Game Rules

Status
Not open for further replies.
TECH TREE - Stealth Tuners
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Stealth Tuners are one method for stealth. For each effective Combat Sensor SL below the Stealth Tuner SL there is a cumulative 20% chance to remain undetected until firing weapons. Stealth is regained 1 combat round after losing it. For each engagement range bracket closer than Pre-Engagement there is a cumulative +1 bonus to effective Combat Sensor SL. Capital Sensors have a +3 bonus to effective Combat Sensor SL. Recon Drones provide a +1 bonus to effective Combat Sensor SL. St cannot be combined with any other form of stealth. St cannot be activated simultaneously with any other form of tuner (It, DFS) or while de-tuning drives. St cannot be used on any form of small craft, including drones and fighters.

    SLCodeCostSpaceNotes
    5hk(St1)50 per HSERx1-1 Effective Combat Sensor SL, only functions at pre-engagement range
    10(St2)60 per HSERx1.5-1 Effective Combat Sensor SL, only functions at LRW or pre-engagement range
    16hk(St3)75 per HSERx2-2 Effective Combat Sensor SL, only functions at LRW or pre-engagement range
    22(St4)100 per HSERx2.5-3 Effective Combat Sensor SL, only functions at LRW or pre-engagement range
    30hk(St5)135 per HSERx3-3 Effective Combat Sensor SL, works at all ranges
    40(St6)175 per HSERx3.5-4 Effective Combat Sensor SL, works at all ranges
    50(St7)250 per HSERx4-5 Effective Combat Sensor SL, works at all ranges
     
    TECH TREE - Booster and HARM Guidance
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Boosters appear at SL 14 in the Regular Missile, Torpedo, and Kinetic trees and allows them to function as both LRW and SRW weapons. Boosters are an Empire wide software upgrade and cost a flat 400 MC to develop (special) once available. Boosters allow 50% of the LRW rating of a ship to be applied to SRW rating.

    HARM Guidance appears at SL17 in the Regular Missile and Torpedo trees. HARM Guidance specifically permits LRW weapons to target units making use of datalink jammers (JAM). Units possessing HARM guidance kits on Regular Missile or Torpedo weapons will prioritize targeting units making use of JAM. HARM Guidance is an empire wide software upgrade and cost a flat 400 MC to develop (special) once available.
     
    Last edited:
    TECH TREE - HAWK
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    HAWK (Homing All the Way Killer) allows any missile or torpedo system to be guided into the launching units blindspot by a datalinked group member that can see the enemy in the blindspot. HAWK increases datalinked vessels LRW and SRW ratings as noted in the table. HAWK is an empire wide software upgrade, development cost is 100 MC per generation of HAWK (special). HAWK cannot be applied to Kinetic.

    SLCodeCostSpaceNotes
    9(h)HAWK1------+5%
    18HAWK2------+10%
    27HAWK3------+15%
    36HAWK4------+20%
     
    TECH TREE - LRW Engine Modulation
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    LRW Engine Modulation boosts LRW versus point defense, permitting more of a given LRW volley to get through. Each generation of LRW EM gives a cumulative -5% penalty to enemy vessels Active Defense at LRW ranges. Kinetic weapons are at -2 generation of LRW EM due to the static nature of their drive fields. LRM EW is an empire wide software upgrade, development cost is 100 MC per generation of LRM EM (special).

    SLCodeCostSpaceNotes
    9LRW EM1------Requires EMS1, D1 and SL 9 in any LRW
    16LRW EM2------Requires EMS2, D2, and SL 16 in any LRW
    21LRW EM3------Requires EMS3, D2, and SL 21 in any LRW
    27LRW EM4------Requires EMS3, D2, and SL 27 in any LRW
    33LRW EM5------Requires EMS3, D2, and SL 33 in any LRW
    39LRW EM6------Requires EMS3, D2, and SL 39 in any LRW
    45LRW EM7------Requires EMS3, D2, and SL 45 in any LRW
     
    TECH TREE - Armor, Armor Protection Layer, Dense Armor
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Armor is not just metal plating, but a system of internal dampeners, absorbers, and outer hull strengthening. Internally armor can be placed anywhere, and represents bulkheads that are designed to contain damage between sections.

    Armor must be placed after shields but is otherwise unrestricted in placement. When special types of armor are available only one type of armor may be placed on any given ship.

    SLCodeCostSpaceNotes
    0A21
    4kA132/3
    8kA24½
    12kA351/3
    14kArmor Protection Layer
    16kA45.5¼
    17kDense Armor
    20kA561/5
    24kA66.51/6
    29kA771/7
    35kA87.51/8
    40kA981/9
    45kA108.51/10

    Armor Protection Layer is a process where the armor plates are split in two and sandwiched around an energy absorbing material. This increases the size of the armor but improves defense against penetrating and armor skipping weapons. Ap armor functions as 2 armor vs skipping weapons but is destroyed by 1 point of damage as normal. You must research the equivalent tier regular armor before researching Ap of that tier (for example, you must have A4 before you can research Ap4)

    SLCodeCostSpaceNotes
    1Ap41 ¼
    5Ap161
    9Ap282/3
    13Ap310½
    17Ap4111/3
    21Ap512¼
    25Ap6131/5
    30Ap7141/6
    36Ap8151/7
    41Ap9161/8
    46Ap10171/10

