Communication
With the advent of relatively easy interstellar travel, 'swift' communication among the suddenly far-flung colonies of Terra became a problem. People could physically travel from one point to another more quickly than a message could be sent via any known electronic method. Curiously, the resulting effect was similar to (though on a much larger scale) medieval Europe existing on Terra. The concept of an effective centralized government was infeasible because of the delay in -communication. It might take days, sometimes weeks, to get a message across.
The Tachion Beam Dictor has helped to alleviate the problem, but is far from the perfect solution. The Dictor utilizes tachion beams (more stable over a long range than neutrinos) to transmit information. The dictor has an effective range of about 30 light-years, and this creates the necessity for a message to be relayed several times if it has a long way to travel. This creates serious security problems for sensitive information. An additional drawback. is that the beam must be very carefully aimed, and so useful Dictors must be located on installations with very predictable movements, such as orbiting space stations (the beam does not travel well through planetary atmospheres either; standard laser transmission is used for ground to orbit communication). Dictors can also be used between ships if each has a sensor -lock on the other, so that the beam may be properly aimed. This allows for instantaneous communication between ships which may be across a solar system from each other, here a laser transmission would take hours to be received.
Personal Shields
covers the body and accoutrements of the wearer (the focus) with a halo of energy, usually faintly visible as a shimmering aura- quite noticeable in darkness. It should also be noted that persons wearing activated shields are much more easy to pick up on multiscanner and sensor probes because of the energy output.
The shield forms about an centimetre away from the wearer's body, reacting to the surfaces like an electro-static charge. At the feet the shield dissipates out for a few centimeters over the floor where they touch. The shield will, however, only spread to envelop about 1/10th of a cubic meter beyond the volume of the wearer's body (himself, normal clothing, a small pack and a few weapons) without suffering dispersal.
When dispersal occurs {and the GM
should be alert for the potential of this to prevent PC abuse of shields) all normal subtractions of the shield are halved, and the shield energy cell has a 5% every round of going dead due to overload. This situation is applicable to volumes up to the equivalent of the wearer's unclothed body. The living flesh of the
wearer is the basis for the field, though the shield's internal computer is capable of limited compensation. Shield computers are preset to the general parameters of the owner when bought, and complex to reprogram. The shield simply wit! not attempt to spread over a larger area than that, because of its microcomputer programming.
If, when the shield is activated the shield computer realizes that too much volume is involved- volume even beyond dispersal - it overrides and will not activate. Any objects added after the shield is fully activated have no effect. The shield compresses to the surface it has formed over,leaving the new, added volume outside. A shield will. under no circumstances, spread to envelop another living being, even if the wearer attempts to embrace that being then activate his shield. The shield will simply ignore the other focus.
With the shields' spreading tendency. the natural question arises: how does one fire a weapon while wearing a shield without suffering the subtraction as the projectile/beam attempts to punch through the attacker's own shield? This is, in fact, relatively easily accomplished (for those using projectile or energy weapons) with a device known as a dissipater. The dissipater is affixed to the end of the weapon barrel and acts to prevent the shield from trying to dose over the end of the barrel.
Interestingly, if one is armed with a weapon equipped with a dissipater and can get close enough to an opponent who is wearing a shield, he can push the barrel through the target's shield (the barrel tip must get within one inch of the opponent, truly point-blank) and annul its effects for that shot.
Cruder, more bulky shield models are most often worn on the back or chest. or as a suit like garment covering the entire body. Belt weight: 3.5 kg; bade/chest weight: 8 kg. All shields require 3 full rounds after being activated to spread and establish themselves fully. Conversely, after being deactivated they require three full rounds to dissipate.
Only one shield can be operated from one focus at any given time. Though more than one could theoretically be worn, attempting to have both operational around the same focus at the same time will short them out (Extremely Severe malfunction). Attempting to activate one before the full three pounds have passed after deactivating a previous one will short out the one being activated.
