<span class="bbc_u"><strong>Research</strong></span><br/><br/>Researchable technology comes in two forms. Some require only a single investment to unlock their secrets, others are capable of being continually approved. Each level of improvement requires additional expenditure of resources. The resources required will be listed in the tech entry.<br/><br/>Here is the format for research<br/><br/>Technology: Name of the technology<br/>Requirements: Prerequisite technology required before this one can be researched<br/>Cost: Cost in EPs to gain the technology<br/>Gives:  What gaining the technology grants<br/>Prerequisite to: What techs can be researched once this one has been.<br/>Notes: Other information<br/><br/>And a couple of examples<br/><br/>Technology:<strong>Command</strong><br/>Requirements: None<br/>Cost: 5 EPs<br/>Gives: Command trait<br/>Prerequisite to: N/a<br/>Notes: Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br/><br/>Technology:<strong>Hull (4)</strong><br/>Requirements: Hull (3)<br/>Cost: 20 EPs<br/>Gives: Battlecruiser, Dreadnought<br/>Prerequisite to: Hull (5)<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/><br/><br/><span class="bbc_u"><strong>Technology Research Fields</strong></span><br/><br/><br/>Technology:<strong>Advanced Automation</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Reduces maintenance cost by 10% (round up)<br/>Prerequisite to: N/a<br/>Notes: Increased automation and more intelligent software reduces required crew size, giving a corresponding reduction in maintenance costs.<br/><br/>This is probably best handled by taking a single figure for maintenance costs and reducing it.<br/><br/>Technology:<strong>Advanced Technology</strong><br/>Requirements: None<br/>Cost: 40 EPs<br/>Gives: Automated Factories, Specialised Construction Centre (requires appropriate advanced construction tech below).<br/>Prerequisite to: Advanced Automation, Advanced Construction Technologies, Advanced Miniaturisation, Advanced Self Repair, Cloak, Cloning, Genetically Modified Foods, Orbital Habitats, Terraforming, Transformative.<br/>Notes:<br/><br/>Technology:<strong>Advanced Construction Tech – Flights</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Specialised Construction Centre  facility. Reduces fighters / shuttles etc construction cost by 10% (round up) when used with a Specialised Construction Centre.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Advanced Construction Tech – Ground Units</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Specialised Construction Centre  facility. Reduces military ground construction cost by 10% (round up) when used with a Specialised Construction Centre.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Advanced Construction Tech - Orbitals</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Specialised Construction Centre  facility. Reduces orbital facility construction cost by 10% (round up) when used with a Specialised Construction Centre.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Advanced Construction Tech – Planetary Facilities</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Specialised Construction Centre  facility. Reduces planetary facility construction cost by 10% (round up) when used with a Specialised Construction Centre.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/><br/>Technology:<strong>Advanced Construction Tech - Ships</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Specialised Construction Centre  facility. Reduces ship construction cost by 10% (round up) when used with a Specialised Construction Centre.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>The easiest way to implement these would be to total up all the turns construction and reduce the cost as a percentage of the total.<br/><br/>Technology:<strong>Advanced Miniaturisation</strong><br/>Requirements: Advanced Technology<br/>Cost: 40 EPs<br/>Gives: Increase number of allowable slots on ships by Hull/2, round up.