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MiniaturizationTHDCFSCCFWLLCTCUHCMHRWRPORIPStrengtheningTHDCFSCCFWLLCTCUHCMHRWRPORIPAdvancementTHDCFSCCFWLLCTCUHCMHRWRPORIP
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SRM124Ferro-Aluminum222421Vee Drop Chute133
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AC/10313231Imp Ferro-Alum331322333NPPC33311313
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PPC331Blazer331Primitive Mechs31322
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AC/2042Castle Brian4Naval Gauss22
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Arrow IVMed DropShip3L-F Battery4
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AR-10Ferro-CarbideECM4
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Gauss RiflesDouble HSXL Fusion
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Std. Battlemechs
Dropship Defense I**
Artemis IV
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LB-X ACsSustainment IAdvanced Labs
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Bearings-OnlyAMSER Lasers
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Jump Computer 1Large DropShipCombat Dropships
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Sub-Cap Cannon**Pulse LasersImproved ECM
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Black Box 10/100Marine Boarding +Shielded RCS
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Fuel Efficiency 1***Huge DropshipsK-F recharge I
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Life Support +Ultra ACsLAMs
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Routine PrototypingAdvanced AssemblyCaspar
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Sub-Cap LasersSpecial ForcesHPG
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MicroConstruction I*Power Armor (Light)Improved Sensors
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Jump Computer 2Mass DriverBracketing
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Endo-SteelER PPCCaptor Mines
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Mobile HPGsNaval Lasers +Streak SRMs
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Black Box 25/250Sustainment IIScreen Launcher
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Teleop MissilesPower Armor (IS)Standardized Plans
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Improved Fighter StorageAI Jump ShieldingDropship Defense II
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Cap. Missiles +Cap. Ballistics +Cap. Energy +
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Point Defense +0-G ReinforcementAdvanced Casper
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Improved ECM II
Advanced Pulse Lasers
MicroConstrucion II
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Sub-Cap MissilesMicroconstruction IIIMarine Boarding +
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Sustainment IIIArmoured MissilesCap. Missiles +
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Dropship Defense IIIFuel Efficiency 2Bracketing II
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Improved ECM IIN-PPC +DropShip Evasion
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Black Box 50/500Heavy GaussesTargeting Computer
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Streak SRMsKrakenNaval C3
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Jump Computer 3NAC +N-Gauss +
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Miniaturized HPGLamellor F-CHarjel
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Anti-Capital MissilesPoint Defense +Precision Strikes
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Black Box 100/600Adv. Mass DriverMicroconstruction IV
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Assault DropshipsSustainment IVInterface Cockpit
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Arty CannonsClan StructuresPlasma Rifle
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MMLsPower Armor (Clan)Laser AMS
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Black Box 180/1200Armoured Missiles IIClan Engines
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Adv. PPCsRotary ACsSuper Jump
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Jump Computer 4ELRMsFuel Efficiency 3
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Clan ElectronicsSuper HPGClan ER/Pulse
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Clan LRMsClan BallisticsATMs
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Life Support +
Sustainable Superjump
HPG Virus
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HAGsSustainment VHyper Lasers
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Pulse ModulatorFortress Protocol
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NEW VERSION:
https://docs.google.com/spreadsheets/d/1O2ebFlrmejUNdL_LQttVBp8NCcrMi6bZOAR2aM1ITh0/edit?usp=sharing
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Assuming for purposes of balance the 20/1 capital/standard conversion I've been advocating for. Not that it really makes a difference. Exception being fighters attacking Warships, those are still 100 -> 1.
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I originally planned for Capital weapons to get a guaranteed extra critical on smaller targets, but in case the GMs don't want such fine-grained calculations, it could just drop the offensive power of dropships by 5% per hit.
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Fighters could just be "2 capital hits mean a kill", in those cases where the damage doesn't do that anyways.