With the advent of relatively easy interstellar travel, 'swift' communication among the suddenly far-flung colonies of Terra became a problem. People could physically travel from one point to another more quickly than a message could be sent via any known electronic method. Curiously, the resulting effect was similar to (though on a much larger scale) medieval Europe existing on Terra. The concept of an effective centralized government was infeasible because of the delay in -communication. It might take days, sometimes weeks, to get a message across.
The Tachion Beam Dictor has helped to alleviate the problem, but is far from the perfect solution. The Dictor utilizes tachion beams (more stable over a long range than neutrinos) to transmit information. The dictor has an effective range of about 30 light-years, and this creates the necessity for a message to be relayed several times if it has a long way to travel. This creates serious security problems for sensitive information. An additional drawback. is that the beam must be very carefully aimed, and so useful Dictors must be located on installations with very predictable movements, such as orbiting space stations (the beam does not travel well through planetary atmospheres either; standard laser transmission is used for ground to orbit communication). Dictors can also be used between ships if each has a sensor -lock on the other, so that the beam may be properly aimed. This allows for instantaneous communication between ships which may be across a solar system from each other, here a laser transmission would take hours to be received.
Personal Shields
covers the body and accoutrements of the wearer (the focus) with a halo of energy, usually faintly visible as a shimmering aura- quite noticeable in darkness. It should also be noted that persons wearing activated shields are much more easy to pick up on multiscanner and sensor probes because of the energy output.
The shield forms about an centimetre away from the wearer's body, reacting to the surfaces like an electro-static charge. At the feet the shield dissipates out for a few centimeters over the floor where they touch. The shield will, however, only spread to envelop about 1/10th of a cubic meter beyond the volume of the wearer's body (himself, normal clothing, a small pack and a few weapons) without suffering dispersal.
When dispersal occurs {and the GM
should be alert for the potential of this to prevent PC abuse of shields) all normal subtractions of the shield are halved, and the shield energy cell has a 5% every round of going dead due to overload. This situation is applicable to volumes up to the equivalent of the wearer's unclothed body. The living flesh of the
wearer is the basis for the field, though the shield's internal computer is capable of limited compensation. Shield computers are preset to the general parameters of the owner when bought, and complex to reprogram. The shield simply wit! not attempt to spread over a larger area than that, because of its microcomputer programming.
If, when the shield is activated the shield computer realizes that too much volume is involved- volume even beyond dispersal - it overrides and will not activate. Any objects added after the shield is fully activated have no effect. The shield compresses to the surface it has formed over,leaving the new, added volume outside. A shield will. under no circumstances, spread to envelop another living being, even if the wearer attempts to embrace that being then activate his shield. The shield will simply ignore the other focus.
With the shields' spreading tendency. the natural question arises: how does one fire a weapon while wearing a shield without suffering the subtraction as the projectile/beam attempts to punch through the attacker's own shield? This is, in fact, relatively easily accomplished (for those using projectile or energy weapons) with a device known as a dissipater. The dissipater is affixed to the end of the weapon barrel and acts to prevent the shield from trying to dose over the end of the barrel.
Interestingly, if one is armed with a weapon equipped with a dissipater and can get close enough to an opponent who is wearing a shield, he can push the barrel through the target's shield (the barrel tip must get within one inch of the opponent, truly point-blank) and annul its effects for that shot.
Cruder, more bulky shield models are most often worn on the back or chest. or as a suit like garment covering the entire body. Belt weight: 3.5 kg; bade/chest weight: 8 kg. All shields require 3 full rounds after being activated to spread and establish themselves fully. Conversely, after being deactivated they require three full rounds to dissipate.
Only one shield can be operated from one focus at any given time. Though more than one could theoretically be worn, attempting to have both operational around the same focus at the same time will short them out (Extremely Severe malfunction). Attempting to activate one before the full three pounds have passed after deactivating a previous one will short out the one being activated.
Antimass Deflectors (units may move through asteroid fields): These are the combined technologies of screens and tractor beams. Merged into an effective kind of screen that drains a lot of power but provides some protection against large mass bodies in space, the barrier works as a kinetic sensor that increases density in the screen while delivering rapid pushing beam pulses against incoming asteroids. The technology is useless against full frontal collisions or ramming attacks but aids greatly in the avoidance of asteroid damage, still you’ll need crack pilots to travel through an asteroid field. The normal sheer folly (-50) or absurd (-70) modifier on N-space astrogation however is reduced to very hard (-20) and extremely hard (-30) with this technology.