<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Advanced Self Repair</strong><br/>Requirements: Advanced Technology , Self Repair<br/>Cost: 30 EPs<br/>Gives: Advanced Self Repair trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Armoured</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Armoured trait<br/>Prerequisite to: N/a<br/>Notes: Negates Hull/2 (round fractions up) damage from each attack after ship is crippled<br/><br/>Technology:<strong>Armour Piercing</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Armour Piercing trait<br/>Prerequisite to: N/a<br/>Notes: Negates the effect of Armoured equal to its own rating. If ship unarmoured, reduced destroyed DV by Hull/2, round fractions up.<br/><br/>Technology:<strong>Assault</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Assault trait<br/>Prerequisite to: N/a<br/>Notes: 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/>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/>Technology:<strong>Ballistic</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Ballistic trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Carrier</strong><br/>Requirements: None<br/>Cost: 15 EP<br/>Gives: Carrier trait, Light Fighters, Medium Fighters, Heavy Fighters, Bombers, Shuttle, Combat Shuttle<br/>Prerequisite to: Fighters 1<br/>Notes:<br/><br/>Technology:<strong>Cloak</strong><br/>Requirements: Advanced Technology , Stealth<br/>Cost: 15 EP<br/>Gives: Cloak trait (see core rules)<br/>Prerequisite to: N/a<br/>Notes: Unit formation and DV increased by 1 while cloaked. Other combat stats halved.<br/>When not fully engaged, cloak capable units receive a +1 to their anti-ship (AS) and anti-fighter (AF) values. Ships cannot cloak when crippled.<br/><br/>Technology:<strong>Cloning</strong><br/>Requirements: Advanced Technology<br/>Cost: 20 EPs<br/>Gives: Cloning Centre<br/>Prerequisite to: None<br/>Notes:<br/><br/>Technology:<strong>Command</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Command trait<br/>Prerequisite to: Command Datalink<br/>Notes: Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br/><br/>Technology:<strong>Command Datalink</strong><br/>Requirements: Command, Datalink<br/>Cost: 20 EPs<br/>Gives: Command Datalink trait<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Datalink</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Datalink trait<br/>Prerequisite to: Command Datalink<br/>Notes:<br/><br/>Technology:<strong>Defense upgrade (ECM)</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Defense upgrade trait<br/>Prerequisite to: N/a<br/>Notes: DV + Hull/2 (round fractions up)<br/><br/>Technology:<strong>Disruptor</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Disruptor trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Fast</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Fast (1) trait, +1 Movement for all Hulls<br/>Prerequisite to: Fast 2<br/>Notes:<br/><br/>Technology:<strong>Fast (2)</strong><br/>Requirements: Fast 1, Warship or smaller Hull<br/>Cost: 15 EPs<br/>Gives: Fast (2) trait, +2 Movement<br/>Prerequisite to: Fast 3<br/>Notes:<br/><br/>Technology:<strong>Fast (3)</strong><br/>Requirements: Fast 2, Escort or smaller Hull<br/>Cost: 20 EPs<br/>Gives: Fast (3) trait, +3 Movement<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Field Repair</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Field Repair trait<br/>Prerequisite to: Self Repair<br/>Notes: 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/>Technology:<strong>Fighters (1)</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Ultra light Fighter, Attack Fighter, Interceptor, Super Heavy Fighter, Heavy Bomber<br/>Prerequisite to: Fighters 2<br/>Notes:<br/><br/>Technology:<strong>Fighters (2)</strong><br/>Requirements: Fighters (1)<br/>Cost: 15 EPs<br/>Gives: Recon Fighter, Stealth Fighter (with Stealth trait), Fighter Shields (with Shields Trait)<br/>Prerequisite