Small Craft Tech | |
Ind-2/TL 1 - 11 | TL 18 |
TL 12 - 16 | TL 19 |
TL 17 | TL 20 - 22 |
Type |
Code |
Bb Points |
Tac Speed |
Inter/ Syst. Speed |
Crew Only Days |
Full Load Days |
Personnel Load |
Cargo Points |
PCF-a Airdrop |
Warp Capable |
Pt. Defense Equiv |
fXO rack Points |
Sensor Range |
MC Cost |
Cargo
Cutter |
ctc |
1 |
6 |
3 |
2 |
2 |
none |
25 |
no |
no |
no |
0 |
6 |
6 |
Cargo Shuttle |
stc |
2 |
7 |
4 |
12 |
12 |
none |
175 |
no |
no |
none |
0 |
20 |
18 |
Cargo Pinnace |
pnc |
5 |
7 |
4 |
24 |
20 |
0.50 Q |
350 |
no |
yes |
D |
0 |
20 |
40 |
Cargo
Cutter Tech Level 1
co-developed at no cost with regular cutter Cargo Shuttle Tech Level 1 co-developed at no cost with regular shuttle Cargo Pinnace Tech Level 7 co-developed at no cost with regular pinnace This trio of cargo-carrying small craft can unload one item (such as a deep space bouy, missile pod, or minefield pattern) in one tactical turn as long as they spend the entire tactical turn at speed 0 in the same tactical hex. If in a boatbay in a unit that has a CHS/CHS2, these small craft can take advantage of those systems as well, though at 1/5 the rate. Example, a cargo shuttle is in a boatbay of a ship that has 12 holds and a CHS. The cargo shuttle can be loaded/unloaded at a rate of 24 cargo space points per tactical turn. If it was a CHS2, then the rate would be 36 cargo space points. |
IND-2 Magazine, Mini (Mgm) (Similar to the original Mgm created by Damon Bradley) 1/2 hull space, 8mc, 80 stowage points, developed at no cost along with regular Mg. Like the Hs, a unit cannot mount more than one Mgm. This is to provide game balance and prevents the system from being used as a damage sink. TL 1 Tiny Boat Bay (BbT) (Similar to the original Micro Boat Bay created by Damon Bradley) 1/2 hull space, 8mc, developed at no cost along with (BbS). Can only hold one cutter. Ships larger than a destroyer must mount at least a (BbS) as they have greater small craft needs. Quarters (Freighter) (Qf) 1/2 hull space, 10mc, development cost of 200mc. Identical in basic function to a Qs except that it can only provide life support for 12 hull spaces. Despite its designation the Qf can be used on any hull type but is most useful on explorers and escorts. A Qf is too small to support flight crews and PCFs of any kind. TL 3 Long Term Denial (LTD) Warheads 3x base missile cost. Can only inflict planetary bombardment damage based on the original warhead size. Cannot accept any kind of warhead add-ons and modifications. LTD, otherwise known as 'dirty', warheads are designed to make planetary real estate thoroughly unusable. Filled with radioactive particles with half-lives lasting thousands of years, only desperate or filthy rich races would spend money to clean up planets so contaminated. For each EVM point destroyed by a LTD warhead it costs 300 MC to remediate it. TL 7 Neutron Warheads 1.5x base missile cost. Does full damage for planetary bombardment based on the original warhead size. Does regular damage to ship components except to shields, armor, and bulkheads, doing only half damage instead (FRD). Cannot accept laser and anti-matter modifications. Neutron warheads are for those occasions when you plan to use the real estate afterwards. Each point of EVM destroyed by a neutron warhead costs only 50 MC to remediate it. TL 8 Pinnace Liner
Laser (Mining) Lm 3 spaces, 40mc, Development Cost 3500mc Despite being devastated from the lost of their homeworld from the Axis, the Uan retrained a small, inventive R&D and engineering corps on their colony in the Backyard system. Seeking a way to improve the efficiency of mining lasers the Uan succeeded, and in the process also came up with an update to the venerable shipboard laser. While the advances made the mount 25% smaller the output and range was the same as the pre-space version of the weapon. Because of this no other race used the weapon aside from the Quagaar, and only then during the Pulurtan War. Used on Uan escort destroyers in rear area convoys the existence of this weapon was unknown to the Commowealth's enemies for years, and furthering this ignorance was the use of the designation Laser (Mining) in databases. To-Hit the same as beams. Also engages fighters/small craft as the standard L. Can also be used in minesweeping. Range/Damage
TL 9 Escort Shuttle
The Asteroid Axis, spurred by the Commonwealth's use of armed pinnaces, not only created their own version but also a new craft to serve as a supplement. It was a torturous exercise, for the AFC wanted a new craft that could utilize an equivalent of improved point defense while remaining the same size as an assault shuttle. When it proved impossible to have two point defense systems (the resulting craft would've been the size of a pinnace) the designers used the leftover space for two fighter ordnance racks and some passenger carrying capacity. Only the Axis made use of the escort shuttle since the Commonwealth and its allies found no compelling need to copy it. Carrier-based fighters proved to be better escorts and armed pinnaces were more flexible since they could transit warp points. Where the escort shuttle proved to be of moderate effectiveness was in the long-range interception of fighter strikes and in suicide attacks. Planet-based swarms of escorts shuttles became a familiar sight to Commonwealth fleets in the closing years of the Axis War. The escort shuttle is actually two boat bay points in size, but takes up three boat bay points due to the need for servicing the external racks and point defense system. Combined Shuttle Bay System (CSBS) development cost is 500mc Another Asteroid Axis invention, the CSBS allowed for more small craft to be carried and serviced than would otherwise be possible. When two or more shuttle bays, regardless of size, are arranged in a chain redundant structural reinforcement is removed, freeing up space and allowing for a more economical operation of bay equipment and maintenance. Boat bay points are increased by 20% and overall cost of the shuttle bays in a specific chain is reduced by 10%, all fractions rounded down. A shuttle bay so modified has the letter code 'c' in their designation, such as (BbTc) and (BbLc). Shuttle bays must be arranged in a chain of at least two bays in order to use the CSBS. The major drawback of the CSBS is that bays so arranged are collapsible as fighter hanger bays. Additionally, bays can still be destroyed by primary beams and needles beams in precision mode but won't cause them to collapse. TL 10 Reconnaissance Pinnace
