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TECH TREE - Kinetic Weapon
  • LordSunhawk

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    A kinetic weapon is a LRW that fires a sliver of unstable matter wrapped in a drive coil that produces a temporary DF. While similar in principle to railguns or coil guns, the magnetic technology at the heart of such systems is useless when dealing with drive fields. Kinetic weapons are a clever work around that imparts a drive field to the coil that protects them long enough to turn into a jet of high energy sub-atomic particles and forces when the unstable matter vaporizes on collision with the target DF.

    Kinetic weapons have unlimited ammunition.

    Kinetic Weapons deal triple damage to targets lacking both shields and DF.

    SLCodeCostSpaceNotes
    0K1457
    2K2406
    6kK3555
    7Capital Kinetic Weapon
    9LRW EM
    10K41057.5ROF=2
    14kK51257ROF=2
    14kHeavy Kinetic Weapon
    14kBooster
    18K61205.5ROF=2
    22kK71555ROF=2
    26K81754.5ROF=2
    30kK92909ROF=3
    34K103209ROF=3
    38kK113609ROF=3
    42K1242010ROF=3
    46kK1344510ROF=3
    50K144709ROF=3


    Kinetic Weapon Rapid Fire

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

    SLCodeCostSpaceNotes
    4Kr1759ROF=2
    6Kr2858ROF=2
    10Kr31007ROF=2
    14Kr41609.5ROF=3
    18Kr51708ROF=3
    22Kr62008ROF=3
    26Kr72208.5ROF=3
    30Kr82708.5ROF=3
    34Kr938011ROF=4
    38Kr1041511ROF=4
    42Kr1150011.5ROF=4
    46Kr1254013.5ROF=4
    50Kr1359012ROF=4


    Capital Kinetic Weapon

    SLCodeCostSpaceNotes
    7Kc124521.5ROF=2
    9LRW EM
    11Kc225016ROF=2
    14Booster
    15kKc327014ROF=2
    19Kc429013ROF=2
    23kKc532512.5ROF=2
    27Kc636512ROF=2
    31kKc739511.5ROF=2
    35Kc841011ROF=2
    39kKc969517ROF=3
    43Kc1076516.5ROF=3
    47kKc1181016ROF=3


    Capital Kinetic Weapon Rapid Fire

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

    SLCodeCostSpaceNotes
    11Kcr138523ROF=3
    15Kcr242022ROF=3
    19kKcr345020ROF=3
    23Kcr451519.5ROF=3
    27kKcr556519ROF=3
    31Kcr662018ROF=3
    35kKcr759517ROF=3
    39Kcr866516ROF=3
    43kKcr999523ROF=4
    47Kcr10101522ROF=4


    Heavy Kinetic Weapon

    SLCodeCostSpaceNotes
    14Kh137524ROF=2
    14Booster
    18Kh237522ROF=2
    22kKh347021ROF=2
    26Kh480031ROF=3
    30kKh589030ROF=3
    34Kh694528ROF=3
    38kKh796027.5ROF=3
    42Kh8108027ROF=3
    46kKh9113026ROF=3
    50Kh10120025.5ROF=3


    Heavy Kinetic Weapon Rapid Fire

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

    SLCodeCostSpaceNotes
    18kKhr157531ROF=3
    22kKhr269030ROF=3
    26kKhr374529ROF=3
    30kKhr4114540ROF=4
    34kKhr5120038ROF=4
    38kKhr6125037ROF=4
    42kKhr7138036ROF=4
    46kKhr8145035ROF=4
    50kKhr9155534ROF=4
     
    TECH TREE - Laser
  • LordSunhawk

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    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 details.

    Lasers skip a fixed number of shields according to their rating.

    NOTE – This is NOT a percentage, but rather a FIXED bypass

    SLCodeCostSpaceNotes
    0L1274Rating=5
    2L2344Rating=8
    4Capital Laser Beam
    6L3413Rating=15
    10L4403Rating=25
    10Heavy Laser Beam
    14L6503Rating=60
    18L7603Rating=145
    22L8703Rating=190
    26L9803Rating=245
    30L10903Rating=300
    34L111003Rating=365
    38L121103Rating=365
    42L131203Rating=430
    46L141253Rating=505


    Capital Laser Beam

    SLCodeCostSpaceNotes
    4Lc1507Rating=5
    8Lc2757Rating=15
    12kLc3957Rating=35
    16Lc41207Rating=75
    20kLc51407Rating=130
    24Lc61657Rating=165
    28kLc71857Rating=200
    32Lc82057Rating=245
    36kLc92307Rating=290
    40Lc102507Rating=335
    44kLc112707Rating=400
    48Lc122907Rating=520


    Heavy Laser Beam

    SLCodeCostSpaceNotes
    10Lh113011Rating=10
    15Lh217511Rating=20
    18kLh319511Rating=35
    22Lh423011Rating=45
    26kLh526511Rating=55
    30Lh630011Rating=70
    34kLh733511Rating=85
    38Lh836511Rating=100
    42kLh940011Rating=115
    46Lh1043011Rating=150
    50kLh1146511Rating=200
     
    TECH TREE - Linked Weapon Targeting
  • LordSunhawk

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    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 lasers the player can specify in SOP or Mission Orders whether to boost damage or range. If range is boosted, the laser array can fire at LRW range and adds 75% of its rating to LRW Rating. These bonuses also disable multiplex targeting for the Laser shot.

