Manual:Game Mechanics/Spaceship

Level 1 Spaceship Developments
Provides 2 Spaceship Technology Points per Development rank.

All spaceships need at least hull 1 and engine 1 to be functional - unless they are a stationary satellite, in which case they simply need a method to get to their location.

Hull
Each rank assigned to a ship increases its hull value by 1. A ship has 2 HP/ 1 hull value

Engine
Each rank increases the ship's movement speed by 1 hex/turn, improves combat maneuvering, every 4 ranks reduces incoming damage by 1 from attacks.

Warp Drive
Each rank assigned allows the ship to warp up to 2 hexes per rank, but the ship's warp must cool down after a jump for 1.1 turn. Jumps must be in a straight line. Warp movement takes no measurable time at all, going the full distance instantly. During warp and for 0.1 of a turn afterward, your sensors are at half strength.

Sensors
Each rank of sensors improves their strength. Each rank allows a ship to scan one more hex in any direction. Ships without sensors are considered to have Strength 0 sensors, which allows them to still scan inside their own hex. They cannot, however, receive any bonuses to their Sensor scores from Traits or other bonuses. Sensor strength when scanning is determined by Total Sensors Score - Distance to Target - Target's Stealth score = Sensor Strength.

Stealth
Makes ships difficult to detect by increasing the sensors necessary to detect the craft, possibly making the craft invisible to them entirely, distance affects stealth effectiveness.

Level 2 Soaceship Developments
Provides 3 Spaceship Technology Points per Development rank.

Level 3 Spaceship Developments
Provides 4 Spaceship Technology Points per Development rank.

Ablative Armor
This hull tech increases the hull points (not hull value) of the spaceship by 1. This armor cannot be repaired by regeneration or auto repair systems, requiring the armor to actually be replaced when damaged (this costs 1 Ore).

Cost Modifier: None

Energy Absorption Plating
This hull tech reduces the amount of damage energy weapons inflict upon your hull by 1.

Cost Modifier: +1 Ore

Reactive Armor
This hull tech reduces the amount of damage solid weapon inflict upon your hull by 1.

Cost Modifier: +1 Ore

Shock Absorption Layering
This hull tech reduces the amount of damage explosive weapons inflict upon your hull by 1.

Cost Modifier: +1 Ore

Advanced Ablative Armor
The amount of hull points granted by your Ablative Armor tech are increased to 3.

Requirement: Ablative Armor (Level 1 Hull tech)

Cost Modifier: None

Advanced Armor Plating I
This hull tech reduces all damage the equipped spaceship's hull receives by 1 (this stacks with the reduction granted by other hull tech).

Cost Modifier: +2 Ore and +2 Gas.

Bladed/Spiked Armor
The hull of the spaceship is covered in spikes, blades or similar objects that make getting near the spaceship dangerous. spaceship attempting to board directly have a 25% chance to take solid damage equal to the spaceship's size. When ramming or being rammed, this spaceship doubles their size bonus to the ramming damage inflicted upon the other spaceship. The spaceship also receives 1 less damage from ramming or being rammed.

Cost Modifier: +2 Ore (+3 on spaceships of size 5 or larger)

Special: This technology cannot be applied to defenses

Modular Structuring
This hull tech allows a spaceship or defense to better-manage damage received. At the conclusion of a wave that causes hull damage to a spaceship/defense with this tech, it recovers 1 hull value. This tech usually does not trigger out of combat and is only triggered when the spaceship receives damage from an attack (It will also respond to Asteroids & Volatile Nebula's).

Cost Modifier: +1 Ore

Repulsion Hull
This hull tech causes shields to reinforce the hull rather than project a barrier around the spaceship or defense. Instead of shield value adding to the crafts' or defenses' shield value, they instead add a bonus to the spaceship's hull value. This spaceship cannot be boarded unless this bonus hull value is destroyed. While these bonus hull points are up, the spaceship is treated as having shields active (preventing the additional effects of weapons like influence or interference).

Requirement: spaceship or Defense Shields rank 2 (Level 1) - (Can be acquired by either spaceship/defense and used by both - so long as both fields possess at least 2 ranks of shield.)