XRD Transporters (carriers have +1 move): X-deviation Redline Distributor. The technology has existed for several millennia, and is capable of warping space and allowing instantaneous travel between two points in space (but not time). This is what allowed and still allows the safe passage of dignitaries between their homeworlds and Mecatol Rex for convening of the galactic counsel.
The breakthrough of the XRD transporter technology is the introduction of new methods of producing fusion reactions with limited radioactive shielding. The massive underground chambers used to generate the reaction (a catalyst for the redline cascade effect), are no longer necessary thanks to improvements in the shielding itself and more efficient refinement of input materials.
Though the sensitive targeting computers of Dreadnoughts and War suns are susceptible to miscalibration from the redline cascade effect, the relatively unsophisticated carrier is granted an increased range capability by the introduction of the XRD transporter to its basic engine configuration. The virtually unrestricted movement of a handful of dignitaries does not translate to similar capabilities in the modified carrier, however the range is nearly doubled for a relatively low cost upgrade and readily available inputs.
In game terms: The Translight drive rating of you ships are only half the size of normal drives, the cost will remain the same, this technology is not available for small and medium attack crafts. The power requirements of the fusion reactors make it so that the technology is not available for heavily armed ships (cruisers & dreadnaughts).
Light Wave Deflector (units may move through enemy occupied systems): The legendary chameleon technology uses biological cells called “chromatophores” that are concentrated by use of screen technology, the cells themselves deflect light waves in such a way that they seem transparent mimicking the surrounding colours and patterns, only the cells on the other side are not deflected creating an effective illusion of true transparency. Without a decent Electronic Warfare unit this technology is pretty useless. For vessel construction purposes a cloaking device has the same statistics as radiation shielding.
XRD Transporters (carriers have +1 move): X-deviation Redline Distributor. The technology has existed for several millennia, and is capable of warping space and allowing instantaneous travel between two points in space (but not time). This is what allowed and still allows the safe passage of dignitaries between their homeworlds and Mecatol Rex for convening of the galactic counsel.
The breakthrough of the XRD transporter technology is the introduction of new methods of producing fusion reactions with limited radioactive shielding. The massive underground chambers used to generate the reaction (a catalyst for the redline cascade effect), are no longer necessary thanks to improvements in the shielding itself and more efficient refinement of input materials.
Though the sensitive targeting computers of Dreadnoughts and War suns are susceptible to miscalibration from the redline cascade effect, the relatively unsophisticated carrier is granted an increased range capability by the introduction of the XRD transporter to its basic engine configuration. The virtually unrestricted movement of a handful of dignitaries does not translate to similar capabilities in the modified carrier, however the range is nearly doubled for a relatively low cost upgrade and readily available inputs.
In game terms: The Translight drive rating of you ships are only half the size of normal drives, the cost will remain the same, this technology is not available for small and medium attack crafts. The power requirements of the fusion reactors make it so that the technology is not available for heavily armed ships (cruisers & dreadnaughts).
Light Wave Deflector (units may move through enemy occupied systems): The legendary chameleon technology uses biological cells called “chromatophores” that are concentrated by use of screen technology, the cells themselves deflect light waves in such a way that they seem transparent mimicking the surrounding colours and patterns, only the cells on the other side are not deflected creating an effective illusion of true transparency. Without a decent Electronic Warfare unit this technology is pretty useless. For vessel construction purposes a cloaking device has the same statistics as radiation shielding.
Type IV drive (your dreadnaughts and cruisers receive +1 move): With this technology advancement the implementation of XRD technology has become available for combined use in heavily armed ships such as cruisers & dreadnaughts. The same rules as XRD transports apply
Advanced Fighters (fighters move independently, +1 on combat rolls): The advanced fighter is outfitted with a regenerative life support unit that allows a prolonged lifespan of the onboard air and water supply. The type IV drive is further perfectionised and upgraded with microtechnology so that the small to medium fighters can use this drive as well, Furthermore are the costs and masses of energy weapons reduced by 20%, only fighters (SMAC’s and MMAC’s) can use this technology.
