with hyperdrive or alterspace drives beyond somewhat accidental
sameness of name.) Jump gates are devices that allow virtually
instantaneous travel between one jump gate and another regardless of distance
between. A jump gate is generated and defined by jump gate generators. Jump gate
generators are 1 space, 1 point (3.33 RP’s base) base systems; jump gates have a
minimum size of 3. A jump gate allows the entry or exit of ships no larger in
hull size than the number of jump gate generators used to generate that gate.
For example, a base with 16 jump gate generators could generate a gate usable by
Hull 16 cruisers or two Hull 8 destroyers at a time but not by a Hull 18
battlecruiser. A unit attempting to enter a jump gate too small for it fails, as
does a unit attempting to move from one large-enough gate to one that is too
small for it. Any jump gate of one nation may be used to reach any
other jump gate of that nation. Sections linked by jump gates are effectively
adjacent for tracing lines of communication or trade. One state may grant the
use of some or all of its jump gates to another; this amounts to special clause
in treaty terms extending rights of passage and refueling. Additional research
may allow the (hazardous) use of enemy jump gates as exit points from friendly
jump gates. Long Range Communications Gear
(AGA): LRCom
allows a ship or fleet to tie into the empire’s communications network. The cost
for a ship to mount LRCom is +15% of the ship’s original cost. Ships without
LRCom must have orders or other communications transmitted through DSCR, if one
is in range, and then through ComNH and then to ComHQ and back resulting in
potential delays in the reception of orders, making reports, sending survey
data, transmitting alerts, etc. Long-Range
Missiles: This
system allows ships to launch a “standoff” attack with their missile weapons. LR
Capable missiles allow a “1st Strike” effect
with a ship’s Tp rating during the first combat. Only cloaking will negate this
effect (since you can’t shoot what you can’t see). Cost: Double standard
launcher price. LR
Rapid Mine Deployment Systems: These are minelayers installed on an
FTL drone to allow for minelaying by cheap, uncrewed, and expendable stealth
units. LR
Scanner Buoys: These systems are bought and deployed as mines, with one
LRS each instead of a warhead. A packet of 20 LR scanner buoys costs 33 RP’s.
Each buoy detects units as per its LRS capability, and communicates detection
information at appropriate communications speed back to designated
units. Mecha: FOTS mecha are treated as a sort of hybrid of
fighter and ground unit. They might be best thought of as space-deployed
artillery. A mech unit has a Hl rating within the range of an empire's fighter
hulls - e.g., Hl 1 or Hl 2 for starting races. They are transported in mecha
bays with a capacity of 8 Hl per equipment space for 2nd gen races and above, or
4 Hl per equipment space for 1st gen races. It has, at 2nd gen, 3.0 x Hl in
equipment spaces and an ability to purchase one set of XO racks like a gunboat.
Equipment spaces are figured at 50% more than the current starship rate. A mecha
unit takes a FIGHTER tag - while mecha are tough, they're just not up to
shrugging off nukes individually any more than an unshielded fighter is. Mecha
may get shields when and only when fighter shields are available. As a sort of
ground unit, mecha operate just as fighters would in a ground attack role (as
far as game mechanics go), with the following addition: mecha may be used to
help constitute the garrison of a conquered planet. However, they can only do
this when there is at least 4500 personnel of garrison troops paired with each
mecha. While they provide terrific fire support, they just can't be in 4500
places at once like an infantry unit can and so can't fill out all garrison
duties. Mecha may also be used for defense against boarders in space combat.
They don't make good boarders themselves - they, like fighters, are still too
darn big to fight it out in the passageways of an enemy vessel. (GM's may allow
them to function as boarders under exotic circumstances, such as in attacks on a
Hl 100 base consisting mostly of hangar bays.) But a ship can designate some or
all of its mecha as performing fire support against boarders on the outer hull.