to: Fighters (3)<br/>Notes: Fighters, shuttles, and other flight units can be equipped with Shields, but the task of powering shielding, weapon, and propulsion systems simultaneously puts a major strain on the small crafts’ power plants. Players make the decision during the Assignments Phase whether or not to power a flight’s Shields. When activated, Shields increase the DV of the flight 2 for Heavy and Superheavy Fighters, Bombers and Heavy bombers, and 1 for all other craft. It also lowers the combat factors of the flight by one level. Any non-asterisked anti-ship (AS) or anti-fighter (AF) values become asterisked, and any asterisked value is reduced to the next lowest, nonasterisked integer. If the AS or AF value is already ‘0’, then it is instead reduced to ‘0*’, meaning it is incapable of scoring damage against that type of target.<br/>Because flights do not cripple, Shields (if active) will remain effective until the flight unit is destroyed.<br/><br/>Technology:<strong>Genetically Modified Foods</strong><br/>Requirements: Advanced Technology<br/>Cost: 20 EPs<br/>Gives:<br/>Prerequisite to: N/a<br/>Notes: After GM Foods has been researched, farm yields increase, with each farm producing 1.5 food per turn.<br/><br/>Technology:<strong>Guardian</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Guardian trait<br/>Prerequisite to: N/a<br/>Notes: 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/><br/>Technology:<strong>Gunship</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Gunship trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Hull (1)</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Gunboats<br/>Prerequisite to: Hull (2)<br/>Notes:<br/><br/>Technology:<strong>Hull (2)</strong><br/>Requirements: Hull (1)<br/>Cost: 15 EPs<br/>Gives: Corvette, Frigate, Destroyer<br/>Prerequisite to: Hull (3)<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/>Technology:<strong>Hull (3)</strong><br/>Requirements: Hull (2)<br/>Cost: 20 EPs<br/>Gives: Light Cruiser, Heavy Cruiser<br/>Prerequisite to: Hull (4)<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/>Technology:<strong>Hull (4) </strong><br/>Requirements: Hull (3)<br/>Cost: 25 EPs<br/>Gives: Battlecruiser, Dreadnought<br/>Prerequisite to: Hull (5)<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/>Technology:<strong>Hull (5)</strong><br/>Requirements: Hull (4)<br/>Cost: 30 EPs<br/>Gives: Battleship, Monitor<br/>Prerequisite to: Hull (6)<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/>Technology:<strong>Hull (6)</strong><br/>Requirements: Hull (5)<br/>Cost: 35 EPs<br/>Gives: Juggernaught<br/>Prerequisite to: N/a<br/>Notes: Other ships available if correct tech also researched – see chart following<br/><br/>Technology:<strong>Integrated Squadron</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Integrated Squadrons trait<br/>Prerequisite to: N/a<br/>Notes: Some races favour integral fighter squadrons on many of their warships. While lacking the numbers of fighters a Carrier can field, Integrated Squadrons allows a handful of them aboard.<br/><br/>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/>Technology:<strong>Interdictor</strong><br/>Requirements: Warship or larger hull<br/>Cost: 10 EPs<br/>Gives: Interdictor trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Logistics 1</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives:  Logistics trait<br/>Prerequisite to: Logistics 2<br/>Notes:<br/><br/>Technology:<strong>Logistics 2</strong><br/>Requirements: Logistics 1<br/>Cost: 15 EPs<br/>Gives:  Logistics trait<br/>Prerequisite to: Logistics 3<br/>Notes:<br/><br/>Technology:<strong>Logistics 3</strong><br/>Requirements: Logistics 2<br/>Cost: 20 EPs<br/>Gives: Logistics trait<br/>Prerequisite to: Logistics 4<br/>Notes:<br/><br/>Technology:<strong>Logistics 4</strong><br/>Requirements: Logistics 3<br/>Cost: 25 EPs<br/>Gives: Logistics trait<br/>Prerequisite to: Logistics 5<br/>Notes:<br/><br/>Technology:<strong>Logistics 5</strong><br/>Requirements: Logistics 4<br/>Cost: 30 EPs<br/>Gives: Logistics trait<br/>Prerequisite to: Logistics 6<br/>Notes:<br/><br/>Technology:<strong>Logistics 6</strong><br/>Requirements: Logistics 5<br/>Cost: 35 EPs<br/>Gives: Logistics trait<br/>Prerequisite to:<br/>Notes:<br/><br/>Technology:<strong>Long Ranged Sensors</strong><br/>Requirements: Sensors<br/>Cost: 15 EPs<br/>Gives: Long Ranged Sensors trait for ships, Orbital Sensor Array for systems.