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- Battle Scanner
- Reveals technical specifications of enemy spacecraft in combat.
- Ecm Jammer Mark I
- Adds 1 level to defense against enemy missile attacks.
- Deep Space Scanner
- Detects enemy ships up to 5 parsecs away from your colonies and 1 parsec
- away from your ships.
- Battle Computer Mark II
- Increases weapon accuracy to level 2.
- Ecm Jammer Mark II
- Adds 2 levels to defense against enemy missile attacks.
- Improved Robotic Controls III
- Allows up to three factories to be operated per population. The refit
- cost to upgrade to Robotic Controls III is half the standard cost
- of each factory.
- Battle Computer Mark III
- Increases weapon accuracy to level 3.
- Ecm Jammer Mark III
- Adds 3 levels to defense against enemy missile attacks.
- Improved Space Scanner
- Detects enemy ships up to 7 parsecs away from your colonies and 2 parsecs
- away from your ships. Enemy destinations and ETA can also be accurately
- determined.
- Battle Computer Mark IV
- Increases weapon accuracy to level 4.
- Ecm Jammer Mark IV
- Adds 4 levels to defense against enemy missile attacks.
- Improved Robotic Controls IV
- Allows up to four factories to be operated per population. The refit cost to
- upgrade to Robotic Controls IV is the standard cost of each factory.
- Battle Computer Mark V
- Increases weapon accuracy to level 5.
- Ecm Jammer Mark V
- Adds 5 levels to defense against enemy missile attacks.
- Advanced Space Scanner
- Allows exploration of planets from colony bases up to 9 parsecs away and
- detects enemy ships up to 3 parsecs away from your ships.
- Battle Computer Mark VI
- Increases weapon accuracy to level 6.
- Ecm Jammer Mark VI
- Adds 6 levels to defense against enemy missile attacks.
- Improved Robotic Controls V
- Allows up to five factories to be operated per population. The refit cost to
- upgrade to Robotic Controls V is one and a half times the standard cost of
- each factory.
- Battle Computer Mark VII
- Increases weapon accuracy to level 7.
- Ecm Jammer Mark VII
- Adds 7 levels to defense against enemy missile attacks.
- Hyperspace Communications
- Allows you to communicate with ships and transports in hyperspace, and
- change their destinations while in route.
- Battle Computer Mark VIII
- Increases weapon accuracy to level 8.
- Ecm Jammer Mark VIII
- Adds 8 levels to defense against enemy missile attacks.
- Improved Robotic Controls VI
- Allows up to six factories to be operated per population. The refit cost to
- upgrade to Robotic Controls VI is twice the standard cost of each factory.
- Battle Computer Mark IX
- Increases weapon accuracy to level 9.
- Ecm Jammer Mark IX
- Adds 9 levels to defense against enemy missile attacks.
- Battle Computer Mark X
- Increases weapon accuracy to level 10.
- Oracle Interface
- Coordinates all beam weapon attacks into one simultaneous burst of
- concentrated fire, halving the enemy's shield strength.
- Ecm Jammer Mark X
- Adds 10 levels to defense against enemy missile attacks.
- Improved Robotic Controls VII
- Allows up to seven factories to be operated per population. The refit cost
- to upgrade to Robotic Controls VII is 2.5 times the standard cost of each
- factory.
- Technology Nullifier
- Scrambles enemy battle computers, reducing the level of the computers up to
- 2-6 level each time the nullifier is fired. The weapon has a 4 space range.
- Battle Computer Mark XI
- Increases weapon accuracy to level 11.
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- Reserve Fuel Tanks
- Extends the range of a ship by an additional 3 parsecs.
- Improved Industrial Tech 9
- Reduces factory construction costs to 9 BC each.
- Reduced Industrial Waste 80%
- Decreases factory pollution levels to 80% of the normal rate.
- Improved Industrial Tech 8
- Reduces factory construction costs to 8 BC each.
- Duralloy Armor
- Increases the hit points of ships and transports by 50%. Personal combat
- armor is also enhanced, adding 5 to all ground attacks.
- Battle Suits
- Armor that not only protects but also boosts strength. Adds 10 to all ground
- combat rolls.
- Improved Industrial Tech 7
- Reduces factory construction costs to 7 BC each.
- Automated Repair System
- Undestroyed ships can repair up to one-quarter of their total hit points at
- the end of each turn.
- Reduced Industrial Waste 60%
- Decreases factory pollution levels to 60% of the normal rate.
- Zortium Armor
- Increases the hit points of ships and transports by 100%. Personal combat
- armor is also enhanced, adding 10 to all ground attacks.