The Crajen Small Craft Guild developed the Recon Pinnace in response to a requirement from the Commonwealth Space Navy. As the use of small scout ships became more perilous due to the Asteroid Axis' use of larger, armed scouts and fighter squadrons the CSN needed a new scout that was cheaper and explicitly more expendable. The new craft, designated Kingfisher in CSN usage, was the result. It was designed for extended patrols, having 50% more life support endurance than a regular pinnace with just the flight crew, and a reduced passenger capability to enable it to do SAR operations and boarding actions. Some cargo ability was retained so that scanner and com buoys could be deployed. No internal armament was carried as this would take up too much space due to power feeds, fire control runs, ammo storage and articulation mount that a fighter gun would require. Recon Pinnaces can datalink into groups of three, but external ordnance can only fire at one target. Point defense can fire independently. Recon Pinnaces can datalink with Apin+. The craft is actually four boat bay points in size, but takes six boat bay points due to the need for servicing the external racks and internal systems. TL 11 2nd Generation Plasma Torpedo (TRP2) 1.5mc, 8 cargo space points, ship XO required: 6, range from XO & internal launcher: 30, development cost 6,500mc The Jazta USN preserved in its use of plasma torpedoes, and after the development of the CAM2 they found that the drive used on plasma torpedoes could be improved. What resulted was a weapon that had a 25% range increase, was 20% smaller and still had enough surplus volume to increase the maximum warhead yield by 20%. By the time the Fendalen War was over 90% of their plasma torpedo inventory was of the TRP2 variety. It was called the 'Long Lance' in Jazta USN service. All other rules and restrictions for the TRP are applied to the TRP2. Range/To-Hit
Range/Damage
TL 12 Advanced Gun Launcher (Ga) 3 spaces, 40mc, development cost 4,000mc Can fire two gun missiles each turn. Each shot is treated as a separate volley as per Wa. This weapon system was developed and used almost exclusively by the Cazov. A wildcard technology when the race was at TL9, the Ga, when firing gun missiles armed with anti-matter warheads, made Cazov destroyer and cruiser squadrons dangerous at close range. Unique to them, the Cazov version of the Ga was a weird amalgam of advanced gun/missile launcher and electromagnetic catapult technology. For the Endril, the only other race to really use the Ga in numbers, the R&D was more conventional. When the capital gun/missile launcher was invented it was observed, with some modification, that a G's rate of fire could be doubled. This was possible because a GM was 'lighter' than a capital or close assault missile. Second Generation Gun Missile (GM2) 0.7mc, 2 cargo space points, development cost 3,000mc The GM2 can only be fired by the G and Ga systems. Base damage is two points. Has the same range and to-hit probabilities of a CAM2. Cannot be fired from XO racks. Like the CAM series of missiles, the GM2 cannot be intercepted by point defense. Persevering to the end, the Cazov's work on making the Ga more potent was realized with this missile. Based on the CAM2, the drive was downsized, eliminating its ability to be fired from XO racks in the process. This was no setback, since the range was made up when fired by internal launchers. Utility Shuttle
A private development of the Crajen Small Craft Guild, the utility shuttle fulfilled a recognized need for a craft that could supplement or even replace the Street Vendor class system maintenance ships in low-population systems. The stu was used for deploying and maintaining navigation buoys, system patrol, search and rescue, customs inspections, carry and land troops, and transporting cargo and passengers to distant intrasystem installations. The craft is physically larger than the regular shuttle and does take up three boat bay points due to the requirements of its sensor package, point defense, and airdrop capability. TL 14 Third-Generation Detonation Chamber (Dec3) 6 spaces, 120mc, development cost 31,000mc Uses the same rules as for Dec2. Fendalen scientists were able to make further advances in the field of x-ray lasers. By adapting containment field technologies used in the suicide rider warhead the second generation detonation chamber was further reduced in size. The new chamber was also more efficient in directing x-ray energy to the laser emitters. Lx/(Dec3) Range/Damage Table
Improved Shear Plane (Ci) 1 space, 25mc, development cost 4,500mc Uses the same rules as the C, but can stop two capital tractor beams in tractor mode. TL 15 Gamma Ray Laser (Grazer) System Gamma Ray Laser Detonation Chamber (Glc) 6 spaces, 200 mc, Development cost 34,000mc The (Glc) system follows the same rules as the (Dec2). Glx ammo is the same as that of the (Dec2) Gamma Ray Emitter (Lxi) 3 spaces, 60 mc, Development cost 3,000mc Instead of x-rays from an exploding nuclear warhead, the grazer system utilizes gamma radiation. A modified version of the 3rd generation detonation chamber was developed as well as an updated laser emitter (one capable of handling the increased energy output). Anti-laser armours are less effective against grazers. Such armours reduce individual grazer hits by 25% instead of 50%, all fractional points being lost. Grazers follow the same rules as x-ray lasers in regards to engaging fighters/small craft and minesweeping. Lxi/(Glc) Range/Damage Table
Tachyon Beam (Y) 6 spaces, 200 mc, development cost 90,000 mc Utilizing tachyons, this beam inflicts its damage left to right on a unit's control sheet. However, if a target has raised shields then the damage is divided between shields and armour (if no armour is present then it goes to internal systems). Any leftover point of this damage division is applied to shields first. If shields are down as a result of tachyon damage any leftover points are applied to systems immediately to the right on the target unit's control sheet. For cases where only a single point of tachyon damage is done, the point is applied first to shields (if up), then to armour and finally to interior systems. If tachyon beam damage reaches internal systems then roll 1D10 and divided by 2 (FRU). The result is the number of the intact internal system reached that the beam will destroy first. Any remaining point(s) will destroy the system(s) immediately to the right of the first system destroyed. Destroyed internal systems are ignored but deactivated ones are eligible. Each tachyon beam in a volley that does internal damage is rolled separately. Tachyon beams can engage fighters/small craft as lasers and can be used in minesweeping. Y Range/Damage Table