    Dense armor is significantly denser and stronger than regular armor, at the cost of greater expense and bulk. Dense armor functions as 4 armor versus skipping weapons and 3 armor versus regular weapons. You must research the equivalent tier regular armor before researching Ad of that tier (for example, you must have A5 before you can research Ad5)


    SLCodeCostSpaceNotes
    1hkAd102
    5hkAd1154/3
    9hkAd2201
    13hkAd3252/3
    17hkAd427½
    21hkAd5312/5
    25hkAd6341/3
    30hkAd7372/7
    36hkAd840¼
    41hkAd9432/9
    46hkAd10461/5
     
    TECH TREE - Anti Drive Missile
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The Anti Drive Missile (ADM) is a specialized LRW that uses a unique warhead designed to amplify the ADMs drive-field on impact, attempting to damage the targets drive-field in the same manner as ramming does. ADMs are unique in that they can only be launched from external ordinance racks. Thus any unit equipped with ADMs will have one volley available. ADMs have the combat ratings of ordinary missiles of a lower tier, but if they hit a unit without shields they have a chance to disable the ships drive, thus seriously impacting active and passive defense ratings. Each tier of ADM has a 5% cumulative chance to disable a shield-down target, setting said targets maneuver rating to 0. ADMs are opposed by Engine Surge Protectors (ESP).

    ADMs only target a unit’s shields or engines and do no other damage.

    In order to research ADM one must first research the equivalent R.

    NOTE – in the following table ‘Space’ will refer to the number of XO slots required for the ADM. Under notes will be listed the equivalent R (Regular Missile)

    SLCodeCostSpaceNotes
    7tADM1---4R1
    11kADM2---3R2
    15tADM3---5R3
    19tADM4---4R4
    23kADM5---5R5
    27tADM6---5R6
    33tADM7---4R7
    38kADM8---5R8
    43tADM9---4R9
    48kADM10---3R10
     
    TECH TREE - Advanced Targeting Computer
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The Advanced Targeting Computer is a sophisticated fire control system that significantly improves the accuracy of direct fire (non-guided) weapons fire. The bonus applies to kinetic, laser, cutting beam, x-ray laser, energy beam, needle beam, force beam, primary beam, and plasma gun.

    ATC can control a number of weapons (LRW and SRW) equal to its rating. Multiple ATC do not stack, but do increase the number of weapons.

    In addition, ATC improves accuracy by effectively raising the generation of Combat Sensors (Y) by the same value as its rating.

    SLCodeCostSpaceNotes
    10(ATC1)1001Rating=3
    15k(ATC2)1251Rating=4
    20(ATC3)1501Rating=5
    25k(ATC4)1751Rating=6
    30(ATC5)2001Rating=7
    35k(ATC6)2251Rating=8
    40(ATC7)2501Rating=9
    45k(ATC8)2751Rating=10
     
    TECH TREE - Cutting Beam
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The cutting beam fires a pulse of gravitons at the target. This pulse is very effective against non-armor based matter causing double damage, however it is relatively ineffective against energy-based defenses (shields) and armor causing half damage.

    NOTE: Weapon trees have special unlock conditions.

    Cutting Beam

    SLCodeCostSpaceNotes
    12C1705
    16kC2855
    18Capital Cutting Beam
    20C31055
    24kC41205
    28C51355
    32kC61505
    36C71705
    40kC81855
    44C92005
    48kC102105

    Cutting Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular version
    SLCodeCostSpaceNotes
    16Cr11458.5ROF=2
    20Cr21758.75ROF=2
    24Cr32059ROF=2
    28Cr42359ROF=2
    32Cr52709ROF=2
    36Cr63009ROF=2
    40Cr73309.5ROF=2
    44Cr83659.5ROF=2
    48Cr93959.5ROF=2
    52Cr104159.5ROF=2

    Capital Cutting Beam
    SLCodeCostSpaceNotes
    18Cc11458
    22kCc21708
    25Heavy Cutting Beam
    26Cc31958
    30kCc42208
    34Cc52458
    38kCc62708
    42Cc72958
    46kCc83208
    50Cc93458

    Capital Cutting Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular capital version
    SLCodeCostSpaceNotes
    22Ccr129514ROF=2
    26Ccr234014ROF=2
    30Ccr339514.5ROF=2
    34Ccr444014.5ROF=2
    38Ccr548515ROF=2
    42Ccr653515ROF=2
    46Ccr758015ROF=2
    50Ccr863015ROF=2
    54Ccr967515ROF=2

    Heavy Cutting Beam
    SLCodeCostSpaceNotes
    25Ch125511
    29kCh229011
    33Ch332511
    37kCh435511
    41kCh538511
    45kCh642511
    49Ch745011

    Heavy Cutting Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular heavy version
    SLCodeCostSpaceNotes
    29Chr151020ROF=2
    33Chr257520ROF=2
    37Chr364020.5ROF=2
    41Chr470520.5ROF=2
    45Chr576020.5ROF=2
    49Chr683021ROF=2
    53Chr788021ROF=2
     
    TECH TREE - Cloaking
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Cloaking is a sophisticated stealth system which is the apogee of all stealth. CLK requires that engines be operating. Shields and sensors do not affect stealth while under CLK so long as movement is limited to CLK maximum. CLK does not generate movement on its own nor does it change or negate any other speed limits.