Fleet logistics: This is not technology! These are all the necessary preparations and operations needed to supply and resupply troops and armies. A good general or admiral or other equivalent is usually the appropriate responsible person for such a task.
Enviro- compensator (spacedock production increased by 1): The Enviro- compensator creates an atmosphere aboard spacedocks while continually monitoring the surrounding environment by collecting data from highly accurate sensors that measure the ambient air temperature, pressure and humidity. Furthermore it is capable of temporarily reducing gravity for welding and assembly purposes.
Sarween Tools (spacedock production cost 1 less ):This is a replicated technology from the ancients, it is mostly a low cost energy cell used for light energy production such as used in tools. An other implication of this technology is the use of hydrogen power for pressurizing the hull of a ship. A much cheaper alternative than the standard procedures. The creation process of these tool is very expensive but if used in mass production these tools are worth the investment.
Advanced Fighters (fighters move independently, +1 on combat rolls): The advanced fighter is outfitted with a regenerative life support unit that allows a prolonged lifespan of the onboard air and water supply. The type IV drive is further perfectionised and upgraded with microtechnology so that the small to medium fighters can use this drive as well, Furthermore are the costs and masses of energy weapons reduced by 20%, only fighters (SMAC’s and MMAC’s) can use this technology.
Fleet logistics: This is not technology! These are all the necessary preparations and operations needed to supply and resupply troops and armies. A good general or admiral or other equivalent is usually the appropriate responsible person for such a task.
Enviro- compensator (spacedock production increased by 1): The Enviro- compensator creates an atmosphere aboard spacedocks while continually monitoring the surrounding environment by collecting data from highly accurate sensors that measure the ambient air temperature, pressure and humidity. Furthermore it is capable of temporarily reducing gravity for welding and assembly purposes.
Sarween Tools (spacedock production cost 1 less ):This is a replicated technology from the ancients, it is mostly a low cost energy cell used for light energy production such as used in tools. An other implication of this technology is the use of hydrogen power for pressurizing the hull of a ship. A much cheaper alternative than the standard procedures. The creation process of these tool is very expensive but if used in mass production these tools are worth the investment.
Graviton Laser system (PDS fire may reroll when miss): This is a sensor system based on the Laser Interferometer Gravitational-Wave Observatory which detect cosmical gravitational waves, such as those produced by fast moving vessels. Using these waves a targeting system can predict a course from a space vessel. (this is an extra predict bonus to offence, just like the computer bonus, the cost of the system is the same as a regular sensor. This system is never used by spaceships themselves as their own speed distorts the gravity wave.
Micro technology (receive one additional trade good):
Using micro technology is almost the same a using normal technology. The big difference is of course size and cost, the more expensive the equipment the smaller it becomes, repairs are also more costly, exact rules are left up to the GM. As a Guideline I’d suggest that you increase the cost according to the size reduction, this may vary for high or low technology races. I.E. for a size reduction of 10% add 10% to the cost. Size limitations may apply or the price may be higher for bigger size reduction. I suggest a price increase of 100% for size reductions of more that 50%.
Integrated economy (Place produced units in adjacent systems):
again, this is not technology but rather an efficient use of human resources, some races are just better at this than others.
Transit diodes (Move ground forces from one planet you control to another):
Transit diodes are teleporters, info on this can be found in the Spacemaster Companion, p.74-76.
Stasis capsules (Cruisers and Carriers may carry 1 ground force):
The Stasis capsule uses instead of the somewhat dangerous Cryo- tech a stasis field, generated by a screen emitter to keep a body from deteriorating while traveling vast distances. This implies an artificial pause that stops all physical and chemical processes, including those of life; they resume as if uninterrupted as soon as the stasis is ended. Apart from the fact that it’s a lot safer than cryogenics it is also smaller, it needs less power to operate.