Improved Needle Beam (Ni) 3 spaces, 80 mc, development cost 9,000 mc Same rules and usage as the original N, but has a range of 15. 3rd Generation Standard Missile (SM3) 0.35mc, 1 cargo space point, development cost 15,000mc, takes 1 XO rack. In developing the SM3 the Foamasi had to make some choices. Engine modulation could be added, but in order to keep the missile the same size as a SM2 the drive had to be reduced, giving it the same range as the old SM. To maintain the same range as a SM2 with engine modulation the missile had to be enlarged by 50%. Employing the same miniaturized EM suite as used on the fM4 would result in a missile costing twice as much as a ERBM. So the Foa Science Directorate settled on extending the range and further refining the targeting package. The Pulurtans were surprised by this new missile, smug in their own technical superiority, and scrambled quickly to duplicate it. The SM3 has the same range/to-hit as a SM2 in regards to engaging fighters/small craft in sprint mode. Range/To-Hit
Sprint Mode Range/To-Hit
TL 17 2nd Generation Anti-Matter Generator (AMG2) (Inspired by the AMG as published in Communique #12 and refined on Damon Bradley's AMG2) 3 spaces, 200 mc, development cost 10,000mc Can charge up to 20 base warhead points per turn. Can charge 2 HBM1 or HBM2 missiles per turn. Follows all other rules regarding the original AMG. 2nd Generation Capital Variable Focus Beam (Fvc2) (A variant of Damon Bradley's Fvc2) 6 spaces, 300mc, development cost 60,000mc Follows the same rules and restrictions as the Fvc. In force beam mode, has the range and power of a third-generation capital force beam. In primary beam mode, has the range and power of a second-generation capital primary beam. 4th Generation Overload Dampener (O4) 1 space, 180mc, development cost 12,000mc Can absorb 5 points of energy beam damage per volley or be burned out after absorbing up to 15 points of damage in one volley. Follows the same rules as previous generations of overload dampeners. In regards to needle beams a O4 can absorb up to five needle beam hits in non-precision mode in one volley safely. It is still burned out if used to intercept one needle beam in precision mode. Advanced
Freight
Tractor Beam (Tfa) (Inspired by Damon Bradley's Micro
Tractor Beam) 3.2mc, 20 cargo space points, development cost 25,000mc Same stats as HBM1, but base damage is 12 points. 2nd Generation Capital Anti-Fighter Missile (AFMc2) 11mc, 2.25 cargo space points, development cost 1,500mc An updated version of the original AFMc. Has the same restrictions as an AFMc, but has a much greater range and improved probability to hit over that range. Based on the CBM, the AFMc2 has engine modulation that reduces point-defense interception rolls numbers by one. AFMc2 Range/To-Hit Table (vs. all)
Harden Small Craft Datalink Pod (fZh) 50mc, development cost 8,000mc, 0.25 cargo storage point, 1 fXO. Can also be mounted internally in place of weapon. When confronted by the High Navy's new gunboats and fighters equipped with internal harden datalink the Jazta Union sought a way to deploy their own version. Having not quite reached the level of sophistication to allow such a system to be built as integrated equipment, the Jazta developed a pod-based version. Squadrons of gunboats and fighters equipped with hardend datalink pods are immune to datalink jamming as long as they're in the same tactical hex. Small craft, specifically armed pinnaces, 2nd generation assault shuttles and 2nd generation pinnaces (3rdedR) can use the fZh. Small craft so equipped can operate in datagroups of three units. However, this datalink is limited to weapons carried on external ordnance racks. The fZh allowed squadrons to actually conduct meaningful point-blank attacks instead of standing off and lobbing laser or anti-matter armed fighter missiles. Even so the new pod took up space that could've been used for weapons. The Jazta shared their discovery with the CPS, their allies, and even the Fendalen Kingdom. When the allies eventually made their own GB4s and JSF2s the fZh pod was retired along with the older gunboats and fighters. Fifth Generation Anti-Fighter Missile (AFM5) 4.5mc, development cost 1,800mc, 1 cargo space point. The AFM5 follows the same rules for AFMs regarding engaging small craft/gunboats. AFM5 Range/To-Hit Table
3rd Generation Plasma Torpedo (TRP3) 2.25mc, 8 cargo space points, ship XO required: 6, range from XO & internal launcher: 32, development cost 11,000mc With insights gained from developing the Pg3 the Jazta were able to produce a new plasma torpedo. Warhead strength as well as range was increased. All other rules and restrictions for the TRP are applied to the TRP3. Range/To-Hit
Range/Damage
TL18 4th Generation Shields (S4) 1/12 of a space, 20mc, development cost 9,000mc 4th Generation Composite Armour/Bulkhead (Ac4/Bc4) 1/12 of a space, 15mc, development cost 8,000mc 4th Generation Anti-Laser Armour (AI4) 1/8 of a space, 18mc, development cost 8,000mc Tachyon Communication and Scanner Technology (TCS) The first practical application of tachyon technology, the tachyon beam weapon, was developed by the Terpla'ns. It took considerable effort and research to refine the technology so that it could be used for communication and scanning purposes. With the help of this technology the CPS was able to achieve a significant advantage over the Pulurtan High Navy in the last third of the war. Development cost is 150,000mc. Once the research is complete and transmitted via the ICN, TCS can be implemented by the recipient systems one month after receiving the information. For populated system bodies to use TCS in space-based industry, however, a one-time fee equal to 5% of its Gross Planetary Value must be spent, the technology becoming available the month after the fee was paid. Tachyon communication range, both omni-directional and tight beam, is tripled that of conventional communication technology. Additionally, tachyon communication is in real time, with no appreciable delay. Only those populations/ships/other units equipped with tachyon communications can receive tachyon-based messages. A population/ship/other unit without a tachyon communication system cannot receive tachyon-based messages. Tachyon sensor range is also tripled, and its detection ability is in real time as well. Tachyon-based sensors are also better at detecting cloaked units, doubling the chances for all aspects of detection but the range is the same as conventional scanners in this regard. For deception mode ECM, the base percentage chance to see through the deception is improved from 10% to 12% (UTM 27.13.08.2.1). Detection range is tripled for system surveys. Ships and other large units built in systems that have TCS get inherent tachyon scanners and communications for free. Otherwise a one-time fee equal to 25% of the base (unmodified) hull cost of the large unit must be paid and the refit takes one month in a shipyard/machine shop module. Small units, such as buoys, small craft, fighters, gunboats, and drones, cannot be retrofitted with TCS. Such units can be built with tachyon communications, scanners, and small craft datalink at no increase in cost. Below is the list of tech items that can be built or refitted with tachyon technology. Required spaces and stowage points are unchanged.
