Advanced
Training |
Convert 20% + 100 colonists on a ship to troops
each cycle. |
Agro
Dome |
Produces 50 kt of food per turn. |
Alchemy
Forge |
When on, it grabs supply units from junk pods and
resupply 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 mission control screen can limit
the process to just one metal type if you wish. The device will
work on as many supplies that will fit into the ship's cargo hold. |
Assimilation
Beam |
When turned on over an enemy base 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 does not work on natives, Robots, or the Crystal race.
The device will kill Solorian colonists without making any new
Cyborg colonists. This is a device only the Cyborg can use. |
Barbitic
Mine Dropper |
Converts ordnance units into Barbitic mines and
drops them. Barbitic mines are powerful anti-ship mines that also
can be used to destroy enemy minefields. See Minefields |
Bio
Computer |
The Bio Computer is always on and uses 4 med units
per cycle. If the ship runs out of med units the ship will take
a massive amount of system damage. The ship must have at least
1 high guard ranger on board the ship for it to give you a combat
bonus of +100 accuracy and +50 evasive. Ships with this device
must always be worried about Privateer ships stealing all the
ship's med units disabling most the ships weapons and rendering
the ship mostly harmless. |
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. The bioscanner
is able to give you a full good scan of the planet including all
metals and surface items. |
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 between 1% and 300% hull
damage to the target depending on the size of the target ship.
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. There are 200 movement phases and combat will
not start until phase 50 so during the first one quarter of
movement you have time to fly past an enemy ship, transport
over a boarding party, rip the enemy ship up with the boarding
laser and get away back out to deep space.
To use the device just turn it on and transfer your crew to
the enemy target using your transporters. The ship using the
boarding laser must have less than 50% system damage or the
device will not work.
The device will not kill Crystal crew and colonists, but it
will still allow you to get your boarding party onto the Crystal
ship.
The device will not against Fed ships with less then 50% shield,
system and hull damage. If a Fed ship has more than 50% damage
in any of those three areas the boarding laser will work. |
Boarding
Laser, Privateers |
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. |
Boarding
Laser,
Privateer
With Plans |
Same as above only the weapon 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. This bonus
only applies if the ship doing a boarding attack has the plans
to the target enemy ship in their memory bank. |
Bullistic
Battle Computer |
Ship has +100 attack bonus when using 500mm Gun
or Antimatter Gun. |
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, either an assault pod or a construction pod. |
Cargo
Grappler |
Steals molybdenum, tritanium, duranium, food,
med units, 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.
This device works after movement. |
Cloaking
Device |
Burns fuel and reduces the ship's sensor image
by 50 points. Ships that have a sensor image of 0 can not be
seen. The ship overview screen will show you your ship's current
sensor image. Be aware that moving at high speeds, using your
transporters, minesweeping, traveling through web minefields,
or enemy tachyon scanners can uncloak your ship. You can never
be completely sure that you have not been seen. If you have
the attack order for the ship turned on your ship will attack
from cloak, you need to turn off the attack switch to avoid
combat while cloaked.
Partial cloak is when the ships with a stealth rating of more
than 50 and will not fully cloak the ship, the cloaking device
will only make the ship harder to see. |
Clone
Lab |
Increase guests by 20% a turn, by making copies
of them. Costs nothing to use. Increases High Guard by 10% a turn
with a limit of 10 High Guard per ship. |
Contraband
Dust Off |
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 1000 kt of contraband.
Enemy ground bases on the surface of the planet block this
device from working. |
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 |
Takes 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.
The device has a range of 2 LY. |
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. |
Crystal
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. If the enemy has
a mobile repair plant turned on or a mobile ord plant turned
on the victim ship will take massive damage.
The device can block all base chunnel atempts within 200 ly.
The ship must end movement within 200 ly of the base that is
trying to leave and the X Field ship must have less than 10%
system damage. Ship chunneling can also be blocked. Any ship
within 200 ly of an X Field ship can not start a warp chunnel
jump. The Cyborg have the advantage of being able to chunnel
as long as the X Field ship is more than 100 ly away.