Cost Modifier: +1 Gas.

The bonus hull value restores like normal shields do, but cannot be affected by any shield tech besides those that regenerate shield value (instead causing them to regenerate hull value) and is unaffected by effects that cause additional damage to shields (though now affected by effects that inflict additional damage to hull).

Structural Reinforcement
This hull tech reduces the chance that System Destroyer and Ripper weapon tech will trigger their extra effects upon your hull by 10% (this reduces their trigger % chance prior to applying their normal 25% cap).

Cost Modifier: +1 Ore

Advanced Armor Plating II
You may spend additional resources to increase damage reduction provided by your Advanced Armor Plating I tech to 2.

Requirement: Advanced Armor Plating I

Cost Modifier: As Advanced Armor Plating I, but +1 Ore and +1 Gas additional

Auto-repair Integration
At the start of each wave if equipped spaceship or defense is damaged and below half maximum hull value, it instantly repairs 1 hull value at no cost. Outside of combat, the spaceship or defense repairs 4 hull value / 0.1 turn. Repairs completed in this way cannot cause the spaceship to repair above 1/2 of the equipped spaceship or defense's maximum hull value.

Requirement: Level 2, Rank 2 Industry

Cost Modifier: +1 Ore and +1 Gas

Segmented Compartments
The spaceship is made of various compartments which are easy to seal off possibly move around or even eject entirely. Boarding such a spaceship becomes extremely difficult, causing attackers to become seperated from or isolated from their allies altogether. This also provides an amazing level of damage control, allowing the spaceship to be easily repaired. The spaceship reduces enemy boarding strength by 2 when being boarded. In addition, costs to repair the hull of this spaceship are reduced by 1/2 (also reducing the time needed to repair it).

Requirement: Modular Structuring

Cost Modifier: +2 Ore and +2 Gas (+3 Ore and +3 Gas total on size 5 or larger spaceship)

Special: Can only applied to spaceships of size 2 or greater

Specialized Defense Plating
Choose one of the specialized damage-reduction level 1 tech that you possess, it now reduces damage from that type by 3 (instead of 1) at no additional cost.

Requirement: Energy Absorption Plating, Reactive Armor or Shock Absorption Layering

Cost Modifier: As original armor

Closing Speed
At the start of battle, right after the surprise wave, this spaceship may move a number of units equal to half the engine value (rounded up). This movement does not count against the movement limit for the wave.

Cost Modifier: None

Navigational Link
Reduce the damage the spaceship would receive from asteroid fields by up to 2 and also ignores the normal engine penalty there. In addition, it increases any damage reduction provided by the environment by 1.

Cost Modifier: None

Quick-Burn Thrusters
Engines with this tech have a small supply of powerful energy or fuel they can use to temporarily boost their speed significantly. The user declares use of this tech at any point during a turn, the spaceship gains a +2 bonus to it's engine ranks for 0.1 of a turn (or 4 waves) though this boost provides no increase to the damage reduction a spaceship would gain from the engine ranks. If this ability is used outside of combat it confers 1 extra hex of movement to the spaceship that turn. The energy/fuel is consumed afterwards, and requires the spaceship to dock at a friendly world or station to refuel, which costs 1 Gas.

Cost Modifier: +1 Gas

Tactical Thrusters
When an enemy spaceship attempts to directly board or ram this spaceship, it may instantly move a number of units equal to 1/2 engine value in any direction. After using this tech, the system must be repaired to be used again, costing 1 Gas.

Cost Modifier: None

Advanced Atmospheric Thrusters
Engines with this tech are fully functional in atmospheres, and make equipped spaceship invaluable for planetary assaults and exploration. spaceship with this tech add +2 to their planetary attack strength, if the spaceship is size 5 or larger this bonus increases to +3. When an equipped spaceship is scanning a world, it receives a +1 bonus to its sensor value if it enters atmosphere.

Cost Modifier: +1 Gas

Advanced Evasion Controls
spaceship equipped with this tech are harder to track. When this spaceship is targeted as part of a multi target attack, it doubles the damage reduction provided by its engine value. In addition, this spaceship takes 1 less damage from weapons with the Long-Range or Guided tech and also takes 1 less damage from drone module attacks.

