<span class="bbc_u"><strong>Construction:</strong></span><br/><br/>The following are available for construction.<br/><br/><strong>Academy</strong><br/>The Academy represents a facility where the best and brightest of a population are trained in specialised roles that will turn them into the leaders and heros of tomorrow.<br/>An Academy is required in order to purchase Officers (5 EPs).<br/>Construction Cost: 25 economic points<br/>Maintenance Cost: 2/1<br/>Ground Combat Stats: Attack: 0, Defense: 2, D Factor: 0, Attrition: 2<br/><br/><strong>Asteroid Mining Base</strong><br/>In addition to transporting RAW to other planets in the same system, asteroid mining<br/>bases can be used to process other RAW deposits on-site for extra profit.<br/>Once in place, each asteroid mining base will generate extra income equal to the asteroid belt’s RAW value. In essence, asteroid mining bases act as cheap Productivity built on-site at the asteroid belt.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/3<br/>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br/><br/><strong>Automated Factory</strong><br/>Automated factories speed up construction, with each one counting as 1 additional point of effective Production Rating. A planet can support a number of automated factories equal to half its normal Productivity.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Bio-Sciences Lab</strong><br/>Building a bio lab facility on a world and investing points in bio-sciences increases the odds of census increase, by +1 on the dice roll.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Cloning Centre</strong><br/>Cloning Centres are used to increase the speed at which a planetary census grows. For every 10 EPs invested, add +1 to the dice roll to see if a census increase occurs. This modifier is held in addition to normal ones until such time as census increases.<br/>Construction Cost: 15 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Farm</strong><br/>Farms are required to feed a planetary population. One farm produces 1 food each turn. Each census requires 1 food per turn to keep healthy. Additional food helps with census growth. Insufficient food can lead to planetary morale problems and falling census.<br/>Construction Cost: 5 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 1<br/><br/><strong>Gas Siphoning Stations</strong><br/>Once in place, each siphoning station will generate 1 economic point of income each turn. This income is added to the owning power’s total domestic product. Additionally, having gas siphoning stations in a system increases the supply rating by 1.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/3<br/>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br/><br/><strong>Increase Productivity</strong><br/>Increased productivity can be performed once per turn per planet, at a cost of 10 EPs times the new Productivity rating.<br/><br/><strong>Listening Post</strong><br/>There are two benefits to establishing a listening post at a planet or system. Firstly, the system’s maximum Defensive Intel is increased by 1 for each listening post in the system. This does not provide a free Intel bonus, only the ability to operate more Defensive Intel at the system than would normally be allowed. Secondly, a listening post can extend the range of a single Intel mission launched from that system by 1 jump lane. An Intel mission can only benefit from one Listening Post’s range extension bonus at any time (e.g., the bonus is non-cumulative between multiple listening posts).<br/>Construction Cost: 8 economic points<br/>Maintenance Cost: 1/2<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Military Institute</strong><br/>Produces EPs each turn equal to Planetary census that can only be spent on military units of any kind.<br/>Construction Cost: 25 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 3, D Factor: 0, Attrition: 5<br/><br/><strong>Orbital Habitats</strong><br/>Where the local system is not suitable to large numbers of sentients, it can be desirable to create vast orbital habitats for them instead. Each habitat may support 1 census of population. The census may come from the system the habitat is created in, or from another system under the players control.<br/>Should a habitat be damaged, the population is lost on the roll of a 6. If it is crippled, the population is lost on a 4+.<br/>Construction Cost: 35 economic points<br/>Maintenance Cost: 3/1<br/>Space Combat Stats: DV: 5, AS: 1, AF: 2, Basing: 1<br/><br/><strong>Orbital Sensor Array</strong><br/>Can be used to scan for nearby systems, and enemy fleets. Sensors have a range equal to 1 hex plus 1 hex per number of arrays. Within this range systems will be automatically detected.