Micro technology (receive one additional trade good):
Using micro technology is almost the same a using normal technology. The big difference is of course size and cost, the more expensive the equipment the smaller it becomes, repairs are also more costly, exact rules are left up to the GM. As a Guideline I’d suggest that you increase the cost according to the size reduction, this may vary for high or low technology races. I.E. for a size reduction of 10% add 10% to the cost. Size limitations may apply or the price may be higher for bigger size reduction. I suggest a price increase of 100% for size reductions of more that 50%.
Integrated economy (Place produced units in adjacent systems):
again, this is not technology but rather an efficient use of human resources, some races are just better at this than others.
Transit diodes (Move ground forces from one planet you control to another):
Transit diodes are teleporters, info on this can be found in the Spacemaster Companion, p.74-76.
Stasis capsules (Cruisers and Carriers may carry 1 ground force):
The Stasis capsule uses instead of the somewhat dangerous Cryo- tech a stasis field, generated by a screen emitter to keep a body from deteriorating while traveling vast distances. This implies an artificial pause that stops all physical and chemical processes, including those of life; they resume as if uninterrupted as soon as the stasis is ended. Apart from the fact that it’s a lot safer than cryogenics it is also smaller, it needs less power to operate.
Cybernetics (Fighters receive +1 on combat rolls):
A list of cyberware is found in the Cyberspace RPG.
Neural motivator (draw an extra action card):
also cyberware, It is used in some cultures to suppress some brainwaves and enhance other brainwaves, making the subject happier and more motivated. It suppresses feelings of depression and gloom. Most cultures regard its use as amoral.
Gen synthesis (Ground forces receive +1 on combat rolls, if destroyed return to home planet on a roll of 5+):
This is a complicated term for cloning. Rules are found in the Techbook.
Dacxive animators (transforms killed ground forces in own units on 6+):
Dacxive animators are an advanced technology based on nanobots, these microscopic robots are released over a battlefield and carry genetically engineered bacteria. The bacteria, together with the nanobots capabilities attempt to recreate or repair damaged tissue while inducing chemicals and pheromones into the subjects brain causing him to "forget" his identity. Furthermore, the bots manufacture a neural implant that induces and stimulates any doctrines and loyalties desired. On the downside are several complications and side effects depending on the mental state and strength of the subject, possibilities include hallucinations, drug tendencies, hyper-sexuality, cognitive dysfunction, multiple personalities and depression. Because of the complicated processes involved success of the Dacxive animators is very unpredictable. Using the animators is considered highly illegal and amoral to most races.
A list of cyberware is found in the Cyberspace RPG.
Neural motivator (draw an extra action card):
also cyberware, It is used in some cultures to suppress some brainwaves and enhance other brainwaves, making the subject happier and more motivated. It suppresses feelings of depression and gloom. Most cultures regard its use as amoral.
Gen synthesis (Ground forces receive +1 on combat rolls, if destroyed return to home planet on a roll of 5+):
This is a complicated term for cloning. Rules are found in the Techbook.
Dacxive animators (transforms killed ground forces in own units on 6+):
Dacxive animators are an advanced technology based on nanobots, these microscopic robots are released over a battlefield and carry genetically engineered bacteria. The bacteria, together with the nanobots capabilities attempt to recreate or repair damaged tissue while inducing chemicals and pheromones into the subjects brain causing him to "forget" his identity. Furthermore, the bots manufacture a neural implant that induces and stimulates any doctrines and loyalties desired. On the downside are several complications and side effects depending on the mental state and strength of the subject, possibilities include hallucinations, drug tendencies, hyper-sexuality, cognitive dysfunction, multiple personalities and depression. Because of the complicated processes involved success of the Dacxive animators is very unpredictable. Using the animators is considered highly illegal and amoral to most races.
X-89 bacterial weapon (discard action cards, Dreadnaughts and War Suns may bombard and kill all ground forces.): Needles to say, the X-89 is a weapon that is deemed illegal and dishonest by most if not all races. Dropping a load of X-89 on a planet is very effective however and has been used in the past, cleaning up after a bacterial bombardment has proven very difficult since the bacteria can survive in almost every environment and are quick to adapt to new environments. It can effectively ‘fool’ a breathing mask and life support that uses air filtering. Only fully autonomous breather systems can protect a humanoid from its devastating effect. Furthermore the virus spreads very quickly and is almost impossible to contain.