Cost Modifier: +2 Ore

Improved Fuel Quality
Apply this tech to a spaceship with the 'Quick-burn Thrusters' tech. The spaceship gains an additional use of that tech before requiring a refuel/repair, though costs for replenishing the tech uses are separate. In addition, the tech's Engine Value boost is increased by 1 (to a total of +3).

Requirement: Quick-Burn Thrusters

Cost Modifier: +1 Ore and +1 Gas

Reflex Drive
spaceship equipped with this tech receive 1 damage reduction for every 3 engine value instead of every 4 value.

Cost Modifier: +1 Ore and +1 Gas

Gravity Drive
The equipped spaceship ignores the effects of gravity wells. In addition, instead of a move action, the spaceship may reduce the engine value of all other spaceship in a 10 unit radius without this tech by an amount equal to this spaceship's engine value.

Cost Modifier: +3 Gas

Hyper Thrusters
The equipped spaceship may move when it takes an attack action (this doesn't count as a move action). If the spaceship doesn't make an attack, it may simply take a free move action in place of it.

Cost Modifier: +2 Ore and +2 Gas

Long-Burn Cells
Apply this tech to a spaceship with the 'Quick-burn Thrusters' tech. The ability becomes recharge-based, recharging itself after 1 full turn instead of having a single use. You may also apply the 'Improved Fuel Quality' tech to this to increase the Engine Value bonus to +3 as normal.

Requirement: Quick-Burn Thrusters, Improved Fuel Quality

Cost Modifier: +2 Ore and +2 Gas

Titan Thrusters
The equipped spaceship may equip the Inter-system Weaponry and/or the Transphasic Intergalactic Weaponry tech (normally these tech can only be applied to defenses, this tech however doesn't actually confer those weapon tech). If the spaceship is not equipped with such heavy weaponry, it reduces any engine penalties it receives by 2 and has +1 to its Engine Value, though this bonus engine value does not grant additional damage reduction.

Cost Modifier: +2 Ore and +2 Gas

Special: Can only be equipped to spaceships of at least size 4

Blink Drive
This tech makes it harder for enemy spaceship to anticipate your destination when jumping. Enemy spaceship sensors and long-range sensors are at -2 value (including range) when attempting to anticipate your jump coordinates. Cost Modifier: None

Gateway Harmonics
Warp with this tech is better-attuned to gateways and wormholes. When using wormholes, this spaceship suffers no damage from them. When using Jump Gates or wormholes, the travel time is instantaneous.

Cost Modifier: None

Hyper Jump
spaceship with this tech may 'super-charge' their warp drive for a powerful jump, but at the risk of shorting out their warp drive. When this spaceship uses warp, you may decide to 'super-charge' the warp drive. Doing so grants a +2 bonus to the spaceship's warp value that jump, but there is a 15% chance the warp drive will become damaged having its ranks reduced by up to one half maximum value (rounded up, resulting in a possible drop to 0 warp). If the spaceship's warp drive becomes damaged, it still completes the jump, but without the speed boost and it takes energy damage equal to its unmodified warp value.

Cost: None

Shockwave
When this spaceship jumps, it leaves a damaging rift in its wake. All spaceship within 4 units of it suffer an energy weapon hit that does damage equal to your warp value. Use of this system is optional each jump.

Cost Modifier: +1 Gas

Emergency Jump Systems
Warp with this tech is designed to leave a hot zone quickly. If the equipped spaceship has taken hull damage, it may prep warp at the start of the next wave with -1 to it's warp value. The warm-up is detectable and occurs at the start of the following wave after prep (during the prep, the spaceship loses all engine damage reduction and cannot take any move actions). Afterwards, this system becomes inoperable and must be repaired before reuse (this can be used even if the warp drive is still cooling down, however the warp drive will become inoperable after the jump until it is repaired).

Cost Modifier: +1 Gas

Jump Launchers
You may build Jump Launchers on any world or station you command after taking this tech, they are built as any other structure.