The X Field will cause a energy feed back if it is hit by a
Solorian
Stellar Matter shot, the feed back will increase the stress
of the planet with the base taking the shot by 0 to 200 HD stress
units. |
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.
If the ship uses the command
code "BDF" all but 60 kt of fuel will be beamed down to
the planet below. |
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 |
This hull costs money from the central bank to
maintain, if there is a lack of funding the ship takes hull damage. |
Eye
Of Madagon |
Causes all Chupanoids in the base under the
ship to have 300% happiness and all Chupanoids join the base.
The device has a range of 10ly and only works if the ship has
under 10% system damage.
The device will also destroy food and kill amorphous natives
out to a range of 250 ly. Food on planets bases and pods are
all in danger of being destroyed. |
Food
To Supply Converter |
Turns food into supplies. All food is turned into
supplies. |
Fuel
Drill |
Removes fuel from the core of the planet and places
the fuel in the ship's fuel tank. The drill has a limit of 2000
kt of fuel ore a turn, which yields 1000kt of fuel. |
Fuel
Robber |
Steals up to 50kt of fuel total from enemy ships
within 50 LY. It will only steal fuel from races that you are
at war with. This device works after movement.
It can not steal from a ship that has less than 20% system
damage and a cloaking device that is turned on.
You can only take a max of 50kt units of fuel per turn, when
that limit is reached no more fuel will be stolen, even when
there are more ships in the area.
Fuel can not be stolen from the Solorian. |
GalBank |
Places the money on the ship into the central
bank account, the account that is used to buy tech, spy mana,
and exotic tech.
Only the Colonists of Man can use this device. |
GalDraw |
The device will take 10000 units of money from
the central bank and place it on the ship.
Only the Colonists of Man can use this device. |
Gambling
Deck |
This device generates money and it has four
basic requirements to make money. Rules 1 & 2 make the money
and rules 3 & 4 limit how the money from 1 & 2 can be made.
- Colonists in the ships guest quarters. This device will
generate 1 MC per colonist on board, up to a maximum of 1000MC
for 1000 colonists on board.
- Colonists in bases below the ship. The ship will generate
300MC for every 1million colonists in the base(s) directly
below the ship. (You do not have to own the bases to get the
device to work).
- Is the Device in deep space? If the ship is in deep space
the maximum revenue that can be generated by the device is
limited to 50MC. If the Device is over a base with less than
1million colonists then it is still considered to be in deep
space or in a non-populated area.
- Is there another Gambling Deck within 15ly? If more than
one gambling deck ship is operating in the 15ly area the total
income generated by all the ship devices in that area is limited
to 500 mc. i.e. 250mc for 2 ships (500/2), 50mc for 10 ships
(500/10) or 1mc per ship device if 500 devices are on in the
15ly area (500MC max/500 ships = 1mc per ship device).
|
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. |
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. |
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. A ship with 50kt hull mass would take double
damage. A ship with a 200kt hull mass would take half damage.
All your own ships will take 25% of normal damage. The glory
device explodes after movement.
Stormer ships can not be attacked before it explodes. All other
races using a Glory Device can be attacked.
All ships with a hull mass of under 100 at point blank range
will be destroyed in the glory device blast. The explosion does
damage out to a range of 10 LY. Ships take half damage at range
1 LY and one third damage at range 2 LY from the center of the
blast. (range 0 110% dmg, range 5 18% dmg, range 10 10%, range
11 0%) Your own ships take only 25% of the normal damage levels
from the explosion.
All wings and pods in a 10 LY radius are destroyed in the blast,
unless they are docked with a ship. Minefields in the area are
also destroyed.
Planets in the area of the blast gain 150 HD Stress units,
when the stress gets above 1000 units the planet is in danger
of exploding.