<br/>Orbital Sensor Arrays also grant a +5% detection chance bonus when attempting to detect enemy forces that have entered a system.<br/>It is also more difficult for enemy agents to sneak in and out of the system. This results in the difficulty of all Intel missions in the system being performed at a difficulty 1 higher than normal.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/1<br/>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br/><br/><strong>Orbital Shipyards</strong><br/>Each shipyard has a construction capacity equal to its location’s economic output (utilized Productivity times RAW) and a number of dock spaces equal to its location’s Utilized Productivity.<br/>Construction Cost: 20 economic points<br/>Maintenance Cost: 2/1<br/>Space Combat Stats: DV: 15, AS: 0, AF: 0, Basing: 0<br/><br/><strong>Orbital Supply Depot</strong><br/>Some settings make heavy use of orbital supply depots, often eschewing the use of<br/>planetary supply depots completely. An orbital supply depot is a special base unit that has the Supply Depot special ability. These bases have their advantages and disadvantages compared to planetary depots, but their biggest disadvantage is that they can be drawn into combat and destroyed. They also cannot be moved from the location at which they are built.<br/>Construction Cost: 12 economic points<br/>Maintenance Cost: 1/1<br/>Space Combat Stats: DV: 8, AS: 0, AF: 0, Basing: 0, Supply Depot, Supply (2)<br/><br/><strong>Planetary Defense Shields</strong><br/>A functional PDS effectively halves (round down) the number or bombardment points produced by hostile orbiting fleets. The effects of multiple PDS facilities at a single location are not cumulative, but they do provide redundancy in the event that the orbiting fleet destroys the planet’s primary PSD generator.<br/>Construction Cost: 20 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 10<br/><br/><strong>Repair Dock</strong><br/>Repair docks are facilities that allow you to perform extensive repairs on all vessels<br/>docked there. They are cheaper than shipyards but cannot be used to build new ships. Repair docks can be used to perform routine unit repairs, or upgrade existing vessels.<br/><br/>The construction capacity of a repair dock is half that of a normal shipyard (rounded up), with a number of available dock spaces equal to its location’s Utilized Productivity statistic.<br/>Construction Cost: 12 economic points<br/>Maintenance Cost: 1/1<br/>Space Combat Stats: DV: 9, AS: 0, AF: 0, Basing: 0<br/><br/><strong>Planetary shipyards</strong><br/>Each shipyard has a construction capacity equal to the planet’s economic output and a number of dock spaces equal to the planet’s utilized Productivity. Flights built at a planet do not occupy nor do they require dock spaces.<br/><br/>Non-atmospheric ships can be built on planets, but require extensive prefabrication and must be assembled in orbit at completion. These extra costs double the economic cost of nonatmospheric ships built at planets.<br/>Construction Cost: 16 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 2, D Factor: 0, Attrition: 8<br/><br/><strong>Research Facility</strong><br/>Produces EPs each turn equal to Planetary census that can only be spent on research.<br/>Construction Cost: 25 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Specialised Construction Centre</strong><br/>The Specialised Construction Centre (Flights, Ground Units, Orbitals, Planetary Facilities or Ships – one only) represents a planet focusing its entire economic output towards a single specialised field. This gives them additional benefit of a 10% construction cost decrease (round final value up) when constructing those projects.<br/>Construction Cost: 25 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><strong>Starport</strong><br/>Any system that contains a starport increases its system trade income by 15% on top of normal trade revenue.<br/><br/>Unfortunately, having an open port in a system does come have its disadvantages. It<br/>is easier for enemy agents to sneak on and off the planet. This results in the difficulty of all Intel missions in the starport’s system being performed at a difficulty 1 lower than normal (minimum difficulty of 1).<br/>Construction Cost: 30 economic points<br/>Maintenance Cost: 2<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 10<br/><br/><strong>Supply Depot</strong><br/>A supply depot is a planetary facility that provides vital logistical support to an empire. Without access to supply, fleets and armies will begin to suffer from the effects of being out of supply. Supply depots are purchased and transported like ground units and, when deployed and in supply, extend the supply range of an empire outward of their location.