    For each effective SL of combat sensor below the SL of the CLK there is a cumulative 25% chance of remaining undetected. At the SRW range bracket there is a +1 SL bonus to combat sensors. Recon Drones provide a +1 SL bonus at SRW range.

    Units under CLK can fire freely at a 10% LRW or SRW penalty, however doing so alerts the enemy to the general location of the firing unit. LRW fire against a unit under CLK for 2 rounds after firing can occur at -50% LRW rating. SRW fire against a unit under SLK for 2 rounds after firing can occur at -50% SRW rating.

    Only Fast hulls can mount CLK

    The largest hull that can mount CLK is BC (Battlecruiser)

    Carriers may not use CLK during launch and recovery operations.

    SLCodeCostSpaceNotes
    8hkTree start – no tech item
    10hk(CLK1)1006Safe+1. -3 SL
    14hk(CLK2)1256Safe+1, -4 SL
    18hk(CLK3)1505Safe+2, -5 SL
    22hk(CLK4)1754Safe+2, -6 SL
    27hk(CLK5)2006Safe+3, -4 SL
    32hk(CLK6)2256Safe+3, -5 SL
    36hk(CLK7)2505Safe+4, -5 SL
    40hk(CLK8)2754Safe+4, -6 SL
    45hk(CLK9)3006Safe+5, -5 SL
    50hk(CLK10)3256Safe+5, -6 SL
     
    TECH TREE - Construction
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Construction tech is purely based off of EL, not SL. Hull generation improvements cannot be retrofitted to existing ships. Hull enhancements (dense and thick) cannot be retrofitted to existing ships.

    • SPECIAL CONSTRUCTION RULES
      • Mobile Bases
        • May only mount commercial engines, engine power is the same as a ship of the same maximum size but the maximum speed is 1.
        • Cost +1 MCr per HS over regular bases
        • While in mobile mode do not get base bonuses.
    Generic Construction Items (Holds, Shipyards, troop quarters)

    ELCodeCostSpaceNotes
    0(SY)40080
    0(SYM)15025
    0H1(3)1500 csp
    0Hs1(2)½200 csp
    0Hb2(4)1
    0Qt1--
    0Qtc1--
    3(MS)10025
    3Ht1(2)1/3130 csp

    NOTE – The numbers in parenthesis are for non-freighter hulls
    NOTE – Hs and Ht may only be mounted alone with no other H, these modules are generally intended for exploration vessels
    NOTE – 1 csp = 1 HS for logistics purposes

    ELHulls & Generation & Enhancements
    0SS
    1EX, ES, CT, FG, DD, EXf, CTf, FGf, BS0, BS1, BS2, BS0g, BS1g
    2CL, DDf
    3CA, CLf, BS3, BS2g
    4CAf
    4Hull Generation 2
    4Unlock Mobile Bases (BSg)
    5BC, BS4, BS3g
    6BB, BCf
    7DN, BBf, BS5, BS4g
    8DNf
    9SD, BS6
    9Hull Generation 3
    10SDf
    11MT, BS5g
    11Hull Improvement: Thick Hulls
    12MTf, BS7
    13HM, BS6g
    13Hull Generation 4
    14HMf, BS8
    15SM
    16SMf, BS9
    17BS7g
    18BS10, BS8g
    18Hull Generation 5
    19Hull Improvement: Dense Hulls
    20BS11
    22BS9g, BS10g
    23BS12
    27BS11g, BS12g
    28BS13
    34BS14
    40BS13g
    41BS15
    48BS14g
    49BS16


    Thick Hulls – cost +2 MC per HS to build, Fast Thick Hull costs +4 MC per HS to build, multiples HP by 1.5
    Dense Hulls – cost +4 MC per HS to build, Fast Dense Hull costs +6 MC per HS to build, multiplies HP by 2
     
    Last edited:
    TECH TREE - Advanced Damage Control
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Advanced Damage Control is a relatively bulky system that controls hundreds of repair bots ranging from miniscule to massive. When activated this system is capable of repairing most ship systems given enough time. A ship that is in supply and is equipped with this system will activate it upon taking HP damage and will receive an HP heal per turn until back to full. This system cannot repair external armor. At the conclusion of battle there will be a charge of 10 MC per 10 HP healed (FRD) to finalize repairs and replace repair bots and materials. Until this charge is paid any unit which had used DAM is considered non-combat capable and out of supply until such time as they either return to an SY equipped base or the charge is paid.

    SLCodeCostSpaceNotes
    20(DAM1)1005Heals 10 HP/turn maximum 100 HP
    25k(DAM2)1255Heals 20 HP/turn maximum 200 HP
    30k(DAM3)1506Heals 30 HP/turn maximum 300 HP
    35k(DAM4)2006Heals 40 HP/turn maximum 400 HP
    40k(DAM5)2507Heals 50 HP/turn maximum 500 HP
    45k(DAM6)3007Heals 60 HP/turn maximum 600 HP
    50k(DAM7)3508Heals 70 HP/turn maximum 700 HP
     
    TECH TREE - Point Defense
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Point defenses are clusters of beam weapons and small counter-missiles designed to destroy incoming objects before they can damage the defending unit. They can engage small craft and automated platforms.