If the explosion takes place over a planet or base with Amorphous
natives, they will be turned into the spice contraband, supplies
and food. One amorphous native yields one of contraband and
1/20 a unit of food and 1/20 a unit of supplies. There is a
limit of 50000 amorphous natives getting blasted by a single
glory device in a turn. The device will light up the planet
under the blast for all other races in the universe to see.
|
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. Gravitonic mines are anti-hyper jump mines. A hyper
jump can not be made by a ship in a gravitonic minefield. If a
ship is jumping through hyperspace and they cross over a gravitonic
minefield they will return to normal space. Ships moving through
a gravitonic minefield can hit them and take some damage. [more] |
Gravity
Rift Generator |
Burns 25 kt of fuel per cycle and disables all
gravity well generators and gravity mines within 100 LY. Hyper
jumping ships are free to travel through disabled gravity wells
and disabled gravity mines. The device will also cause gravitonic
accelerator to fail to function. The device has no effect on jump
gates or warp chunnels. |
Gravity
Sensors |
Has a 400 ly range and can detect all ships that
have a grav mine dropper, hyper drive, grav well generator, warp
chunnel, or gravitonic accelerator. It will detect the ship even
if the detected device is turned off. |
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 Chunneler |
Will only move a base from one planet to another.
Does not move anything else. Burns 100 KT of fuel to do the
move. Base chunnel is amoung the last things that happen in
a turn.
The target planet must have a ground chunnel or warp chunnel
ship over it. Either one will work. To use the device park the
ground chunnel ship 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 chunnel 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.
Ships with active X
Field device within 200 LY will stop this device from working.
150ly if you are Cyborg. |
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 destory 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 on and tow the ship that you want the
plans of. If you end up towing it you will get the ship plans. |
Hive
Mind |
When groups of ships with this device attack together
they can increase their attack and evasive factors by up to 30
points. This maximum bonus happens when there are 10 ships attacking
together. |
Holodeck |
Increases ship happiness by 10 points. |
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 incorect location
up to 100 LY away. A Bioscanner within 150 LY causes the holo
jamming device to fail to work. |
Hull
Plan Napper |
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. |
Hyperdrive |
Hyperdrive
is a ship part that allows you to fold space and travel large
distances. This jump would consume the same amount of fuel regardless
of load or distance.
There are ways to stop or prevent or stop ship from hyper jumping
with the Gravitonic
mines and the Gravity
Well Generator.
There are two types of hyper jumping. Normal and fast hype.
Fast hype allows you to do your hyperjump at tick 0 of the
movement phase, and then allows you to do normal movement after
the jump. Normal hype you jump at tick 100, and do not get to
do normal space movement. |
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 ths
device to function. |
Jumpgate
Builder |
If the ship has 10,000 mc and 1,000 molybdenum
on board the ship will build a jump gate when this device is
on. The gate is built after movement.
All Jump gates have a 3 letter code, which is the code needed
to travel to the gate. Jump gates can only be destroyed by anti-matter
maul super weapons that have set the gate as a kill target and
have parked on it. To travel to another jump gate park your
ship on any gate and set one of the ship's command codes to
the code of the gate you wish to travel to.
Jump gate travel happens after normal movement. When you come
out the other end of the gate you will not have any scanner
readings of the area and any enemy in the area will not have
seen you yet. You have one turn to move your ship before you
are seen by the enemy. Jump gates are very hard to defend do
to the fact anyone can jump out of one from another gate at
any time if they know the gate code, so be very careful where
you build them. To find out the code of an enemy's jump gate
just fly a ship up next to it and scan the gate to see the gate's
3 letter gate code. |
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 mines can destroy fighter wings that are not docked
with a ship and small ships. Large ships take very little damage
from laser mines. [more] |
Laser
Mining Drill |
Extracts 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. Most ships are able to drill up to
1000kt of ore out of the core of the planet per turn. There
are two ships that can drill up to 10000 units of ore out of
the core a turn, those ships are the Corona Class Orbital Miner
and the Evil Empire's Slayer class.
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 |
If the ship has less than 20% engine damage and
5% hull damage the ship will move at speed 400 and burn 1000 kt
of extra fuel in addition to the ship's normal fuel burn. There
are command codes
for controling this. |
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. |
Minefield
Destabilizer |
Can destroy one minefield per turn. The device
has 80% chance to destroy a minefield that has a center that
is within 150 LY of the ship after movement.
The device will destroy your own minefields. The only fields
that it can not destroy are web mines and cloaked barbitic mines.
|
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 minefields that you sweep.