Units with Xry, Xsy, (2Mixy) or fXy reduce the effectiveness of Ghostmaker ECM mounted on enemy units by 50% (FRD). Thus a unit equipped with ?g1 is unaffected but a ?g2 and ?g3 are reduced in effectiveness by 1. Prototype (F0) fighters and first generation cutters have a sensor range of 20 tactical hexes when built with TCS. All successive generation of fighters and small craft other than cutters have a sensor range of 60 tactical hexes (and the target and identification abilities of an Xr up to range of 40 tactical hexes) when built with TCS. Those fighters, small units and gunboats with fXry have the stated range of that system. Second generation cutters with TCS have a sensor range of 20/30 tactical hexes. A unit equipped with Z2y/Z2cy can only datalink with similarly-equipped units. To be able to datalink with a non-tachyon equipped unit increase the cost of the Z2cy by 100mc and the Z2y by 40mc. Similarly, small craft, fighters and gunboats equipped with tachyon-based datalink can only datalink with similarly-equipped units. Large unit (i.e. bases and ships) datagroups that are composed solely of Z2y/Z2cy have a maximum datalink range of 6 tactical hexes for offensive weapons. Dxe/Dce range for missile coverage is still limited to 3 tactical hexes. Z2cy and Z2y cannot be jammed by the TL 9 Jammer ECM (?j). Fighters, gunboats and other small craft equipped with TCS are immune to jamming (?j) as well as to gunboat jammer packs (gJ-1 and gJ-2). Ships using their inherent tachyon sensors can detect mines at a range of one tactical hex. Xry, Xsy, and 2Mi-xy can detect minefields at three tactical hexes. MCSy can control 100 MFy patterns in the same tactical turn at a range of 120 tactical hexes. A DCS2y can control 100 tachyon-equipped buoys in the same tactical turn at a range of 90 tactical hexes. Control from beyond these ranges are handled as regular mines/buoys. Units equipped with inherent tachyon sensors do not need Xr, Xrs, (2Mix) or be datalinked to a unit with such systems in order to engage fighters with non-laser based beam weapons. Units with inherent tachyon scanners within 10 tactical hexes of a 'shields down' unit can determine the numbers and kinds of internal systems said unit has. Units with Xry, Xsy, 2Mi-xy or fXy have a range of 30 tactical hexes in this regard. Units with inherent tachyon scanners will still need the use of Xr (Xry) or Xrs (Xsy) or datalinked to a unit that dose in order to use needle beams in precision mode. Units with Z2y/Z2cy can form new datalinks in two tactical turns. Shields, drive fields, weapons and point defense can remain up during this process. Ships equipped with science instruments of any generation can detect tachyon scanners. Only the presence of active tachyon long-rang scanners can be determined, not the range or general direction of the mounting unit(s). Omni-direction tachyon communications can be detected as well, but not tight-beam communications. In regards to a ship's blind spot, the chaos created by a ship's drive field greatly reduces the effectiveness of tachyon sensors. But unlike conventional sensors, tachyon sensors can provide enough information so that point defense can be used in a ship's blind spot. The penalties, however, are high. A ship with any kind of tachyon sensor (inherent, Xry, Xsy, 2Mi-xy) can use its own point defense systems to engage missiles fired from within its blind spot with a -5 penalty to the intercept rolls. The reason the penalty is not higher is that point defense systems utilize (in part) proximity-fuzed kiloton range nuclear warheads to intercept missiles and fighters. The -5 penalty extends to point defense systems engaging fighters/gunboats/and small craft in the blind spot of the mounting unit as well. HAWK-equipped missiles are able to be used in blind-fire mode at a -3 to-hit. When handed-off to a datalinked unit equipped with tachyon sensors, there is no to-hit penalty. Improved and 2nd generation improved multiplex tracking, even a tachyon-based one, still can't providing targeting bonuses for the mounting unit with HAWK-equipped missiles in blind-fire mode. Tachyon-Targeting Gun/Missile Launcher (Wy) 3 spaces, 100mc, development cost 20,000mc An adaption of the Wa2, the Wy utilizes the firing unit's tachyon sensors to provide accurate long-range targeting. Due to this advance the Wy can fire three times per turn, each shot can either be in standard or sprint mode. If used on unit that does not have some form of tachyon sensors or datalinked to unit that does then the Wy behaves like a Wa2. Advanced Box Launcher (Wba) 2 spaces, 120mc, development cost 15,000mc Same rules and restrictions as the Wb/Wbi, but can load/unload at a rate of 3 cargo space points per turn. For example, it will take one turn to load a CBM instead of two, and three SM2s can be loaded in one turn. Due to loading restrictions, it is not possible to add a one cargo space missile in the same turn of loading/unloading a 2.25, 2.5 or 2.75 cargo space missile. However, it is possible to load a one cargo space missile in the same turn of loading a two cargo space missile, namely the AFMc. Like the original Wb, the Wba cannot fire on the same turn that it is loading/unloading. A Wba can hold 4 spaces worth of missiles, just like the Wbi. Utilizing a stripped-down version of the tractor/presser loading system of the advanced capital gun/missile launcher, Pulurtan scientists were able to appreciably increase the loading rate of the missile box launcher. Originally, the Pulurtan High Navy, weighing its needs in the war against the Fendalen/CPS alliance, felt that the Wbi was suitable for its needs (launching EDM and AFMs). It was only with the intervention of the Duke of Blue River (and 7500mc from his personal treasurey) that persuaded the Navy to change its mind. 2nd Generation Shield Regenerator ($R2) (A variant of Damon Bradley's $R2) 1 space, 175mc, development cost 30,000mc Follows same rules as the shield regenerator. In standard mode can regenerate 8 shields per tactical turn in the record keeping phase. Divide the number of $R2 used in standard mode by eight to determine the number of $R2 that are burned out (round fractions down). Can restore a maximum of 200 shields per turn. In burst mode a single $R2 can regenerate 40 shields. Burst mode regeneration cannot restore more than 200 shields at a time. If used on a hull larger than 750 hull spaces the price of the $R2 is doubled. Units can be equipped with $R1 and $R2, but only one generation of shield regenerator can be used each tactical turn in standard mode. Spinal Converging Anti-Matter Beam (Cbs) 15 spaces, 500mc, development cost 80,000mc To-hit same as for spinal beam weapons A huge, brutal weapon, the Cbs was researched and built by the Pulurtans. The Cbs was designed to overwhelm the shielding of large ships, bases and asteriod fortresses. Due to structural requirements, only one Cbs can be mounted for every fifty hull spaces (FRD). Thus, a fifty space CA is the smallest ship that can mount a Cbs. Cbs Range/Damage table