Hylar V assault laser (cruisers and destroyers receive +1 on combat rolls): The Hylar is the aquatic race ruled by the JolNar education alliance. They are best known for their superior technology. One of these technological achievements is the type V assault laser. All lasers are subject to ‘blooming’ a sort of dissipation of the energy; this causes the laser to defocus and to lose energy and thus firepower. The type V laser lessens this effect by using a phased pulse –array. This means short bursts of laser fire with oscillating magnitude will be fired, reducing energy loss. In game terms: Hylar lasers have an Offensive Bonus of +10 and a mass of an extra 10%. Note that the oscillating effect will dissapear if more than 4 lasers are fitted in a firing system, limiting the OB to +40.
Deep space cannon (PDS may fire on adjacent systems): Instead of regular laser or blaster cannon fire, the deep space cannon uses an artificial magnetic field that contains the laser of blaster fire to prevent it from dispersing and interfering with other gravitational fields or molecule ionization (which causes energy loss). This artificial field is generated by sub atomic particles. The effect is that PDS can fire up to double their range.
Magen defense grid (PDS receive +1 on combat rolls, defending ground forces as well): The defense grid is an intricate network of planetary and orbital sensors that are in direct contact with a computer that correlates the data to Planetary Defense Systems and ground forces. Target acquisition and troop deployment benefit greatly from the grid. (+10 OB)
Assault cannon (Dreadnaughts may fire once before combat begins):
Assault cannons are described in the Star Strike book.
Graviton negator (Dreadnaughts may bombard PDS planets, fighters may invade): Graviton negators are negative mass emitters that are used to generate a repulsive field which, in effect, repels any other ambient electromagnetic fields including gravity, the workings are about the same as an artificial gravity inducer like those used in gravboots.
War Sun:
no explanation needed.
Thanks as well to Mike Evans, Turin and Xix from the Twilight Imperium forums for some ideas.
Hylar V assault laser (cruisers and destroyers receive +1 on combat rolls): The Hylar is the aquatic race ruled by the JolNar education alliance. They are best known for their superior technology. One of these technological achievements is the type V assault laser. All lasers are subject to ‘blooming’ a sort of dissipation of the energy; this causes the laser to defocus and to lose energy and thus firepower. The type V laser lessens this effect by using a phased pulse –array. This means short bursts of laser fire with oscillating magnitude will be fired, reducing energy loss. In game terms: Hylar lasers have an Offensive Bonus of +10 and a mass of an extra 10%. Note that the oscillating effect will dissapear if more than 4 lasers are fitted in a firing system, limiting the OB to +40.
Deep space cannon (PDS may fire on adjacent systems): Instead of regular laser or blaster cannon fire, the deep space cannon uses an artificial magnetic field that contains the laser of blaster fire to prevent it from dispersing and interfering with other gravitational fields or molecule ionization (which causes energy loss). This artificial field is generated by sub atomic particles. The effect is that PDS can fire up to double their range.
Magen defense grid (PDS receive +1 on combat rolls, defending ground forces as well): The defense grid is an intricate network of planetary and orbital sensors that are in direct contact with a computer that correlates the data to Planetary Defense Systems and ground forces. Target acquisition and troop deployment benefit greatly from the grid. (+10 OB)
Assault cannon (Dreadnaughts may fire once before combat begins):
Assault cannons are described in the Star Strike book.
Graviton negator (Dreadnaughts may bombard PDS planets, fighters may invade): Graviton negators are negative mass emitters that are used to generate a repulsive field which, in effect, repels any other ambient electromagnetic fields including gravity, the workings are about the same as an artificial gravity inducer like those used in gravboots.
War Sun:
no explanation needed.
Thanks as well to Mike Evans, Turin and Xix from the Twilight Imperium forums for some ideas.