    All point defense systems have a rating which ties directly to LRW Defense. In addition, point defense systems add 10% of their rating to active defenses.

    Regular point defense systems are at 50% effectiveness against capital LRW and 25% effectiveness against heavy LRW.

    Capital point defense systems are at full effectiveness against capital LRW and 50% effectiveness against heavy LRW

    Datalink Point Defense is a specialized module adding 1 HS and 10 Mc to the cost of the underlying PD module. Datalink Point Defense modules can add 50% of their LRW Defense rating to the fleet LRW Defense pool. Datalink Capital Point Defense modules can add 100% of their LRW Defense rating to the fleet LRW Defense pool.

    Dual Mode Enhancement (dme) is an empire wide software and hardware upgrade that permits PD modules to engage incoming fire and small craft at the same time.

    SLCodeCostSpaceNotes
    3D1152Rating=10
    5Datalink Point Defense Module
    6D2202Rating=15
    6Dme------
    7Capital Point Defense
    10kD3452Rating=20
    14D4602Rating=25
    18kD5752Rating=30
    22D6902Rating=35
    26kD71002Rating=40
    30D81102Rating=45
    34kD91202Rating=50
    38D101352Rating=55
    42kD111502Rating=60
    46D121702Rating=65
    50kD131902Rating=70


    Capital Point Defense

    SLCodeCostSpaceNotes
    7Dc1303Rating=10
    11Dc2603Rating=15
    15kDc3`803Rating=20
    19DC41003Rating=25
    23kDC51203Rating=30
    27DC61403Rating=35
    31kDC71603Rating=40
    35DC81803Rating=45
    39kDC92003Rating=50
    43DC102203Rating=55
    47kDC112403Rating=60
     
    Tech Tree - X-Ray Laser
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The X-Ray Laser is powered by a nuclear detonation directed by the Detonation Chamber through lasing rods. However, this power comes at a price as each time the ship fires it risks getting seriously damaged or destroyed.

    The Detonation Chambers contain the nuclear explosion and directs the power through magnetic conduits to Laser Ejectors. When using fewer Laser Ejectors (Lj) than allowed, a smaller explosion is ued to help prevent overloading the system

    A Detonation Chamber may only power up to the laser type listed beside it, and only up to the number listed.

    Each time any Lj fires, a d100 is rolled on the following table. Lj1 is special as it has no detonation chamber, any results of 01-30 simply results in the destruction of the weapon and no further effect. For every Lj under the maximum capacity of the (DEC) add 4 to the roll.

    1d100Result
    01-07Ship is destroyed
    08-25(DEC) and LJ are destroyed, 1d100 HP damage to ship
    26-30System Safety Activated, does not fire until repaired
    31+System works just within tolerance limits


    Ammunition – Lj1 and all (DEC) store 10 rounds of ammo internally. Ammunition takes up 1 MSP and is coded as LWH.

    All Lj are rated for their shield penetration. This rating is the percentage decrease in opponents Active Defense versus the Lj shot.

    SLCodeCostSpaceNotes
    0Lj1307Rating=5
    3(DEC1)3052 Lj2
    3Lj2254Rating 10
    5(DEC2)4032 Lj3
    7Lj3303.25Rating 15
    10(DEC3)9053 Lj4
    12Lj4353Rating 20
    14(DEC4)10543 Lj5
    16Lj5402.75Rating 25
    18(DEC5)40019ROF=2 4 Lj6
    20Lj6503Rating 30
    22(DEC6)48019ROF=2 4 Lj7
    24Lj7603.25Rating 35
    26(DEC7)70022ROF=2 5 Lj8
    28Lj8703.5Rating 40
    30(DEC8)77522ROF=2 5 Lj9
    32Lj9804Rating 45
    34(DEC9)108026ROF=2 6 Lj10
    36Lj10904Rating 50
    38(DEC10)114026ROF=2 6 Lj11
    40Lj111104Rating 55
    42(DEC11)143530ROF=2 7 Lj12
    44Lj121304Rating 60
    46(DEC12)143530ROF=2 7 LJ13
    48Lj131404Rating 65
    50(DEC13)188035ROF=2 8 Lj13
     
    TECH TREE - Electronics
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The Electronics tree holds all of the electronics and computer based advances that are the underpinning of other technologies. Advancements in electronics are the fundamental key to improving targeting, weapons control, fleet command, and many other tech branches.

    Communications Centers (CC) carry specialized communications gear and reusable courier drones for short-range communications through warp points. An active CC network ensures that reports reach the capital in a timely manner and can prevent some negative events.

    Maser Nebula Emitter’s allow a ship to ignore 1 point of damage per turn from a Maser Nebula or other space emitting anomaly.

    There are two types of Combat Coordination Centers. The Combat Information Center (CIC) and Command Network Center (CNC).

    The Combat Information Center is designed for fleet command and has been optimized for the gathering, presentation, and utilization of data from each unit of the fleet, sensor inputs, computer coordination, etc. This results in a command center that enables fleet commanders to more quickly and effectively analyze information and issue orders to the units of the fleet.

