Post by Admin on Oct 15, 2017 18:08:58 GMT
Cruisers (50 Credits, 12 Credits / Turn to maintain)
These enormous ships are the engines of war, capable of single-handedly bringing battle to distant systems. Each cruiser is a masterpiece of engineering, housing tens of thousands of crew members and passengers and boasting a central reactor capable of producing gigawatts of energy. A cruiser is a nation's primary means of projecting power beyond its border, acting in much the same role aircraft carriers did during the 20th century.
Each Cruiser includes several special capabilities that allow it to operate independently outside of home systems, including:
- An FTL engine capable of traveling between systems.
- Onboard fabricators capable of repairing the Cruiser and manufacturing new munitions with appropriate time and resources.
- Moderate Armor
- 2 Heavy Batteries
- An onboard embassy that allows a cruiser's faction to spend Influence on the system it is in.
Each Cruiser also comes with 10 upgrade slots, which can be used to include various upgrades.
Heavy Batteries: Adds heavy anti-ship batteries to your Cruiser, giving it the firepower to blast apart enemy capital ships.
Ranks: +1 Heavy battery per rank.
Light Batteries: Adds a battery of light weaponry to your cruiser, helping it shoot down destroyers and dangerous torpedo boats.
Ranks: +1 Light battery per rank.
Torpedo Tube
Ranks: +1 Torpedo Tube per rank
Armor: Improves the durability of your ship by adding armor.
Rank 1 (1 Slot): Upgrade to heavy armor
Rank 2 (3 Slots): Upgrade to very heavy armor
Rank 3 (5 Slots): Upgrade to extreme armor
Barracks: Barracks transport regiments and dropships, allowing the Cruiser to serve as a troop transport and invade colonies.
Ranks: +5 Regiment capacity per rank.
Carrier Bay: The carrier bay lets a cruiser transport smaller warships with it during FTL jumps.
Ranks: +5 Ships per rank.
ECM Center
An ECM center for disrupting enemy targeting and communications.
Rank 1 (2 Slots): Cruiser gains the ECM attribute.
Rank 2 (5 Slots): Cruiser can take ECM actions to disrupt enemy ships.
Point Defense
An expanded network of point defense batteries to protect against missiles and small ships. These secondary guns can eliminate much of the risk from smaller strike craft.
Ranks: +1 Point Defense battery per rank.
Surveillance Satellites
Rank (2 Slots): The Cruiser has a series of Surveillance satellites and processing center. These satellites can be deployed in orbits to provide intelligence data on the surrounding area (or a planets surface). You have 8 Satellites total. Each satellite is equivalent to a rank 4 Sensor system, but is limited to the local area. Satellites will not function without the cruiser in the same system.
Megafreighters (30 Credits)
These enormous freighters can carry megatons of goods, as well as passengers and huge amounts of data. They are edifices to the economy of scale made manifest, and a major tool in welding together an empire in space. The most common usage of Megafreighters is trading with the homeworld.
- Assign to a Colony: Increases Integration level of a colony by 1 (up to a maximum of 3) and transports up to 3 Trade Goods.
- Foreign Trade: +1 Credit per turn for each unique trade good you have. +5 Credits per turn for each monopoly you have. Factions with trade routes can use influence on each other's colonies and factions. Each Faction may only use 1 megafreighter per trade route established.
- Transport Units: Transport any number of ground forces and boats OR transport 1 Corvette, Destroyer, Frigate or Battleship from one designated system to another.
- Found Colony: Found a new colony. Requires 2 turns (1 in transit, 1 colonizing) and consumes the committed megafreighter.
These enormous ships are the engines of war, capable of single-handedly bringing battle to distant systems. Each cruiser is a masterpiece of engineering, housing tens of thousands of crew members and passengers and boasting a central reactor capable of producing gigawatts of energy. A cruiser is a nation's primary means of projecting power beyond its border, acting in much the same role aircraft carriers did during the 20th century.
Each Cruiser includes several special capabilities that allow it to operate independently outside of home systems, including:
- An FTL engine capable of traveling between systems.
- Onboard fabricators capable of repairing the Cruiser and manufacturing new munitions with appropriate time and resources.
- Moderate Armor
- 2 Heavy Batteries
- An onboard embassy that allows a cruiser's faction to spend Influence on the system it is in.
Each Cruiser also comes with 10 upgrade slots, which can be used to include various upgrades.
Heavy Batteries: Adds heavy anti-ship batteries to your Cruiser, giving it the firepower to blast apart enemy capital ships.
Ranks: +1 Heavy battery per rank.
Light Batteries: Adds a battery of light weaponry to your cruiser, helping it shoot down destroyers and dangerous torpedo boats.
Ranks: +1 Light battery per rank.
Torpedo Tube
Ranks: +1 Torpedo Tube per rank
Armor: Improves the durability of your ship by adding armor.
Rank 1 (1 Slot): Upgrade to heavy armor
Rank 2 (3 Slots): Upgrade to very heavy armor
Rank 3 (5 Slots): Upgrade to extreme armor
Barracks: Barracks transport regiments and dropships, allowing the Cruiser to serve as a troop transport and invade colonies.
Ranks: +5 Regiment capacity per rank.
Carrier Bay: The carrier bay lets a cruiser transport smaller warships with it during FTL jumps.
Ranks: +5 Ships per rank.
ECM Center
An ECM center for disrupting enemy targeting and communications.
Rank 1 (2 Slots): Cruiser gains the ECM attribute.
Rank 2 (5 Slots): Cruiser can take ECM actions to disrupt enemy ships.
Point Defense
An expanded network of point defense batteries to protect against missiles and small ships. These secondary guns can eliminate much of the risk from smaller strike craft.
Ranks: +1 Point Defense battery per rank.
Surveillance Satellites
Rank (2 Slots): The Cruiser has a series of Surveillance satellites and processing center. These satellites can be deployed in orbits to provide intelligence data on the surrounding area (or a planets surface). You have 8 Satellites total. Each satellite is equivalent to a rank 4 Sensor system, but is limited to the local area. Satellites will not function without the cruiser in the same system.
Megafreighters (30 Credits)
These enormous freighters can carry megatons of goods, as well as passengers and huge amounts of data. They are edifices to the economy of scale made manifest, and a major tool in welding together an empire in space. The most common usage of Megafreighters is trading with the homeworld.
- Assign to a Colony: Increases Integration level of a colony by 1 (up to a maximum of 3) and transports up to 3 Trade Goods.
- Foreign Trade: +1 Credit per turn for each unique trade good you have. +5 Credits per turn for each monopoly you have. Factions with trade routes can use influence on each other's colonies and factions. Each Faction may only use 1 megafreighter per trade route established.
- Transport Units: Transport any number of ground forces and boats OR transport 1 Corvette, Destroyer, Frigate or Battleship from one designated system to another.
- Found Colony: Found a new colony. Requires 2 turns (1 in transit, 1 colonizing) and consumes the committed megafreighter.