Cost: 4 Ore and 4 Gas

Energy: 4

Infrastructure: 0

Special: spaceships may use the Jump Launchers when moving from the equipped world or station. Using Jump Launchers provides a bonus to warp value for the movement equal to the level of the Jump Launchers.

spaceship without warp may still use Jump Launchers to warp as though they had warp 0 (receiving the warp bonus from the launchers as normal). This structure may be upgraded up to level 5.

Reversion Drive
spaceship equipped with this tech reduce any penalties that would be applied to their warp by the environment (except by asteroid fields) or enemy attacks (or similar conditions) by up to 2 from each. spaceship with this tech can never have their warp value reduced below 1 unless the system itself is actually destroyed (or at least damaged to 0 ranks by system destroyer, sabotage or similar effects).

Cost Modifier: +2 Gas

Tactical Jump
spaceship equipped with this tech may use their warp to jump extremely short ranges in the blink of an eye, giving them an edge in combat. In place of a move action, the spaceship may do one of the following; (Warp must not be on cool down. After using one of these, the warp drive goes on cool down for 0.2 of a turn)


 * Instantly move a number of units equal to twice its warp value (this is treated as a jump for bonuses to values and triggering effects)


 * Reduce incoming damage by an amount equal to warp value in a pass (move action readies, pass is chosen after the attackers dedicate fire). If this effect isn't used within 1 full wave, the warp goes on cool down.

Requirement: spaceship Sensors 2

Cost Modifier: +2 Ore and +2 Gas

Advanced Combat Jump Systems
Your emergency jump systems have been fine-tuned, offering even more control over the jump and are able to warm up in an instant. spaceship equipped with the emergency jump tech no longer have to have taken hull damage to initiate a jump. In addition, the spaceship may even start a jump during the first non surprise wave. The jump triggers 2 passes after initiation, but not at the normal -1 warp value penalty. This may be used even if the spaceship's warp drive is still cooling down, though at a -1 penalty (the warp drive system is not damaged by this jump). As normal, this system must be repaired after a single use.

Requirement: Emergency Jump Systems

Cost Modifier: As Emergency Jump Systems

Improved Warp Control
A spaceship with this tech may make a single change in direction during a jump (to go around terrain or planets, etc).

Cost Modifier: +2 Gas

Warp Dampening Field
A spaceship with this tech can forgo its movement to reduce the warp ranks of all other spaceship within the hex this wave by an amount equal to the spaceship's warp ranks. If this reduces a spaceship's warp to 0, it cannot jump.

Cost Modifier: +1 Gas

Warp Field
A spaceship with this tech can open a gateway other spaceship can use to jump with. This gateway is large enough to allow spaceship equal to the equipped spaceship's size to pass through, anything larger that attempts to use the gateway is instantly destroyed. When activated, the gateway opens between the equipped spaceship's hex and the desired destination within range of the equipped spaceship's warp. The gateway remains open for any spaceship to use to jump directly to the location, and lasts for 0.2 of a turn (the jump itself is instantaneous). Activating this ability counts as the equipped spaceship's jump (preventing other jumps or activations for the turn).

Cost Modifier: +4 Gas and +4 Ore

Special: Can only be equipped to spaceships of at least size 4

Level 1 Stealth
Silent Running: The equipped spaceship can lower engine value to temporarily store emissions that may give the spaceship away to enemy sensors. Activating and deactivating the system takes 0.1 of a turn and can be done for up to 1 full turn, after which stored emissions must be released. When active, the system reduces engine value by 1/2 and increases stealth value by 2. When the system is deactivated, it vents off stored emissions, causing a surge in energy that grants enemy sensors a +2 bonus to detect for 0.2 of a turn.

Requirement: Engine 2

Cost Modifier: +1 Gas

Sensor Flares
The spaceship may trigger a series of small energy flares that confuse enemy spaceship briefly. The flares may be triggered at the start of any wave. When used, all enemy weapon attacks in the battle are at -1 weapon damage, and take double the damage penalty for multi-targeting (these effects are non cumulative). These penalties last until the next wave. Sensor Flares must be reloaded after each use, costing 1 Gas anywhere the spaceship can be repaired.

