Game Rules

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TECH TREE - Sensors

LordSunhawk

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There are three types of sensors. Standard Sensors serve as universal backups to tactical sensors and cannot be destroyed, however they only function at SRW range and cannot detect stealth units at all. Standard Sensors also serve as a proxy for planetary sensors which are available at the same SL as the equivalent standard sensor yet provide targeting out to the LRW bracket for missile silos while detecting stealth units as a Tactical Sensor of the next highest generation. NOTE, Planetary Sensors of SL 50 have an effective SL versus stealth of SL 52.

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

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

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


Capital Sensor

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

LordSunhawk

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Datalinks provide special synchronized short-range communication between large units each mounting a working a datalink (a Data group) that connects their targeting and sensor systems. It cannot be overestimated how vital this technology is in modern warfare. Units that lack datalink suffer severe penalties to LRW rating, SRW rating, Y rating, passive defense (maneuver), active defenses, and point defense.

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

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

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

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

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

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

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


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

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

LordSunhawk

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Engine Modulation Systems are small drive-field generators and projectors tied to sophisticated computers and linked into a ships navigation systems that permit the vessel to deform the shape of their drive field without losing performance. By doing so, a ship will be either off-center to the apparent DF, or give false readings as to maneuvers and such. This is a highly potent defensive system that can cause enemy fire to be ineffective in multiple ways. Firstly, by throwing off the aim of direct fire weapons, and secondly by causing shots that do hit the drive field to miss the ship itself.

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

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

EMS is directly countered by Counter-EMS.

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


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

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

LordSunhawk

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Deception ECM is a system that permits ships to alter their signal emissions in such a way as to appear to be a completely different class of ship.

Deception ECM is only effective at LRW or greater range and automatically fails at SRW range.

Deception ECM can be used in conjunction with Stealth Tuners and Cloaking.

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

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

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

LordSunhawk

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Hull Construction Table


HullReq. ELRange in HSCost per HSI/Ic/J Engine PowerMax Speed (Agility)FT HS Cost
I1J1Ic123456
EX15-73.5¼6(7)8(6)4(1)891011122.75
ES18-123.851/36(6)8(5)4(1)14161820223
CT113-164.2½6(6)8(5)4(1)19222528313.33
FG117-224.552/35(6)7(5)3(1)26303438423.4
DD123-304.915(5)7(4)3(1)35404550553.65
CL231-455.251.54(5)6(4)2(1)51576369753.7
CA346-605.624(5)6(4)2(1)67748188953.7
BC561-805.952.54(5)6(4)2(1)88961041121203.75
BB681-1006.333(4)5(3)1(1)1091181271361453.8
DN7101-1306.6543(4)5(3)1(1)1401501601701804
SD9131-165753(3)5(2)1(1)1761871982092204.1
MT11166-2007.3562(2)4(1)1(1)2122242362482604.2
HM13201-2507.77.52(2)4(1)1(1)2632762763023154.3
SM15251-3508.0592(1)3(1)1(1)3643783784064204.4


NOTE – Asteroid Forts may only be constructed in systems with suitable asteroids. By default, single star systems will have asteroids, anomaly systems may have asteroids (check with SM), binary and trinary systems will not have asteroids, starless nexus and nebula will not have asteroids.

NOTE – Maintenance Cost is calculated as a percentage of the total hull cost of the base and must be paid each turn.

HullELHS RangeHS CostMaint. Cost
BS015-153.55%
BS1116-3045%
BS2131-5055%
BS3351-805.255%
BS4581-1305.55%
BS57131-2005.755%
BS69201-30065%
BS712301-4006.55%
BS814401-50075%
BS916501-6257.55%
BS1018626-75085%
BS1120751-92585%
BS1223926-100085%
BS13281001-15008.255%
BS14341501-20008.255%
BS15412001-25008.55%
BS16492501-30008.55%
SPECIAL
AF (Asteroid Fort)2Unlimited43%
SS Module01-100032%
SS Core (non-military)0unlimited32%


  • Freighters built with more than 20% military systems (non Ic or H) must be built as warships
  • Warships with more than 33% H/Q look like freighters
  • Bays (Hb, Bs, Bf, BL) are limited to 1 per 30 HS (FRU) except on Fast/Base hulls
  • Launch Bays (BL) must be on a ship 31+ HS
Arc Restrictions

  • Turret - no modifiers to LRW or SRW rating
  • Side Arc – SRW/LRW Rating is divided by 1+(2/Agility)
  • Forward or Rear Arc – SRW/LRW Rating is divided by 1+(4/Agility)
Hull Type + WeaponTurretSide ArcForward or Rear Arc
Any Hull + HomingNever restrictedN/AN/A
Normal Hull + SRWMore than x3More than x2x2 or less
Fast Hull + SRWMore than x5More than x3x3 or less
Normal Hull + KineticMore than x50More than x5x5 or less
Fast Hull + KineticMore than x100More than x7x7 or less
Base + SRWMore than x2N/AN/A
Base + KineticMore than x3N/AN/A
 
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