|
Advanced Training |
Convert 20% + 100 colonists
on a ship to troops each cycle |
|
Agro-Dome |
Produces 50kt of food per
turn. |
|
Alchemy |
Convert supplies to minerals |
|
Alchemy Forge |
When on, it grabs supply
units from junk pods and re-supply pods belonging to anyone,
plus supplies from planets and bases that you own and converts
the supplies to metals. Twelve supply units yield 1 duranium,
1 tritanium, and 1 molybdenum. Control switches on the ship
can limit the process to just one metal type if you wish. |
|
Assimilation Beam |
When turned on over an enemy
base up to 250000 enemy colonists, crew, or troops are turned
into Cyborg colonists and placed on board the ship. The
device works through base shields. The device only works
for the Cyborg race and does not work
on natives or the Crystal race. |
|
Barbitic Mine Dropper |
Converts ordnance units into
Barbitic mines and drops them |
|
Bio Computer |
Is always on and uses 4 med
units per turn. If the ship ever runs out of med units,
the ship will take a massive amount of system damage. The
Bio computer must have a HG near to mindmeld with and give
the ship +100 attack and +50 evasive bonus. There is a reserve
limit of 12 med units, which wouldn't be used to grow OA. |
|
Bioscanner |
Its primary use is detecting
native life on planets out to a distance of 700 LY. When
on the bioscanner's findings will be reported in the ship's
log. Using the scanner does not make the ship any more visible
to the enemy than normal. |
|
Boarding Laser |
Only used when you are transporting
your colonists, troops, crew, or high guard to an enemy
ship as a hostile boarding action. The boarding laser helps
your troops take over the enemy ship. It cuts holes in the
enemy ship doing (100/(hull_mass+1))*30+Rnd*4 hull damage
to the target. It kills up to 10% of the enemy crew, 40%
of the enemy colonists, and 10% of the enemy troops. You
need to beam over 1 of your guys for every 5 enemies you
want to take out. The Crystals are immune to death by boarding
lasers. To use the device just turn it on and transfer your
crew to the enemy target using your transporters. |
|
Boarding Laser
(Privateer Advanced) |
Same as above only the weapon
kills 15% crew, 50% colonists and 40% troops and you need
to beam over only 1 of your guys for every 20 enemies that
you want to take out. If the ship doing a boarding attack
has the plans to the target enemy ship in their memory bank
then the boarding laser kills 20% crew, 60% colonists and
40% troops and you need to beam over only 1 of your guys
for every 40 enemies that you want to take out |
|
Cargo Desk |
Produces 1 assault pod per
turn using 1000 ord and 10 troops. The ship must have an
empty cargo pod bay. The device has a secondary function
of taking all the metals in the ship and placing the metals
in a construction pod and loading the pod into an empty
pod bay, this secondary function only works when the command
code MET is used. The device will only produce one pod per
turn, ether an assault pod or a construction pod. |
|
Cargo Grappler |
Steals molybdenum, tritanium,
duranium, food, med, and supplies (in that order) from all
ships within 50 LY that you are at war with. It will steal
as much as possible, until the enemy ships are empty or
there is no more cargo room left to hold the stolen goods.