Such mecha contribute their AR (note: AR, not DR) to the ship’s DR, to represent
fire on EVA or ramship based boarders. They have no effect on boarders delivered
by transporter, and any mecha so used is not an independent unit in the BE in
that battle. Like ground troop units and unlike fighters, mecha receive no cost
break for being STL. FTL mecha, if they are developed at all, would take a 15%
unit surcharge. The cost for mecha is determined using the standard formula,
with one hull point free, without the STL cost break multiplier of .75. Mecha
development takes a successful Research phase and Development phase; empires
that do not possess both heavy powered armor and fighters must do a Discovery
phase too. Mecha were inspired by various Japanese anime
features) Modular construction
Modules:
Each module is built as a small individual unit. However, no single module or collection of modules can move or fire or be anything in combat but a target without including an engine module. Furthermore, no module or collection of modules can operate if the total hull size of the modular ship is smaller or larger than the range of hull sizes the owning empire can currently build. (However, a modular ship may have modules added to it as larger hull types become available, allowing a modular ship to in effect be refitted to a larger hull.) Each module has a hull size value, typically 1 or 2, and an equipment space value based on it. If the figured equipment space value for a module is not a whole number (as for 1 Hl 1st generation modules, with 1.5 equipment spaces), then the module can be built with the next higher value of equipment spaces. However, the total modular ship cannot function if the total equipment spaces of its modules is larger than that possible for the ship as a whole; some other module(s) will have to be smaller than they could be if some take up the round-up equipment spaces.
All modular ships require
an engine module. An engine module has a minimum size of Hl 2. If the building
empire has any technologies that provide additional free equipment spaces of
beams, torpedoes, shields, or whatever else (for example, +2 Tp per unit) on a
per unit basis, the engine module is the only module that gets that.bonus and no
more than one engine module per completed functional modular ship may have such
a bonus. Any flat per-unit surcharge for special weapons (HEAT, PEN, etc.) is
paid for with an engine module; any other additional special weapon charge is
paid with the module containing the weapons. Furthermore, no engine module may
carry any additional beam or torpedo equipment spaces; the interfaces with other
modules don’t allow for it.
Construction:Each module is constructed as a tiny unit. This allows for very rapid completion of the modules, and for the parts of a larger ship to be built at several smaller shipyards. The assembly of the modules into a modular ship is treated as a repair: all the modules are assembled at a shipyard or repair facility, and the time it takes to put them all together is figured as it would be to repair a ship of that size: half the build time of a standard ship of that size. Shipyards, for this purpose, work at the same rate as a repair yard would; in effect, shipyards can treat putting a modular ship together as a “refit” of the modules into a full ship. Modules can be removed from or added to a ship at the same rate; multiple modules may be added to or removed from an existing ship only one at a time. Thus, to add 6 Hl 1 modules to a Hl 6 modular ship and get a Hl 12 ship in the end with a build rate of 6 hull per turn, a shipyard would require 1/12 of the turn to add each module, and an available yard capacity equal to the growing size of the vessel at any given stage of the addition. Example of initial construction:A player would like a modular ship with these ratings: 6,6,6,12, 2 cargo bays, 1 LRS, 3 hangar bays. The modules that will comprise the ship are: 3 2,0,0,1 beam modules, for 10 RP’s each3 0,0,2,1 torpedo modules, for 10 RP’s each1 0,4,0,2 engine module, for 20 RP’s1 0,2,0,1 shielding module, for 10 RP’s1 0,0,0,1 cargo module with 2 cargo bays, for 3 RP’s1 0,0,0,1 mixed function module with 1 LRS and 1 hangar bay, for 10 RP’sand 1 0,0,0,1 hangar module with 2 hangar bays, for 10 RP’s. The empire has a build rate of 6 hull per turn. The construction is going on at a shipyard of capacity 40. First the modules are built. This requires 7 of the yard’s spaces for 2/6ths of the turn. (2 of the slips for 2/6ths of the turn for the engine module, 5 more for 2 Hl 1 modules each, at 1/6th of the turn per module or 2/6ths of it per pair.) Then the modules are put together, requiring 12 of the yard’s spaces for another 6/6ths of a turn (12 Hl of ship, at the 6 hull per turn rate, halved because it’s only modules being attached to one another. The modular ship is completed 1/3 rd of the way into the turn after work began on its modules, freeing up the shipyard’s bays for the remainder of that turn for other construction projects. Multiple Independent Remote Torpedo Systems: MIRTs – also known as missile pods - are independently deployable torpedo launchers which can be carried onboard ships to increase its missile firepower. Each MIRT is built as a fighter. It differs in the following respects. First, it has no crew. Second, it has no internal systems. Third, it has no limitation on missiles fired from XO racks per round. Fourth, it enjoys no free improved maneuverability, and in fact carries a NOMOVE tag. MIRTs are recoverable after combat for reloading.
