Manual:Game Mechanics/Security

Combat Developments
Protects against subterfuge, and increases boarding strength and planetary attack/defense strength.

Level 1 Security Developments
Provides 2 Sercurity Points per rank spent in planetary technology. A Sercurity Technology Point is used to raise the rank of a single Sercurity Technology. Each area only cost 1TP to improve, dispite level. However each area cannot get higher than the level that Sercurity technology is at through the use of PT.

Level 2 Security Developments
Provides 3 Security Service Points per rank, insted of 2.

Level 3 Security Developments
Provides 4 Security Service Points per rank, insted of 3.

The Security Developments are: Used in bording ships/planets and in counter espionoge. Attacks are energy-based, defense damage equal to assigned ranks. Attacks are explosive, defense damage equal to assigned ranks. Attacks are solid, defense damage equal to assigned ranks. Reduces incoming damage by an amount equal to assigned ranks, but if the shield takes damage equal to or exceeding its value in one pass, it collapses the following pass, not able to recharge during combat.
 * Security
 * Energy Weapons
 * Explosive Weapons
 * Solid Weapons
 * Shields

Baseline Security
Your security systems and forces may not be equal, perhaps your people are primal warriors with primitive security systems, maybe they are tech savvy but not strong combatants. Choose one of the following upon reaching your first rank of security (this is in addition to the level 1 tech, and cannot later be changed).

Balanced Security
Your people believe both in combat training and security systems equally. There are no modifiers for this option.

Savage Warriors
Your people are brutal warriors, but their security systems are quite lacking. Your boarding strength and planetary attack/defense strength are all increased by 2, but opponents have their Subterfuge value treated as though it were +2 against you.

Sophisticated Security Systems
Your people rely heavily on their security systems, preferring not to enter directly into combat themselves. Opponents have their Subterfuge value treated as though it were -1 against you, but your boarding strength and planetary attack/defense strength are all reduced by 1.

Level 1 Security Services
Each time you gain a level in Security Development, you can choose one Service Service at the same or lower level.

Breaching Equipment
Your security teams possess breaching equipment useful for boarding spaceships and stations. When boarding enemy spaceships and stations, you reduce the size bonus they receive to their boarding strength by 2 (to a minimum of 1 in this way).

Cost: None

Encryption
Your systems are difficult to intrude upon. Enemy Subterfuge value is reduced by 2 when they attempt to use the Subterfuge 'Gather Information' ability against you. In addition, your self destruct systems cannot be deactivated by your enemies when the spaceship is captured.

Cost: None

Standard-Issue Weaponry
Your security teams are equipped with standard-issue weaponry. With standardized weapons, training is easier and they are cheaper to mass produce. Your spaceships and stations have +1 boarding strength and your worlds have +1 planetary defense strength. In addition, your Combat Modules cost 1 less ore to build.

Requirement: spaceship or Defense Weapon 1

Cost: None

Veterans
There are experienced members amongst your security forces that can provide better tactical insight and take can quickly take command of a battle. Whenever a world, station or spaceship equipped with combat modules uses its boarding/planetary defense strength successfully, it gains 1 Experience (winning a boarding skirmish, successfully invading/defending a world, surviving an encounter with a dangerous alien species on a new world,etc);

1 Experience (Blooded): These forces have seen a little action, but are not experienced enough to have developed any advanced tactics. Increases resistance to demoralization effects by 5%.

3 Experience (Regulars): These forces are experienced, having performed well in several missions. Increases boarding or planetary defense strength by 1.

5 Experience (Veterans): These forces have seen it all, and not only that, but they survived it all too. These forces know how to get things done. Any Security Equipment bonuses to their strength are increased by 1 (to a total maximum of +3 extra from this tech).

+5 Experience: Increases boarding/planetary defense strength by 1.

A force can reach up to 15 Experience with this tech. At each new level of experience, the force gains the new bonuses and any others it has gained through this tech. A force cannot gain more than 2 Experience from any single 'encounter' (so no more than 2 Experience during a long drawn-out battle, or a planetary defense that lasts several turns, etc). If a force is wiped out (fail to repel boarders, fail to defend world, get devoured by local alien wildlife, etc), these bonuses go with them, as new forces are required to replace them.

Cost: None

Conscription/Drafting
Your people frequently employ either volunteers or possibly not entirely willing individuals (such as convicts or slaves for example) into your armies as makeshift defense forces. For every 5 infrastructure on your worlds, their planetary defense strength is increased by 1 (this stacks with the normal +1/5 infrastructure). Your stations receive a +1 boarding strength bonus for every 5 infrastructure.