Will also steal food from bases. This device works after
movement. |
| Chunnel |
See
Warp Chunnel and
Ground base
chunnel |
|
Cloak |
Burns fuel and reduces the
ship's sensor image by 50 points. Ships that have a sensor
image of 0 can not be seen |
|
Cloaking Field |
Hide all things near the
ship. All object in the area get a -150 sensor image cloaking
bonus. Ship itself does not cloak. Device has a range of
100 ly. |
|
Clone Lab |
Increase guests by 20% a
turn, by making copies of them. High Guard increased by
10% up to a maximum of 100 per turn. Costs nothing to use. |
|
Contraband Dustoff |
Loads all the contraband
from the surface of a planet and places the contraband in
a gold pod in one of the ship's empty pod bays. The device
works after all movement is finished. The device works only
on planets and can not remove contraband from a base. The
device only works if the ship has an empty pod bay. The
dust off pod can hold an unlimited amount of contraband. |
|
Contraband Lockdown |
Prevents the selling of contraband
by any race within 200 LY. They can still load the contraband
up into pods and try to run away with it. |
|
Crew Abducter |
Take enemy crew from enemy
bases to fill out our crew. The device will take all the
crew that will fit in the ship. The device only takes crew,
it does not harm or take enemy colonists. |
|
Crystal Inferno Device |
If a base has less than 90
climate the device will use one HD stress point on the planet
to increase the climate of the planet by 20 points. If the
climate is 90 or above the device will increase the climate
of the planet without using or needing any planet HD stress
points |
|
Dampening Field |
Always on. The device is
installed on the Pretender Class Q-Ship, Omen Class Spec
Ops Transport, and Masquerade Class Q ship. Causes the ship
to appear to be a freighter. Ship weapons, ord and troops
are all hidden. |
|
DTMS-N fuel converter |
The device when on will convert
10 supply units into 1 kt of fuel. It can also convert 1
duranium, 1 tritanium, or 1 molybdenum into 1 fuel unit.
The converter only uses metals and supplies that are in
the ship's cargo hold. It will stop processing when the
ship's fuel tank is full. |
|
Dust Off |
Removes troops, high guard
rangers and ground combat units from the base under the
ship and places them in an assault pod and loads the assault
pod into an empty cargo bay. Everything will be placed in
a single pod, there is no limit on the mass of a dust off
pod. The dust off device works both before and after movement,
so you could do two dust offs from two different bases in
the same turn. |
|
ECM Jammer |
All non-Aczanny ships in
a battle have a -30 accuracy when firing large weapons or
small weapons at any target. All non-Aczanny fighters get
a -15 accuracy when firing at any target. |
|
Energy Transfer Beam |
When the device is on the
ship will try to transfer as much fuel as possible to any
other Solorian ship in the area. If there are two or more
Solorian ships in the area it will split the fuel between
them. |
|
Exotic Hull 25gc |
Charges an upkeep cost of
250gc to the Galactic Bank. The upkeep cost is 1/100th of
the hull cost. If upkeep is not met, the entire fleet of
ships with an exotic hull takes damage. Damage is determined
by by the percentage not paid of the total cost= percentage
of damage to each ship in with an exotic hull in fleet. |
|
Exotic Hull 500gc
|
Charges an upkeep cost of
5000gc to the Galactic Bank. The upkeep cost is 1/100th
of the hull cost. If upkeep is not met, the entire fleet
of ships with an exotic hull takes damage. Damage is determined
by by the percentage not paid of the total cost= percentage
of damage to each ship in with an exotic hull in fleet. |
|
Exotic Hull 50gc
|
Charges an upkeep cost of
500gc to the Galactic Bank. The upkeep cost is 1/100th of
the hull cost. If upkeep is not met, the entire fleet of
ships with an exotic hull takes damage. Damage is determined
by by the percentage not paid of the total cost= percentage
of damage to each ship in with an exotic hull in fleet. |
|
Eye of Madagon |
Makes all Chupanoids on the
planet below the ship have 300 happiness |
|
Food To Supply Converter |
All food is turned into supplies. |
|
Fuel Drill |
Extracts up to 1000kt of
fuel from a planet a turn |
|
Fuel Robber |
Steals up to a total of 50kt
of fuel from enemy ships within 50 LY. Must have space in
the fuel tank, must have detected the ship. It will only
steal fuel from races that you are at war with. This device
works after movement and generates no message or log. |
|
GalBank |
All the money on the ship
is transferred from the ship to the central galactic bank.