6 Spaces, 250mc, development cost 36,000mc Increases the efficiency and range of grazers. Follows same rules as (Glc) Lxi/(Glc2) Range/Damage Table
Spinal Grazer (Gls) 8 spaces, 300mc, development cost 75,000mc To-hit same as for spinal beam weapons The Gls incorporates its own firing chamber for its ammunition. It is also notable for being 20% smaller than most spinal weapons. Due to structural requirements, only one Gls can be mounted for every 24 hull spaces. Thus, a 24 space DD is the smallest ship that can mount a Gls. The Gls does use ammunition like the Glc and follows the same rules as the (Dec2). Gls Range/Damage Table
Spinal Tachyon Beam (Ys) 10 spaces, 350mc, development cost 100,000mc To-hit and firing arc same as for spinal beam weapons. Uses the same rules as the Y. Due to structural requirements, only one Ys can be mounted for every 30 hulls spaces, thus making a 30 space DD the smallest ship that can carry the weapon. Ys Range/Damage Table
4th Generation Capital Force Beam (Fc4) 6 spaces, 300mc, development cost 45,000mc Same range and damage as Fc3, but can fire twice per turn in the manner of a Wa (i.e. each shot is treated as a separate volley). The Hokum Imperium's R&D community, inspired by the Fvc2, tried to develop a capital primary beam that had the same firing rate as a capital force beam (no cool-down period like regular primaries). The required materials and technology just wasn't present. Had the researchers kept going down that route, then it would've required a higher level of overall technical development to reach their goal. However, with incredible perseverance, the R&D team's first attempt to create the required power capacitor for the weapon worked. While it lacked the governors and lensing for the primary beam function, it did allow for a doubling of the firing rate per combat cycle. The Fc4 was solely used by the Hokum during the Pulurtan war. 4th Generation Het Laser (HET4) (Created by Damon Bradley) 4 spaces, 180mc, development cost 45,000mc Below is the initial write-up by Damon Bradley As interstellar races advanced, the destructiveness of their weaponry reached astonishing proportions, to where a single missile strike or beam weapon hit could literally tear a warship in half. The same destructive power came in the Fourth Generation Hetrodyne Laser built and fielded by the Pan-Sentient Union. A powerful laser weapon, hetlasers had been developed to a point where their fantastically adaptive optics could no longer handle the power load without burning out within seconds of activation, until Vice-Admiral Yang’s development team created the ring laser at Utopia Maria. Normally during combat a standard warship would rotate on its axis to allow all of its standard weaponry to fire, but with the advent of the ring laser that process was no longer needed. With the new HET4, adaptive optics are built in “rings” around the hull, giving the hetlaser a huge advantage in firepower over its stationary predecessors. Laser energy could be expelled anywhere along the laser ring and is constantly shifted to prevent optical burn outs, thus giving the HET3 laser a new level of firepower, and a new designation: HET4. The HET4 is 4 hull spaces in size and costs 180MCr. Dev cost is 45,000. TL18 In regards to the Pulurtan/Alliance War the HET4 was developed from expediency. The High Navy could've easily built its own version of the Fendalen grazer system. It did not, citing that the weapon needed phyiscal ammunition, and any such ammo would come at the expense of missile storage. With an appreciable gain in firepower the HET4 was a welcome addition to the battleline. The HET4 was built and refitted on all High Navy units except, initially, the Footman class of light cruisers. Since that class was no longer in production it was felt that refitting them with the new weapon would be a waste of time and materials. Only near the end when every ship had to be at maximum combat effectiveness did the Footman class received the HET4. HET4
Range/Damage table
4th Generation Plasma Gun (Pg4) (Created by Damon Bradley. From Sky Marshal #3) 2 spaces, 125 mc, development cost 32,000mc Same range and damage as Pg3, but can fire twice per turn in the manner of a Wa (i.e. each shot is treated as a separate volley). 4th Generation Gunboat (GB4) 190mc, development cost 20,000mc Identical in all regards to a third generation gunboat except for three improvements. A forth generation gunboat can carry four internal weapons. Second, the GB4 has anti-laser armour incorporated into its hull. It can still be destroyed by any weapon that can kill a GB, but if hit by a laser then apply the anti-laser armour rules. The practical result of this is that a laser must be able to do two points of damage in one hit in order to destroy a GB4. This also means that in a small craft/fighter/gunboat environment a GB4 can withstand more laser hits until the range was reduced (and was practically immune to the regular fighter laser).* The third improvement is the addition of hardened small craft datalink. Datalink jamming will not work as long as GBs equipped with hardend datalink are in the same tactical hex. GB3 and GB4s can be integrated into the same squadron but only GB4s will be able to keep a datalink while in the range of an active jammer. Developed by the High Navy, this new generation of gunboats gave Alliance admirals all sorts of headaches until they were able to copy the new system. * Important note. Even with the advantage of anti-laser armor, if a GB4 is carrying external anti-matter ordnance when it is hit by a laser then it is considered destroyed. 