    • The (CIC) provides a fleet-wide initiative bonus when mounted in a flagship
    • The (CIC) provides bonus sensor generations for the purposes of overcoming stealth
    • The (CIC) improves the bonuses granted by Graded Admirals
    • Multiple (CIC) bonuses do not stack
    The Command Network Center is a specialized battle bridge designed to provide a datagroup leader with more precise control over the coordinated abilities of the datagroup. While a (CNC) is less capable of fleet-wide information flow and command, it makes a datagroup more capable. Bonuses from a CNC do not stack with CIC unless the CNC is mounted on the same unit as the CIC.

    • (CNC) provides an initiative bonus to the datagroup it is in
    • (CNC) provides bonus sensor generations for the purposes of overcoming stealth
    • (CNC) has the equivalent of a Z system of the highest generation Z developed by the empire or the Z rating of the (CNC), whichever is lower.
      • When Zc becomes available, (CNC) can act as the datagroup leader with a Zc of the highest generation available or the Z rating of the (CNC), whichever is lower
      • The ship with (CNC) must choose between Zc or Z, it cannot do both simultaneously
    • (CNC) also acts as a multiplex system, which can stack with other multiplex systems
    • Multiple (CNC) bonuses do not stack
    Multiplex Systems permit ships to target more than one ship per round. In practice, this permits overflow damage from each attack phase to potentially destroy up to the Multiplex Rating. Each Multiplex System is a prerequisite for the next.

    SLCodeCostSpaceNotes
    0(CIC1)7510+1 I, +0 Y, +1 A
    0M1101+1
    1(MNE)101.5
    2(CIC2)12511+1 I +0 Y, +2 A
    2(CNC1)504+0 I, +1 Y, Z1, +1 M
    2M2251+2
    2Datalink
    3k(CC)204
    3kM3401+3
    4M4551+4
    4Linked Weapon Targeting
    4Network Multi-Targeting
    5k(CIC3)19012+2 I +0 Y, +3 A
    5k(CNC2)755+0 I +1 Y, Z2, +1 M
    5kM5701+5
    5kEngine Modulation
    6M6851+6
    6Counter-Engine Modulation
    7(CIC4)27515+2 I +0 Y +4 A
    7(CNC3)1106+0 I +1 Y Z3 or Zc1 +2 M
    7M71001+7
    8M81151+8
    9M91301+9
    10M101451+10
    10Advanced Targeting Computer
    10Deception ECM
    12(CIC5)37518+2 I +0 Y +5 A
    12(CNC4)1507+0 I +1 Y Z4 or Zc2 +2 M
    15(CIC6)45020+2 I +1 Y +6 A
    15(CNC5)1808+1 I +1 Y Z5 or Zc3 +3 M
    19k(CIC7)52522+2 I +1 Y +7 A
    19k(CNC6)2109+1 I +2 Y Z6 or Zc4 +3 M
    23(CIC8)60025+3 I +1 Y +8 A
    23(CNC7)24010+1 I +2 Y Z7 or Zc5 +4 M
    27(CIC9)67528+3 I +1 Y +9 A
    27(CNC8)27011+1 I +2 Y Z8 or Zc6 +4 M
    31(CIC10)75032+3 I +1 I +10 A
    31(CNC9)30012+1 I +2 Y Z9 or Zc7 +5 M
    35(CIC11)82536+3 I +2 Y +11 A
    35(CNC10)33014+2 I +2 Y Z10 or Zc8 +5 M
    39(CIC12)90040+3 I +2 Y +12 A
    39(CNC11)36016+2 I +2 Y Z11 or Zc9 +6 M
    43k(CIC13)100045+3 I +2 Y +13 A
    44(CNC12)40018+2 I +3 Y Z12 or Zc10 +6 M
    47(CIC14)110050+4 I +2 Y +14 A
    49(CNC13)44020+2 I +3 Y Z13 or Zc11 +7 M
     
    TECH TREE - Enhanced Decoy Missile
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    he Enhanced Decoy Missile (EDM) circles a ship at a fairly rapid pace while generating a DF signature that is nearly identical to the ships own DF signature. This confuses the guidance systems on homing weapons and can cause them to miss by detonating too early, too late, or just colliding with the targets DF (causing no damage).

    When a ship with EDM is targeted by LRW fire or Sprint Missiles roll 1d10, on a 1 or 2 the entire inbound volley is intercepted before any LRW Defense is checked. Launching additional EDM modified the interception value by +1 per EDM, limited by EDM generation. Add +1 to the target number if used against Pt family weapons.

    EDM may only be carried and launched from XO racks.

    EDM may be fired from escorting vessels to protect other ships. This must be specified in standing orders.

    SLCodeCostSpaceNotes
    6EDM1---4 MSP1
    10EDM2---4 MSP2
    14kEDM3---3 MSP2
    18EDM4---3 MSP3
    22kEDM5---2 MSP2
    26kEDM6---2 MSP3
     
    TECH TREE - Energy and Needle Beam
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Energy Beams fire streams of exotic matter particles that can survive transiting the DF boundary by decaying into ionizing radiation that damages and destroys computers, electrical systems, power systems, and interferes with energy fields. E-Beam damage bypasses part of the passive defense of a target, but is heavily affected by active defenses (shields).