This device only works if the ship is owned by the Colonies
of Man, no other race can use the device |
|
GalDraw |
If you have more than 10000mc
in the central galactic bank this device will transfer 10000mc
from the central account to this ship. This device only
works if the ship is owned by the Colonies of Man, no other
race can use the device. |
|
Gambling Deck |
The device produces its 1mc
per colonist member up to a maximum of 50mc when the ship
is in deep space and a maximum of 1000mc when the ship is
over a base. The device can make additional money from colonists
on bases under the ship at a rate of 300mc per million colonists
on the bases under the ship. The device works on all bases
under the ship, including ones that you do not own. If more
than one gambling deck ship is operating in an area the
total income for the ship is reduced to a limit of 250mc
for two ships, 166mc for three ship, 125mc for four ships,
and 100 for five ships. Any two gambling ships within 15
LY will interfere with one another. |
|
Global Icer |
Cools a planet to climate
level 50. Uses 1 kt of fuel per climate level change. Can
change at a rate of up to 5 climate levels a turn. The ship
burns 5 kt of fuel to change the climate by 5 units |
|
Global Warmer |
Warms a planet to climate
level 50. Uses 1 kt of fuel per climate level change. Can
change at a rate of up to 5 climate levels a turn. The ship
burns 5 kt of fuel to change the climate by 5 units |
|
Glory Device |
Explodes the ship doing damage
to all ships in the area. Flip the switch on and the ship
will explode after movement is over. If owned by the Stomers
the ship cannot be attacked before it explodes. Damage equals
11000/(hull_mass*(distance+1)) percent. The explosion does
damage out to a range of 10 LY. All wings and pods in a
10 LY radius are destroyed in the blast, unless they are
docked with a ship. Planets in the area of the blast gain
150 HD Stress units. Your own ships take only 25% of the
normal damage levels from the explosion. If the explosion
takes place over a planet or base with amorphous natives
up to 50,000 amorphous natives will all be turned into the
spice contraband, supplies and food. One amorphous native
yields one of contraband, one food and one supply (5% food
and supply if the Amorphs are in a base). |
|
Gravitonic Accelerator |
Causes ships to travel twice
as fast as normal and burn the same amount of fuel. The
side effects of the device include the complete failure
of the ship's scanners and the engines make 300% more noise
than normal. |
|
Gravitonic Mine Dropper |
Converts ordnance units into
gravitonic mines and drops them |
|
Gravity Sensor |
Scans ships with Hyperdrives,
Gravitonic Mine Droppers, Chunnel Devices, Gravitonic Accelerators
and GWGs within 400 lys after movement. Excellent addition
to normal scanning. Always on. It is actially supposed to
scan Wormholes, too. |
|
Gravity Rift Generator |
Disables all Gravitonic Accelerators,
GWGs and Gravitonic mines within a 100 ly radius (Gravitonic
Accelerators only disabled if they are within range at the
start of movement). Uses 25 kt fuel per turn. |
|
Gravity Well Generator |
Has a range of 50 LY. Any
hyperdrive ship within the 50 LY range of a gravity well
ship can not hyperjump. The device will cause passing hyperjumping
ships to drop back into normal space. The device requires
10 KT of fuel to run. The device has no effect on warp chunnel
jumps or jump gates. |
|
Ground Base Chunnel |
Will only move a base from
one planet to another. Does not move anything else. Burns
100 KT of fuel to do the move. The target planet must have
a ground chunnel or warp chunnel ship over it. Ether one
will work. To use the device park the ground chunnel ship
(Firestorm Class) over a base that you want to move. Set
the ship's speed to zero and the ship's waypoint to any
planet with a Firecloud or Firestorm Class ship over it
that you own. Turn on the Ground chunnel device, next turn
the ground base will be at the other planet. If there is
already a base there under your ownership on the planet
the two bases will merge into one base. The ship that sent
the base will remain at the location it was at. This device
does not move ships. |
|
Ground Quake Trigger |
Damages cities in bases on
the planet below, destroys cities, kills colonists. Bases
with no cities are immune. Undercities are immune. The device
will kill around 20% of all the colonists that live in cities.
The device may destroy as few as 2 cities. The device may
destroy all the cities in the base. |
|
Hacker Droid |
When on, the plans to the
ship being towed are stored in the ships data bank. Will
only work if the ship's data bank does not currently have
a ship plan in it. Will work on any ship under tow, including
enemy ships that you are not in control of. To use it just
turn it one and tow the ship that you want the plans of.