2nd Generation Joint Space Fighter (JSF2) 100mc, development cost 14,000mc Same stats and performance as the JSF, but, like the GB4, the JSF2 has anti-laser armour incorporated into its hull. A laser will have to do at least two points of damage in order to destroy a JSF2. As a result, the regular fighter laser was rendered useless as an anti-fighter weapon. This made the internal fighter hetlaser the standard ordnance for prolonged anti-figher/gunboat combat, followed by gun packs.* The JSF2 also has hardened small craft datalink. Datalink jamming will not work as long as JSF2s equipped with the hardend datalink are in the same tactical hex. JSF and JSF2s can be integrated into the same squadron but only JSF2s will be able to keep a datalink while in range of an active jammer. As with the GB4, the JSF2 breathed new life into fighter squadrons, allowing them once again to be used to full effect at point-blank range. * Important note. Even with the advantage of anti-laser armor, if a JSF2 is carrying external anti-matter ordnance when it is hit by a laser then it is considered destroyed. Sixth Generation Fighter Missile (fM6) 3.25mc, development cost 9,000mc, 1 fXO, 0.25 cargo space point Like the fM5, the fM6 is a -2 for point defense to intercept. Range/To-Hit
TL 19 Improved Heavy Bombardment Missile Launcher (Rhi) 12 spaces, 650mc, development cost 120,000mc Follows the same rules as the Rh. With further research, the High Navy was able to make the Rh 20% smaller, freeing shipboard volume for other weapons. 3rd Generation HBM (HBM3) 3.5mc, 20 cargo space points, development cost 27,000mc Same stats as HBM1, but base damage is 16 points. Can be charged at rate of two HBM3 per (AMG2). 3rd Generation Anti-Matter Warheads (3AM) Development cost 45,000mc x16 missile cost An important, and serendipitous, discovery made by the High Navy HBM3 development team was that the upgraded anti-matter containment field generator they created could be scaled down to fit on capital, standard, and even fighter missiles. Ship missiles and fR so equipped do four times the damage of a nuclear warhead. Fighter missiles with 3AM do triple damage. Missiles with 3AM have the suffix -c attached to their designations. Fighter rockets and missiles equipped with 3AM cost 9x the base missile price. Useful as it was, the High Navy production of 3AM warheads was restricted due to cost. A HBM3-c:sc2:p2 would cost 252mc compared to 141.75mc if the same missile was built to handle only AAM. Because of this, HBM3-c made up only about 20% of the typical loadout on High Navy HBM-armed ships. For standard missiles it was cheaper to go with AAM since a SM2-c:sc2:p2 did the same amount of damage as a SM2-b:sc2:p2. When it came to fighter missiles, fighter rockets, and capital gravitic missiles the High Navy was willing to pay the additional costs for the additional damage. 2nd Generation Anti-Matter Minefield (AMMF2) 60mc per pattern 100 cargo points Development cost 14,000mc Follows the same rules as the AMMF, but each hit does 4 points of damage. 3rd Generation Capital Variable Focus Beam (Fvc3) 6 spaces, 400mc, development cost 70,000mc In force beam mode, has the range and power of a third-generation capital force beam. In primary beam mode, has the range and power of a third-generation capital primary beam. Another major breakthrough for the High Navy. With Alliance forces getting ever closer to the Pulurtan core worlds the minds of R&D scientists became even more inventive and adaptive. With the use of new synthetic materials and gravitic field technologies from the HBM program, it was possible to produce the Fvc3. One major benefit of the dual gravitic lensing capability is that the Fvc3 can fire in force beam mode on turns when the primary beam function is cooling down. Gravitic Capital Missile Launcher (Wg) 5 spaces, 200mc, development cost 45,000mc In the latter half of the war the Pulurtan High Navy, like most navies suffering reverses, needed a way to streamline its supply and logistics resources. With much thought and contemplation it was decided that a capital-sized missile that can both be used in standard and sprint mode was needed. If such a missile could be built it would eliminte the need for ships to carry a separate supply of CAMs. Fortunately for the Pulurtans, the R&D team dedicated to the new gravitic capital missile launcher project were able to make a breakthrough. The new Wg makes use of a 'bare-bones' gravitic launcher based on the one utilized by the Rhi. Because of this, the new missile fired by the Wg can fully utilize its own gravitic drive in the latter half of its attack run, giving it the same range as an ERBM. The Wg can fire twice per turn like the Wca (i.e. each shot is treated as a separate volley). It can also fire any missile that the Wca can. Capital Gravitic Missile (CGM) 1.2mc, 2.75 cargo space points, development cost 20,000mc, takes 2 XO racks The CGM, when fire from the Wg in standard mode, has the same to-hit and range as an ERBM. It has the same range and to-hit probablities as a CAM3 when fire in sprint mode from a Wg and from external ordnance racks. The CGM has the range of an externally mounted CBM (but the to-hit of a ERBM) when fired in standard mode from external ordnance racks. It does two points of damage and can utilize all the options available to capital missiles. Like a CM, point defenses are at -1 to engage CGMs. The missile can also be used in loiter mode just like a SBM. If fired from internal launchers in standard mode other than a Wg, the CGM has the same range as a CBM but has the to-hit of a ERBM. This is because the CGM is dependent on the Wg to provide the intial gravitic 'kick' that allows it reach its maximum range. The missile does behave like a CAM3 when fired in sprint mode from other launchers, however. CGMs can be fired internally by Wg, Wc, Wca, Wb, Wbi, and