<br/>Construction Cost: 15 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 7, Supply Depot, Supply (2)<br/><br/><strong>Terraforming</strong><br/>Allows increase in planet capacity at a cost of 5 EPs per new capacity total. Capacity can only be increased by up to 50% of starting capacity (round fractions up).<br/><br/><strong>Trade Hub</strong><br/>Required for a Trade Fleet to be established and active in a system.<br/>Construction Cost: 10 economic points<br/>Maintenance Cost: 1/1<br/>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br/><br/><br/><span class="bbc_u"><strong>Fleets</strong></span><br/><br/><strong>Colony Fleet</strong><br/>Colony creation is done by creating a Colony Fleet, at a cost of 60 EPs. This is an abstract unit, like a Trade Fleet, that is made of roughly ten passenger liners or colony vessels that are suited to carrying a large number of sentient beings. This is similar to the Transport Fleet system, but Transport Fleets would be unable to handle the large amounts of life forms and materials involved.<br/><br/>The fleet may choose to bring some industry with them (1 Productivity for an additional 10 EPs)<br/><br/>Additionally, a colony fleet can be created by removing 1 Census from a highly populated planet, and transported to another, for a cost of 30 EPs. This can be used to reduce the cost of a new Colony fleet, or to increase the size of an existing Colony.<br/><br/><br/><span class="bbc_u"><strong>Construction Capacity &amp; Dock Space</strong></span><br/>Systems can have multiple sources of construction capacity, the most typical being sites with utilized Productivity. Planets and shipyards, both orbital and planetary, are the most common sources of construction capacity. These sources often have a finite amount of dock space, limiting the number of ships that can be built at the location.<br/><br/>Construction capacity represents the raw economic ability to finance and implement large scale ship construction projects. The construction capacity of a planet is equal to<br/>number of points it generates each turn for the owning player, or put in simpler terms the planet’s utilized Productivity times its RAW value. Facilities constructed in a turn will count against the planetary construction capacity.<br/><br/>Dock space represents the number of available construction slots available at the planet or shipyard for purposes of ship construction. Each dock space can facilitate one ship of any given size. The dock space of a planet is equal to its utilized Productivity. Similarly, each shipyard has a number of dock spaces equal to their location’s utilized Productivity. Flights do not  require the use of dock space for construction<br/><br/><strong>Planetary shipyards:</strong><br/>Each shipyard has a construction capacity equal to the planet’s economic output and a number of dock spaces equal to the planet’s utilized Productivity.<br/><br/>Non-atmospheric ships can be built on planets, but require extensive prefabrication and must be assembled in orbit at completion. These extra costs double the economic cost of non atmospheric ships built at planets. This economic penalty applies to the planet’s construction capacity as well as to the ship’s actual purchase price. Non-atmospheric flights are not subject to this penalty and may be built at their normal economic cost.<br/><br/><strong>Orbital Shipyards:</strong><br/>Each shipyard has a construction capacity equal to its location’s economic output (utilized Productivity times RAW) and a number of dock spaces equal to its location’s Utilized Productivity. Because of this, shipyards built at larger, mature colonies will be able to build a larger number of more expensive ships than shipyards located as smaller colonies.<br/><br/>Flights can be built at shipyards, with all flight construction costs counting against the<br/>shipyard’s construction capacity. Like fighters built at a planet, flights built at shipyards do not require or occupy dock spaces at the shipyard.<br/><br/><strong>Purchasing Flight Units:</strong><br/>Flight units can be purchased at either planets, planetary shipyards, or orbital shipyard. The only limit to the number of flights that can be built at a location in a single turn is the amount of available construction capacity at the site. Flight construction does not count against dock space at the location where they are built.<br/><br/><strong>Purchasing Ground Units</strong><br/>The number of ground units that can be raised each turn is limited by the Census in which they are purchased. The maximum number of ground units that can be purchased at a planet in a single turn is equal to the planet’s Census. Therefore a planet with a Census of 1 may only deploy 1 ground unit per turn.