    Lnk ability is an empire wide computer upgrade. No code is used on a units design as Lnk takes no damage, costs nothing, and takes no space. Lnk ONLY works with Laser weapons (not X-Ray Lasers)

    The number of lasers that can be linked into an array is governed by the Lnk generation. One may NOT have multiple Lnk arrays on any given ship.

    SLCodeCostSpaceNotes
    4hkLnk1------Links up to 2
    7hkLnk2------Links up to 3
    11hkLnk3------Links up to 4
    15hkLnk4------Links up to 5
    19hkLnk5------Links up to 6
    23hkLnk6------Links up to 7
    27hkLnk7------Links up to 8
    32hkLnk8------Links up to 9
    37hkLnk9------Links up to 10
    42hkLnk10------Links up to 11
    47hkLnk11------Links up to 12
     
    TECH TREE - Network Multi-Targeting
  • LordSunhawk

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    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 (FRN), where X is the number of (Mn) units in the swarm and Y is per system generation.

    Note, to use (Mn) the swarm must all possess Z

    SLCodeCostSpaceNotes
    4k(Mn1)10---Y=4, requires M2
    7(Mn2)20---Y=3, requires M4
    10k(Mn3)15---Y=4, requires M6
    14(Mn4)20---Y=3, requires M7
    18k(Mn5)25---Y=2, requires M8
     
    TECH TREE - Plasma Gun
  • LordSunhawk

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    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, they are capable of enormous damage if they hit.

    Plasma Guns reduce the effective Combat Sensor (Y) rating by 10 due to their extreme inaccuracy, however their effective Y is not affected by Engine Modulation Systems. So long as the plasma gun hits the drive field it will do damage.

    SLCodeCostSpaceNotes
    2Pg1283
    4Pg2302.5
    5Capital Plasma Gun
    8kPg3352
    12Pg4402
    16kPg5422
    20Pg6452
    22kPg7502
    26Pg8552
    30kPg9602
    34Pg10702
    38kPg11752
    42Pg12802
    46kPg13852
    50Pg14952


    Plasma Gun Rapid Fire

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

    SLCodeCostSpaceNotes
    6Pgr1404.5ROF=2
    8Pgr2454ROF=2
    12Pgr3604ROF=2
    16Pgr4704ROF=2
    20Pgr5854ROF=2
    24Pgr6904ROF=2
    26Pgr71004ROF=2
    30Pgr81154ROF=2
    34Pgr91254ROF=2
    38Pgr101404ROF=2
    42Pgr111504ROF=2
    46Pgr121554ROF=2
    50Pgr131603.5ROF=2


    Capital Plasma Gun

    SLCodeCostSpaceNotes
    5Pgc1404.5
    9Pgc2454
    12kPgc3503.5
    12kHeavy Plasma Gun
    16Pgc4603
    20kPgc5653
    24Pgc6753
    28kPgc7853
    32Pgc8953
    36kPgc91053
    40Pgc101153
    44kPgc111253
    48Pgc121353


    Capital Plasma Gun Rapid Fire

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

    SLCodeCostSpaceNotes
    9Pgcr1807ROF=2
    13Pgcr21006ROF=2
    16Pgcr31056ROF=2
    20Pgcr41155.5ROF=2
    24Pgcr51255.5ROF=2
    28Pgcr61455.5ROF=2
    32Pgcr71655.5ROF=2
    36Pgcr81855.5ROF=2
    40Pgcr92005.5ROF=2
    44Pgcr102205.5ROF=2
    48Pgcr112405ROF=2
    52Pgcr122555ROF=2


    Heavy Plasma Gun

    SLCodeCostSpaceNotes
    12Pgh1856
    17Pgh2905
    20kPgh3954.5
    23Pgh41004
    27kPgh51054
    31Pgh61204
    35kPgh71354
    39Pgh81454
    43kPgh91554
    47Pgh101704


    Heavy Plasma Gun Rapid Fire

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

    SLCodeCostSpaceNotes
    16Pghr117010ROF=2
    21Pghr21809ROF=2
    24Pghr31858ROF=2
    27Pghr41907.5ROF=2
    31Pghr52107.5ROF=2
    35Pghr62307.5ROF=2
    39Pghr72607.5ROF=2
    43Pghr82857.5ROF=2
    47Pghr93057.5ROF=2
    51Pghr103357.5ROF=2
     
    TECH TREE - Plasma Torpedo
  • LordSunhawk

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    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 works by colliding with the targets DF, shaping its own collapsing DF onto itself in a way that directs the resulting sub-atomic particles at the target.