- Improved Industrial Tech 6
- Reduces factory construction costs to 6 BC each.
- Improved Industrial Tech 5
- Reduces factory construction costs to 5 BC each.
- Armored Exoskeleton
- Advanced mobile suits that not only boost power and increase defenses but
- also offer limited flight to ground troops. Adds 20 to all ground combat
- rolls.
- Reduced Industrial Waste 40%
- Decreases factory pollution levels to 40% of the normal rate.
- Andrium Armor
- Increases the hit points of ships and transports by 150%. Personal combat
- armor is also enhanced, adding 15 to all ground attacks.
- Improved Industrial Tech 4
- Reduces factory construction costs to 4 BC each.
- Improved Industrial Tech 3
- Reduces factory construction costs to 3 BC each.
- Tritanium Armor
- Increases the hit points of ships and transports by 200%. Personal combat
- armor is also enhanced, adding 20 to all ground attacks.
- Reduced Industrial Waste 20%
- Decreases factory pollution levels to 20% of the normal rate.
- Advanced Damage Control
- Undestroyed ships can repair up to one-half of their total hit points at the
- end of each turn.
- Improved Industrial Tech 2
- Reduces factory construction costs to 2 BC each.
- Powered Armor
- Combines high mobility, anti-grav flight, and heavy armored plating to form
- the most advanced armor available for ground troops. Adds 30 to all ground
- combat rolls.
- Adamantium Armor
- Increases the hit points of ships and transports by 250%. Personal combat
- armor is also enhanced, adding 25 to all ground attacks.
- Industrial Waste Elimination
- Factories cease to pollute.
- Neutronium Armor
- Provides the best internal protection of any armor and increases the hit
- points of a ship by 300%. Personal combat armor is also enhanced, adding 30
- to all ground attacks.
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- Class I Deflector Shields
- Absorbs 1 point of damage from all attacks.
- Class II Deflector Shields
- Absorbs 2 points of damage from all attacks.
- Personal Deflector Shield
- Protects individual ground troops with a directional force field. Adds +10
- to all ground combat battles.
- Class III Deflector Shields
- Absorbs 3 points of damage from all attacks.
- Class V Planetary Shield
- Absorbs 5 points of damage from attacks against planet surfaces, and is
- cumulative with missile base deflector shields.
- Class IV Deflector Shields
- Absorbs 4 points of damage from all attacks.
- Repulsor Beam
- Repels enemy ships back one space away from the attacking ship. The special
- weapon has a 1 space range.
- Class V Deflector Shields
- Absorbs 5 points of damage from all attacks.
- Personal Absorption Shield
- Absorbs damage from all hand weapons. Adds 20 to all ground combat battles.
- Class X Planetary Shield
- Absorbs 10 points of damage from attacks against planet surfaces, and is
- cumulative with missile base deflector shields.
- Class VI Deflector Shields
- Absorbs 6 points of damage from all attacks.
- Cloaking Device
- Renders ships nearly invisible until they attack. While cloaked ships
- receive a +5 to their missile and beam defenses.
- Class VII Deflector Shields
- Absorbs 7 points of damage from all attacks.
- Zyro Shield
- An energy field that destroys incoming missiles and torpedoes 75% of the
- time, -1% per technology level of the missile.
- Class XV Planetary Shield
- Absorbs 15 points of damage from attacks against planet surfaces, and is
- cumulative with missile base deflector shields.
- Class IX Deflector Shields
- Absorbs 9 points of damage from all attacks.
- Stasis Field
- Freezes one group of enemy ships up to one space away, for one turn. Frozen
- ships cannot attack or be attacked.
- Personal Barrier Shield
- Completely encases the soldier in an nearly impenetrable force field. Adds
- +30 to all ground combat rolls.
- Class XI Deflector Shields
- Absorbs 11 points of damage from all attacks.
- Class XX Planetary Shield
- Absorbs 20 points of damage from attacks against planet surfaces, and is
- cumulative with missile base deflector shields.
- Black Hole Generator
- Creates a sub-space field that warps normal space creating an instantaneous
- black hole, destroying 25%-100% of enemy ships, -2% per shield class.
- Class XIII Deflector Shields
- Absorbs 13 points of damage from all attacks.
- Lightning Shield
- An energy field that destroys incoming enemy missiles and torpedoes 100% of
- the time, -1% per technology level of the missile.
- Class XV Deflector Shields
- Absorbs 15 points of damage from all attacks.
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- Ecological Restoration
- Eliminates 2 units of industrial waste for a cost of 1 BC.
- Improved Terraforming +10
- Increases the population capacity of planets by 10M for a cost of 5 BC per
- million.
- Controlled Barren Environment
- Permits the colonization of barren planets.