<br/><br/><strong>Construction Times</strong><br/>Obviously building a Battlestation takes more time than a fighter. To see how long a particular construction project takes, divide the cost of the project by the effective Production Rating of the planet that is responsible for it (round up to the nearest whole number).<br/><br/><br/><strong>Facility sizes</strong><br/>Even on a planet there is a limit to the amount of usable space. Each facility build on a planet, or in orbit around it takes up a certain amount of space, equal to 1 point per 10 EPs (or part thereof) that the facility cost.<br/>Construction in another system<br/>If a base is being constructed in a system that does not have a colony to support it, increase all construction costs to represent the increased resources required to transport and assemble the facility without proper support infrastructure. The cost will be increased 5% for every point of movement between the destination system (including cross in systems zones) and the nearest planet belonging to the player.<br/><br/>In addition, 1 convoy will be required for each system between these two points.<br/><br/>e.g. I wish to build a space station in the inner zone of a system that has not been colonised. It lies 3 systems away from my nearest colony, which is in the inner zone of that system.<br/><br/>Colony A – 2 points of movement to take you to the edge of the system.<br/>3 points of movement along the grav wave to system B<br/>4 points of movement along the grav wave to system C<br/>2 points of movement along the grav wave to destination system D<br/>2 points of movement to reach the inner zone of system D.<br/><br/>The increased cost will be 13 x 5% = 65% above the normal cost of constructing a space station, and require the use of 4 convoys.<br/><br/>If the construction is being customised, work out the new construction total before multiplying that by the distance modifier.<br/><br/><span class="bbc_u">Example:</span><br/>Planet Alpha has 8 Census, 8 Production, 3 automated factories and a Specialised Ship Construction Centre.<br/><br/>In its orbital shipyards it is laying down construction of a new survey cruiser. The ship will be a Heavy Cruiser (7EPs) with the Explorer (+2) and Supply (+2) traits.<br/><br/>The final construction value of the cruiser will be 11 EPs.<br/><br/>Because of the Specialised Ship Construction Centre, the cost of the cruiser is reduced from 11 to 10. (11 – 1.1 = 9.9, rounded up to 10)<br/><br/>The planets effective Utilised Production is 11 (8 from the Production and 3 from the Automated factories).<br/><br/>The time to construct this cruiser will be 10 / 11. Rounding this up give us 1 turn, so this cruiser will be ready for operation at the end of this game turn, and ready for orders in the next turn.<br/><br/>Had the Cruiser been given a 3rd trait ... say Stealth ... then the figures would have worked out thusly:<br/>Ship cost 13 EPs, reduced to 12 EPs (13 – 1.3, rounded up)<br/>Construction time, 12/11 and rounded up to 2 turns.<br/><br/><br/><span class="bbc_u"><strong>Military Forces:</strong></span><br/><br/>Stock military forces can be purchased for the costs listed.<br/><br/>Modified classes cost more. Each additional trait will see an increase of 1-3 EPs on base construction costs (hull size /2, rounded up), and an additional step on the maintenance costs for the base class.<br/><br/>Example:<br/>A Heavy Cruiser is hull class 3. It has a build cost of 7 EPs and a Maintenance of 2/3.<br/><br/>I add the Stealth trait to it. Build cost is now 9, with a Maintenance of 3/3.<br/><br/>Next I add Fast. Build cost now 11, Maintenance 4/3<br/><br/>Finally I add a Main Battery upgrade, bringing my AS from 8 to 10. Build cost is 13, Maintenance 4/3.<br/><br/>When creating custom designs, use the core designs as the baselines.<br/><br/><table class="bbc_table"><tbody><tr><td>Ship / Orbital</td><td>Max Traits Allowed</td><td>Stat Increase</td><td>EP Cost / Trait</td></tr><tr><td>Gunboat</td><td>1</td><td>1</td><td>1</td></tr><tr><td>Escorts</td><td>2</td><td>1</td><td>1</td></tr><tr><td>Cruisers</td><td>3</td><td>2</td><td>2</td></tr><tr><td>Warships</td><td>4</td><td>2</td><td>2</td></tr><tr><td>Ships of the line</td><td>5</td><td>3</td><td>3</td></tr><tr><td>Leviathans</td><td>6</td><td>3</td><td>3</td></tr><tr><td>DEFSATs</td><td>1</td><td>1</td><td>1</td></tr><tr><td>Outpost</td><td>4</td><td>2</td><td>2</td></tr><tr><td>Starbase</td><td>5</td><td>3</td><td>3</td></tr><tr><td>Battlestation</td><td>7</td><td>4</td><td>4</td></tr><tr><td>Star Fortress</td><td>10</td><td>5</td><td>5</td></tr></tbody></table><br/><br/><br/><span class="bbc_u"><strong>Traits:</strong></span><br/><br/>The following are the list of traits that may be applied to a ship or military orbital when customising them from their base characteristics.