Wba. 6th Generation SBMHAWK Pod (SBMHAWK6) 70mc, 90 cargo space points, development cost 7,500mc In conjunction with the development of the CGM the High Navy also made a new carrier pod that could handle the new missile. The SBMHAWK6 can hold 8 missiles, ranging from CM, SBM, CBM, ERBM, CAM2, CAM3, AFMc2 and CGM. Advanced Shear Plane (Ca) 1/2 space, 40mc, development cost 7,500mc Finally deciding to do something about the lavish use of tractor beams by the Alliance, the Pulurtans went about on making a better shear plane. One R&D team sought to make a negative tractor field generator, enveloping the deploying ship with a field that was essentially a 'non-stick' surface for tractor beam frequencies. The process was an adrious one and the team made only basic progress before the war was over. However, the second team was able to make a significant breakthrough in advancing the ancient shear plane technology. At half the mass of the original, the advanced shear plane was a worthwhile addition at a minimum expense of tonnage. The Ca can cut any number of regular tractor beams. More importantly, three capital tractor beams in tractor mode could be negated by one active Ca. Of course, the Ca has no effect on pressure beams. Spinal Plasma Gun (Pgs) 5 spaces, 200mc, development cost 60,000mc Inventive to the end, the High Navy made a new energy weapon that was very destructive for its size. Whereas the spinal converging anti-matter beam was a brute upgunning of an established technology, the spinal plasma gun was a breakthrough of the first order. Powered by a highly compact integrated fusion power plant, the spinal plasma gun was capable of firing far stronger plasma packets at a range greater than that of a third-generation plasma gun. Fortunately for the CPS/Fendalen Alliance, the High Navy wasn't able to mass-deploy the new weapon. The Pgs can fire two times in a combat phase, and the individual shots can be intercepted by point defense at a -5 penalty (just like the Pg2). Furthermore, due to the stresses involved in firing multiple shots, a unit cannot mount more that one Pgs per 30 hull spaces (rounded down). Pgs range/damage table
Pgs range/to-hit table
2nd Generation Tachyon Beam (Y2) 5 spaces, 250mc, development cost 95,000mc No change in range or damage as per original Y. Further improvements in the efficiency of the tachyon generator allowed the entire installation to be reduced in size. TL 20 3rd Generation Anti-Matter Generator (AMG3) 4 spaces, 340mc, development cost 14,000mc Can charge up to 50 base warhead points per turn. Can charge three HBM1 or HBM2 missiles per turn. Can charge two HBM3 missiles per turn. Micro Anti-Matter Generator (AMGm) 1/2 space, 150mc, development cost 8,000mc Can charge up to 4 base warhead points per turn. Cannot be used to charge HBMs of any generation. A spin-off from research done for the AMG3, the AMGm was developed for use on units that needed some form of anti-matter generation. It was most useful for ships that had very light missile armaments, and on carriers where shipboard space is at a premium. Advanced Needle Beam (Na) 3 spaces, 120mc, development cost 14,000mc Same rules and usage as the original N, but has a range of 20. Enhanced Gun Launcher (Ge) 3 spaces, 90mc, development cost 7,000mc An Endril R&D team, after experimenting with the capital gravitic missile system, sought out a way to apply the technology to standard missiles. While the inital adaption failed, it was found that the technology could be used for gun missiles. The result was the enhanced gun launcher. A Ge can fire three GM, GM2, GM3 or BAM-Gs per turn. Third Generation Gun Missile (GM3) 1mc, 2 cargo space points, development cost 3,500mc The GM3 has the same range and to-hit of a CAM3, but can only be used by the G, Ga, and Ge. Also cannot be used on XO racks. TL 21 Advanced Heavy Bombardment Missile Launcher (Rha) 12 spaces, 800mc, development cost 150,000mc Follows the same rules as the Rh, but can fire two HBMs per turn. Also, just like the original Rh, each HBM is considered to be a separate sub-volley (thus cannot overwhelm point defense). Third Generation Datalink and Command Datalink, Tachyon (Z3y and Z3cy) Z3y - 2 spaces, 180 mc. Z3cy - 8 spaces, 600 mc. Development cost 80,000mc Further advances in tachyon technology allowed the development of a new datalink system. It is compact in comparison to Z2/Z2c and especially Z2h/Z2ch. However, unlike the upgraded Z2y/Z2cy, the reduced size of the Z3y/Z3cy system means that it cannot link with units that don't mount a Z3y/Z3cy system. Z3y/Z3cy follows the same rules as Z2h/Z2ch except for the following: 1) Z3y/Z3cy equipped units can stay datalinked to each other at a range of 1.5 light seconds (6 tactical hexes). This also includes missile protection if any unit with Dxy/Dcy is using the Dxy/Dcy of another unit in the datagroup. The TL 9 (?j) has no effect on Z3y/Z3cy. 2) Units in a Z3cy datagroup that don't have Dxy/Dcy receive a -1 in missile interception and small unit targeting when using Dxy/Dcy of other units. This represents the significant time delay imposed when the non Dxy/Dcy equipped unit is accessing the fire control solutions of units so equipped. Additionally, the range of point defense missile coverage is four tactical hexes for any Z3y/Z3cy unit in a Z3cy datagroup that doesn't have Dxy/Dcy. 3) Z3y/Z3cy can form into datagroups of up to eight ships. If the Z3cy on the datalink control ship is destroyed then the remaining ships in the datagroup will fall upon their prearranged backup groups. In this instance the range of the datalink is reduced to 4 tactical hexes, including missile protection coverage. Tachyon-linked Point Defense (Dxy/Dcy) Dxy - 2 spaces, 160mc, development cost 20,000mc Dcy - 3 spaces, 200mc, development cost 32,000mc Both Dxy and Dcy follow the same rules as Dxe and Dce respectively. The one major improvement is that both systems gain an extra shot against missiles due to improved scanner resolution and processing capability. Any unit with Dxy/Dcy can use them without penality. However, if a unit isn't equipped with a Z3y/Z3cy then it can't use the Dxy/Dcy of other units in a datalink group.