If you end up towing it you will get the ship plans |
|
Hive Mind |
Gives a +3 attack bonus and
a +2 evasive bonus to the ships of all races in a battle,
which have a PSI rating of 35 or better. The limit of this
bonus is +30 attack and +20 evasive. Use 10 Hive mind ships
to enhance big fleets of high-PSI races (like the RCS) against
low-PSI enemies. Always on. |
|
Holo Jamming Device |
Takes 10kt of fuel to run.
Causes the ship using it plus all ships belonging to the
ship's race within a 10 LY radius to appear to all other
players to be at an incorrect location up to 100 LY away.
A Bioscanner within 150 LY causes the holojammer to fail
to work. |
|
Holodeck |
Increases ship happiness
by 10 points. |
|
Hull Plan Naper |
It steals plans and deletes
plans belonging to other races, including ones that you
are not at war with. It has a 50 LY range. The device will
only take plans that the enemy can not naturally build on
their own. For example if a Federation ship has the plans
to a Loki on board the device will not steal it because
the Loki is a standard Fed ship. The device will only take
that plans that are alien to the victim race. Blows an enemies'
ship's computer core when it steals plans, doing 99% system
damage to the enemy ship's systems. Causes cargo pods with
alien plans to explode if they are docked. Also grabs cash
with the alien plans that it takes. |
|
Incarceration Beam |
If an enemy ship's system
damage is greater than 70% the device will take all the
enemy crew, troops and colonists to a prison pod and place
the prison pod in an empty pod bay. The ship using this
device must have an empty pod bay for this device to function. |
|
Jumpgate Builder |
If the ship has 10000 mc
and 1000 molybdenum on board the ship will build a jump
gate when this device is on |
|
Jumppoint Generator |
Allows ships next to a hyperdrive
ship to jump into hyperspace with it. If the jumping ship
has a command code set to JOE only the ships that are escorting
the jumping ship will jump. All ships next to the ship with
a command code of NCH will not jump with the jumppoint ship. |
|
Laser Mine Dropper |
Converts ordnance units into
laser mines and drops them |
|
Laser Mining Drill |
Extracts up to 1000kT of
mineral ore from the core of the planet under the ship and
converts it into metals and stores the metals in the ship's
cargo hold. The only limit to the amount that can be taken
is the size of the ship's cargo hold. The drill increases
the climate of the planet by 0.3 a turn and the HD stress
of the planet by 10 to 60 points. The device has no effect
on ore or metal that is sitting on the planet's surface.
The device will not mine fuel or fuel ore. |
|
Light Speed |
Burns 1000kt of fuel and
allows the ship to move at 400ly per turn |
|
Long Range Mine Detector |
Detects all uncloaked minefields
in a 500 LY radius. |
|
Mind Crusher |
Causes colonists and natives
in all bases under the ship to loose 40 happy points. Device
works after movement. The mind crusher produces 25 units
of sensor image noise when used. It has a range of 10LY.
You could use it to draw part of an enemy fleet off of a
planet and into a fight with a fleet of cloaked ships. |
|
Mine Sweeper Array |
Destroys one enemy minefield
or recovers one minefield belonging to your race converting
it into ordnance units and stores the ordnance on your ship.
You do not collect ordnance from enemy minefield that you
sweep. The device will not sweep cloaked barbitic minefields. |
|
Minefield Destabilizer |
Can destroy one minefield
per turn (80% chance). The device will destroy a minefield
that has a center that is within 150 LY of the ship after
movement. The only fields that it can not destroy are web
mines and cloaked barbitic mines. The device will destroy
your own minefields |
|
Mobile Fighter(1) Factory |
Produces type 1 fighters
and adds them to docked wings If there are no docked wings
a new wing will be formed in an empty fighter bay. The device
will build a new fighter wing if you have the cash on board
the ship to build at least 10 new fighters. |
|
Mobile Fighter(2) Factory |
Produces type 2 fighters |
|
Mobile Fighter(3) Factory |
Produces type 3 fighters |
|
Mobile Med Lab |
Converts all food to med
units and produces 3 free med units a turn |
|
Mobile Ord Factory |
Turn supplies into Ord. One
supply will yield 10 ord units. |
|
Mobile Repair Plant |
Duranium is converted to
repair units. One kt of Duranium yields 100 repair units.