    Active Defense is doubled versus normal E, multiplied by 1.5 versus capital E, and by 1.25 versus Heavy E.

    Passive Defense is reduced by a percentage equal to the E rating.

    SLCodeCostSpaceNotes
    0E1356Rating=5
    4E2355Rating=10
    5Needle Beam
    6Capital Energy Beam
    8kE3504.5Rating=15
    12E4604Rating=20
    16kE5704Rating=50
    20E6854Rating=55
    24kE7954Rating=70
    28E81104Rating=70
    32kE91254Rating=80
    36E101354Rating=85
    40kE111454Rating=90
    44E121604Rating=95
    48kE131704Rating=95


    Energy Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular version

    SLCodeCostSpaceNotes
    4Er1608ROF=2 Rating=5
    8Er2807.5ROF=2 Rating=10
    12Er31007.5ROF=2 Rating=15
    16Er41157ROF=2 Rating=20
    20Er51407ROF=2 Rating=50
    24Er61657.25ROF=2 Rating=55
    28Er71907.25ROF=2 Rating=70
    32Er82207.25ROF=2 Rating=70
    36Er92457.5ROF=2 Rating=80
    40Er102657.5ROF=2 Rating=85
    44Er112857.5ROF=2 Rating=90
    48Er123107.5ROF=2 Rating=95
    52Er133357.5ROF=2 Rating=95


    Capital Energy Beam

    SLCodeCostSpaceNotes
    6Ec1708Rating=10
    10Ec2958Rating=15
    14kEc31208Rating=20
    14kHeavy Energy Beams
    18Ec41458Rating=30
    22kEc51758Rating=35
    26Ec61958Rating=40
    30kEc72208Rating=50
    34Ec82458Rating=55
    38kEc92708Rating=55
    42Ec103008Rating=60
    46kEc113258Rating=65
    50Ec123458Rating=65


    Capital Energy Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular capital version

    SLCodeCostSpaceNotes
    10Ecr115013ROF=2 Rating=10
    14Ecr219513.5ROF=2 Rating=15
    18Ecr324514ROF=2 Rating=20
    22Ecr429514.5ROF=2 Rating=30
    26Ecr534514.5ROF=2 Rating=35
    30Ecr639014.5ROF=2 Rating=40
    34Ecr744014.5ROF=2 Rating=50
    38Ecr848514.5ROF=2 Rating=55
    42Ecr955515ROF=2 Rating=55
    46Ecr1058515ROF=2 Rating=60
    50Ecr1164015ROF=2 Rating=65
    54Ecr1268015ROF=2 Rating=65


    Heavy Energy Beam

    SLCodeCostSpaceNotes
    14Eh118012Rating=10
    18Eh221512Rating=15
    22kEh325012Rating=20
    26Eh429012Rating=25
    30kEh533012Rating=30
    34Eh636012Rating=35
    38kEh739512Rating=40
    42Eh843512Rating=45
    46kEh946012Rating=50
    50Eh1050512Rating=55


    Heavy Energy Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular heavy version

    SLCodeCostSpaceNotes
    18Ehr138523ROF=2 Rating=10
    22Ehr243021ROF=2 Rating=15
    26Ehr350021.5ROF=2 Rating=20
    30Ehr457522ROF=2 Rating=25
    34Ehr564522.5ROF=2 Rating=30
    38Ehr671522ROF=2 Rating=35
    42Ehr778522ROF=2 Rating=40
    46Ehr886022.5ROF=2 Rating=45
    50Ehr991022ROF=2 Rating=50
    54Ehr1099022.5ROF=2 Rating=55


    The Needle Beam is a highly focused and concentrated version of the Energy Beam. Unlike the E-Beam it does full damage to shields, however it does less damage overall and does not bypass armor. The Needle Beam however has one quirk that makes it valuable. If it manages to fully penetrate shields it has a chance to disable datalink systems. Regular needle beams have a 10% chance, capital needle beams a 20% chance, and heavy needle beams a 40% chance to disable any Z system. Halve these percentages for Zc.

    Penalties for lack of Z occur immediately for all affected units.

    SLCodeCostSpaceNotes
    5Ep1456
    7Ep2555
    9Capital Needle Beam
    11kEp3604.5
    15Ep4654
    19kEp5804
    23Ep6954
    27kEp71054
    31Ep81204
    35kEp91354
    39Ep101454
    43kEp111604
    47kEp121704


    Needle Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular version

    SLCodeCostSpaceNotes
    9Epr11009.25ROF=2
    12Epr21108.25ROF=2
    15Epr31207.5ROF=2
    19Epr41357ROF=2
    23Epr51607.25ROF=2
    27Epr61857.25ROF=2
    31Epr72107.25ROF=2
    35Epr82357.5ROF=2
    39Epr92607.5ROF=2
    43Epr102807.5ROF=2
    47Epr113107.5ROF=2
    51Epr123357.5ROF=2


    Capital Needle Beam

    SLCodeCostSpaceNotes
    9Epc1706
    13Epc2906
    16Heavy Needle Beam
    17kEpc31106
    21Epc41306
    25kEpc51456
    29Epc61656
    33kEpc71856
    37Epc82006
    41kEpc92206
    45Epc102406
    49kEpc112556


    Capital Needle Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular capital version