Multitargeting
Systems: Multitargeting technology enhances the targeting options of
units tremendously. Once multitargeting technology is available, any unit using
weapon batteries may combine the batteries into single fire packets in any
combination between battles. However, any “virtual batteries” so formed must
still consist only of the same sort of weapon, they inherit all the penalties of
any of the component batteries, and they inherit no bonuses that do not apply to
all the component batteries. This capability is available as a software
refit.
Nanoswarms:
This system was
developed to launch swarms of nanites, extremely small robotic devices
programmed for a specific function, against an enemy ship during combat. The
nanite swarms are programmed to disassemble an enemy’s shields and hull, thus
having a destructive effect in combat. The nanites are purposefully constructed
with extremely limited lifespans so as not to present a post-combat danger. The
nanoswarm itself is a reusable delivery system, which is purchased, built,
carried, and deployed much like a missile pod. The nanoswarm requires its own
form of bay, and missile pods cannot carry nanite loads nor may a nanoswarm
carry missiles. Also, the nanoswarm is not immobile like a missile pod is, but
the only movement it performs is one steady run to deliver the nanites into
attack range of the target(s); it still takes a NOMOVE tag, as this doesn’t
represent the sort of movement that would allow flight from battle. The nanite
loads are priced and built as though they were missiles deployed on the
nanoswarms “racks”. However, the nanoswarm does not use a MIS tag but instead
uses a MULTI 0 3 tag, to deploy the nanites in 3 point packets. Nanites are not
vulnerable to point defense. Nanite loads cannot normally be deployed directly
from units other than a nanoswarm, as firing “live” nanites clear across a
battlefield is too unlikely to hit the targets and too likely to hit friendly
units, in addition to being a hazard just to fire.
By way of example:
A standard Hee'Dra nanoswarm carries 4 nanite loads.
It is a 0,0,12,1 unit when carrying the standard 3 point nanite load in 4 racks,
and costs 5 RPs. (This cost is figured as a fighter with 4 XO racks.) One combat
load of nanites costs 1.5 RP's (3 pts "warhead strength" times .125 is .375 per
nanite load; 4 loads at .375 RP’s each is 1.5 RP’s). The ship data line for the
nanoswarm would be:
"Nanoswarm",0,0,0,0,12,12,1,1,0,0,0,"NOMOVE FIGHTER
MULTI 0 3 AMMO 1"
Neural Scramblers: These weapons are based on research on thought eater
monsters. The neural scramblers target an enemy crew directly, destroying their
minds and so their ability to support ship functions. This can be achieved by
using BE crit table 12 (special) which specifically targets crew)
Example
[6 special 12]
Point Defense
(PD): PD systems are defensive weapons systems designed to shoot
down incoming missiles, but can also be used on incoming suicide fighters, etc.
PD's are size-0 systems which cost 3.33 RPs each. Each PD gives a ship a 5%
chance of shooting down an incoming missile or kamikaze. A maximum rating of 90%
PD may be applied to any ship (i.e., a ship may have a maximum of 18 PD systems
onboard it).