    At SRW ranges the Pt functions as a homing weapon, at LRW ranges it does not. In neither case does it benefit from any systems that boost effective Y.

    Plasma Torpedoes use the code PT and are 3 MSP each.

    Pt can be intercepted by LRW Point Defense at either LRW or SRW bracket.

    Anti-Fighter Warhead R&D - At SL 6 the ‘Anti-Fighter Warhead’ project is unlocked, this is a special Empire Wide upgrade that permits targeting fighter squadrons with regular weapons and point defense systems. This is a special project that requires a one-time investment of 1500 MC and takes 2 turns to complete. This project does not consume an R&D Center. Upon completion anti-squadron attacks become available to all units at no further cost.

    Pt is at -10 Y at LRW range versus squadrons

    SLCodeCostSpaceNotes
    0Pt1406
    2Plasma Gun
    4Pt2505.5
    6Anti-Fighter Warhead
    7Capital Plasma Torpedo
    9kPt3755.5
    9kHAWK
    9kLRW EM
    13Pt41358ROF=2
    14Booster
    17kPt520010ROF=2
    21Pt624510.5ROF=2
    25kPt739015ROF=3
    29Pt846015ROF=3
    33kPt952515ROF=3
    37Pt1054515ROF=3
    41kPt1161515ROF=3
    45Pt1268015ROF=3
    49kPt1368514ROF=3


    Plasma Torpedo Rapid Fire

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

    SLCodeCostSpaceNotes
    4Ptr1559.5ROF=2
    8Ptr21009ROF=2
    13Ptr31508ROF=2
    17Ptr421014ROF=3
    21Ptr532013.5ROF=3
    25Ptr636013ROF=3
    29Ptr757021ROF=4
    33Ptr866520ROF=4
    37Ptr967019ROF=4
    41Ptr1074518ROF=4
    45Ptr1185017ROF=4
    49Ptr1287516ROF=4


    Capital Plasma Torpedoes

    NOTE – Capital Plasma Torpedoes use the code CPT and are 4 MSP each

    SLCodeCostSpaceNotes
    7Ptc1908.5
    9kHAWK
    9kLRW EM
    11kPtc21108
    13Heavy Plasma Torpedo
    14Booster
    15Ptc324515ROF=2
    19kPtc429014.5ROF=2
    23Ptc533014ROF=2
    27kPtc638513.5ROF=2
    29Ptc739013ROF=2
    33kPtc843012.5ROF=2
    37Ptc946512ROF=2
    41kPtc1081022ROF=3
    45Ptc1185521ROF=3
    49kPtc1286020ROF=3


    Capital Plasma Rapid Fire

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

    SLCodeCostSpaceNotes
    11Pctr116512ROF=2
    15Pctr221511.5ROF=2
    19Pctr342022ROF=3
    23Pctr450021ROF=3
    27Pctr558020ROF=3
    31Pctr659019ROF=3
    33Pctr759518ROF=3
    37Pctr877017ROF=3
    41Pctr974516ROF=3
    45Pctr10102025ROF=4


    Heavy Plasma Torpedo

    NOTE – Heavy Plasma Torpedoes use the code HPT and are 5 MSP each

    SLCodeCostSpaceNotes
    13Pth11459
    14Booster
    17kPth235520ROF=2
    21Pth345019ROF=2
    25kPth449018ROF=2
    29Pth552017.5ROF=2
    33kPth656017ROF=2
    37Pth761016ROF=2
    41kPth8107527ROF=3
    45Pth9114526ROF=3
    49kPth10114525ROF=3


    Heavy Plasma Torpedo Rapid Fire

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

    SLCodeCostSpaceNotes
    17Pthr130515ROF=2
    21Pthr265029ROF=3
    25Pthr371528ROF=3
    29Pthr479027ROF=3
    33Pthr584526ROF=3
    37Pthr691525ROF=3
    41Pthr799524ROF=3
    45Pthr8145034ROF=4
    49Pthr9146532ROF=4
     
    Quarters/Life Support
  • LordSunhawk

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    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 mounted on a ship to increase crew capacity if desired, but has no game effect beyond redundancy in the event of battle damage. No unit may mount more than 200% Q.