<em>Those marked with an asterisk * may be taken multiple times.</em><br/><br/><strong>Advanced Self Repair:</strong>During the Order Completion phase, automatically repairs Hull/2 (round up) points of damage. Self Repair at normal costs may also be performed. The repair cost is 25% of the original cost, rounding any fractional amount up.<br/><br/><strong>Armoured *:</strong>Increase DV by +Hull/2 (round fractions up) after crippled<br/><br/><strong>Armour Piercing *:</strong>Negates the effect of Armoured equal to its own rating. If ship is unarmoured, reduced destroyed DV by Hull/2 (round fractions up).<br/><br/><strong>Assault:</strong>Assault ships can transport one ground unit per division, where the Assault division size is equal to the denominator in the Assault ship class’ maintenance fraction. For example, a light cruiser Assault ship with a maintenance cost of 2/4 would require four Assault ships of that class to carry a single ground unit. In the case of Marine units, two Marine ground units can be transported in the place of one non-Marine ground unit.<br/><br/>Flight units noted as having Assault capabilities are also capable of transporting ground units and assisting in ground battles. These flights can carry one Marine unit (but no other ground unit type) per division.<br/><br/><strong>Ballistic:</strong>Units with the Ballistic ability are armed predominantly with ballistic weapon systems, such as missiles or torpedoes. Ballistic units do not have their AS value halved as a result of being placed in the Task Force flagship squadron.<br/><br/>Ballistic units pay for this flexibility by relying more heavily on supply lines than other, non-Ballistic units. Ballistic units are affected more by the effects of being Out of supply, suffering twice the normal penalties.<br/><br/><strong>Carrier:</strong>The carrier trait is to mark those vessels purpose designed for carrying fighter craft.<br/><br/><strong>Cloak *:</strong>Any ship or flight equipped with a cloak may decide during the Assignments Phase whether or not they wish to engage their Cloak. While cloaked, unit’s formation bonus and defense value (DV) are increased by one (1), but all of its combat factors are halved (rounding down). Flights receive the same defense advantages of ships while cloaked, but flights may not fire while cloaked. When not fully engaged, cloak capable units receive a +1 to their anti-ship (AS) and anti-fighter (AF) values, representing the crafts’ ability to get the drop on their adversaries. Once a ship has been crippled it can no longer operate its cloaking device for the rest of the scenario.<br/><br/><strong>Command *:</strong>Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br/><br/><strong>Command Datalink:</strong>Command datalinks are limited to dedicated command vessels only. They function as normal datalinks, but with improved C3, instead of using the CC value of the ship, its CR value is instead used, allowing the command vessel to datalink an entire squadron.<br/><br/><strong>Datalink:</strong>Datalink systems connect starships, allowing for synchronised time on target offensive fire, and the covering of each others blind spots in defense. A datalinked ship may link with other datalinked ships up to its CC value. Take only the largest CC value of the ships linking to determine how many can link.<br/><br/>E.g. A heavy cruiser (CC3) could link to one other heavy cruiser (CC3), or a Light Cruiser (CC2) and Frigate (CC1)<br/><br/>All datalinked ships gain +1 AS, AF and DV for each ship linked.<br/><br/><strong>Defense upgrade *:</strong>Increase DV by + Hull/2 (round fractions up)<br/><br/><strong>Direct Assault:</strong>Unlike Assault units, Direct Assault units (breaching pods, boarding craft, etc.) deposit their marines directly to the enemy ship in an attempt to capture the ship. Each ship carries (Hull) squadrons of small craft, typically shuttles of some kind. If a ship has the Direct Assault trait, these can be Breaching Pods instead. Carriers and units with Integrated squadrons may replace those fighter units with Breaching Pods, if they so desire.<br/><br/><strong>Disruptor *:</strong>The anti-thesis of Guardian units, Disruptor units are adept at breaking up enemy formations. Disruptor units may utilize saturation-fire weapons or are just particularly robust, but in any event the effect is the same. For each point of Disruptor rating (found in parentheses), the unit can lower the formation bonus of one enemy ship by one (1). The decision to do so is made during the Assignments Phase.