Quantum
Torpedoes: A
weapon system doing an incredible 32-points of damage, with the stats of MIS00W1
and a cost of 4 RPs each. The technology used to construct the warhead is 6th Gen Warp and the warhead is so massive that only
one can be carried by a fighter at any time. The detonation of the weapon is so
violent that it temporarily rips a hole in the fabric of spacetime. Fortunately,
the weapons so far deployed by the Unspeakable Ones have all been sublight.
Ramships:
Ramships are small,
shuttle-like craft specially designed to penetrate an enemy ship's hull and
deliver boarding parties to an unshielded enemy vessel. Ramships are also known
as assault shuttles and are elsewhere described as such.
Reconnaissance
Drones: This
is a drone used for reconnaissance. The drone is fitted with at least one LRS
and programmed to search a certain area and either return with the report or
broadcast messages back. Drones in general are covered under their own
heading.
Regenerating Hulls:
Regenerating hulls allow for the recovery of Hl points in
combat. Prerequisites for research into regenerating hulls are hull durability
tech, some other armor advance, or backup systems. Regenerating hulls cost 33.33
RP's base per 1 point per turn of regeneration of Hl rating in combat, and a 15%
surcharge in addition for needing very few repairs between battles. Research
increases the amount allowable from 1 point per turn base to 1 additional point
a turn per advance. Bioship and conventional ship regenerating hulls are
different techs. However, bioship using races get the Discovery of regenerating
bioship hulls free, and the Discovery phase is waived for the one sort of
regenerating hull for any race with the tech for the other sort of regenerating
hull.
Regenerating Shields:
Regenerating shields allow for the recovery of Sh points in
combat. Prerequisites for research into regenerating shields are some other
shield advance, such as two or more shield points per space. Regenerating
shields cost 33.33 RP's base per 1 point per turn of regeneration of Sh rating
in combat, and a 15% surcharge in addition for needing very few repairs between
battles. Research increases the amount allowable from 1 point per turn base to 1
additional point a turn per advance. There is no space requirement above those
for the basic shields themselves.
Resistant
Armor: AR
systems are non-ablative defensive systems that stop or deflect a certain
specific number of points of damage. AR is usable with resistant shields,
standard ablative shields, and standard ablative armor. Each AR system is a
size-1 system capable of stopping or deflecting 1 or more points of damage. For
each level of resistant armor development, a unit may mount 1 point of AR per 20
points of Hl, rounding mathematically. For example, a hull 6 starship with 1
structural reinforcement and 4 points of armor has 11 points of Hl rating, and
so can support AR 1 (.55 rounding mathematically). AR costs 1 point (3.33 RP’s
base) per point per 5 Hl. To continue the example, the unit above would pay 2
points (6.67 RP’s base) for its AR 1 – 11/5, rounding up to 2, times AR 1.
Resistant armor survives as long as the unit does.
Resistant
Shields: SR
systems are non-ablative defensive systems that stop or deflect a certain
specific number of points of damage. SR is usable with resistant armor, standard
ablative shields, and standard ablative armor. Each SR system is a size-1 system
capable of stopping or deflecting 1 or more points of damage. For each level of
resistant shield development, a unit may mount 1 point of SR per 20 points of
Sh, rounding mathematically. For example, a starship with 15 shield points can
support SR 1 (.75 rounding mathematically). SR costs 1 point (3.33 RP’s base)
per point per 5 Sh. To continue the example, the unit above would pay 3 points
(10 RP’s base) for its SR 1 – 15/5, time SR 1. SR is lost only when a ship loses
shields. Resistant shields are not available as starting technologies under
normal circumstances.