2nd Generation Spinal Tachyon Beam (Ys2) 10 spaces, 425mc, development cost 115,000mc To-hit as spinal beam weapons In designing the Ys2 Terpla'n scientists had the choice of either making the mount smaller or increasing the firepower. In opting for firepower the range of the weapon was increased by 11%, making the Ys2 the longest-ranged beam weapon known. Ys2 Range/Damage Table
2nd Generation Spinal Grazer (Gls2) 8 spaces, 400mc, development cost 85,000mc To-hit as spinal beam weapons Follows same rules/restrictions as the Gls. Gls2 Range/Damage Table
Enhanced Box Launcher (Wbe) 2 spaces, 140mc, development cost 17,000mc Same rules and restrictions as the Wba, but can load/unload at a rate of 4 cargo space points per turn. Unlike the Wba, the Wbe can add a one cargo space missile in the same turn of loading/unloading a 2.25, 2.5 or 2.75 cargo space missile. A Wbe, like the Wb, can load or unload a missile (or missiles) during a turn, not both. Also like the original Wb, the Wbe cannot fire on the same turn that it is loading/unloading. A Wbe can hold 4 spaces worth of missiles, just like the Wba. 5th Generation Gunboat (GB5) Development cost 25,000mc
* Does not include the cost
of fighter ECCM.
The GB5, like the GB4, has anti-laser armor incorporated into its hull. A laser hit has to do at least two points of damage to destroy a GB5. However, if a GB5 is carrying external anti-matter ordnance and is hit by just one point of laser damage then it is destroyed. With tachyon-assisted datalink, a squadron of six GB5s no longer has to be in the same tactical hex to maintain datalink. A GB5 can be within two tactical hexes of another GB5 to share point defense and co-ordinate fire control. The TL 9 (?j) cannot jam the datalinks of a GB5 squadron. Due to significant improvements in drive technology a GB5 gained surplus interior volume. In addition to a small cargo hold a GB5 can carry fighter ECCM internally. This installation can be upgraded when new levels of the system becomes available. The cost to refit a GB5 is 42mc plus the cost of additional levels of ECCM. Refitting utilizes one hull space of capacity of a MS/SYM/SY. 3rd Generation Joint Space Fighter (JS3) Development cost 15,000mc
* Does not include the cost
of fighter ECM.
The JS3, like the JS2, has anti-laser armor incorporated into its hull. A laser hit has to do at least two points of damage to destroy at JS3. However, if a JS3 is carrying external anti-matter ordnance and is hit by just one point of laser damage then it is destroyed. With tachyon-assisted datalink, a squadron of six JS3s no longer has to be in the same tactical hex to maintain datalink. A JS3 can be within one tactical hex of another JS3 to co-ordinate fire control. The TL 9 (?j) cannot jam the datalinks of a JS3 squadron. Due to significant improvements in drive technology a JS3 gained surplus interior volume. This allowed the internal installation of fighter ECM. This installation can be upgraded when new levels of the system become available. The cost to refit a JS3 is 22mc plus the cost of additional levels of ECM. Refitting utilizes one-half of hull space capacity of a MS/SYM/SY. Warp-Capable Shuttles Development cost 9,000mc With the breakthrough in small craft drive technology it was now possible to build warp capable shuttles. Boat bay points are unaffected. The technology can only be applied to new-builds; cannot be refitted to previously built models. Shuttles, cargo shuttles, and assault shuttles with warp-capability have the suffix -w applied to their designators. Increase the cost of the aformentioned shuttle types by 15% (FRU). 3rd Generation Shield Regenerator ($R3) 1 space, 200mc, development cost 34,000mc Follows same rules as the shield regenerator. In standard mode can regenerate 10 shields per tactical turn in the record keeping phase. Unlike $R1 and $R2 the $R3 cannot be burned out in standard mode. Can restore a maximum of 250 shields per turn. In burst mode a single $R3 can regenerate 50 shields, but is burned out in the process. Burst mode regeneration cannot restore more than 250 shields at a time. If used on a hull larger than 800 hull spaces the price of the $R3 is doubled. Units can be equipped with $R1, $R2 and $R3, but only one generation of shield regenerator can be used each tactical turn in standard mode. Hard Shield Generator (Sh) 2 spaces, 150mc, development cost 30,000mc A hard shield generator produces a protective field of gravitic energy, reducing damage done by force and primary beams. Each force and primary beam in a volley is rolled separately. A roll of 1-6 on a D10 indicates that a force beam does half damage (FRD). For a primary beam, if the roll is successful, then its damage is treated as straight force beam damage, going from left to right on the target unit's control sheet. Only one Sh can be active on a unit at any one time. The cost and space of a Sh is doubled for every 1000 hull spaces of the mounting unit, rounded down. Thus, a Sh on a 1002 hs unit would be 4 spaces, 300mc while one on a 2000 hs unit would be 8 spaces, 600mc. The one disadvantage to the Sh is that it had the potential to be overwhelmed by massive salvos. If the number force and/or primary beams in a single volley is equal or greater to the amount of the target unit's hull spaces divided by 5 (FRD), then the Sh will burn out on a roll of 1-3 on a D10. Terpla'n scientists hope to develop an improved Sh model that would be more robust and less likely to burn out. TL 22 3rd Generation Tachyon Beam (Y3) 4 spaces, 320mc, development cost 110,000mc No change in range or damage as for the original Y, but can fire twice per turn in the manner of a Wa (i.e. each shot is treated as a separate volley). Back to Terp/Fend Index Back to Front Page |
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