The only limits as to the amounts produced is the size of
the repair holds. |
|
Money Tap |
A nightmare weapon that can
steal all the money from ships, gold pods and con pods within
50 LY of the ship. It can steal all the money on a base
that is in excess of 10000mc. It steals from all ships,
pods and bases at once. The device works after all movement
is finished. It will take money from races that you are
not at war with and those that you are at war with. |
|
Nanovirus Bomb |
Uses 100 Med units to fire.
Turns 30% of all Cyborg colonists on the planet under the
base into natives. The device will work through shields.
The device will kill the Cyborg high guard (King) on the
target base. The nanovirus device makes 15 units of sensor
image noise when used. |
|
Native Dust Off |
Loads all the natives on
the planet under the ship onto a native life pod and places
the pod in one of the ship's empty pod bays. This takes
place after movement. They can hold an unlimited number
of natives. The device will not remove natives from a base,
it only works on natives that are on the surface of the
planet outside of a base. The device will only work if you
have an empty pod bay on the ship. |
|
Ore Processing |
When on the ship grabs ore
from any pod in the area ( including ones that do not belong
to you), any planet you are over and any of your own bases.
The ore is converted into metals and stored in the ship's
cargo hold. Two ore units yield one metal unit. The only
limit as to how much can be processed in a turn is the size
of the ship's cargo hold. Ore processing costs nothing. |
|
Organic Armor |
Is immune to small weapon
fire. OA gets destroyed by large weapon fire at different
rate: OA drain = (armor drain / 5) + (kill / 8). It requires
1 med unit to grow 1 point of OA. OA ships start with no
armor and must grow all their armor using med units in their
cargo. A ship can grow up to 10% of its armor limit per
turn. This growth rate is quite low, so try to save the
OA by using shield exotics and maximum shields. OA ships
can't be refitted or repaired with normal armor units. The
fire of fighters doesn't treat OA different to standard
armor. |
|
Particle Fountain |
Extracts up to 2000kT of
mineral ore from the core of the planet under the ship and
converts it into metals and stores the metals in the ship's
cargo hold. The only limit to the amount that can be taken
is the size of the ship's cargo hold. The fountain increases
the climate of the planet by 3 a turn and the HD stress
of the planet by 1 to 50 points. The device has no effect
on ore or metal that is sitting on the planet's surface.
The device will not mine fuel or fuel ore. |
|
Plasma Stream Enhancer
|
Causes all Plasma Bolt Cannons
(PBCs) aboard to charge twice as fast (recharge in 10 ticks),
have tripled range (750), accuracy (90) and ord usage (6).
As a direct result you have to calculate an additional energy
drain of 35 for each PBC you install on Plasma Stream Enhancer
ships! |
|
Probe launcher |
Uses 100 ord units and scans
all planets within 500ly of the ship. The probes have a
90% change of detecting any enemy bases on the planet. The
device has a very hard time detecting Rebel and Birdman
bases, unless there is a Highguard Ranger on the ship and
even then the odds are still low. The Coalition Willow Class
Survey Ship has an SDI device that destroys any probe that
would impact any planet within 25 LY of the ship. |
|
Psi-Opps Hisser Unit |
Increases happiness of all
colonists and natives under the ship by 40 happy points
up to a maximum of 100. If happiness is above 100 it will
be raised at reduced rate. This device will not work for
non-lizard races using ships of a Lizard design. |
|
Pyramid Lounge |
+5 happiness for the ship
and 1 mc income per highguard on the ship. Each Pyramid
lounge will produce a maximum of 10000MC. The sum of all
the Pyramid Lounge ships can not exceed the races resource
points times 100mc. Every 100 resource points allows one
ship to produce a full 10000mc per turn. |
|
Ragnarock Device |
Destroys the ship using the
device. It causes all planets in a 200 LY radius of the
device to gain 1070 HD stress points. This is enough stress
to cause most planets to explode, destroying any base that
might be on them. |
|
Ram Scoop |
Takes in 20 kt of fuel if
moving faster than 20 ly per turn. |
|
Rebel Ground Assault |
Rebel assault device destroys
any shield on a base under the ship and can take out pod
launchers, ion cannon and AA guns |
|
Recruiting Center |
Full load of colonists each
turn |
|
Reticulian Light Beam |
Places enemy colonists in
prison pod at a rate of 50,000 a turn. The device only works
when it is parked over an enemy base. |
|
Reticulian Med Lab |
Turns natives into food and
med and supplies and cash. Nine natives of any type will
yield 1 food, 1 supply, 1 med, and 3 mc. The ship takes
the natives from the planet under the ship at the end of
movement. The device will not take natives from a base. |
|
Scalar Wave Amp |
Increases the hyperdimensional
stress level of the planet under the ship by 0 to 10 points.