Satellite Defense
Systems: The
SDS is a screen of small, autonomous combat vehicles, each having stats of
1,1,0,1 and a cost of 5 RPs, that surround their parent ship and are more or
less specifically designed to be targeted and destroyed by enemy fire thus
drawing that fire away from the parent vessel. They are armed with a single
light energy weapon and lightly-shielded, and do contribute somewhat to a
fleet’s firepower, but their primary value remains the spreading of enemy
firepower over a larger number of targets, acting in much the same way as
ancient barrage balloons. SDS attach to the outer hulls of their parent vessels
via magnetic slings or other non-specialized attachment methods (although, if XO
racks are used, SDS would replace other weapons on a 1-to-1 basis). Ships can
carry a number of SDS equal to their size in hull points with no cost for ship
modifications or to the vessel’s weapons load. Ships can carry both SDS and
fighters or gunboats.
Security Forces/Secret
Police: SecPs
are specialized ground force units which cost 100 RPs (and 1 PopP in FOTS: AGA)
to build, but which contribute 50 RPs per turn towards an empire’s internal
security. The 50 RPs is deducted from aggressor success rolls. For example, 2
SecP units would subtract 100 RPs from the 250 RPs that an enemy Cryptographic
unit contributed towards intercepting internal communications before the die
roll for success was made, thus the success roll would be made based on 150 RPs
rather than the 250 RPs normally contributed to this purpose).
Sentient Antivirus
Software:
Developed as an antidote to the effects of the World Killer Virus, this software
package had the added bonus of being able to remain in a system long after a
virus had been purged and to act as a virtual “guard dog” against further
attacks. The package comes with a wide array of software “weapons” with which it
can wage virtual war against any attacking virus detected. Cost: 500 RPs
Sharks &
piranhas: The
Swarm has 2 “special” ship types not normally listed in their setups due to the
extreme danger these ship types represent. These types are the “Shark” and the
“Piranha”. Both of these ship types are “alive” in every sense of the word.
Shark,5,0,6,7,60 RPs
Pirahna,3,0,3,3,30 RPs
Both Sharks and Piranhas are organic, living
weapons. They are capable of firing energy weapon-like bursts from eye-like
generators and of expelling “spores” which explode on contact with shields or
hulls like torpedoes. These weapons are highly accurate. The true danger behind
these weapons is that, once deployed, they are uncontrollable and are fully
capable of breeding between themselves. Two Sharks will produce a pod of 2
offspring every turn. Two Piranhas will produce a pod of 6 offspring every turn.
These offspring mature within 1 turn and then breed themselves. Breeding
populations will expand exponentially if released and will attack any world or
fleet indiscriminately, including other Swarm worlds and fleets.
Aggressive control measures are the only known
method of control. Breeding populations also establish territories and
aggressively defend this territory by “schooling” together. Sharks and Piranhas
are capable of speeds up to WF 9.
Behaviorally, sharks and piranhas are very
aggressive, but also highly territorial. Encountered in the "wild" deeps of
space, sharks and piranhas will invariably attack any moving starship or bioship
until either they are destroyed or the target is. If an enemy escapes, it is
doubtful that sharks or piranhas will pursue very far from the star system in
which they are encountered. Shark and piranha populations will migrate from one
star system to another only when population pressures are high or available food
sources are depleted.
Sharks and Piranhas, being biological weapons, take
critical hits from the Bioweapons Critical Hit Table.
Shieldbreaker:
Shieldbreakers are
weapons used specifically and exclusively to neutralize shields. A shieldbreaker
occupies one equipment space, costs one point (3.33 RP’s base), and does two
points of damage to target shields but none to target hull. This is implemented
through a CRACK or crack tag. Shieldbreakers cannot be combined in a battery
with conventional weapons for technical reasons. They do not receive any
discount on the regular weapon batter surcharge, even though they will typically
be organized into one or more batteries independent of the unit’s conventional
weapons. Shieldbreaker rates of fire, rating per space, range, and other values
may be improved through research as normal for standard weapons.