<br/><br/><strong>Explorer:</strong>Explorer ships are large mobile research platforms designed specifically for mapping the uncharted frontiers. The electronics installed on these vessels is advanced enough to allow them to detect the signs that indicate a grav wave or wormhole. Only Explorer traited vessels are capable of detecting these.<br/><br/><strong>Fast (1):</strong>Fast Ships enjoy a weighty strategic movement advantage over standard starship classes. Units with the Fast Ship ability gain a bonus to their movement during the campaign<br/>turn. The Fast (1) trait grants +1 Movement for all Hulls<br/><br/><strong>Fast (2):</strong>The Fast (2) trait grants +2 Movement for all Hulls of Warship (Hull 4) or smaller.<br/><br/><strong>Fast (3):</strong>The Fast (3) trait grants +3 Movement for all Hulls of Escort (Hull 2) or smaller.<br/><br/><strong>Field Repair:</strong>May perform 1 economic point of repairs per Field Repair rating, in addition to Field Repairs given by military supply ships. The repair cost is 25% of the original cost, rounding any fractional amount up.<br/><br/><strong>Guardian *:</strong>Guardian units provide intrinsic support to any squadrons in which they are included. These ships are equipped with above-average defenses and use them to protect themselves or other friendly units. A Guardian unit can increase the formation bonus of one ship in its squadron by one (1) per Guardian rating point, the decision to do so being made in the Assignments Phase.<br/><br/><strong>Gunship:</strong>Gunships are heavily armed warships that excel at orbital bombardment. A Gunship adds 1 bombardment point top their normal bombardment point total. For ships that require multiple contributors to earn a single bombardment point, such as a frigate that requires 3 for 1 bombardment point, simply reduce the number of units required by 1. Therefore, Gunship type frigates will only require 2 vessels to contribute 1 bombardment point.<br/>As with Ballistic units, being out of supply has a greater impact on Gunship units. Gunships lose twice the AS of normal units per out of supply level.<br/><br/><strong>Integrated Squadron *:</strong>A ship with the Integrated Squadron trait may carry Hull/2 (round fractions up) fighter or bombers of any type. These squadrons are listed under the Basing stat.<br/><br/><strong>Interdictor:</strong>For each point of Interdictor rating, a unit may elect to increase the length of a scenario by 1 round. The effects of multiple Interdictor units are cumulative.<br/><br/><strong>Jamming *:</strong>Units with the Jammer special ability are able to negate the scout functions generated by enemy Scouts. For each point of Jammer rating a unit has, they can reduce an enemy Scout’s number of available scout functions by one (1). In addition, Jammers can be used to disrupt enemy Datalink systems. One point of Jammer will be able to disrupt a normal Datalink, two is required to disrupt a Command Datalink.<br/><br/><strong>Long Range Sensors:</strong>Long Range Sensors grant a +5% detection chance bonus when attempting to detect enemy forces.<br/><br/><strong>Long Range Weaponry:</strong>Increases long range weapons fire damage by 10%. Effectively this reduces the long range penalty from 20% to 10%.<br/><br/><strong>Main Battery Upgrade *:</strong>Increase AS by +Hull/2 (round fractions up)<br/><br/><strong>Mine Controller *:</strong>Certain ships and bases are equipped with Mine Controllers, special units that allow the vessel to directly control mines in Defensive scenarios. Each Mine Controller allows the ship to command a number of additional mines equal to half its command rating.<br/>Mobile units equipped with Mine Controllers are commonly referred to as minelayers. Minelayers gain a special bonus in that they may transport and deploy mines remotely from a fixed defense point. Each Minelayer can transport and deploy as many mines as it has Mine Controller capacity to control. Using this ability, Minelayers can transport mines to the front lines and deploy them in contested systems, providing ad hoc fixed defenses until the system can be fully secured. Also, since Minelayers are by their very nature equipped with Mine Controllers, they gain the special ability of being able to deploy mines in a combat where they are the defender.<br/><br/><strong>Mine Sweeper *:</strong>Minesweepers are particularly effective at sweeping enemy minefields. These ships use specialty weaponry or electronics packages to detect, target, and destroy enemy mines. Each Minesweeper provides a number of free directed damage points equal to its minesweeper rating multiplied by Hull/2 at the start of each combat turn that can be used to target and destroy enemy mines.