    SLCodeCostSpaceNotes
    13Epcr114010ROF=2
    17Epcr218010ROF=2
    21Epcr322010.5ROF=2
    25Epcr425511ROF=2
    29Epcr528511ROF=2
    33Epcr632511ROF=2
    37Epcr736511ROF=2
    41Epcr839511ROF=2
    45Epcr943511ROF=2
    49Epcr1046511ROF=2
    53Epcr1150511.5ROF=2


    Heavy Needle Beam

    SLCodeCostSpaceNotes
    16Eph11509
    20Eph21809
    24kEph32059
    28Eph42359
    32kEph52609
    36Eph62909
    40kEph73159
    44Eph83459
    48kEph93709


    Heavy Needle Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular heavy version

    SLCodeCostSpaceNotes
    20Ephr130016ROF=2
    24Ephr235516ROF=2
    28Ephr341516ROF=2
    32Ephr446517ROF=2
    36Ephr552017ROF=2
    40Ephr657017ROF=2
    44Ephr762018ROF=2
    48Ephr867518ROF=2
    52Ephr975018ROF=2
     
    TECH TREE - Engine Surge Protector
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    The Engine Surge Protector upgrade protects the ship against ADM’s. When shields down and hit by an ADM there is a percentage chance as listed to ignore the hit.

    On any roll of 01 the ESP is destroyed after stopping the ADM damage

    Only one ESP system may be installed per ship.

    SLCodeCostSpaceNotes
    8k(ESP1)50230
    13k(ESP2)80240
    19(ESP3)100140
    25k(ESP4)120150
    31(ESP5)1501/250
    37k(ESP6)2001/350
     
    TECH TREE - Force and Primary Beams
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    F is an SRW operating on the same principle as the propulsion systems of reactionless engines. F fires beams of focused Higgs-Gravity fields at the target, causing damage by disrupting the targets fields, energy, and structures at the sub-atomic level.

    SLCodeCostSpaceNotes
    0F1305
    3F2455
    5Capital Force Beam
    6Primary Beam
    7kF3505
    11F4655
    15kF5805
    19F61005
    23kF71155
    27F81305
    31kF91455
    35F101605
    39kF111755
    43F121905
    47kF132105


    Force Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular version

    SLCodeCostSpaceNotes
    4Fr1457ROF=2
    7Fr2707.5ROF=2
    11Fr31058ROF=2
    15Fr41358.5ROF=2
    19Fr51658.5ROF=2
    23Fr61959ROF=2
    27Fr72259ROF=2
    31Fr82609ROF=2
    35Fr92909ROF=2
    39Fr103159ROF=2
    43Fr113459.5ROF=2
    47Fr123759.5ROF=2
    51Fr134109.5ROF=2


    Capital Force Beam

    SLCodeCostSpaceNotes
    5Fc1709
    9Fc21009
    13kFc31309
    14Heavy Force Beam
    17kFc41559
    21Fc51859
    25kFc62109
    29Fc72409
    33kFc82709
    37Fc92959
    41kFc103209
    45Fc113459
    49kFc123759


    Capital Force Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular capital version

    SLCodeCostSpaceNotes
    9Fcr115014ROF=2
    13Fcr220515ROF=2
    17Fcr326015.5ROF=2
    21Fcr431015.5ROF=2
    25Fcr537016ROF=2
    29Fcr641516.5ROF=2
    33Fcr747016.5ROF=2
    37Fcr853016.5ROF=2
    41Fcr957517ROF=2
    45Fcr1063017ROF=2
    49Fcr1167517ROF=2
    53Fcr1273517ROF=2


    Heavy Force Beam

    SLCodeCostSpaceNotes
    14Fh120014
    18Fh224514
    22kFh328514
    26Fh433514
    30kFh537014
    34Fh641514
    38kFh745514
    42Fh849514
    46kFh954514
    50Fh1058014


    Heavy Force Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular heavy version

    SLCodeCostSpaceNotes
    18Fhr143526ROF=2
    22Fhr250525ROF=2
    26Fhr365028ROF=2
    30Fhr466026ROF=2
    34Fhr573526ROF=2
    38Fhr681526ROF=2
    42Fhr790026ROF=2
    46Fhr897526ROF=2
    50Fhr9106027ROF=2
    54Fhr10114026.5ROF=2


    The Primary Beam can skip shields and armor so long as they are not too thick to do direct HP damage. Regular Primary Beams can bypass a total of 100 shields + passive defense. Capital Primary Beams can bypass a total of 1000 shields + passive defense. Heavy Primary Beams can penetrate any number of shields and passive defense. If Primary Beams are unable to bypass shields + passive defense they have no effect.