- Improved Eco Restoration
- Eliminates 3 units of industrial waste for a cost of 1 BC.
- Controlled Tundra Environment
- Permits the colonization of tundra planets.
- Improved Terraforming +20
- Increases the population capacity of planets by 20M for a cost of 5 BC per
- million.
- Controlled Dead Environment
- Permits the colonization of dead planets.
- Death Spores
- Horrible biological weapons capable of reducing the maximum planetary
- populations by 1 million per attack.
- Controlled Inferno Environment
- Permits the colonization of inferno planets.
- Enhanced Eco Restoration
- Eliminates 5 units of industrial waste for a cost of 1 BC.
- Improved Terraforming +30
- Increases the population capacity of planets by 30M for a cost of 4 BC per
- million.
- Controlled Toxic Environment
- Permits the colonization of toxic planets.
- Soil Enrichment
- Converts standard planets to fertile enviroments, increasing population
- growth by 50% and raising the base planetary size by +25% for a one time
- cost of 150 BC.
- Bio Toxin Antidote
- Reduces casualties taken from biological weapons by 1 million per attack.
- Controlled Radiated Environment
- Permits the colonization of radiated planets.
- Improved Terraforming +40
- Increases the population capacity of planets by 40M for a cost of 4 BC per
- million.
- Cloning
- Allows bio engineered colonists to be grown at a rate of 1M per 10 BC.
- Atmospheric Terraforming
- Converts hostile planets to standard minimal environments, normalizing
- population growth for a one time cost of 200 BC.
- Advanced Eco Restoration
- Eliminates 10 nits of industrial waste for a cost of 1 BC.
- Improved Terraforming +50
- Increases the population capacity of planets by 50M for a cost of 3 BC per
- million.
- Doom Virus
- Dreadful biological weapons capable of reducing planetary populations by 2
- million per attack.
- Advanced Soil Enrichment
- Converts standard and fertile planets to gaias, doubling the population
- growth and increasing the planet's base size by +50% for the one time cost
- of 300 BC.
- Improved Terraforming +60
- Increases the population capacity of planets by 60M for a cost of 3 BC per
- million.
- Complete Eco Restoration
- Eliminates 20 units of industrial waste or a cost of 1 BC.
- Universal Antidote
- Reduces casualties taken from biological weapons by 2 million per attack.
- Improved Terraforming +80
- Increases the population capacity of planets by 80M for a cost of 2 BC per
- million.
- Bio Terminator
- Abominable biological weapons capable of reducing planetary populations by 3
- million per attack.
- Advanced Cloning
- Allows bio engineered colonists to be grown at a rate of 1M per 5 BC.
- Improved Terraforming +100
- Increases the population capacity of planets by 100M for a cost of 2 BC per
- million.
- Complete Terraforming
- Increases the population capacity of planets by 120M for a cost of 2 BC per
- million.
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- Retro Engines
- Moves ships at warp one (1 parsecs per turn), and allows a maximum
- maneuverability of class I in combat.
- Hydrogen Fuel Cells (Range 4)
- Fuel reserves allow ships to move up to 4 parsecs away from colony planets.
- Deuterium Fuel Cells (Range 5)
- Fuel reserves allow ships to move up to 5 parsecs away from colony planets.
- Nuclear Engines
- Moves ships at warp two (2 parsecs per turn), and allows a maximum
- maneuverability of class II in combat.
- Irridium Fuel Cells (Range 6)
- Fuel reserves allow ships to move up to 6 parsecs away from colony planets.
- Inertial Stabilizer
- Generates a field that reduces the inertia of ships, and adds classes of
- maneuverability in combat (+2 defense and +1 combat speed).
- Sub-Light Drives
- Moves ships at warp three (3 parsecs per turn), and allows a maximum
- maneuverability of class III in combat.
- Dotomite Crystals (Range 7)
- Fuel reserves allow ships to move up to 7 parsecs away from colony planets.
- Energy Pulsar
- A potent engine modification which generates a sudden spherical burst of
- energy striking all adjacent ships for up to 5 points of damage plus 1 per
- two ships.
- Fusion Drives
- Moves ships at warp four (4 parsecs per turn), and allows a maximum
- maneuverability of class IV in combat.
- Uridium Fuel Cells (Range 8)
- Fuel reserves allow ships to move up to 8 parsecs away from colony planets.
- Warp Dissipator
- Specialized weapon that disrupts the warp fields surrounding enemy ships,
- reducing their speed each turn the weapon is fired.
- Reajax II Fuel Cells (Range 9)
- Fuel reserves allow ships to move up to 9 parsecs away from colony planets.