    Each Q can support a number of crew points equal to its capacity, all types of crew must be supported by Q. Support Condition is calculated as Life Support Points/Crew Points.

    Ships require 1 crew point per hull space.

    A unit uses the support condition it started a battle with, but immediately recalculates its status when its last Q is destroyed. Conditions are as follows.

    Normal Life SupportNormal Operation, SC 1 or higher
    Insufficient Life SupportHas active Q but SC is between .5 and .99. While in this condition the ship is at -10 on all rolls. After 1 turn in this condition the ship automatically moves to Failing Life Support condition.
    Failing Life SupportHas active Q but SC is above 0 but below .5. All rolls are at a -20 penalty. After 1 turn in this condition the ship automatically moves to Emergency Life Support.
    No Life SupportNo active Q. Ship automatically moves to Emergency Life Support until conclusion of current battle. If ship is not repaired or assisted the ship automatically moves to Complete Loss of Life Support.
    Emergency Life SupportIf Emergency Life Support has not been used since the last time the ship was in supply, all rolls are at -25. After 1 turn in this condition the ship automatically moves to Complete Loss of Life Support unless repaired or assisted.
    Complete Loss of Life SupportShip becomes a wreck with all crew dead.


    Docking with a Base automatically replenishes Emergency Life Support so long as the base has functioning Q. While docked with a base any ship is considered to have Normal Life Support.

    Luxury Cruise Suites are special Quarters that contain casinos, pools, zero-gravity gyms, theaters, and luxury suites. LQv earn 50 MC per turn and are limited to 1 per ship. An empire is limited to 1 (LQv) per 1000 MC of income. When used for diplomacy, (LQv) provide a +10 equipment bonus.

    Qv are used to transport troops (designated as Qt) and a single Qv and transport 1 Qt. Once EL 5 is achieved, troops can use drop-pods directly from Qv to the surface, before then small craft must be used to land forces.

    SLCodeCostSpaceNotes
    0Qv5.51Only support Qt
    0Q1101LSP=15 (16 on CT only)
    3Q2151LSP=20 (22 on FG only)
    5kQ3201LSP=25
    6(LQv)25025
    7Q4251LSP=30
    10kQ5371LSP=40
    13Q6501LSP=50
    16kQ7621LSP=60
    19Q8931LSP=80
    22kQ91251LSP=100
    25Q101501LSP=125
    29kQ111851LSP=150
    35Q122251LSP=200
    40kQ133001LSP=250
     
    TECH TREE - Recon Drone
  • LordSunhawk

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    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 Bay can dispatch RD through unexplored WPs. Doing so takes 1 turn, and there is a percentage chance that they will return with useful data. The return chance is listed in the individual generation RD. The only data generated is the presence of any damaging anomalies (if the drones return, there is no anomaly…) or ships from either other players or NPRs. Data is only revealed to players if and when the drones return. In addition, (RDB) reduces the number of turns surveying a new system takes by 1, to a minimum of 1 turn.

    Any vessel with a Recon Drone Bay can deploy drones as recon screens. Doing so increases effective Y against stealth systems of all kinds as well as giving a small bonus to LRW Point Defense. The bonus Y is listed in the respective stealth system listing, the LRW Point Defense boost is given in the Notes section.

    Recon Drones are based out of Recon Drone Bays and take up Mg space as listed in the ‘space’ column. A ship with (MS) can generate replacement drones in 1 full turn of production. Each ‘shot’ of drones have an endurance of 1 turn before being expended. In combat, drones are targeted as small squadrons and require 3 hits to destroy.

    SLCodeCostSpaceNotes
    4hk(RDB)50015
    4hkRD1301 MSP10%/1
    7kRD2501 MSP15%/1
    11kRD3701 MSP20%/1
    15kRD4901 MSP25%/1
    19kRD51102 MSP25%/2
    23kRD61302 MSP30%/2
    28kRD71502 MSP35%/2
    33kRD81702 MSP40%/2
    38kRD91903 MSP40%/3
    43kRD102103 MSP45%/3
    48kRD112303 MSP50%/3
     
    TECH TREE - Regular Missiles
  • LordSunhawk

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    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.

    Anti-Fighter Warhead R&D - At SL 6 the ‘Anti-Fighter Warhead’ project is unlocked, this is a special Empire Wide upgrade that permits targeting fighter squadrons with regular weapons and point defense systems. This is a special project that requires a one-time investment of 1500 MC and takes 2 turns to complete. This project does not consume an R&D Center. Upon completion anti-squadron attacks become available to all units at no further cost.