The device will not sweep cloaked minefields. |
Mobile
Fighter 1(2,3) Factory
|
Produces type 1, 2 or 3 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
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 construction 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. The device kills 25%
of the Cyborg colonists on any base under the ship. It also converts
5% of the Cyborg colonists into natives. The natives will be found
on the planet's surface. Use several ships at once for greater
effect. It is best to ground attack the base right after the nanovirus
attack to make sure the natives are not quicky reassimilated.
The device will work through base 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 up to 400,000 of 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.
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.
Enemy ground bases on the surface of the planet block this
device from working. |
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 2 ore is converted
into 1 metals and stored in the ship's cargo hold. 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.
You can have the metals automatically transported down to a
base you own if you are over one with the ship command
code BDM (Beam Down Metals). |
Organic
Armor |
The armor is 5 times stronger than normal armor.
Organic armor ships start with no armor and must grow all their
armor using med units. One med unit yields one unit of armor.
- Weapons do 1/5 normal armor drain damage, small weapons
do nothing.
- Weapons with high kill ratings can do heavy damage to Organic
armor at a rate of 1/8 the kill rating per hit on the armor.
- Weapons with less than 5 armor drain do NO damage to the
ship's armor.
- Organic armor ships can not be refitted or repaired with
normal armor units.
- The Solor Gamma Ray ship device destroys 1 point of organic
armor every combat tick.
|
Particle
Fountain |
Extracts 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 device will mine a limit of 2000
kt of ore per turn.
The Evil Empire's Slayer class can mine up to 20000 kt a turn
using this device. 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 |
The device doubles the charge rate and doubles
the ord useage of the plasma bolt cannon. It greatly extends the
range of the weapon and improves the odds of the weapon by 60%. |
Probe
Launcher |
Uses 100 ord units and scans bases within 500ly
of the ship. The probes have a 90% chance 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 100 LY of the ship. If the probe
discovers an enemy base it will return a full good scan of the
planet data, including mineral and native amounts. |
Psi-Opps
Hisser Unit |
Increases happiness of all colonists and natives
under the ship by up to 40 happy points. The maximum level they
will reach is 300 points. This device will not work for non-lizard
races that capture Lizard ships. |
Pyramid
Lounge |
The device makes up to1 mc income per highguard
on the ship. The device needs 1 food unit per 1000mc it generates
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. If moving less tha 20LY a turn the device does nothing. |
Rebel
Ground Assault |
The ship destroys the pod pad and base shield of
any enemy base in range of 10 ly. The device will destory up to
10% of the ion cannons on the planet and 30% of the anti-air guns. |
Recruting
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 the ship has an empty
pod bay and it parked over an enemy base. |
Reticulian
Med Lab |
Turns natives into food and med and supplies and
cash. 300 natives of any type, other than chupanoids, will yield
3 food, 10 supplies, 30 med, and 30 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. |
SDI
Anti-Probe |
It blocks probes from reaching and scanning a planet.
The device has a range of 100 LY. |
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% counterattack bonus during boarding actions.
The Aczanny colonists get a 200% counterattack bonus. If the ship
is captured in a boarding action the ship automatically self destructs.
Any race with a Aczanny hull can use the device. |
Self
Destruct |
Blows up the ship. This does not cause damage to
other ships in the area. |
Show
Lounge |
This device generates money and it has four
basic requirements to make money. Rules 1 & 2 make the money
and rules 3 & 4 limit how the money from 1 & 2 can be made.
Rule 5 is a happiness bonus rule.
- Crews on the ships. This device will generate 0.1 MC per
colonist on board, up to a maximum of 50MC for 500 crew members
on board.
- Colonists in bases below the ship. The ship will generate
100MC for every 1million colonists in the base(s) directly
below the ship. (You do not have to own the bases to get the
device to work).
- Is the Device in deep space? If the ship is in deep space
the maximum revenue that can be generated by the device is
limited to 50MC. If the Device is over a base with less than
1million colonists then it is still considered to be in deep
space or in a non-populated area.