<br/>Prerequisite to: N/a<br/>Notes: Long Range Sensors grant a +5% detection chance bonus when attempting to detect enemy forces.<br/><br/>Technology:<strong>Long ranged weapons</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Long Range Weaponry trait<br/>Prerequisite to: N/a<br/>Notes: Increases long range weapons fire damage by 10%. Effectively this reduces the long range penalty from 20% to 10%.<br/><br/>Technology:<strong>Mass Drivers</strong><br/>Requirements: None<br/>Cost: 30 EPs<br/>Gives: WMD trait<br/>Prerequisite to: N/a<br/>Notes: May only be mounted on Juggernaughts.<br/><br/>Technology:<strong>Main battery upgrade</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Main battery upgrade trait<br/>Prerequisite to: N/a<br/>Notes: AS +Hull/2 (round fractions up)<br/><br/>Technology:<strong>Missile Pods</strong><br/>Requirements: Ballistic, Support<br/>Cost: 15 EPs<br/>Gives: Missile Pod trait<br/>Prerequisite to: N/a<br/>Notes: Functions similarly to Mine Controller, but may be used offensively as well as defensively.<br/><br/>Technology:<strong>Orbital Defenses - Bases</strong><br/>Requirements: None<br/>Cost: 15 EP<br/>Gives: All Bases<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Orbital Defenses - DEFSATs</strong><br/>Requirements: None<br/>Cost: 15 EP<br/>Gives: All DEFSATs<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Orbital Defenses - Mines</strong><br/>Requirements: None<br/>Cost: 15 EP<br/>Gives: All Mines<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Orbital Habitats</strong><br/>Requirements: Advanced Technology<br/>Cost: 15 EP<br/>Gives: Orbital Habitats<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Orbital Industry</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Siphoning Stations / Asteroid Mining Bases / Orbital Shipyards<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Point Defense upgrade</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Point Defense upgrade trait<br/>Prerequisite to: N/a<br/>Notes: AF +Hull/2 (round fractions up)<br/><br/>Technology:<strong>Q-Ships</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Q-Ship trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Recon</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Recon trait<br/>Prerequisite to: N/a<br/>Notes: 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/>Technology:<strong>Sensors</strong><br/>Requirements: None<br/>Cost: 15 EP<br/>Gives: Scout trait, Jamming trait, Explorer trait<br/>Prerequisite to: Long Range Sensors<br/>Notes:<br/><br/>Technology:<strong>Self Repair</strong><br/>Requirements: Field Repair<br/>Cost: 15 EPs<br/>Gives: Self Repair trait<br/>Prerequisite to: Advanced Self Repair<br/>Notes: As Field Repair, but only on itself. The repair cost is 25% of the original cost, rounding any fractional amount up.<br/><br/>Technology:<strong>Shields</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Shields trait<br/>Prerequisite to: N/a<br/>Notes: Negates Hull/2 (round fractions up) damage from each attack before ship is crippled.<br/><br/>Technology:<strong>Shield Piercing</strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Shield Piercing trait<br/>Prerequisite to: N/a<br/>Notes: Negates the effect of Shields equal to its rating. If ship is unshielded, reduced crippled DV by Hull/2, round fractions up.