Snapshields:
A snapshield system is
actually a combination of a large, expensive computer, and equipment to deform
locally the electromagnetic shields of the unit. The computer tracks incoming
missile strikes. The system then concentrates the unit’s shields in precisely
the direction from which the missile’s blast will reach the ship at precisely
the split second to nullify its damage value. The system is not by any means
perfect, but the end result is nevertheless a PD 50 value for the unit. A
snapshield system occupies two equipment spaces and costs 5 points (16.67 RP’s
base). No unit may use a snapshield system without at least beginning the battle
with operable shields.
Special Weapons Attack &
Control Platforms: An SWAC is a small craft using ECM Generators. Each ECM
generator gives a +1 DEFENSE and +1 TARGET bonus to all friendly craft in a
battle. Only one unit per side may provide this benefit.
Spinal Mount Weapons
Systems: A
spinal mount weapon system is simply an extremely large standard weapon system
built along the spine of the ship. The larger size of the weapon allows the ship
to fire a double-strength Bm or Tp rating. Only one weapon system may be doubled
as hull stresses limit the amount of firepower a ship can generate. Cost:
2xWeapon pt value (e.g. a size-5 spinal mount generates a 10 pt beam for
purposes of figuring costs).
Standoff Antifighter
Missiles: These are simply long-range FLAK missiles.
Standoff Antiminefield
Torpedoes: These are synonymous with long-range antiminefield
torpedoes.
Starlance Warp
Torpedoes: The
Starlance is a long range, autonomous, FTL cruise missile that travels at a
speed 2 warp factors above a race’s current nominal cruise speed (e.g. for 2nd Gen races, this would be WF 7). The Starlance has
stats of MIS00A1 and costs 54 RPs each (0+0+10+1+1 (for LR
scanner)=12/3=4x10=40x0.15 (for cloaking) +0.25 (for AI)). Each torpedo also
possesses the special systems LR Scanners and Cloaking Systems. Starlances can
be launched singly, to maximize cost effectiveness, or in “wolfpacks” consisting
of multiple torpedoes, which maximizes potential damage effectiveness on any
enemy target. Once launched and out of friendly scanner range, the actions of a
Starlance will remain essentially unknown to its user. The weapon travels under
heavy passive ECM cloaking, including communications silence to a specific set
of programmed coordinates in which to attack targets, including a desired target
size. Starlances can also be set to patrol a pre-designated area using passive
LR scanners to find a suitable target. When a suitable target is detected, the
Starlance pursues at maximum warp, decloaks, and rams it. The torpedo can be set
to transmit a burst message of its attack run back home (providing its user with
a copy of the Battle report) or to die anonymously. Starlance torpedoes normally
attack from positions of surprise with break off levels set to 0% to simulate
the weapon’s single-minded impact and destruction. No matter the results of the
engagement, all Starlance torpedoes engaged are considered lost at the
conclusion of 1 round of combat. Starlance torpedoes can be modified to carry
MIRV warheads, effectively giving them multitargeting capability.
Stasis
Shields: This
technology can only be developed following the discovery of a Stasis Field
artifact and following a successful R&D program to determine how the system
works. The initial success allows the development of a Stasis Snapshield, a
last-ditch defensive system which drains a ship’s power, but effectively
surrounds a ship with an impenetrable bubble of spacetime. This also cuts the
ship off from any interaction with normal space or other objects until after a
battle has been completed (i.e. it cannot move or fire in any fashion). Stasis
Snapshields cost 25% additional to a ship’s base cost. Improved versions can be
developed, but require equally enormous power requirements.
Targeting Priority:
Targeting priority
technology allows a player’s fleet to specifically target a particular hull size
of the enemy (for example a fleet could target ships of Hl=10 in the enemy
fleet). Once fleet target priorities have been set, the Battle Engine makes five
passes through the enemy fleet looking for an enemy ship of the proper hull
size. If it does not target an enemy ship of the proper size after five such
passes, it targets the next randomly selected target. Once developed using the
R&D rules, ships may use targeting priority at no additional cost.
