Energy Shield Generator
A technology originally
developed by the Ipsha to defend their colonies from attack, it was later
miniaturized and mounted on their starships as well. The shield projects
an electrostatic field around the vessel it protects, which deflects charged
particles away from the vessel. It is effective against most pulse weapons
(which typically fire plasma or accelerated, charged particles), and beam
weapons, though has no affect on missiles, energy mines or collisions.
The shielding system is not perfectly effective, particularly powerful
or accurate pulse fire may penetrate the shield, and beam weapons will
usually penetrate, though reduced in force.
For each working shield
generator on a vessel, reduce the effects of pulse fire (and beam fire
from fighters) as if the ship had an equivalent number of interceptors
in each arc. Additionally each die of beam damage is reduced by one point.
However, the same restrictions apply to fire FROM the target ship, since
the shield works both ways. If the protected ship is firing against a target
which is also protected by interceptors, add their effects in the standard
manner. A ship with shield generators must designate in the orders phase
weather the shields are up or down, but need not tell other players until
fire is actually directed at or from the ship.
Fusion Reactor
The primary power
source on space stations used by most races which do not have artificial
gravity. The reactor is used to power weapon systems and the station's
defense grid in the absence of reaction drives. Reactors are not without
their vulnerabilities, if one should ever fail a threshold check, immediately
roll a second check at the same level. If this second check is made, the
reactor is shut down by the crew. The station may no longer fire weapons
of any type, but may launch or recover fighters and other craft. If however
the second threshold check is failed, the reactor goes critical, destroying
the entire station! In fact the detonation is severe enough to cause damage
to other ships in the vicinity, exactly as if an energy mine detonated.
The reactor may be shut down automatically by writing orders to do so,
it may not be reactivated during the game, but does not need to make threshold
checks.
Global Fire Control System
Large stations built in
several nominally independent sections use global fire controls to coordinate
fire from all the sections. Typically each section must allocate one of
its own fire controls to fire weapons at a target, even if multiple sections
are firing on the same target. A single global fire control can be used
to allow multiple sections to fire on the same target without having to
allocate their own fire controls, regardless of which section the global
fire control is actually located in. A second benefit of global fire controls
lie in their ability to coordinate interceptor fire. As long as at least
one global fire control is operative somewhere on the station (even if
it is being used to target a ship), interceptors may protect the appropriate
arc of ALL sections of the station, instead of just their own section.
Maneuver Drive
A maneuver drive is used
on satellites and planetary defense grids. It produces 3 points of thrust
which can only be used to rotate the satellite.
Mass Driver
Outlawed by all 'civilized'
worlds, mass drivers are kinetic energy weapons of immense power, designed
to bomb planets by electromagnetically accelerating large masses to high
velocities. Useless against ships due to their slow firing times and narrow
arcs of fire, they can level entire cities in just a few shots. Mass drivers
have no affect on other ships during combat, though they can be fired (and
destroyed) during turns the same as any other system. They are included
here simply for completeness, though their use (or prevention) may be important
in a specific scenario.
Missile System
Missile launches must be
recorded in the orders for the turn (LM followed by the number of missile
salvos). Launching any number of missile salvos requires the use of 1 fire
control, which may not be used later in the turn. Each launcher may only
fire one salvo each turn until it runs out of salvos. After launch the
missiles no longer require any input from the ship's fire control (or the
ship itself). They may attack any capital ships identified as enemy at
the time of firing. Missiles may not be launched at fighter groups or other
missiles.
Each missile salvo contains
a number of individual missiles which move together like a fighter group.
Missiles are fired at the end of the ship movement phase, but before fighters,
and must move a minimum of 10 MU directly away from the firing vessel in
the launcher's arc, before they can engage targets with their remaining
movement. If a missile group does not attack a target the turn it is launched,
it remains and may make additional maneuvers at the end of the ship movement
phase each turn until the group attacks, is destroyed, or runs out of fuel.
Missiles must move in a straight line along their heading each turn until
they run out of fuel. They may make a single turn at any point in their
movement (the number of course points depends on the missile class).
Missile attacks are resolved
exactly as if they were a fighter attack, when the ship they are attacking
(or the fighter group attacking them) is declared the active ship. Both
fighters and anti-fighter batteries may engage missile groups as if they
were fighters. Batteries and screening fighters may chose to fire on a
single attacking missile salvo instead of a fighter group. Fighters not
on screening duty may move to attack missiles as if they were enemy fighter
squadrons. Surviving missile salvos impact the target ship, inflicting
a number of die of damage for each missile. This damage and any resulting
damage related rolls are resolved at the same point in the turn as fighter
damage. Obviously all missiles are destroyed when they attack a ship. Jammers
affect missiles the same as attacking fighter groups, missiles which do
not successfully attack the jamming ship are destroyed.
