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By John D Berg (Kerg) on Saturday, April 29, 2017 - 11:14 am: Edit |
B11.140) Ground Based Kinetic Warhead (GBKW)
B11.140) These bases are the size as a GBDP, and follows all the rules of a GBDP except as noted here:
They cost; 33EPV/12BPV. They may not link with GSG (B11.79). They have a 0AF and only have a special attack form. They score 1.7 points of direct damage directly at the largest enemy size class in the battle, which is then further refined to the greatest DF if there are more than one of the same greatest size class.
If the target unit is X tech/2X Tech -20% to damage scored, if any Fleet Formation tech -20% to damage scored, if in reserve -20% to damage scored. These are additive.
The GBKW can fire every other combat round.
Tech is available in y187
This tech is not available until a R and D is successful
By John D Berg (Kerg) on Saturday, April 29, 2017 - 11:14 am: Edit |
C5.75) Ionic Special Sensors (ISS)
C5.75) They are a modified ESS. ESS must be available on the unit to get converted to ISS.
It takes a segment at a SB (SP/SF) or SY to convert a ESS unit to a ISS (No other location may convert a ISS ship). It costs +60% EPV for a unit to install ISS. The unit must have ESS previously installed.
It does not take up a conversion slot. Units with ISS will have a “++” prefix.
Effect: a) It provides a bonus to find cloaked ships/Hidden units on the strategic map with a +1.
b) In any battle with a Andromedan PSS, each ISS unit nullifies a single PSS.
c) Decoy sensors can be determined as such 50% of the time. This is a passive and automated check at the start of a turn.
In all other ways it is still a ESS unit.
It cannot be installed on any war class, NCA, PFT, 1st generation warp, PF, INT, base, R1 unit, or unit that can suffer from shock.
The unit it is installed upon must have at least 4 special sensors.
Tech is available in y187.
This tech is not available until a R and D is successful
By John D Berg (Kerg) on Saturday, April 29, 2017 - 11:56 am: Edit |
D8.0 Hyper Warp Movement (HWM)
Only can be started in a A200.00 (UnNav space) hex.
Only ends in a A200.00 (UnNav space) hex.
This movement begins on .1 of the turn, (you must have ended the prior turn in a UnNav hex). At the end of .12 of the same turn (in the final step of the turn), you arrive.
This MV can be to any UnNav space hex or 1 step of the 3 required to make the lessor Magellanic cloud (See A400.0).
Only X ships may make this jump without penalty.
No external attrition units may be carried or they are destroyed.
1st Gen X ships and Non X ships must have a X SC with them (2X doesn't need an XSC).
This tech is not available until y198.
No war class (unless it is X Tech) may use HWM.
A unit that cannot generate strategic MV of 3 is prohibited from use of HWM.
Non X Units that jump may lose 1/2 of their movement upon arrival (which usually means they will be speed 2 the following turn since the UnNav space effects on MV are compounded by this rule) ). In addition these units suffer the effects of DTM (D4.21) and are under all pre y178 DTM restrictions for the following turn after HWM.
No R1 units may use HWM unless they are X Tech.
This tech is not available until a R and D is successful.
By John D Berg (Kerg) on Thursday, January 04, 2018 - 10:23 am: Edit |
New Technology
Improved CL.
Only available to true CL class, not any war variants. Noted by an “i” suffix. Example CLi.
Unit becomes HPM capable, CAN of .75, and -5% to EPV (which can be added to other benefits, SY Spec etc...).
This technology is available only after a successful R and D.
By John D Berg (Kerg) on Thursday, January 04, 2018 - 12:19 pm: Edit |
C5.90) Advanced Avionics Platform (AAP)
C5.75) AAP are a modified ESS. ESS must be available on the unit to get converted to AAP. It takes a segment at a SB (SP/SF) or SY to convert a ESS unit to a AAP (No other location may convert a ISS ship). It costs +133% EPV for a unit to install AAP. The unit must have ESS previously installed. If it already has ISS installed the cost is only +73%EPV.
It does take up a conversion slot. Units with AAP will have “+++” prefix.
