SHIP DESIGNS
(CONT.)
• Inertial Nullifiers generate an damping
field that negates the effects of inertia, making the starship more
maneuverable and adding +4 to the maneuverability and +2 to the
combat speed.
• Inertial Stabilizers reduce the effects
of inertia and add +2 to the ship’s maneuverability and +1
to the combat speed.
• Lightning Shields surround the ship in
a devastating energy field that destroys incoming enemy missiles
100% of the time, reduced by 1% per tech level of the missile.
• Neutron Stream Projectors hit all ships
in a group and reduce their current armor by 40% +1 for every attacking
ship.
• Oracle Interfaces focus all of your ship’s
beam weapons into a simultaneous attack at a single point on the
enemy ship. This effectively halves the target’s shielding
for all your beam weapons.
• Pulsars are waves of energy generated
by specially modified engines. They damage all ships adjacent to
yours. The maximum damage an Energy Pulsar can do is 5 points plus
1 point for every two ships firing pulsars. For Ionic Pulsars, the
damage can be up to 10 points plus one for each attacking ship.
• Repulsor Beams hurl enemy targets back
1 space away from the firing ship each turn.
• Reserve Fuel Tanks increase the range
of ships by three parsecs.
• Stasis Fields trap one group of enemy
ships in a time vortex for one turn of combat. While trapped the
enemy ships cannot fire or be fired upon. Ships equipped with stasis
fields are automatically assumed to use their stasis fields against
the first enemy that they attack each round, unless you intentionally
turn off the stasis field.
• Subspace Teleporters teleport ships to
any space they want and give them first firing opportunity regardless
of enemy initiative. Planets with Subspace Interdictors can nullify
Subspace Teleporters.
• Technology Nullifiers overload enemy computers
and ECM generators. Effected targets temporarily lose 1-3 classes
of battle computer and ECM, rolled separately for each. The effect
is cumulative, and after a ship has been hit several times, its
ability to attack will be severely impaired. If the victim ship
survives, the damage will be automatically repaired when the battle
ends.
• Warp Dissipators disrupt the normal operations
of ship engines and reduce enemy target combat speeds by 1 each
shot. If the disrupted ships survive the battle, the warp engines
will be restored after combat.
• Zyro Shields surround the ship in an
energy field that destroys incoming missile attacks 75% of the time,
reduced by 1% per tech level of the missile.
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