It increases the hyperdimensional stress delta (base frequency)
by 5 points with a maximum of 300 delta stress. The delta
stress is the amount of stress a planet gains in a turn.
When a planet reaches a stress level of over 1000 it is
in danger of exploding. The hyperdimensional stress delta
is the rate that the hyperdimensional stress will increase
each turn. Be sure to keep this device out of the hands
of any Crystal enemies you might have. |
|
Scalar Wave Damper |
Drops HD stress base frequency
by 8. Very useful in making planets useless to the Crystals
who produce food and ord from planetary stress. Can only
reduce the stress of a planet to 0 if owned by a
Solorian. |
|
SDI Anti-Probe |
Shoots down probes sent out
by a Probe launcher. All bases within 25 light years of
the ship are safe from being detected. Always on. |
|
Security Device |
Prevents boarding lasers
from harming any crew or guests on a ship. The ship will
still take hull damage. The Aczanny crew gets a 500% counter
attack bonus during boarding actions. The Aczanny colonists
get a 200% counter attack bonus. If the ship is captured
in a boarding action the ship automatically self destructs. |
|
Self Destruct |
Blows up the ship. This does
not cause damage to other ships in the area |
|
Show Lounge |
The device produces 0.1mc
per crew member up to a maximum of 50mc when the base is
in deep space and a maximum of 1000mc when the ship is over
a base. The device can make additional money from colonists
on bases under the ship at a rate of 100mc per million colonists
on the bases under the ship. The device will increase the
happiness of the colonists on bases under the ship by 3
points. The device works on all bases under the ship, including
ones that you do not own. If more than one show lounge ship
is operating in an area the income from the base under the
ship is reduced to a limit of 250mc, for two ships, 166mc
for three ship, 125mc for four ships, and 100mc for five
ships. A single show lounge ship over a planet with a base
with 50 million colonists will produce 5000mc a turn just
from the base alone, plus up to 1000mc more from the crew
on the ship. A pair of show lounge ships over a base will
only produce a total sum of 500mc, that is under 10% of
what a single ship would have made over a planet with 50
million colonists. Any two show lounge ships within 15 LY
will interfere with one another. |
|
Siren HAARP |
Has a 20LY range. Removes
crew from enemy ships and turns them into your own crew.
Solorian are immune to the device. The device will take
up to 20% of the crew limit of the ship with the HAARP device.
This means the Lady Royale Class Ship has the power to remove
1400 enemy crew from enemy ships at a range of 20 LY. This
device works after all movement is finished. The ship must
have room for the new crew members or the number taken will
be reduced to what the ship can hold. |
|
Soil Reformer |
Improves a planet's soil
5 per turn up to a max of 250. This device works on the
planet that the ship is parked over. |
|
Soil Sterilizer |
Destroys and poisons soil
on a planet, -20 soil per turn. This device works on the
planet that the ship is parked over. |
|
Solar Gamma Ray |
The device kills half of
all Carbon based and Robotic life on all bases under the
ship including natives. Device works through base shields.