<br/><br/><strong>Missile Pods *:</strong>Missile Pods are a similar technology to mines, but designed to be used offensively. Each Missile Pod allows the ship to fire a number of multipurpose mines equal to half its Hull rating. Each Missile Pod vessel can transport and deploy as many multipurpose mines as it has capacity to control, and use this in combat for a number of rounds equal to its rating before stocks are exhausted.<br/><br/>Example: I decide to create a Missile Pod Battle Cruiser. Since it is Hull 4, I can put a maximum of 4 Missile Pods on to it. I choose to put on Missile Pods (3).<br/><br/>In combat I can fire ((Hull 4 / 2) x3) missile pods per controller per turn, increasing my AS from 10 to 16. This can be done for 3 rounds of fire, at which point my stocks of missile pods are exhausted.<br/><br/><strong>Mobile Construction:</strong>Mobile Construction units are, as their name would indicate, mobile construction facilities that can be used to build or repair craft at locations without existing shipyard infrastructure.<br/><br/>Each Mobile Construction unit has a construction capacity equal to its defense value (DV). This represents the maximum number of economic points that can be spent at the unit each campaign turn. Mobile Construction units are also limited in the size of vessels they can build or repair. This maximum size is equal to the Mobile Construction unit’s DV. Mobile Construction units have only a single dock space in which to build units and cannot perform any construction on turns in which they are ordered to perform movement of any kind.<br/><br/>Mobile Construction units can use the construction capacity of any player or ally owned planet at which it is currently located, but more often than not these mobile shipyards will be operating in the field away from such construction sources. In these cases, each unused military supply ship accompanying the mobile shipyard will allow the shipyard to perform two (2) economic points of construction per point of Supply rating. These points must be paid out of the point pool, and freighters are considered ‘used’ after they have aided a Mobile Construction unit with its construction duties.<br/><br/>The repair cost of a vessel is 25% of the original cost, rounding any fractional amount up.<br/><br/><strong>Point Defense Upgrade *:</strong>AF +Hull/2 (round fractions up)<br/><br/><strong>Q Ship:</strong>In the event of a pirate raid, Q-Ships reduce the d6 roll to determine losses by Hull/2 (round fractions up).<br/><br/>In the event of Commerce raiding by other players, the Q-Ships get a free shot at the attackers.<br/><br/><strong>Recon:</strong>Whichever side in a fight has the most recon units gains a +1 to their surprise roll, and may choose to increase or decrease battle length by 1.<br/><br/><strong>Scout *:</strong>Scouts fulfil a number of dedicated combat operations (see section 6.1). Outside of combat, they are useful in exploring discovered systems, and searching for enemy fleets.<br/><br/><strong>Self Repair:</strong>As Field Repair, but only on itself. The repair cost is 25% of the original cost, rounding any fractional amount up.<br/><br/><strong>Shields *:</strong>DV+Hull/2 (round fractions up) before crippled<br/><br/><strong>Shield Piercing *:</strong>Negates the effect of Shields equal to its rating. If ship unshielded, reduced crippled DV by Hull/2, round fractions up.<br/><br/><strong>Short Range Weaponry:</strong>Increases short ranged weapons fire damage by 10%<br/><br/><strong>Supply *:</strong>The Supply ability indicates that a unit is a Military Supply Ship or can otherwise perform the duties of a Military Supply Ship.<br/><br/>A ship with Supply can do one of two things. First, it can keep itself supplied with the necessary provisions for extended cruising, thus never counting as out of supply.<br/>Secondly, it can supply an entire squadron for one turn per rating of Supply, allowing a squadron to patrol further out than their normal supply lines would allow.<br/><br/><strong>Stealth *:</strong>Stealth technologies include a full range of profile, heat, and signature masking technologies designed to keep a ship hidden. Stealth technology is not as advanced as fullblown cloaking devices, but it still confers a significant strategic advantage even if its tactical applications are not as great. Stealth units gain a +1 defense value (DV) bonus as a result of these stealth capabilities.