Each missile launcher only
holds a number of missiles ready for use in combat. Missile launchers are
divided into classes similar to pulse batteries, the particulars of each
class are detailed in the following chart. Higher classes of missile launchers
fire larger missiles, which have larger warheads and more fuel, increasing
both range and damage. However this decreases the missile's acceleration
and maneuverability due to the increased weight, and fewer missiles can
be fired in a single salvo. The missile icon has ammo circles indicating
the number of salvos (same as on the energy mine launcher), cross out the
ammo counters as they are used.
Class | Thrust | Turn | Missiles/Salvo | Damage | Duration | Attacked as | Salvos/Launcher |
1 | 40 | 4 points | 6 | 1d6 | 2 turns | Mimb. Ftr. | 3 |
2 | 30 | 3 points | 3 | 2d6 | 3 turns | EF Ftr. | 3 |
3 | 20 | 2 points | 2 | 3d6 | 4 turns | Narn/Cent Ftr. | 3 |
Organic Armor
Organic armor is
the primary defensive system of the oldest races, most notably the Vorlons
and Shadows, though hybrid ships belonging to the younger races have also
used this technology. Ships constructed with organic armor are able to
absorb or repair enormous amounts of damage. Organic armor is not represented
by a ship icon, and cannot be destroyed as a system, as it is a part of
the ship's hull. For each level of organic armor the ship has, it is protected
as if it had a level of interceptors in each arc (which are effective against
all fighters, regardless of weapon type). Additionally each level of organic
armor reduces damage from sources such as beam weapons, energy mines and
missiles by 1 point for each die (however each individual die can never
do less than 0 damage). Organic armor is also effective in collisions,
ramming fighters inflict only a single point of damage against ships with
level 1 organic armor, and none against ships with higher levels. Damage
inflicted by ramming capital ships is reduced by 1/6 for each level of
organic armor (round up).
Plasma Accelerator
The plasma accelerator
is a short range, powerful weapon designed by the Centauri to give their
smaller ships a sufficient punch to damage larger vessels. The plasma bolt
which is fired loses power quickly, and is therefore only effective at
very short ranges. The weapon is used exactly the same as a standard beam
battery, however subtract one from each die after every 3 MU, instead of
the typical 6.
Plasma Scattergun
A devastatingly powerful
weapon found on the newest Vree saucer ships, the plasma scatter gun fires
a rain of plasma covering a wide area of space. The weapon is fired as
a pulse-4 battery, with the following modifications. First he weapon fires
on all targets, friend or foe, within a 60 degree (one hex side) arc, including
fighters. The weapon is not considered an anti-fighter battery (it doesn't
target fighters, simply destroying them if they happen to be in its area
of effect), and therefore is not fired before fighter attacks. Damage against
fighters is resolved using the rules for pulse fire, each point of damage
is one fighter in the squadron destroyed. Second the weapon is particularly
sensitive to range, as the plasma volley quickly disperses, therefore it
loses one die every 6 MU. Interceptors protect against the plasma scattergun
as normal, however jammers are completely ineffective, and the weapon may
be fired at no penalty even if there are no working fire controls.
Vree Reaction Drive
Contrary to most
observers' impressions, the Vree saucer ships do not use a gravametric
propulsion system. Rather they use a remarkably conventional reaction drive
that exhausts through a system of thrust-vectoring slats spaced around
the saucer. This gives their ships incredible maneuverability. Each drive
icon produces 2 points of maneuver thrust, but no main drive thrust, pushes
may be done in any direction. In the orders simply record a push, and the
appropriate direction (1-12, with 12=forward).
Vortex Collapser
The vortex collapser
is a weapon developed by the shadows to interfere with the jump points
created by the younger races, and even the Vorlons, who use normal jump
points. The Vortex collapser fires a charge of energy into an active jump
point, destabilizing the vortex and causing the jump point to collapse.
Any vessels unfortunate enough to be caught in the vortex at this point
will most likely be destroyed. To use the weapon, orders must be given
to fire it (use LVC or something similar). At the beginning of the movement
phase (same point as when energy mines are placed) it may fire on any jump
point within the vessels forward arc and at a distance of 20 MU or less.
The jump point will immediately begin to collapse, and any ships entering
the vortex this turn, must roll to survive a collapsing jump point as normal.
At the end of the turn the jump point dissappears. The feedback caused
by disrupting the jump point in this manner affects the ship (or jump gate)
in the same maner as if a ship traversing the gate was damaged. The damage
inflicted on the ship which created the jump point is 1d6.