Thought Eater Antiboarding
Weapons: These
systems are based on experiments done on thought eaters. Boarding parties are
subjected to horrible attacks on their very minds; prolonged exposure can make
them mindless vegetables. A unit with thought eater antiboarding weapons takes a
+15% unit surcharge, and a BP tag that gives it an additional DR equal to its
base hull size. This does not apply against enemies that are psi-immune.
Thought Eater Antipersonnel
Weapons: These
provide nastier weaponry for ground units based on thought eater attacks. The
unit takes a +15% surcharge and gets a 50% increase in weapon ratings; this does
not apply to psi-immune targets.
Tug Pods:
A wide variety of pods
have been developed by various races to enhance the capabilities of cargo tugs
(and in some cases, to attempt to make these vessels combat capable). Pod
Technology is a unique system. Just having Tug Technology does not mean you have
Pod Technology. You must research this separately. Pods are constructed much
like ships are, except they gain a –25% RP savings to their cost since they have
no engines. There are two types of pods, towed and integrated.
The first fully-developed level of Tug Technology
allows a player to construct a tug that is able to tow pods. Towed pods do not
‘mate’ with the tug. They are merely towed, as train cars follow a locomotive,
and can be linked into a long series of pods. Pods are constructed exactly as
starships with the exception that they possess no FTL engines and therefor
receive the -25% cost modification, and +25% equipment space modification.
The second fully-developed level of Pod Technology
allows a player to construct pods that can be designed to be mated with the tug.
Once mated they are integral and considered 1 ship for combat purposes. The
limit to the Pod mating is the Towing capacity of the tug. This capacity cannot
be exceeded when mating (i.e. there is no reduction to WF speed). The tug can
still have reinforced engines to allow it tow, or ‘mate’ in this case, with a
larger hull pod (or pods).
Transcasters: These systems are used to transport cargo, people, and
even combat units around a star system at faster-than-light speeds, specifically
at the maximum warp speed enjoyed by an empire at the time they are built. The
system requires a transmission center and a reception unit. Each transcaster
station requires one equipment space and costs 3.33 RP’s. Every three
transcasters can transport at a time one cargo bay’s worth of cargo (20 RP’s);
12 Hl of crated fighter; 8 Hl of ready fighter; 2 Hl of ready gunboat; 1 Hl of
starship; .2 Hl of ready base; or one hull point of ground unit. If sufficient
transcaster capacity is not available to move a whole unit at once, it must be
dissembled and transported as cargo. (Ground units form an exception to this
requirement, as they are composed of many smaller individuals.) Reception units
can generally be assumed to be present at various places in the system,
permitting one-way transcasting to them. Two-way transport will require another
transcaster station to transport units back.
A single transcaster is capable of transporting to a
target vessel in combat one boarding party.. Boarding parties come equipped free
with remote pods that allow them to transcast back to the home ship after
attacks; the supply of remote pods is unlimited for most practical purposes.
Transporters: A non-existent, theoretically possible technological
system that would scan a lifeform at the subquantum level, store the information
in a particle buffer and then disassemble that lifeform, move the particles
associeted with that lifeform to another location, and then reassemble that
lifeform. A Beyond Warp or Clark Culture technology requiring extremely
sophisticated computers, scanners, and assembly equipment in addition to an
understanding of subquantum structure and assembly of lifeforms.
Warp-Capable Mass
Driver: An
extremely powerful mass driver capable of accelerating asteroid-sized masses to
warp speed and then propelling them through space to a designated target,
usually a planet. Naturally, the power supply required is enormous as is the
device itself and its rate of fire is limited by the available ammunition
supply. It is also difficult and time-consuming to shift targets making it
valuable in the strategic sense only (which also makes it a high strategic
target as well).