Cost: None

Counter-Intelligence
Your people are good at finding security leaks, and even better at patching them up. Races attempting to use Subterfuge against you have their Subterfuge value treated as -1.

Cost: None

Special Operations Teams
You have teams of specialists that are trained to perform surgical strikes and covert missions. When you win a boarding skirmish with a spaceship equipped with at least a size 1 Combat Module, each enemy spaceship loses 1 additional boarding strength.

Cost: None

Trained Soldiers
Your security teams are well-trained and are able to quickly adapt strategies and tactics. Your boarding strength and planetary attack/defense strength are each increased by 1. In addition, your people are less likely to panic, increasing their chance to resist demoralization by 20%.

Cost: None

Detailed Security Protocol
Each time a race uses a Subterfuge ability (besides Gather Information) against you that they have used before, your Security value is cumulatively increased by 1 per attempt against that ability.

Requirement: Counter-Intelligence

Cost: None

Elite Soldiers
Your security teams are renown across the galaxy for their battle prowess. Your boarding strength and planetary attack/defense strength are each increased by 1. The bonus resistance to demoralization and effects generated by weapons with the influence tech is increased to 40% (from Trained Soldiers' 20%). In addition, when adding Combat Modules to spaceships and stations, you may increase the cost per size by 1 Ore and 1 Gas to increase the bonus granted by 1/size.

Requirement: Trained Soldiers

Cost: None

Garrisoned Forces
Your security teams employ a wide variety of heavy weaponry and atmospheric vehicles for battling spaceships and heavy infantry. You may apply this tech to any of your worlds. Doing so increases the planetary defense strength of the world by 2. In addition, When the world's defenses fall and the ground invasion begins, you may inflict an amount of damage to the invading fleet equal to 1/2 of the world's planetary defense strength. You may divide this damage as you choose amongst the fleet as you choose. This damage matches the type of your highest ranked weapon (solid, explosive or energy).

Cost: 2 Ore and 2 Gas, and 1 unused infrastructure (consumed as a cost).

Military Intelligence
When invading an enemy world, you reduce their planetary defense strength by 2. When being invaded, you may reduce the planetary attack strength of the invaders by 4.

Cost: None

Level 1 Weapon
These tech apply to Solid, Explosive, and Energy weapons. You receive a new tech each time a weapon reaches the appropriate level, and cannot apply tech to other weapons without choosing the same tech twice.

Interference
When this weapon would damage a spaceship or station through its shields, you may instead negate any amount of the damage to degrade a system by an amount equal to the amount of damage prevented (hull is not a system for this purpose). These penalties remain for 1 full wave, after which they begin to recover at a rate of 2/wave (unless the system is struck again of course). There is a 5%/2 ranks (maximum 25% chance) that the spaceship does not recover their systems automatically at the beginning of each wave, if this occurs, the system cannot recover at all in this way during the battle.

Cost Modifier: None

Mobility Reduction
The weapon has a 5%/2 rank chance, up to 25% chance, to reduce the enemy's Engine and Warp values by 1, this effect lasts until repairs are made. This effect can only occur if the spaceship's shields are down. You may choose to have this weapon tech only degrade systems, only damage or inflict damage and degrade systems. You choose how this tech functions each time the weapon is fired.

Cost Modifier: None

Ripper
The weapon has a 5%/2 ranks (up to 25%) chance to inflict an extra point of damage as it rips through the enemy vessel. This bonus damage increases by 1 when you reach at least 8 ranks in this weapon's tech field.

Cost Modifier: None

System Destroyer
The weapon has a 5%/2 ranks (up to 25%) chance to damage an enemy non-hull system by a number of ranks equal to the damage that was dealt to the hull (before any damage reduction is applied from tech). Destroyed systems cannot be salvaged. The system is chosen at random.

Cost Modifier: None

Armor Piercing
Weapon is effective at tearing through hulls. It inflicts 1 extra damage to spaceship and defense hulls and reduces the amount of damage that the target's armor tech would prevent by 1 total.

Cost Modifier: +2 Ore

Guided
Weapon reduces the damage reduction a target would gain from its engines by up to 2 and reduces any damage reduction the target would gain from terrain or cover by 1.