    Missiles use the code RM and are 1 MSP

    SLCodeCostSpaceNotes
    0R1304
    3kR2343
    5Capital Missile
    6Anti-Fighter Warhead
    7kR3504ROF=2
    9HAWK
    9LRW EM
    11kR4553.5ROF=2
    14Booster
    15R5653.5ROF=2
    19kR61054.5ROF=3
    23R71204.5ROF=3
    27kR81354.5ROF=3
    31R91454ROF=3
    35kR101504ROF=3
    39R112907.5ROF=3
    43kR122956.5ROF=3
    47R133006ROF=3


    Regular Missile Rapid Fire

    NOTE – to unlock the rapid fire version requires first researching and developing the regular v4ersion

    SLCodeCostSpaceNotes
    4Rr1484.5ROF=2
    7Rr2504ROF=2
    11Rr3704.5ROF=3
    15Rr4854.5ROF=3
    19Rr5954ROF=3
    23Rr61405.5ROF=4
    27Rr71605ROF=4
    31Rr81655ROF=4
    35Rr91755ROF=4
    39Rr102105ROF=4
    43Rr113558ROF=4
    47Rr123657.5ROF=4


    Capital Missiles are a breakthrough that allow for larger missiles with correspondingly larger warheads while retaining the performance of the smaller regular missile.

    Capital Missiles are coded CM and are 2 MSP each

    SLCodeCostSpaceNotes
    5Rc1606
    9Rc2705
    9HAWK
    9LRW EM
    12Heavy Missile
    13kRc31358ROF=2
    14Booster
    17Rc41708ROF=2
    21kRc51958ROF=2
    25Rc62007ROF=2
    29kRc72107ROF=2
    33Rc82306.5ROF=2
    37kRc93709.5ROF=3
    41Rc103959.5ROF=3
    45kRc114209.5ROF=3
    49Rc124509ROF=3


    Capital Missile Rapid Fire

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

    SLCodeCostSpaceNotes
    9Rcr11108.5ROF=2
    13Rcr21258ROF=2
    17Rcr321512ROF=3
    21Rcr428011.5ROF=3
    25Rcr529011ROF=3
    29Rcr631010.5ROF=3
    33Rcr734010ROF=3
    37Rcr836510ROF=3
    41Rcr949512ROF=4
    45Rcr1052512ROF=4
    49Rcr1155011ROF=4


    Heavy Missiles are an improvement on Capital Missiles. With even heavier warheads, improved EM, and more capable tracking they are a significant threat to those without them.

    Heavy Missiles are coded HM and are 5 MSP each

    SLCodeCostSpaceNotes
    12Rh129519ROF=2
    14Booster
    16kRh235519ROF=2
    20Rh341018.5ROF=2
    24kRh445017.5ROF=2
    28Rh549017ROF=2
    32kRh655015ROF=2
    36Rh784026ROF=3
    40kRh894024ROF=3
    44Rh996022ROF=3
    48kRh10100020ROF=3


    Heavy Missile Rapid Fire

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

    SLCodeCostSpaceNotes
    16Rhr154530ROF=3
    20Rhr263529ROF=3
    24Rhr370028ROF=3
    28Rhr476527ROF=3
    32Rhr580525ROF=3
    36Rhr690522ROF=3
    40Rhr7124533ROF=4
    44Rhr8127530ROF=4
    48Rhr9135027ROF=4
     
    TECH TREE - Shields
  • LordSunhawk

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    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 Shields themselves, but the Shield Regenerator is a separate technology (see SR entry)

    Shields require a uniform emitter coverage and must be able to completely encompass the unit, so SS and AF cannot mount shields.

    SLShield Regeneration Rate
    1Shields regenerate once combat is over, automatic with S
    3hk1 shield regenerates per 3 combat turns (if not hit)
    5hk1 shield regenerates per combat turn (if not hit)
    12hk1 HS worth of shields regenerates per combat turn (if not hit)
    18hk1 HS worth of shields regenerates per combat turn
    24hk2 HS worth of shields regenerates per combat turn
    32hk3 HS worth of shields regenerates per combat turn
    40hk4 HS worth of shields regenerates per combat turn
    48hk5 HS worth of shields regenerates per combat turn


    Shield Regeneration Rate increases are not prerequisites for later shields in the tree.

    SLCodeCostSpaceNotes
    1S141
    5kS262/3
    6Scan Shield
    9kS38½
    9kShield Regenerator
    13kS4101/3
    14hkPositronic Shields
    17kS512¼
    19hkDense Shields
    21kS6141/5
    25kS7161/6
    30kS8181/7
    35kS9201/8
    40kS10221/9
    45kS11241/10


    Positronic Shields give shields a greater response to skipping attacks by allowing the shields to force extra energy on an area that is weakening (by being hit). Unfortunately this extra power requires larger shield systems

    Positronic Shields function as 2 shields versus skipping weapons (FRD)

    Positronic Shields do not require separate R&D to develop but are available 1 SL after the corresponding regular shield they are based on. IE once S5 is developed, Sp5 becomes available at SL 18.