    SLCodeCostSpaceNotes
    6Fp1354
    9Fp2504
    9Capital Primary Beam
    12kFp3604
    15Fp4654
    19kFp5804
    22Fp6904
    25kFp71004
    28Fp81104
    32kFp91254
    36Fp101354
    40kFp111454
    44Fp121604
    48kFp131704


    Primary Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular version

    SLCodeCostSpaceNotes
    10Fpr1756.5ROF=2
    13Fpr21007ROF=2
    16Fpr31157ROF=2
    19Fpr41357ROF=2
    23Fpr51607.5ROF=2
    26Fpr61807.5ROF=2
    29Fpr72007.5ROF=2
    32Fpr82157.5ROF=2
    36Fpr92408ROF=2
    40Fpr102658ROF=2
    44Fpr112858ROF=2
    48Fpr123108ROF=2
    52Fpr133358ROF=2


    Capital Primary Beam

    SLCodeCostSpaceNotes
    9Fpc11009
    13Fpc21309
    16Heavy Primary Beam
    17kFpc31559
    21Fpc41859
    25kFpc52159
    29Fpc62409
    33kFpc72709
    37Fpc82959
    41kFpc93209
    45Fpc103509
    49kFpc113759


    Capital Primary Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular capital version

    SLCodeCostSpaceNotes
    13Fpcr120515ROF=2
    17Fpcr226015.5ROF=2
    21Fpcr331516ROF=2
    25Fpcr436516ROF=2
    29Fpcr542516.5ROF=2
    33Fpcr648016.5ROF=2
    37Fpcr752517ROF=2
    41Fpcr858017ROF=2
    45Fpcr963017ROF=2
    49Fpcr1068517ROF=2






    Heavy Primary Beam

    SLCodeCostSpaceNotes
    16Fph123014
    20Fph227014
    24kFph331514
    28Fph435514
    32kFph540014
    36Fph644014
    40kFph748514
    44Fph852014
    48kFph956514


    Heavy Primary Beam Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular heavy version

    SLCodeCostSpaceNotes
    20Fphr145525ROF=2
    24Fphr254525ROF=2
    28Fphr362526ROF=2
    32Fphr470526ROF=2
    36Fphr578526ROF=2
    40Fphr687026ROF=2
    44Fphr796026ROF=2
    48Fphr8102526ROF=2
    52Fphr9112026ROF=2
     
    TECH TREE - Magazines
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Magazines consist not only of munitions storage but also the equipment needed to reload the magazine from external tenders. For the purposes of logistics, each magazine counts as 10 HS. Magazines must be dedicated to a single type of weapon (for example if a unit mounts both Sprint Missiles and Regular Missiles, they each must have their own dedicated magazine). This includes Capital and Heavy versions of the weapon, so a regular sprint missile magazine cannot supply a capital sprint missile system and vice versa.

    Magazine capacity is rated in Munition Supply Points (MSP). The description of magazine fed weapons will state the MSP size of the ammunition consumed by the weapon. Ammunition codes are also given in the description of the base weapon. For weapons with variable size ammunition (the Sprint missile family) the code will include the MSP size of the ammunition.

    SLCodeCostSpaceNotes
    0Mg101MSP=50
    0Mgs9½MSP=20
     
    TECH TREE - Sprint Missile
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    A sprint launcher is an SRW that fires a small fast missile designed to quickly arrive at a target with minimal homing guidance and carrying a larger warhead than a standard missile.

    Sprint missiles are coded GM(MSP) and are a variable sized MSP

    Standard Sprint Missiles are minimum MSP of 1 and maximum MSP of 10. Capital Sprint Missiles are minimum MSP of 11 and maximum MSP of 25. Heavy Sprint Missiles are minimum MSP of 26 and maximum MSP of 50.

    Sprint Missiles do Rating X MSP in damage

    SLCodeCostSpaceNotes
    0G1223Rating=2
    3G2312.5Rating=2
    5Capital Sprint Missile
    8kG3473Rating=3
    9HAWK
    9LRW EM
    11kG4403Rating=2 ROF=2
    15kG5704.5Rating=3 ROF=2
    19G6703.5Rating=3 ROF=2
    23kG7803Rating=3 ROF=2
    26G8954Rating=4 ROF=2
    30kG91104Rating=5 ROF=2
    34G101003Rating=2 ROF=3
    38kG111404Rating=3 ROF=3
    42G121654.5Rating=4 ROF=3
    46kG131804Rating=4 ROF=3
    50G141904.5Rating=5 ROF=3


    Capital Sprint Missile

    SLCodeCostSpaceNotes
    5Gc1456Rating=4
    9Gc2605Rating=5
    9HAWK
    9LRW EM
    12Heavy Sprint Missile
    13kGc3956.5Rating=4 ROF=2
    17Gc41006Rating=4 ROF=2
    21kGc51356.5Rating=5 ROF=2
    25Gc61456Rating=5 ROF=2
    29kGc71555.5Rating=5 ROF=2
    33Gc81705Rating=5 ROF=2
    37kGc92257Rating=4 ROF=3
    41Gc102356.5Rating=4 ROF=3
    45kGc112406Rating=4 ROF=3
    49Gc122807Rating=5 ROF=3


    Heavy Sprint Missile

    SLCodeCostSpaceNotes
    12Gh11209Rating=4 ROF=2
    16Gh21459Rating=5 ROF=2
    20kGh31759Rating=6 ROF=2
    24Gh42109Rating=7 ROF=2
    28kGh52508.5Rating=7 ROF=2
    32Gh62758Rating=7 ROF=2
    36kGh72959Rating=5 ROF=3
    40Gh83608.5Rating=5 ROF=3
    44kGh944012Rating=6 ROF=3
    48Gh1048011Rating=6 ROF=3
     
    Status
    Not open for further replies.
    Top