In addition to the above changes to spy tables,.. these tables are next to be modified with majority player consent.
I would also like to consider changing the cost for spys and SD as they are rarely used in games and seem to be too highly priced.
These are the original, changes will be set in glowing red as above spy tables are. Players make suggestions.
[glow=red,2,300]Cost of SD roll drops from 10 to 8 EP for a roll in addition to the 20EP to build the science facility
Further more the base roll changes from 1 in 8 to 1 in 6
From my experience as a ref there is nothing better than something that just sucks up EP to never be seen again. SD and spys do that. In our last several games virtually no one uses them as they are not cost effective. These changes may make them more user friendly[/glow]
1 Stealth Hull
2 Eye Of Proteus
3 Fighter Upgrade [glow=red,2,300]Replaced with Genisis Device[/glow]
4 Quantum Reactor
5 Mirror
6 Legendary Research Scientist
7 Duridum Ship Armour
8 Planet Buster Bomb
9 Super Sensor
10 Cyptology Device
Details
Stealth Hull - One size class of ship (players choice) of developing nation may now be built with a stealth design that allows the ship to move on the campaign map in Orion stealth mode. This design may be only be applied to ships that have not begun construction. Retrofits are not permitted.
Eye Of Proteus -This super telescope like device requires a precise and delicate focus. The controller of this item can view one target campaign hex on impulse 3 of each turn, and can see range zero detail. The viewing of a hex is known by anyone who is present in the hex. Saurons eye type of thing
Fighter Upgrade - Ships that ordinarily carry fighters may visit a base to upgrade to advanced fighters. The additional EP cost of the fighter upgrade must be paid on the turn the upgrade is made. This counts as a construction project and must be plotted.
[glow=red,2,300]Fighter upgrade as they are now allowed? To be replaced by
Genesis Torpedo: Produced and delivered in the same manner as a Planet Buster and rules. Target hex can be designated from 0 EP producer (Destroyed) all the way to capital hex super producer 30 EP (Firing player decideds). Anything incapable of warp speed is destroyed in the hex upon recompilation of new genisis matrix. The cost to produce this weapon is an astounding 30 EP above all of the research roll money spent already.[/glow]
Quantum Reactor - This name refers to a technological breakthrough that permits a planetary system to produce vast amounts of energy upping EP output. The device may only be used once, as it is considered specific to the system in which its used. It will need to be delivered to the target hex or used where the science facility is. It will up the EP/turn of a hex by 1-[glow=red,2,300]30 (changed from 20) [/glow]EP. The Quantum reactor can be seem by its signature at a ships sensor range [glow=red,2,300]+2[/glow] and should be revealed at that time.
Mirror, Mirror - This device projects an electronic signature into local space that sensors detect as a ship. However, to create a believable image, the device must be tied to a real source. A single ship equipped with this device projects an identical electronic image into its own hex, appearing to sensors at range 1 or 2 as two ships of the same type. The device cannot be used alone; it must accompany a ship. At range 0 the mirrored ship is identified as bogus. Equipping a ship with this device counts as a zero cost construction project and must be plotted.
Legendary Research Scientist - One scientist distinguishes himself heroically, directing the activities of his staff in a profoundly efficient manner. All development rolls for this nation now have a one in six [glow=red,2,300]FOUR ![/glow]chance of success. If a nation employs more than one legendary scientist, and they work in separate facilities, their bonuses do not stack (though their employment at different research facilities ensures the nation will retain a research bonus in the event one of the facilities is compromised). If the scientists are employed in the same research facility, the chance of research success remains unchanged, but in the event of success, the developer has the option of modifying table R1 by +/- 1. The modifier is chosen and applied after the developing nation is informed of the results of the die roll, effectively permitting the developer his choice of three results.
Armour - Duridum Ship Armour - A single ship class (ex Fed CA hull, specifically the CC+) can now be outfitted with 10 points of armour. The cost is 10 EP/ship. Ships can be brought to a base for retrofits or built with it at the +10 cost. If retrofitted it is one project taking one turn, costing 10 EP
Planet Buster Bomb - Making use of the quantum mechanical principle of entangled particles, this device can manipulate matter locally with devastating effects at a distance. By detonating this device in local space, permanent damage may be done to a target hex. Roll once on table R2 in the Buster column. The Planet Buster device may be used once, and is destroyed when used. It must be delivered to the target hex by a ship and any defending fleets destroyed to be used
Super Sensor - Once placed, this system-based device cannot be moved. See table R3 (Super Sensor Range and Detail) for more information. Must be built on a planet or astroid hex you control at a cost of 20 EP
Cyptology Device - Player gets a one time shot at viewing a nations orders for the turn it is used (at the end of the turn). The technology is such that the nation who is targeted will know this happened. It can only be used that one time.
Slipstream Warp Drive - This new technology permits all future ships built by developing nation to move at speed 4. This design may be only be applied to ships that have not begun construction. Retrofits are not permitted cost is 20EP/ship.
Table R2, Planet Busters (Roll 1d6)
1-3 [glow=red,2,300]1-2[/glow]Banger Permanently modify target hex EP category by - 1-10EP.
4-5 [glow=red,2,300]3-4[/glow]Burner Permanently modify target hex EP category by - 1-20EP.
[glow=red,2,300]5-6 target hex destroyed[/glow]
6 Burster Permanently modify target hex EP category by - 11-30EP.
Table R3, Super Sensor Range and Detail
Distance Detail Level
0 - 2 Same as 1, plus construction type and exact construction progress
3 - 4 Same as 5-6, plus type of base, nationality of base and ships
5 - 6 Number of ships, presence of a base