Cost Modifier: +1 Gas

Long-Ranged
Weapon strikes first in a pass, provided no enemies have already closed range. Long range weapons have a combat range of 8 units. Defense weapons with this tech have a range of 10 units.

Cost Modifier: +3 cost based on weapon type (example; solid weapons would cost +3 ore)

Irradiated
Weapon is saturated with deadly radiation, reducing the boarding strength of any spaceship they strike by an amount equal to 1/2 weapon strength when they inflict hull damage. This effect can only reduce the boarding strength by up to 1/2 of its maximum strength, however these effects linger until the spaceship can return to a friendly world or station, or spends a full turn out of combat if it has a science lab module equipped. Such weapons can be used for Bombardment, but may cause long term hazards.

Cost Modifier: +2 Ore and +2 Gas

Inter-system Weaponry
This weapon can fire incredibly long ranges, though can only be fired twice per turn. It can attack anything within 5 hexes, but must wait 0.1 turn between shots and cannot fire through asteroid field hexes (but may fire at Asteroid Field Hexes if you wish to help clear a path for a fleet per Asteroid hex's rules). You must be able to detect the target with the sensors of one of your spaceships, stations or worlds. This weapon may be used to add up to 1/3 (rounded up) its damage value to the planetary attack strength of a fleet in range. If this is used to defend against spaceships in-hex, the weapon may make a shot before combat even begins (unless the enemy was undetected an initiates combat first). This may only be applied to defenses size 4or larger, or spaceships size 7or larger.

Cost Modifier: +3 Ore and +3 Gas

Shield Piercing
Weapon inflicts 2 additional damage to shields.

Cost Modifier: +2 Gas

Disabling
Each time a weapon with this tech would inflict damage upon a spaceship or station, there is a chance the target will temporarily be disabled and unable to act for 1 full wave (so if the target is disabled on pass 2 of wave 1, they cannot act until pass 2 of wave 2). The chance of this effect is +5% / 1 weapon strength that hits the target, -5% / size of the target. If this tech is combined with weapon tech that can trade their damage for bonus effects, the full damage that would have been dealt applies for this tech.

Cost Modifier: +2 Ore and +2 Gas.

Orbital Strike
Weapons with this tech may add up to 1/2 their damage value to the fleet's planetary attack strength (rounded down), though due to their inaccuracy can only target spaceships of at least size 4. Equipped weapons can be used in Bombardments against planets, and apply 1/2 their full value to the bombardment attack (rather than 1/3). Defenses may not be equipped with this tech.

Cost Modifier: +3 Ore and +3 Gas

Rapid Fire
Weapon's fire is sustainable. The weapon's damage is reduced by 1, but the equipped weapon strikes twice per wave. The extra attack may either be assigned during the primary attack's pass or any other pass of your choice in the wave, though it's attack pass must be declared as normal.

Cost Modifier: +2 cost based on weapon type (example; solid weapons would cost +2 ore)

Residual Damage
Weapon's hits cause lasting damage, whether through acid, electricity, fire, drilling, etc. The weapon's damage is reduced by 1, but causes 2 damage of the same type to struck targets on the same pass of the next wave (example, if you hit a spaceship in pass 2, it takes the extra damage the next wave on pass 2).

Cost Modifier: +1 Ore and +1 Gas.

NOTE: A spaceship or defense must assign at least 1/2 of it's total damage to a target for the extra damage.

Scattering
The weapon fires a blast or a large number of projectiles. These weapons are effective against large numbers of spaceship, inflicting normal damage -1 against the initial target and each other target within 4 units of it suffers a strike at 1/2 (rounded up) normal strength. This weapon cannot strike multiple primary targets (it must be fired at a single spaceship).

Cost Modifier: +3 Ore and +3 Gas

Transphasic Intergalactic Weaponry
Weapons with this tech may only fire once per turn, but may fire at anything within a range of 10 hexes, ignoring all terrain between it and the target. You must of course be able to detect the target with sensors from one of your spaceships, stations or worlds to be able to shoot at it. If you fire this at a world you may use it to either perform a Bombardment attack against a world you occupy or increase the planetary attack strength of an invading fleet by 1/3 weapon damage (rounded up). Weapons with this tech have +2 to their damage value and cannot target things within the same hex it is in. This can only be applied to defenses and only those size 5 or larger.