    SLCodeCostSpaceNotes
    2Sp181 ¼
    6Sp2121
    10Sp3162/3
    14Sp420½
    18Sp5241/3
    22Sp628¼
    26Sp7321/5
    31Sp8361/6
    36Sp9401/7
    41Sp10441/8
    46Sp11481/9


    Dense shields have heavy duty circuit breakers made out of expensive materials As such they are 5 times the cost and twice the size of a standard shield, but each point counts as 3 points of shields against standard weapons and act as 4 shields against skipping weapons.

    Dense Shields do not require separate R&D to develop but are available 1 SL after the corresponding regular shield they are based on. IE once S5 is developed, Sd5 becomes available at SL 18.

    SLCodeCostSpaceNotes
    2Sd1202
    6Sd2304/3
    10Sd3401
    14Sd4502/3
    18Sd560½
    22Sd6702/5
    26Sd7801/3
    31Sd8902/7
    36Sd9100¼
    41Sd101102/9
    46Sd111201/5
     
    TECH TREE - Scan Shield
  • LordSunhawk

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    Scan Shields allow ships to hide systems, holds, or quarters from being scanned.

    SLCodeCostSpaceNotes
    6Sc125.5Shields 1 item
    12Sc240.5Shields 2 items
    18kSc355.5Shields 3 items
    24Sc470.5Shields 4 items
    30Sc585.5Shields 5 items
    36kSc6100.5Shields 6 items
    42Sc7115.5Shields 7 items
    48Sc8130.5Shields 8 items
     
    TECH TREE - Shield Regenerator
  • LordSunhawk

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    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 turn, Y will result in Sr being disabled until repaired out of combat, and Z is the maximum number of S recharged in a given game turn.

    SLCodeCostSpaceNotes
    9hkSr14011/5/25
    12hkSr27012/10/50
    16hkSr311013/15/75
    20hkSr415514/20/100
    24hkSr520015/25/125
    29hkSr626516/30/150
    34hkSr734017/35/175
    39hkSr843018/40/200
    44hkSr954019/45/225
    49hkSr10700110/50/250
     
    TECH TREE - Tractor Beam
  • LordSunhawk

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    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 the range of engagement. A tractor beam can also be used outside combat to tow crippled vessels to bases for repair and several miscellaneous uses.

    Relative drive field strengths is determined with the following formulas. (Speed)(# of I or J per drive room, ½ # of Ic per drive room) to generate a ships drive field strength. Then compare. If target unit has a lower drive field strength then the vessel is caught in the tractor beam.

    Tractor Beams can tow multiple ships so long as no single ship’s drive field is too strong and the maximum HS allowance is respected.

    NOTE – Max is the maximum number of HS that a single tractor beam of that generation can handle.

    SLCodeCostSpaceNotes
    1T184Max-200
    2kT2102Max-400
    4Tractor Disruptor
    5T3122Max-600
    8T4202Max-1000
    11T5252Max-1500
    15T6302Max-2000
    19T7352Max-2500
    23T8401.5Max-2500
    27kT9451.5Max-3000
    31T10501.5Max-3000
    35T11751Max-3500
    39T12801Max-3500
    43T13851Max-4000
    47T14901Max-4000
    51kT15951Max-4500
     
    Last edited:
    TECH TREE - Tractor Disruptor
  • LordSunhawk

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    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 broken.

    SLCodeCostSpaceNotes
    4kTd1101Multiplier=2
    7kTd2201Multiplier=2.5
    10hkTd3301Multiplier=3
    14kTd4401Multiplier=3.5
    18hkTd5501Multiplier=4
    22kTd6601Multiplier=4.5
    26hkTd7701Multiplier=5
    30kTd8801Multiplier=5.5
    34hkTd9901Multiplier=6
    38kTd101001Multiplier=6.5
    42hkTd111101Multiplier=7
    46kTd121201Multiplier=7.5
    50hkTd131301Multiplier=8
     
    TECH TREE - Science Instruments
  • LordSunhawk

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    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 are passive in nature and can operate while under cloak without disrupting cloak.

    Planet Surveyors (Xp) are a specialized type of survey gear geared purely towards examining system bodies. (Xp) ratings are identical to the mounted X. Xp are not required for Xc (Capital Science Instruments)

    NOTE – multiple X and Xp ratings stack

    SLCodeCostSpaceNotes
    0(Xp)201
    1X130110
    3X240210.5
    4X350211
    6kX460311.5
    7Capital Science Instruments
    8X570312
    10kX680312.5
    13X790413
    17kX8100513.5
    21X9110614
    25kX10120714.5
    30X11130715
    35kX12140715.5
    40X13150716
    45kX14160716.5
    50X15170717


    Capital Science Instruments

    Capital Science Instruments are significantly more sensitive and capable than their smaller brethren. These systems are large enough that they can use the ship itself as a baseline for certain measurements. Therefore, any ship smaller than 52 HS suffers a ½ (FRD) penalty to Xc rating.