- Impulse Drives
- Moves ships at warp five (5 parsecs per turn), and allows a maximum
- maneuverability of class V in combat.
- Intergalactic Star Gates
- Allows your ships to move between any two planets equipped with star gates
- in only one turn. Costs 350 BC to build.
- Trilithium Crystals (Range 10)
- Fuel reserves allow ships to move up to 10 parsecs away from colony planets.
- Ion Drives
- Moves ships at warp six (6 parsecs per turn), and allows a maximum
- maneuverability of class VI in combat.
- High Energy Focus
- Increases the firing range of all energy weapons by three.
- Anti-Matter Drives
- Moves ships at warp seven (7 parsecs per turn), and allows a maximum
- maneuverability of class VII in combat.
- Sub Space Teleporter
- Teleports ships to any space on the combat map and gives first initiative to
- the teleporting ship.
- Ionic Pulsar
- A powerful engine modification capable of generating a spherical burst of
- phased energy striking all adjacent ships for up to 10 points of damage plus
- one per ship.
- Thorium Cells (Unlimited Range)
- Self-replenishing fuel that allows ships to move any distance from colony
- planets.
- Inter-Phased Drives
- Moves ships at warp eight (8 parsecs per turn), and allows a maximum
- maneuverability of class VIII in combat.
- Sub Space Interdictor
- Creates an intense gravity well surrounding colony planets and rendering sub
- space teleporters useless. The device is automatically placed in all missile
- bases.
- Combat Transporters
- Transports equipped with these devices have a 50% chance of beaming down
- onto enemy surfaces before the transports can be attacked by enemy ships and
- bases.
- Inertial Nullifier
- Generates a field that negates the inertia of ships and adds 2 classes of
- maneuverability in combat (+4 defense and +2 combat speed).
- Hyper Drives
- Moves ships at warp eight (9 parsecs per turn), and allows a maximum
- maneuverability of class IX in combat.
- Displacement Device
- Randomly shifts the equipped ship in and out of normal space, allowing the
- ship to avoid one third of all non-area attacks.
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- Lasers
- Direct-fire beam weapon that inflicts 1-4 points of damage. Heavy lasers
- have a two space range and do 1-7 points of damage.
- Hand Lasers
- Personal lasers that add 5 to your ground combat rolls.
- Hyper-V Rockets
- Swift missiles that explode for 6 points of damage and move at a speed of
- 2.5
- Gatling Laser
- An advanced laser that fires up to four times per turn for 1-4 points of
- damage with each hit.
- Anti-Missile Rockets
- Trans-light rockets capable of destroying incoming enemy missiles 40% of the
- time, -1% per technology level of the missile.
- Neutron Pellet Gun
- Heavy particle stream weapon that halves the effectiveness of enemy
- deflector shields and inflicts 2-5 points of damage.
- Hyper-X Rockets
- Missiles equipped with high energy warheads that explode for 8 points of
- damage, move at a speed of 2.5, and are controlled by a +1 level targeting
- computer.
- Fusion Bomb
- Bombs that explode fo 5-20 points of damage on planetary targets only.
- Ion Cannon
- High intensity beam weapons capable of inflicting 3-8 points of damage.
- Heavy ion cannons strike for 3-15 and have a 2 space range.
- Scatter Pack V Rockets
- Mirve versions of Hyper-V Rockets, splitting into five separate warhead that
- each explode for 6 points of damage and move at a speed of 2.5
- Ion Rifle
- Personal beam weapons that add 10 to your ground attacks.
- Mass Driver
- A linear accelerator that halves the effectiveness of enemy deflector
- shields and inflicts 5-8 points of damage.
- Merculite Missiles
- Hard-hitting, swift missiles that explode for 10 points of damage, move at a
- speed of 3, and are controlled by a +2 level targeting computer.
- Neutron Blaster
- High powered beam weapons capable of inflicting 3-12 points of damage. Heavy
- neutron blasters strike for 3-24 points and have a 2 space range.
- Anti-Matter Bomb
- Bombs that explode for 10-40 points of damage on planetary targets only.
- Graviton Beam
- Tractor-repulsor beam capable of rending ships to pieces. The beam strikes
- for 1-15, and the continuous streaming effect of the ray allows damage to
- carry over rom one ship to another.
- Stinger Missiles
- Slow, hyper-accurate missiles that do 15 points of damage, move at a speed
- of 3.5, and are controlled by a sophisticated +3 level targeting computer.
- Hard Beam
- An energy-to-matter beam weapon that halves the effectiveness of enemy
- deflector shields, and inflicts 8-12 points of damage.