Gamma rays destroy all food, farms and medical units on
the bases |
|
Spy Scanner |
Find high pop enemy planets
with heavy industry within 1000 ly. Has a 10% chance of
detecting any enemy bases with more than 5 cities and a
population of over a million. |
|
Stellar Targeter |
The device sends a signal
to the base below to fire its Stellar Matter Launcher at
the ship's kill target. The ship must be parked over a base
with a Stellar Matter Launcher. For the weapon to fire the
base must have the ordnance to fire. The Solorian: Stellar
Matter Launcher building fires a blast of energy at space
craft at a long distance. The device requires 500,000 ord
units to fire. The blast will be fired at the kill target
object if it is in range. Firing the weapon causes 300 points
of HD Stress in the planet under the base. The weapon fires
after all movement is done and only can damage things in
space, it does not damage to ground bases. The device has
a blast power of (5000 + 79 * ( StarHeat * 6 - DistanceToTarget))/HullMass
- GravMineFactorX. The more Grav mines in the area of the
planet firing the weapon or over the target planet the less
damage the blast will do. The Launcher has a maximum range
of Heat * 6 and has a blast radius of 20 LY. The power of
the blast decreases by 5% every LY out from the blast center.
Solorian craft are not immune from the blast. |
|
Superweapon Jammer
|
Prevents non-Aurora ships
from firing their super weapon in combat |
|
Tachyon Emitter |
Only works if the ship has
less than 25 system damage. Has a range of 100 LY and works
before movement. The scanner causes almost all objects in
the area to have be show up better on scanners including
your own ships. The sensor image of anything in the area
is increased by 250 points. The only ships immune from the
Tachyon scanner are the Darkwing and Resolute Classes unless
the Tachyon scanner is on a Loki. |
|
Target Enhancer |
Adds 30% accuracy to the
PDs against fighters and incoming fire. This bonus makes
the TL a good all rounder PD for your Target Enhancer ships.
Always on. |
|
Unicom |
Causes all fighters belonging
to the carries' race to have +20% beam accuracy and +30%
missile accuracy |
|
Transport Inhibitor |
Uses 10 fuel to try and block
enemy transports to the ship with the device. Works 70%
of the time, and fails with >30% system damage.
|
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Warp Bubble Generater |
Uses 100kt of fuel to use.
Causes all ships within 130 ly to be tossed up to 30 LY
in a random direction. The only ships immune are gravity
stabilized ships like the Binary Class Star Port, Solar
Ragnarock, and Solar Collection Array. |
|
Warp Chunneler |
Moves a ship and all ships
next to it to another ship that has a warp chunnel device.
The target chunnel ship must be a member of the same race
and chunneling ship. Pods wings and ships can all move through
a warp chunnel. Chunneling burns 100 KT of fuel. There is
no limit to the distance warp chunnel ships can move. Chunneling
can not be blocked, stopped, or disrupted by gravitonic
mines or warp well ships (only X-Field device). There is
no limit to how big or how many ships can travel with the
chunneling ship. To use the device set your ship's speed
to zero, set your waypoint 1 to the (x,y) of a ship that
you own and also has a chunnel device that you want to travel
to. Turn on the chunnel device. If you have enough fuel
your ship and all ships, wings and pods next to you will
be at the other ship next turn. Ships, pods and wings belonging
to other races can also travel through the warp chunnel
with you. The only ships that will not enter the chunnel
are ships that have a command code set to "NCH". Ships exiting
warp chunnel enter combat with 50% shields. |
|
Warrior Assault |
This device destroys all
enemy special race buildings on all bases within 10LY this
action happens after movement |
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Web Mine Dropper |
Converts ordnance units into
web mines and drops them |
|
X-Field |
The device steals repair
units from all ships, pods and planets within 50 LY of the
ship. The device can take up to 500 repair units from bases
and ships and as much as the ship can hold from pods. If
the Crystal X ship does not have the room to hold all the
repair units being taken the extra repair units will be
dumped into space. Every ship and base will loose 500 repair
units for every X Field it is sitting in. The device has
a 50% chance of capturing any enemy ship that has over 99%
engine damage. The device will erase any ship plan that
ships, bases and pods have stored in their memory within
150 LY. It also blocks chunneling. |