Requirement: Defense Tech Level 2

Cost Modifier: +4 Ore and +4 Gas

Directional Shielding
Instead of moving or instead of making an attack in a wave, equipped spaceship may focus its shields in a particular direction. This makes these shields good for attacking from a distance, retreating, assaulting planetary defenses, etc. Doing so increases the shield value by 2, however, if an attacker takes a new position (attacks from behind, makes a tactical jump, flanks, etc) your shields provide no protection from that attacker.

Cost Modifier: None

Navigational Shielding
Equipped spaceship reduces damage inflicted by rifts and wormholes by 2. In addition, ionic nebulas only reduce shield strength by 2 (instead of 6).

Cost Modifier: None

Subversive Shields
Shields with this tech are highly effective against energy, however, do little to slow projectiles and warheads. This tech causes shields to reduce the amount of damage taken from energy weapons by 2 while active, but also causes solid and explosive attacks to ignore their value entirely.

Cost Modifier: None

Universal Shield Power Source
When your shields go out, you may disable another system to partially restore them. If the spaceship's shields are out at the start of a wave, the spaceship may choose to disable another non-hull system to restore the shields by an amount equal to 1/2 of the system's ranks, but not more than the shield's maximum strength.

Requirement: Alternative Energy 1

Cost Modifier: +1 Ore

Disruptive Shields
Sensors are at -1 value against a shielded spaceship or defense with this tech and cannot ascertain any real detailed information about it from scans unless their sensors are still higher value than your shields after the -1. Influence, interference and mobility reduction weapon tech are at -1 strength against these shields and have the % based chance of additional effects reduced by 10% (applied before the 25% cap).

Cost Modifier: +1 Gas and +1 Ore.

NOTE: The 10% reduction applies even after the shields are down, as their residual energy still affects the weapon systems accordingly.

Kinetic Barrier
Shields with this tech are resistant to fire from solid weapons, physical contact and explosions, however provide no protection against energy attacks. This tech causes the shields to reduce incoming solid and explosive damage by 2 while the shields are active, but energy attacks pass right through them.

Cost Modifier: +2 Gas

Over-Charged Shields
At the start of a wave, if this spaceship's shields are active it may over-charge them. This increases their value by 3, however, each time the shields take damage equal to at least 1/2 of their new value there is a 20% chance they short out. If the spaceship takes enough damage to knock out the over-charged shields, the shield system is damaged (reduced to 0 ranks) and must be repaired. Over-charging lasts up to 0.2 of a turn (or 8 waves), after which the shields die out and cannot again become active for 0.5 of a turn.

Cost Modifier: +2 Gas

Regenerative Shielding
This shield tech allows a spaceship or defense to partially regenerate shielding. If at the start of a wave this spaceship's shields are down, it recovers 1 shield value.

Cost Modifier: +1 Gas

Shield Cycling
After the first wave of combat in which this spaceship's shields would be knocked out, they can restore up to 1/2 normal shielding the next wave in place of an attack action. The spaceship can do this only once per battle.

Cost Modifier: +1 Gas.

Accelerated Shield Regeneration
Shields with this tech regenerate at an astonishing rate, keeping the spaceship or defense in the fight longer. This spaceship/defense's shields regenerate at a rate of 2/wave until they reach full strength (if they are knocked out, they recover 2 the following wave, if they remain active, they gain 2 more the following wave, etc).

Requirement: Regenerative Shielding tech

Cost Modifier: +2 Gas and +2 Ore

Displacement Field
At the start of any wave in which this spaceship/defense has shields active, it may activate this tech. While this tech is active, the spaceship is immune to damage and any additional weapon effects, but cannot move or attack. Anything that comes into contact with this barrier takes an energy damage hit equal to the spaceship/defense's shield value. This remains active for the rest of the wave and the following wave then deactivates. This tech can only be used once per turn.

Cost Modifier: +2 Gas and +2 Ore

Fleet Barrier
spaceship with this shield tech have -2 to thier shield value, but can apply their shields to all other spaceships in the fleet so long as they remain within 4 units. If multiple spaceship possess such shields in a fleet, only one can affect the fleet each wave. Each is knocked down individually, one after the other (being activated one after the other). Damage assigned to the fleet must pass through this shield before striking the target's shields.

Cost Modifier: +3 Gas and +3 Ore

Pulse Shielding
Shields with this tech are weaker, but easier to sustain. The shield value of equipped spaceship/defense is 1/2 of normal (rounded up), but the shields fully recover at the start of each wave.

Cost Modifier: +3 Gas