A given mass driver may fire twice per turn. This
fire rate assumes that it is being fired in an uncontested system containing an
asteroid belt to supply fresh ammunition. The mass driver may be mounted only in
bases and requires equipment spaces equal to the maximum asteroid Hl size. (The
asteroid will have a Hl value in the BE equal to half this; an asteroid’s bulk
is not normally as resistant to damage as any warship hull is designed to be.)
Asteroids projected from it travel at the standard warp drive cruising speed of
the empire. They can be aimed only at planets or bases. The damage done by the
asteroid is equal to 100 pts per Hl of asteroid. Thus, a 20 equipment space mass
driver might fire an asteroid of size 20 (Hl value 10 in the BE) that might do
2000 points of damage to a base (almost certainly destroying it handily), or
2000 pts of planetary bombardment damage, which will often suffice to devastate
the planet. One should note that the asteroid is comparatively vulnerable, being
destroyed by 10 points of damage. Cost: 1 point (3.33 RP’s base) per equipment
space. They may also be built as a standalone system at 5 RP’s per hull point of
asteroid fired.
Warp Engine Boosters:
These systems allow a
ship to enjoy the speed benefits of a gunboat, although they require a
significantly greater amount of tending afterward. Warp engine boosters come
with a +15% unit surcharge. The ship with warp engine boosters may cruise safely
at +1 WF over its normal cruising speed. However, it may do this no longer than
one turn, and after any period of such increased speed, it requires that much
time in a repair facility without using its drives for maintenance on the
engines. If the ship exceeds one turn of engine booster use before getting the
needed dock time, it has the normal breakdown chance at any warp speed at
all.
Warp Mines:
Best described as warp
“speed bumps”, these are special mines that put out a gravitic “pulse” that can
disrupt the warp bubble surrounding a ship in warp drive immediately resulting
in forcing that ship out of warp drive, often with severe consequences due to
the sudden alteration of energy fields and deceleration effects. Cost: As per
standard minefields plus 15%. Stats: None - these weapons are designed to knock
ships out of warp and presumably drop them into some vulnerable spot or trap
(such as a cluster of minefields).
Web Mines:
An Arachnid invention
similar in nature to terrestrial CAPTOR mines from 20th Century wet navies on
Earth. A webmine is an autonomous energy weapons platform wielding 2 plasma beam
emitters and enough capacitors and generators for continuous fire. The platform
is deployed from a hangar bay or minelayer and then possesses only limited
tactical movement ability (in the BE, webmines come with the NOMOVE tag enabled;
in FOTS TCOM1, webmines would be capable of no more than 6 turns movement at a
top speed of 10 hexes per turn, 60-hexes total). Webmines also generate a
low-level realspace inversion field which limits tactical retreat from webmined
areas by enemy craft. The result is that enemy craft subjected to attack by
webmines are essentially "stuck" in the minefield until/if they can fight their
way out of the field (gaining the enemy fleet the NOMOVE tag as well). How this
inversion field is set up and operates is unknown to the rest of the galaxy and
is a closely guarded Arachnid military secret. Arachnid vessels do not appear to
suffer any effect from the inversion field. Hull: 1; Equipment: 2 (2 plasma
beams (HEAT); Stats: 2001,HEAT; Cost: 8 RPs.
World Killer Computer Virus: Introduction of this virus into any world, planet, or colony results in a 50% decrease in the RP output of that world, cripples all shipyards, and reduces the effectiveness of any planetary defenses by 50%. Cost: 500 RPs
Wormhole Collapsing Chaos Bombs: A weapon capable of collapsing any artificially generated or naturally occurring wormhole. Developed to destroy ships equipped with wormhole drives or jump gates. Enormously expensive, the device is also enormously destructive with approximately the same results as the Gravitic Implosion Bomb. Cost: 1553 RPs. Stats: 600,0,0,1,0,0,0,MULTI 3 PEN 1
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