<br/><br/>Technology:<strong>Short ranged weapons </strong><br/>Requirements: None<br/>Cost: 10 EP<br/>Gives: Short range weaponry trait<br/>Prerequisite to: N/a<br/>Notes: Increases short ranged weapons fire damage by 10%<br/><br/>Technology:<strong>Stealth</strong><br/>Requirements: None<br/>Cost: 15 EPs<br/>Gives: Stealth trait<br/>Prerequisite to: Cloak<br/>Notes:<br/><br/>Technology:<strong>Support</strong><br/>Requirements: None<br/>Cost: 20 EP<br/>Gives: Supply / Mine Controller/ Mine Sweeper / Mobile Construction traits<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>System Refinement - Defensive</strong><br/>Requirements: Defensive Upgrade, Command<br/>Cost: 40 EPs<br/>Gives: System Refinement – Defensive trait<br/>Prerequisite to: N/a<br/>Notes: Bonus to ship/orbital defensive stats (DV and CR) of Hull/2,<br/>round up. Armour and shield values improved by Hull/2, round up.<br/><br/>Technology:<strong>System Refinement - General</strong><br/>Requirements: Basing<br/>Cost: 40 EPs<br/>Gives: System Refinement – General trait<br/>Prerequisite to: N/a<br/>Notes: Bonus to ship/orbital general stats (Basing and CC) of Hull/2,<br/>round up. Sensors improved by 10%. +1 to Exploration rolls.<br/><br/>Technology:<strong>System Refinement - Offensive</strong><br/>Requirements: Main Battery Upgrade, Point Defense Upgrade, Carrier<br/>Cost: 40 EPs<br/>Gives: System Refinement – Offensive trait<br/>Prerequisite to: N/a<br/>Notes: Bonus to ship / orbital offensive stats (AS and AF) of Hull/2,<br/>round up. Fighter stats improved by 1.<br/><br/>Technology:<strong>Terraforming</strong><br/>Requirements: Advanced Technology<br/>Cost: 20 EPs<br/>Gives: Terraforming technology<br/>Prerequisite to: N/a<br/>Notes: Allows increase in planet capacity at a cost of 10 EPs times new capacity total. Capacity can only be increased by up to 50% of starting capacity (round fractions up).<br/><br/>Technology:<strong>Trade</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Trade Hub, Starport<br/>Prerequisite to: N/a<br/>Notes:<br/><br/>Technology:<strong>Transformative</strong><br/>Requirements: Advanced Technology<br/>Cost: 20 EPs<br/>Gives: Transformative trait<br/>Prerequisite to: N/a<br/>Notes: 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. 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/>Technology:<strong>Troop Transport</strong><br/>Requirements: None<br/>Cost: 10 EPs<br/>Gives: Troop Transport trait<br/>Prerequisite to: N/a<br/>Notes: Provides the ability to transport Hull/2 units of troops.  Reduce AS by Hull/2, increase AF and DV by 1.<br/><br/>Note: I'm in the process of revising the combat section, so expect Ballistic, Long Range Weapons and Short Range Weapons to change somewhat.<br/><br/><table class="bbc_table"><tbody><tr><td><strong>Hull</strong></td><td>Ships available</td><td><strong>With Carrier</strong></td><td>With Support</td></tr><tr><td>1</td><td>Gunboat</td><td></td><td>Civilian Freighter</td></tr><tr><td>2</td><td><span class="bbc_u">Escorts</span></td><td>Escort Carrier</td><td></td></tr><tr><td></td><td>Corvette</td><td></td><td></td></tr><tr><td></td><td>Frigate</td><td></td><td></td></tr><tr><td></td><td>Destroyer</td><td></td><td></td></tr><tr><td>3</td><td><span class="bbc_u">Cruisers</span></td><td>Light Carrier</td><td></td></tr><tr><td></td><td>Light Cruiser</td><td></td><td></td></tr><tr><td></td><td>Heavy Cruiser</td><td></td><td></td></tr><tr><td>4</td><td><span class="bbc_u">Warships</span></td><td>Heavy Carrier</td><td></td></tr><tr><td></td><td>BattleCruiser</td><td></td><td></td></tr><tr><td></td><td>Dreadnought</td><td></td><td></td></tr><tr><td>5</td><td><span class="bbc_u">Ships of the Line</span></td><td>Fleet Carrier</td><td></td></tr><tr><td></td><td>Battleship</td><td></td><td></td></tr><tr><td></td><td>Monitor</td><td></td><td></td></tr><tr><td>6</td><td><span class="bbc_u">Leviathans</span></td><td>SuperCarrier</td><td>Mobile Shipyard</td></tr><tr><td></td><td>Juggernaught</td><td></td><td></td></tr></tbody></table>