Effect: a) It reduces any EW shift against a SQ it is in by 4%. This is not additive with other AAP units.
b) In any battle with a Andromedans or other ships that dont use shields but have other energy defenses, each AAP unit may apply 1/2 of the AAP units AF to directly reduce a single enemies DF. This is a specal attack.
c) It nullifies a single PSS (removing it from being factored in a round of combat).
c) AAP ships are treated as an XSC for (D8.0).
ci) AAP ships may have both AAP and ISS installed.
cii) AAP add a single RX to the SQ that has the AAP ship. This may NOT be used for MV.
In all other ways it is still a ESS unit.
It cannot be installed on any war class, SCS Class, NCA, PFT, 1st generation warp, PF, INT, base, R1 unit, or unit that can suffer from shock.
The unit it is installed upon must have at least 4 special sensors.
Tech is available after a unit has ESS and y187.
By John D Berg (Kerg) on Sunday, January 14, 2018 - 11:35 am: Edit |
A210.0) Creation of UnNav Space (A200.0)
In order to create A200.0 UnNav Space an empire must have 2X tech in production for 1 year.
A FRDX and a group of at least 5, 2X ships of any type, must spend an entire turn in a surveyed or unsurevyed hex and declare it will create the UnNav space. This can only be done in your own space.
Nothing else may be in the hex, which include some of the following but may include item not listed: systems, other units (friendlies or enemy), any MX (although hexspine MX that are still touching friendly space will still function), TR hex, and MRR.
In one turn after declaration a UnNav hex is produced. If later UnNav space is converted to unsurvey space a radiation zone is placed in the hex, and because of extreme radiation no MRR can be conducted.
The FRDX is absorbed into the UnNav space (and any kind of crew is returned to the HW crew pool), and ceases all game functions.
If at anytime anything other than the five 2X ships and FRDX are in the hex, all progress is lost and it reverts to its current state (surveyed or unsurveyed space).
This tech is not available until y200.
By John D Berg (Kerg) on Wednesday, July 31, 2019 - 01:00 pm: Edit |
DN Scout
This is an 9 channel scout DN conversion.
It can converted from any non war DN class. It cannot be installed on an R1 unit, Y series ships, or SC2 X ships.
It is compatible with ESS, ISS, and AAP.
May only be installed on a base DN hull (no CVA, SCS, mauler, etc. types).
It costs +100%EPV, and the AF is reduced 50%.
Example:
a DN of 220BPV gets converted to a DN-S9
It would cost 440EPV to build
16AF/39DF
With ESS (C5.60), the cost increases to 512.
This tech is only available after an R&D program and from Y183 onward.
By Ryan Opel (Ryan) on Wednesday, July 31, 2019 - 06:14 pm: Edit |
Would this work on Heavy Dreadnoughts? I would think yes but wanted to check.
By John D Berg (Kerg) on Saturday, August 03, 2019 - 08:53 am: Edit |
As long as its not excluded by any of the above rule, yes.
Boy would that be expensive lol!
By John D Berg (Kerg) on Tuesday, August 06, 2019 - 11:16 am: Edit |
This tech allows an Admiral to negate the withdraw order of an enemy admiral as defined by (A1.10). An Admiral's Staff must be trained. The cost and time of training is an initial 200EP and 50EP per turn for four turns (this is the same process as training a Prime Team- (C15.40)). Once training is completed, the staff must move (see (A12.40)) to join the Admiral. The staff must be assigned to the same unit as the LA in order to work. The staff is permanently associated with an Admiral and may not be assigned to a new Admiral nor detached from its Admiral. The Admiral's Staff will always suffer the fate (A12.401) as the unit it is on. If the Admiral's Staff is lost, a new staff will need to be trained. An empire is limited to one staff unit per LA. 'Spare' staff units may not be created- replacements (or additional ones if an empire gains an admiral) may be started the turn after an existing one is lost (or the additional admiral is gained). An Admiral with a staff is annotated as "LA+" (example: DNG(LA+), 6xNCL). This tech is available after a successful RnD program.
(B14.51) The Admiral's staff is lost when an empire surrenders, even if the conquering empire has the tech to support it.
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