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TECH TREE - Engine Surge Protector

LordSunhawk

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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

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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

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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

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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
 
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

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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

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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

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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

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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

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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

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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

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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

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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

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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
 
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