<br/><br/>Stealth units are rated as to their stealth capabilities. The Stealth level of the ship is indicated in parenthesis. Each level of Stealth does not add additional DV benefits, but it does make the ship harder to detect, which will have an impact on stealth movement and operations<br/><br/><strong>System Refinement – Defensive:</strong>Bonus to ship/orbital defensive stats (DV and CR) of Hull/2, round up. Armour and shield values improved by Hull/2, round up.<br/><br/><strong>System Refinement – General:</strong>Bonus to ship/orbital general stats (Basing and CC) of Hull/2, round up. Sensors improved by 10%. +1 to Exploration rolls.<br/><br/><strong>System Refinement – Offensive:</strong>Bonus to ship / orbital offensive stats (AS and AF) of Hull/2, round up. Fighter stats improved by 1.<br/><br/><strong>Transformative:</strong>Some empires, robotic and non-robotic alike, maintain military units that are designed to transform for operation both in space and on the ground. This ability allows for extreme tactical flexibility and adaptation to any engagement situation.<br/><br/>The most common Transformative units are flight units capable of acting as fighters in space or as large mechanized warriors on the ground. When participating in space combat, Transformative flights act largely as normal, with the exception that they can be used to perform Direct Assault missions in their transformed mode. To take advantage of this the option, the flight must forego fire during firing phases two and three. In exchange the unit will perform Direct Assault operations against an enemy unit (as described in CG 3.6.3.19 Capturing Ships and Other Units). The Direct Assault function rating of each Transformative flight is equal to its AF factor. Due to the size of Transformative flights, they may only board vessels with an unmodified DV of three times or more the flight’s own DV statistic.<br/><br/>When assigned to ground combat duties, Transformative flights are treated exactly as ground units. These flights receive the Marine special ground unit ability, which allows them to attack from their transports (carriers) without the aid of Assault ships. For purposes of participating in ground combat, the flight unit has the following statistics: Attack equal to AF; Defense equal to DV; a D Factor die with a number of sides equal to AS; and Attrition of 1.<br/>The low Attrition statistic for Transformative flights owes itself to the disparity in size between the flights itself and the much larger number of troops and equipment that comprise the armies they are fighting. Because of this low Attrition, flights operating in ground combat mode will be destroyed with the first point of damage that breaches their defenses. Despite their ability to participate in ground combat, the basing of Transformative flights remains limited by a system’s available basing capacity.<br/><br/><strong>Troop Transport *:</strong>Provides the ability to transport Hull/2 units of troops.  Reduce AS by Hull/2, increase AF and DV by 1.<br/><br/><strong>WMD *:</strong>Units with the WMD special ability are equipped with an integrated weapon of mass destruction.<br/><br/>During the Orbital Bombardment Phase, all non-crippled units with the Mass Driver ability may deploy one Weapon of Mass Destruction per turn. These WMDs are deployed and bombard the targeted planet immediately; they do not take a full turn of bombardment to take effect!<br/><br/>Any ship carrying a weapon of mass destruction will receive a d10 for each such weapon carried. For each round of firing, roll a separate d10 against the Census, Productivity, Carrying Capacity, Facilities and Troops on the planet. To score a hit, the roll must be equal to or less than the value you are targeting. For troops this number is the number of units available on the planet.<br/><br/>Each additional shot in the bombardment then rolls against the new numbers from the previous ships bombardment. So if the first ship reduces the Census to 6, then the second ship firing must roll against the Census value of 6 and so forth.<br/><br/>Hit on a Census: One Census is lost<br/>Hit on Productivity: One Productivity is lost<br/>Hit on the Carrying Capacity: The carrying capacity of the planet decreases by 1 (any system statistic now over the carrying capacity is reduced to equal the carrying capacity)<br/>Hit on Troops: One unit of the defenders choice is lost.<br/>Hit on Facilities: One random planetary facility is destroyed.<br/><br/>If the Carrying Capacity of the planet is reduced and there is more Census than Carrying Capacity, then one Census will be lost per turn until the Census is equal to the Carrying Capacity.<br/><br/>For each additional point of WMD trait a ship has, it reduces the value of its roll by, thus a ship with WMD (3) would roll a d10 and subtract 2 from the result, making it more likely to succeed in its mission of destruction.