    Note – Multiple Xc ratings stack

    SLCodeCostSpaceNotes
    7kXc1100510
    11kXc2120611
    14kXc3140712
    17kXc4160713
    20kXc5180814
    25kXc6200815
    30kXc7220916
    35kXc8240917
    40kXc92601018
    45kXc102801019
    50kXc113001020
     
    TECH TREE - XO Racks
  • LordSunhawk

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    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 envelope, or so degrade performance without completely custom systems for each class of ship that it is generally accepted that XO racks should be used for truly specialized purposes. EDM and ADM are the two most common uses of XO racks, followed by the deployment of automated platforms and mines for WP defense.

    Armored XO racks have been developed to protect their cargo. aXO racks are only destroyed on a direct hit, unlike regular XO racks where any damage that gets past shields will destroy all XO racks. For recordkeeping purposes each hit that penetrates shields destroys one aXO or all XO.

    Each XO or aXO holds 1 MSP.

    The XO tree unlocks at EL4 automatically, or after encountering a Player or NPR which has used it at any EL.

    SLCodeCostSpaceNotes
    2(XO1)201 (XO1) per 7 HS
    5(XO2)301 (XO2) per 6 HS
    8k(XO3)401 (XO3) per 5 HS
    11(aXO1)601 (aXO1) per 6 HS
    12(XO4)601 (XO4) per 4 HS
    15k(aXO2)901 (aXO2) per 5 HS
    17(XO5)1001 (XO5) per 3 HS
    19k(aXO3)1201 (aXO3) per 4 HS
    23k(aXO4)1401 (aXO4) per 3 HS
     
    TECH TREE - Sensors
  • LordSunhawk

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    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 SL as the equivalent standard sensor yet provide targeting out to the LRW bracket for missile silos while detecting stealth units as a Tactical Sensor of the next highest generation. NOTE, Planetary Sensors of SL 50 have an effective SL versus stealth of SL 52.

    Tactical Sensors provide fire control support throughout the LRW and SRW envelope and permit the detection of stealth units as shown in stealth system rules. Tactical Sensors have a rating which is used to determine the accuracy of non-homing weapon systems.

    Capital Sensors are the most powerful tactical sensors available, and give a +10 boost to effective sensor SL against stealth in addition to their greater ratings for fire control.

    SLCodeCostSpaceNotes
    0ssSL0---
    0Y120110
    2Capital Sensor
    4Y235215
    5ssSL5---
    7kY355220
    10ssSL10---
    11Y475225
    15kssSL15---
    15kY595230
    19Y6120335
    20ssSL20---
    23kY7140340
    25ssSL25---
    27Y8160345
    30ssSL30---
    31kY9180450
    35ssSL35---
    35Y10200455
    39kY11220560
    40ssSL40---
    43Y12240565
    45ssSL45---
    47kY13260670
    50ssSL50---


    Capital Sensor

    SLCodeCostSpaceNotes
    2Yc11501020
    5Yc22501530
    9kYc34002040
    15Yc45002550
    21kYc56003060
    27Yc67003570
    33kYc77504080
    39Yc88004590
    45kYc990050100
     
    TECH TREE - Datalink
  • LordSunhawk

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    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 severe penalties to LRW rating, SRW rating, Y rating, passive defense (maneuver), active defenses, and point defense.

    Datalink must be the first internal (non-shield, non-armor) system. Only one Z-type system per unit is allowed.

    Z will be destroyed after a number of penetrating hits equaling its generation. Zc cannot be destroyed in this manner.

    Z systems form data groups which are the foundation of naval tactics. Each Z has a rating of either number of large units in the data group, or number of HS of ships. Z can connect EITHER the number of large units OR a total number of units less than or equal to the HS rating, whichever is higher.

    Units without Z or with destroyed Z suffer a 75% reduction in LRW, Point-Defense, and Y rating, and a 50% reduction in SRW rating, passive defense (maneuver) and active defense rating.

    NOTE – for the first turn of combat for a warp point assault, attacking units are without Z due to the WP transition effects on ship systems. Penalties go away after the first tactical turn.

    NOTE – All units in a data group must have either Z or Zc of the same generation. CNC provided Z or Zc counts as such for units so equipped. Units with CNC can equip a higher generation Z or Zc if appropriate as a separate system, this is the only circumstance where a unit may mount more than one Z type system.