- Fusion Beam
- High intensity beam weapon capable of doing 4-16 points of damage. Heavy
- fusion beams strike for 4-30 points and have a 2 space range.
- Ion Stream Projector
- Fires an intense ionic blast reducing an opponents armor by 20% plus % per
- two firing ships. The projector has a range of 2 spaces.
- Omega-V Bomb
- High yield bombs that explode for 20-50 points of damage on planetary
- targets only.
- Anti-Matter Torpedoes
- High energy tracking torpedoes that deliver 30 points of damage but may only
- be fired every other turn. Each torpedo is equipped with a +4 level
- targeting computer.
- Fusion Rifle
- Inaccurate but incredibly powerful beam weapons that add 20 to your ground
- combat rolls.
- Megabolt Cannon
- Releases multiple bolts of pure energy in a wide field. It has a +30% bonus
- chance to hit and strikes for 2-20 points of damage.
- Phasor
- Phased energy beams capable of inflicting 5-20 points of damage. Heavy
- phasors strike for 5-40 points of damage and have a 2 space range.
- Scatter Pack VII Missiles
- Mirve versions of Hyper-X Rockets, splitting into seven separate warheads
- that each explode for 10 points of damage, move at a speed of 3, and are
- guided by a +2 level targeting computer.
- Auto Blaster
- An advanced neutron blaster that fires up to three times per turn for 4-16
- points of damage with each hit.
- Pulson Missiles
- Powerful missiles equipped with anti-matter warheads that explode for 20
- points of damage, move at speed 4, and are controlled by a +4 level
- targeting computer.
- Tachyon Beam
- Fires an intense stream of tachyon particles that strike enemy ships for
- 1-25 hits. The continous streaming effect of the ray allows it to carry
- damage over from one ship to another.
- Hand Phasor
- Potent hand held energy weapons capable of reducing an opponent to his
- component atoms. Adds 25 to your ground combat rolls.
- Gauss Autocannon
- An advanced linear accelerator capable of firing four explosive rounds per
- turn that inflict 7-10 points of damage each. The projectile rounds half the
- effectiveness of enemy shields.
- Particle Beam
- High intensity particle accelerators capable of striking enemy ships up to 2
- spaces away for 10-20 points of damage and halving the effectiveness of
- deflector shields.
- Hercular Missiles
- Highly advanced missile that explodes for 25 points of damage. The hercular
- missile moves at speed 4.5 and is controlled by a +5 level targeting
- computer.
- Plasma Cannon
- Fires intense bolts of energy that inflict 6-30 points of damage.
- Death Ray
- An ancient weapon of unbelievably destructive power that inflicts 200-1000
- points of damage and has a 3 space range.
- Disruptor
- Unleashes tremendous bolts of pure energy that can strike enemy targets up
- to 2 spaces away for 10-40 points of damage.
- Pulse Phasor
- An advanced phasor capable of firing three bursts per turn for 5-20 points
- of damage with each hit.
- Neutronium Bomb
- Devastating bombs that explode for 40-70 points of damage on planets only.
- Hellfire Torpedoes
- Enveloping energy torpedoes that simultaneously strike all shields,
- delivering damage equivalent to four 25 poin attacks. They may only be fired
- once every other turn.
- Zeon Missiles
- Most advanced missile available. Capable of striking enemy ships for 50
- points of damage and moving at a speed of 5. The zeon missile is guided by a
- +6 level targeting computer.
- Plasma Rifle
- The most devastating hand held weapon available. Adds 30 to your ground
- attacks.
- Proton Torpedoes
- High yield energy torpedoes that deliver 60 points of damage but may only be
- fired every other turn. Each torpedo is equipped with a +6 level targeting
- computer.
- Scatter Pack X Missiles
- Mirv versions of Stinger Missiles, splitting into ten separate warheads that
- each explode for 15 points of damage, move at speed 3.5, and are guided by a
- +3 level targeting computer.
- Tri-Focus Plasma Cannon
- Fires a triad of high intensity plasma beams capable of inflicting 20-50
- points of damage.
- Stellar Converter
- Surrounds the target with an extremely powerful matter-energy conversion
- field, inflicting four 10-35 point attacks. It has a range of 3 spaces.
- Neutron Stream Projector
- Fires a blast of concentrated neutrino rays reducing an opponents armor by
- 40% plus 1% per firing ship. The projector has a range of 2 spaces.
- Mauler Device
- Unleashes enormous amounts of focused energy at enemy targets, inflicting
- 20-100 points of damage.
- Plasma Torpedoes
- Pure energy torpedoes that deliver 150 points of damage, but lose 15
- strength per space traveled. The launcher fires every other turn and has a
- +7 level guidance computer.
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