- Is there another Show Lounge within 15ly? If more than
one Show Lounge ship is operating in the 15ly area the total
income generated by all the ship devices in that area is limited
to 250 mc. i.e. 166mc for 2 ships (250/2), 25mc for 10 ships
(250/10) or 1mc per ship device if 250 devices are on in the
15ly area (250MC max/250 ships = 1mc per ship device).
- The device will increase the happiness of the colonists
on bases under the ship by 3 points.
|
Siren
HAARP |
Removes up to 20% of the crew limit of the ship
with the HAARP device from enemy ships and turns them into your
own crew. Has a 20LY range. 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.
Solorian are immune to the device. |
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
Collector |
Gathers fuel from the star next to the ship. The
hotter the star and the bigger the ship the more fuel it can collect. |
Solar
Gamma Ray |
Destroys organic armor out to a range of 200 ly.
Causes a 30 point drop in enemy colonist happiness and kills 30%
of them. It kills 50% of most natives. (It will not hurt Chupanoids
or Siliconoids) The device will not hurt the Crystals. |
Spy
Scanner |
Find high population enemy planets with heavy industry
within 1000 ly. Has a 10% chance of detecting any enemy bases
with more than 5 cities and a colonist 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 40,000
ord units to fire. The blast will be fired at the kill target
object if it is in range. The device does more damage to smaller
ships. 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
ground bases.
The Launcher has a maximum range of Star_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.
Use the Stellar
Matter Launcher tool to calculate the damage and distance.
The Solorian Maelstrom ground unit can reduce the stress of
the planet during a weapons firing by 1 unit each.
This device can not be used on ships that are fully cloaked.
It can be used on ships with active cloaking devices that are
generating more than 400 units of sensor noise and ships that
have been made visible by a laser mine detonation. |
Superweapon
Jammer |
Keeps all enemy super weapons from firing in a
battle event. |
Tachyon
Emitter |
Has a range of 100 LY and works before movement.
The scanner causes almost all objects in the area to show up
better on scanners. The sensor image of anything in the area
is increased by 250 points.
The only ships immune from the Tachyon Emitter are the Darkwing
and Resolute Classes, however those ships can be uncloaked by
a Loki class with a skilled crew using a Tachyon Emitter. A
Federation crew with under 100 skill can light up an enemy with
5 points of scanner image. If the Fedration crew has over 100
skill points they can light up the enemy with 20 image points.
A high guard ranger on a Federation ship can add an extra 80,
with or without a skilled crew.
Only works if the ship has less than 25 system damage.
|
Target
Enhancer |
Increases the odds of hitting the enemy target
(+25% Accuracy) and increases the range of large and small weapons
by 35%. The odds of hitting the target ship's soft spot is increased
by 500%. |
Transport
Inhibitor |
Burns 10kt of fuel when on. The device has a
70% chance of stopping an enemy ship from transporting a boarding
party onto your shipas long as your ship has less than 30% system
damage.
The device only protects the ship with the device and does
nothing to help ships near it. |
Unicom |
Increases the odds of all fighters to hit their
targets by 20% using beam weapons and 30% using missile weapons. |
Warp
Bubble Generator |
Uses 100kt of fuel to use. Causes all ships within
130 ly to be tossed up to 50 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. Ship hulls
that have max warp speeds of under 50 per turn are also immune
from this device. |
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 as
the 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 gravity well ships. 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". A command code of "JOE" will cause only
ships that are escorting the chunneling ship to enter the warp
chunnel.
Ships exit the chunnel with 50% shield power.
A ship with an X Field device can block a Cyborg Warp Chunnel
at a range of 100LY from the beginning point of the chunnel.
Non Cyborg Chunnel ships can be blocked by a X Field device
out to a range of 200LY. |
Warrior
Assault |
Has a range of 10 ly and destroys all enemy special
buildings. Buildings such as resorts, cantinas, Cyborg kings palaces,
labor camps, labor mines, hyperlathes, gun zeros, insect hatcheries,
and other special enemy buildings. |
Web
Mine Dropper |
Converts ordnance units into web mines and drops
them. Web mines cause damage to ship engines and stop ships from
moving.[more] |