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TECH TREE - Advanced Maneuvering

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Advanced Maneuvering stores extra engine energy in order to improve agility.

SLCodeCostSpaceNotes
7(AM1)10% E--+1 Agility
11(AM2)15% E--+2 Agility
15k(AM3)20% E--+3 Agility
19(AM4)24% E--+4 Agility
23k(AM5)28% E--+5 Agility
27(AM6)32% E--+6 Agility
31k(AM7)34% E--+7 Agility
35(AM8)38% E--+8 Agility
39k(AM9)42% E--+9 Agility
43k(AM10)46% E--+10 Agility
47k(AM11)50% E--+11 Agility
 
TECH TREE - Drive Field Stabilizer

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The drive-field stabilizer is a device that smooths out the power input and feedback to/from a military drive-field. By placing less stress on the engines, they are, as a group, better able to safely maintain a higher cruising speed.

NOTE – DFS and It CAN operate at the same time, any unit that suffers an engine burnout also burns out the DFS, Safe Cruise speed may never exceed maximum speed

SLCodeCostSpaceNotes
6(DFS1)3033% E+1 Safe Cruise
10(DFS2)4028% E+1 Safe Cruise
15k(DFS3)5033% E+1.5 Safe Cruise
20(DFS4)6028% E+1.5 Safe Cruise
25k(DFS5)7033% E+2 Safe Cruise
30(DFS6)8028% E+2 Safe Cruise
35k(DFS7)9033% E+2.5 Safe Cruise
40(DFS8)10028% E+2.5 Safe Cruise
45k(DFS9)11033% E+3 Safe Cruise
50(DFS10)12028% E+3 Safe Cruise
 
TECH TREE - Engine Tuners

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Engine Tuners are a brute force method of increasing speed, at the cost of increased radiation that kills crews after a short period. Engine Tuners may only operate ONCE per encounter, and each usage has a 10% chance to cause a -5% Global Combat Modifier due to loss of personnel and reduced morale.

SLCodeCostSpaceNotes
9(It1)4040% E+1 Speed
12(It2)6025% E+1 Speed
18k(It3)10050% E+2 Speed
24(It4)15030% E+2 Speed
30(It5)18070% E+3 Speed
36(It6)24040% E+3 Speed
42k(It7)280100% E+4 Speed
48(It8)42060% E+4 Speed
 
TECH TREE - Stealth Tuners

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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

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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.
 
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TECH TREE - HAWK

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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

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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

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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

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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

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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

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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

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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

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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
 
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TECH TREE - Advanced Damage Control

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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

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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

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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

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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

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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
 
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