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  1. LordSunhawk

    Game Rules
    Staff: Hull Construction Tables

    Hull Construction Table Hull Req. EL Range in HS Cost per HS I/Ic/J Engine Power Max Speed (Agility) FT HS Cost I1 J1 Ic1 2 3 4 5 6 EX 1 5-7 3.5 ¼ 6(7) 8(6) 4(1) 8 9 10 11 12 2.75 ES 1 8-12 3.85 1/3 6(6) 8(5) 4(1) 14 16 18 20 22 3 CT 1 13-16 4.2 ½ 6(6) 8(5)...
  2. LordSunhawk

    Game Rules
    Staff: TECH TREE - Deception ECM

    Deception ECM is a system that permits ships to alter their signal emissions in such a way as to appear to be a completely different class of ship. Deception ECM is only effective at LRW or greater range and automatically fails at SRW range. Deception ECM can be used in conjunction with...
  3. LordSunhawk

    Game Rules
    Staff: TECH TREE - Engine Modulation System and Counter Engine Modulation System

    Engine Modulation Systems are small drive-field generators and projectors tied to sophisticated computers and linked into a ships navigation systems that permit the vessel to deform the shape of their drive field without losing performance. By doing so, a ship will be either off-center to the...
  4. LordSunhawk

    Game Rules
    Staff: TECH TREE - Datalink

    Datalinks provide special synchronized short-range communication between large units each mounting a working a datalink (a Data group) that connects their targeting and sensor systems. It cannot be overestimated how vital this technology is in modern warfare. Units that lack datalink suffer...
  5. LordSunhawk

    Game Rules
    Staff: TECH TREE - Sensors

    There are three types of sensors. Standard Sensors serve as universal backups to tactical sensors and cannot be destroyed, however they only function at SRW range and cannot detect stealth units at all. Standard Sensors also serve as a proxy for planetary sensors which are available at the same...
  6. LordSunhawk

    Game Rules
    Staff: TECH TREE - XO Racks

    External Racks allow the carriage of certain specialized items outside the armored envelope of the ship. While it is theoretically possible to carry any sort of missile in an XO rack, fire control limitations would either result in overly expensive ‘expendable’ racks, eat into the armored...
  7. LordSunhawk

    Game Rules
    Staff: TECH TREE - Science Instruments

    Science Instruments are highly precise sensors and extremely powerful computers designed to collect and analyze data about star systems, planets, anomalies etc. Science instruments are rated by their efficiency, with more advanced systems being capable of more rapid scanning. Science instruments...
  8. LordSunhawk

    Game Rules
    Staff: TECH TREE - Tractor Disruptor

    Tractor Disruptors allow ships to break tractor locks on themselves and, at higher SL, friendly ships. Td are rated for with a strength multiplier to the DF, and if this causes the net drive field strength of the ship to exceed that of the ship attempting to tractor it then the tractor lock is...
  9. LordSunhawk

    Game Rules
    Staff: TECH TREE - Tractor Beam

    A tractor beam is a pseudo-SRW that inflicts no damage but if it hits and the unit carrying the tractor beam has a more powerful DF than the unit it hits it can effectively control the movements of the affected unit, causing a significant bonus to hit for direct fire weapons as well as dictating...
  10. LordSunhawk

    Game Rules
    Staff: TECH TREE - Shield Regenerator

    Shield Regenerators can reset shields to working order. All shields affected by Sr are in addition to any reset by damage control. S and Sp are reset on a 1:1 basis, Sd require 3 ‘points’ per point of Sd regenerated. Sr capacity is listed as X/Y/Z, where X is the safe recharge rate in 1 combat...
  11. LordSunhawk

    Game Rules
    Staff: TECH TREE - Scan Shield

    Scan Shields allow ships to hide systems, holds, or quarters from being scanned. SL Code Cost Space Notes 6 Sc1 25 .5 Shields 1 item 12 Sc2 40 .5 Shields 2 items 18k Sc3 55 .5 Shields 3 items 24 Sc4 70 .5 Shields 4 items 30 Sc5 85 .5 Shields 5 items 36k Sc6 100 .5 Shields 6 items...
  12. LordSunhawk

    Game Rules
    Staff: TECH TREE - Shields

    Shields generate a field of strong-force to create a barrier that deflects incoming particles and particle radiation. Shields are rechargeable over time (see Shield Regeneration Chart). Shields are the left most systems on the ship control sheet. Shield Regeneration is in the same tech tree as...
  13. LordSunhawk

    Game Rules
    Staff: TECH TREE - Regular Missiles

    The Regular Missile utilizes the drive-field not only as propulsion, but also to act as a lens in the first few milliseconds of detonation to focus the EMP and energetic particles from the detonation into focused beams directed at the target. All regular missiles are LRW and Homing...
  14. LordSunhawk

    Game Rules
    Staff: TECH TREE - Recon Drone

    Recon Drones are highly versatile yet also fragile assets to any fleet. From mapping unknown warp points to providing recon screens for fleets, they are useful in many roles. NOTE – (RDB) and RD1 are researched together and will always unlock together. An exploration vessel with a Recon Drone...
  15. LordSunhawk

    Game Rules
    Staff: Quarters/Life Support

    Life Support/Quarters provide the regenerative life support systems required for habitable atmosphere, sustenance, and gravitational conditions a particular race may require. Q provides a capacity in life support points which determines how many crew units can be supported. Extra Q can be...
  16. LordSunhawk

    Game Rules
    Staff: TECH TREE - Plasma Torpedo

    The Plasma Torpedo (Pt) is a hybrid SRW/LRW that uses a plasma-feedback system to power the DF and act as a warhead. While it is functionally similar to a missile, it is far slower… slow enough that even though it is a guided weapon it does not act like a Home Weapon at LRW ranges. The warhead...
  17. LordSunhawk

    Game Rules
    Staff: TECH TREE - Plasma Gun

    Plasma Guns are SRW that fire packets of highly charged sub-atomic particles surrounded by a containment field and drive-field. When the packets strike the targets DF they collapse causing sub-atomic particle fission that creates massive bursts of high-energy radiation. Extremely inaccurate...
  18. LordSunhawk

    Game Rules
    Staff: TECH TREE - Network Multi-Targeting

    Network Multi-Targeting This is an alternative for M that permits large numbers of units (swarms) to have large multiplex targeting capacity without a significant cost. Unlike M (Mn) takes up no space, saving space on the typical small ships of a swarm. (Mn) gives tracking of X/Y extra targets...
  19. LordSunhawk

    Game Rules
    Staff: TECH TREE - Linked Weapon Targeting

    Linked Weapon Targeting permits multiple lasers of the same type and generation to be linked together. For regular and capital lasers this permits a significant boost in damage at the cost of disabling multiplex targeting (hence any excess damage is lost if the target is destroyed). For heavy...
  20. LordSunhawk

    Game Rules
    Staff: TECH TREE - Laser

    A laser is an SRW that specializes in focusing broad-band electromagnetic radiation against a single target. Lasers skip some shields. NOTE – Lasers do NOT have a rapid fire variant, however Lasers are the only weapon system that can take advantage of Linked Weapon Targeting, see that entry for...
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