    SLCodeCostSpaceNotes
    2Z1300Links 2 Large Units or 60 HS
    4kZ2400Links 3 Large Units or 120 HS
    6kInternal Datalink
    7kZ3500Links 4 Large Units or 200 HS
    10kZ4600Links 5 Large Units or 360 HS
    14kZ5700Links 6 Large Units or 500 HS
    18kZ6800Links 7 Large Units or 780 HS
    22kZ7900Links 8 Large Units or 1250 HS
    26kZ81000Links 9 Large Units or 1500 HS
    30kZ91100Links 10 Large Units or 1750 HS
    34kZ101200Links 11 Large Units or 2000 HS
    38kZ111300Links 12 Large Units or 2500 HS
    42kZ121400Links 13 Large Units or 3000 HS
    46kZ131500Links 14 Large Units or 3750 HS
    50kZ141600Links 15 Large Units or 4500 HS


    Internal Datalinks function the same as regular datalinks, however they are far less vulnerable to damage. Zc may be placed anywhere within the control sheet and are not destroyed by penetrating hits.

    SLCodeCostSpaceNotes
    6hkZc1603Links 2 Large Units or 60 HS
    9hkZc2803Links 3 Large Units or 120 HS
    12hkZc31003Links 4 Large Units or 200 HS
    16hkZc41203Links 5 Large Units or 360 HS
    20hkZc51403Links 6 Large Units or 500 HS
    24hkZc61603Links 7 Large Units or 780 HS
    29hkZc71803Links 8 Large Units or 1250 HS
    34hkZc82003Links 9 Large Units or 1500 HS
    39hkZc92203Links 10 Large Units or 1750 HS
    44hkZc102403Links 11 Large Units or 2000 HS
    49hkZc112603Links 12 Large Units or 2500 HS
     
    TECH TREE - Engine Modulation System and Counter Engine Modulation System
  • LordSunhawk

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    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 apparent DF, or give false readings as to maneuvers and such. This is a highly potent defensive system that can cause enemy fire to be ineffective in multiple ways. Firstly, by throwing off the aim of direct fire weapons, and secondly by causing shots that do hit the drive field to miss the ship itself.

    EMS is a standalone system and does not stack with itself. In addition, EMS cannot be active at the same time as any form of cloak apart from Deception ECM.

    EMS is rated for effectiveness, each point of rating directly adds to effective maneuver rating for purposes of evading direct fire, and at x10 is added directly to passive defense as a miscellaneous bonus.

    EMS is directly countered by Counter-EMS.

    SLCodeCostSpaceNotes
    5k?0201Rating=1
    6hk?1301Rating=2
    9kSquadron EMS becomes available free of charge to small craft
    11hk?2602Rating=3
    16hk?31203Rating=4
    21hk?42404Rating=5
    26hk?54805Rating=6
    31hk?69606Rating=7
    36hk?719207Rating=8
    41hk?828408Rating=9
    46hk?936809Rating=10


    Counter-EMS is a highly specialized AI system that analyzes a target, determines if it is using EMS, and uses modeling and prediction algorithms to adjust targeting solutions to attempt to compensate for EMS effects. Only one installation is allowed per ship and Counter-EMS only functions for the mounting vessel. ?c is rated both for the amount of EMS negated but also for the maximum number of ships it can negate at the same time.

    SLCodeCostSpaceNotes
    8hk?c01002SPECIAL – only detects presence of EMS and reports same
    11hk?c12002Rating=1 2 units
    15hk?c24003Rating=2 3 units
    19hk?c38003Rating=3 4 units
    22hk?c416004Rating=4 5 units
    25hk?c532004Rating=5 6 units
    29hk?c664005Rating=6 7 units
    33hk?c7128005Rating=7 8 units
    37hk?c8256006Rating=8 9 units
    41hk?c9512006Rating=9 10 units
    45hk?c101024007Rating=10 11 units
    49hk?c112048007Rating=10 12 units
     
    TECH TREE - Deception ECM
  • LordSunhawk

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    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 Stealth Tuners and Cloaking.

    Each generation of Deception ECM has an n rating, a vessel can appear to be any class of ship with n steps in hull size. In order to appear as a base a ship must be stationary.

    Deception ECM does not function in the turn that a ship transits a warp point, and cannot fool any unit that was in position to identify the ship before turning on ECM. However, if a unit cloaks and then activated deception ECM it becomes possible to deceive units.

    SLCodeCostSpaceNotes
    10tStandard and Combat sensors can detect Deception ECM at SRW range
    11hk?d1403n=2
    14hk?d2604n=3
    18hk?d3903n=3
    22hk?d41204n=4
    28hk?d51503n=4
    34hk?d61804n=5
    39hk?d72103n=5
     
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