Cost Modifier: +1 Gas

Stealth Plating
The spaceship replaces bits of its hull plating with an advanced light-refracting alloy. Applying this tech reduces the spaceship's hull points (not actual hull value) by 1, but increases its stealth value from beyond 1 hex by 1.

Cost Modifier: None

Warp Dampener
The spaceship can focus the energy released when exiting warp into a specially designed energy suppression device. When exiting warp, the spaceship may use the dampener to supress excess energy that could give it away. The jump arrival generates no extra energy, making it more difficult to detect (essentially negating any bonuses that would be gained to detect the jump). The system however is only functional for one use, after which it must be repaired at the cost of 1 Ore.

Requirement: Warp 1

Cost Modifier: +1 Ore

Cloaking Device
This spaceship can temporarily become invisible, both to sensors and eyes alike. Activating the cloaking device reduces any shield value it possesses by up to 1/2 (rounded up, possibly resulting in a 0 shield value). However, while active, the spaceship may attack and remain invisible, though takes a -3 penalty to its stealth value for 1 wave (after which the penalty disappears). This may be maintained for up to 0.2 of a turn. However, it requires twice the time it was active for it to cool down (so if it was active for 0.1 of a turn, it will require 0.2 of a turn to cool down before it can be used again).

Cost Modifier: +2 Gas

Echo Generator
This spaceship can generate multiple sensor copies of itself, going in various directions all at once. This creates a headache for those trying to make sense of their sensor readings. Activating this tech is done at any time, and lasts for 0.1 of a turn, after which it must recharge for 1 full turn. All non-allied spaceship/worlds/stations within the same hex as this spaceship take a -2 penalty to sensor value (non cumulative). Any sensors from outside the hex have a -1 penalty to sensor value to detect anything within the hex.

Cost Modifier: +1 Ore and +1 Gas

Minimal Power Systems
spaceship with this tech can maintain position with active life support and sensor capability while putting off almost no energy at all. While in this minimal power setting, the spaceship has +3 to stealth value, but requires 2 waves (or 0.050 of a turn) to power back up. Its sensor and stealth systems remain active during this time. While in this setting, even when detected, the spaceship might be mistaken for wreckage (depending on environment and conditions). This mode can be maintained indefinitely. This tech does not stack with silent running, and cannot be used while the other is in effect.

Cost Modifier: +1 Gas.

Profile Reduction
The spaceship has been designed to be sleek and offer less visible surface space to enemy weapons, but at the cost of integrity. Weapons inflict 1 less damage to this spaceship for every 4 ranks of stealth it has. However, each time hull damage is actually inflicted, there is a 20% chance of integrity failure, resulting in the spaceship taking 6 extra damage from the attack.

Cost modifier: +1 Ore

Active Camouflage
Equip this tech to a spaceship with the cloaking device tech. That system becomes permanent (though may be activated/deactivated at any time), however doesn't suffer the 1/2 shield value penalty.

Requirement: Cloaking Device

Cost Modifier: +2 Gas

Phantom Shroud
When activated, this tech causes the spaceship's outline to blur, and multiple copies of it to be projected randomly around it, mimicking its every action. Every time a weapon attack targets this spaceship, there is a 33% chance it will miss altogether. This system doesn't affect scattering weapons. This system may be active for up to 0.2 of a turn, after which it requires 1 full turn to recharge.

Cost Modifier: +2 Ore and +2 Gas.

Stealth Field
spaceships equipped with this tech can make nearby friendly spaceship more difficult to detect. All your spaceships within a fleet with this spaceship may use it's stealth value at -3 instead of their own stealth value.

Cost Modifier: +2 Ore and +2 Gas

Stealth Grid
This tech allows the following structure to be created on any of your worlds;

Stealth Grid Generator

Cost: 5 Ore and 5 Gas

Energy: 4

Infrastructure: 0

Effect: The world, each defense upon it and each friendly spaceship and station in orbit gain a stealth value of 1 per level of this structure (unless their own is higher). You may upgrade this structure a number of times equal to 1/2 your total stealth ranks (rounded up). If this structure becomes damaged for any reason, its effects immediately end until it is fully repaired.

Level 1 Sensor
Anomaly Scanners: After a spaceship equipped with this tech has been in a hex for at least 0.5 turn, it receives a +2 bonus to it's sensor value until it leaves that hex.

Cost Modifier: +1 Gas

Grid Scan
Equipped spaceship receive a +1 bonus to sensor value for each other spaceship in the fleet with this tech, up to a maximum of +2.

Cost Modifier: +1 Ore

System Readings
spaceship equipped with this tech are better able to identify systems present in other spaceship and defenses. The equipped spaceship may spend a move action to scan an enemy spaceship, defense or station in the same hex. Doing so automatically reveals the target's actual system values (though this doesn't reveal tech automatically). Cost Modifier: None

Target Lock
If the equipped spaceship forgoes acting in the first pass it could actually act in (so example; not during an enemy surprise wave or first two passes against an enemy with Strategists), it gains a +1 bonus to weapon value against a specific target until it uses this ability to get a new target lock or it completely loses track of the target.

Cost Modifier: +1 Ore

Shield Analyzers
This spaceship's sensors can find weaknesses in enemy shields, allowing you to maximize damage against them. When this spaceship inflicts weapon damage, or rams a spaceship with shields, treat the damage it would inflict to the shields as though it were 2 higher. In addition, spending a move action to scan a target's shields reveals any tech the shields possess (though they do not receive enough information to gain any benefit beyond understanding their impact in combat).

Cost Modifier: +1 Ore

Sensor Link
spaceship equipped with this tech may use the highest modified sensor value of the Sensor Linked equipped spaceship in their fleet. This replaces their own sensor score, so other tech do not apply. They cannot receive more than +4 bonus in this way. Modifier: +1 Gas

Target Leader
spaceship equipped with the Target Lock tech reduce the damage reduction provided by the environment and the target's engine value each by up to 1.

Requirement: Target Lock

Cost Modifier: None

Target Scrambler
This spaceship can turn targeting systems against their users, redirecting fire to itself by confusing both the sensors and those reading them. In place of either a move action or an attack action, this spaceship may scramble an enemy spaceship or defense that is in the same hex, and in the battle. The next time that defense or spaceship makes a weapon attack within 1 full wave (meaning if it makes an attack before the same pass of the next wave), it must assign at least 1/2 of its damage to this spaceship.

Cost Modifier: +1 Ore

Advanced Targeting System
Spaceship equipped with this may choose to redirect damage they deal to targets to specific systems. Doing so reduces ranks in that system by an amount up to the damage dealt. The damage dealt can be repaired as normal. Note that the target's shields must be down before you can target specific systems, unless your weapons can pass through the target's shielding or overwhelm it.

Requirement: Target Lock.

Cost Modifier: +1 Ore.

NOTE: Damage is not applied against the hull value and may not target the 'hull' as a system.

Fire Control
spaceship equipped with this tech may make use of a secondary weapon system each wave. The spaceship may attack with another weapon system it has equipped that has a lower damage value than its primary weapon in the pass that it attacks.

Cost Modifier: +2 Ore

Sensory Overload
Equipped spaceship may use this system to damage an enemy's sensors. Doing so replaces an attack action, but causes direct damage to an enemy's sensor ranks equal to this spaceship's sensor value (passing right through shielding). This effect has a range of 4 units. The system damage is not affected by other tech (whether your own, or the target's). A spaceship reduced to 0 sensor value in this way suffers a 30% miss chance with weapon attacks (though this does not affect scattering weapons) until it is repaired.

Cost Modifier: +2 Ore and +2 Gas

Target Painter
This spaceship can paint enemy targets for its allies to better track and destroy. This spaceship 'paints' an enemy spaceship, defense or station during the same pass as its first action each wave (or maintains a current 'paint'). Each allied spaceship with sensor link receives a +1 bonus to weapon value and a +2 bonus sensor value against the target so long as it is painted (this effect is non cumulative).

Requirement: Sensor Link

Cost Modifier: +2 Ore