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Each technology costs 10% of your turn budget, plus 10B. This is then discounted by 10% (maximum of 50% discount) for each other power that has had the technology for at least 2 turns.
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Barriers: Blank Spots cost 5% of your turn budget, plus 5B. This is discounted by 20% for each player that has crossed this line already, to a minimum of no cost. - They can only be researched if you have at least 1 of the technologies directly above it.
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A player may research up to one technology per category per turn. You may research any of the first three technologies that you do not already have in a category.
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You can research a blank spot in addition to a technology behind it, but will not receive a discount on the blank spot in this case. Alternative: You can research techs normally, but every unresearched blank spot above the tech costs 20% extra, added after discounts.
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If a player researches only 1 technology in a turn, they get an additional 5B discount.
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Another alternative to increase speed a little: Every blank increases the cost of tech below by 10% (negative discount). Researching it increases the tech the player can choose from by 1. We replace "Advanced Labs" with something else.
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Some technologies will be more immediately useful than others, but it is not safe to ignore any category completely. Example: If you put all your effort into warship technologies, you may end up with a fleet that is dominant in space combat, only to land armies of AC/5 armed tanks that find themselves fighting Battlemechs with double heat sinks and PPCs, limiting the ability to -use- that naval dominance to your nations advantage.
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*Microconstruction: Each level is a 10% reduction in the cost of constructing a yard construction and yard moving. Every 2 levels of Microconstruction allow an additional size growth per turn. (Thus with Microconstruction
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4, you could build a size 3 yard where there was nothing before, and the cost would be 60x.6 or 36 B. Moving that yard would cost not the usual 30B, but 18B
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Clan Electronics/Structures/Engines: Unlocks 'ClanSpec' behavior for existing shared IS/Clan Components. Clan Electronics is things like smaller sensors, T-Comps, etc. Clan Engines
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gives clan efficencies in terms of Engine sizes and performance (things like more efficient DS/Small Craft Engines, etc.). Clan Structures give Clan Performance Specs on Internal Structure,
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Warship Armor, Heat Sinks, and other armors.
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**Combat Dropships: The Advent of Sub-Capital Weapons hearalds the birth of the Pocket Warship. At our scale, a generic combat dropship (as opposed to a carrier, troop transport, or cargo ship)
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is worth (at start) roughly its tonnage in warships, though they have lower tonnage limits than other dropships.
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Each Defense Technology increases that value by ~20%. Each Sub-Capital Technology researched also grants 20% (as well as allowing subcap weapons on ships), until with all technologies,
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a dropship has about the same value in combat as twice its tonnage in warships (representing the lack of a jump core). Thus a force of 5 Huge Combat Dropships with all the techs researched will be about
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as effective/valuable in a fight as a 1MT warship, if a bit shorter ranged.
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Small Combat Dropships, while obviously light, may be very hard to hit my Warships without Missiles or Sub-Capital weaponry.
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*** Starting fuel consumption on warships and fighters 150% of base rules (aka, physically possible). Fighters are assumed to compensate with drop tanks.(thus needing Efficiency 1 to be able to mount missiles)
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Sustainment: Each level of Sustainment lowers the maintenace cost of warships by 5% per level, -5% by Warship Size-Class over 1. Thus, with Sustainment III, a Class I ship has its maintenace
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reduced by 15%, a Class 2 by 10%, and a Class 3 by 5%
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Black Box: This technology allows transmission of radio-quality signals FTL to any properly tuned Black Box recieve. Black box units are relatively small and cheap, and will essentially give every naval asset of dropship
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size or larger a 'radio' of a given speed (In LY/Day) and range (in LY) capacity. Early models are very low bandwidth, climbing throughout, but the differences in bandwidth wont impact naval utility meaningfully.
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Some technologies have prerequisites, which should be obvious, but frequently, are also noted.
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Available at Game Start
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Unit Types: WarShip, Space Station, JumpShip, DropShip(small only), Small Craft, Aerospace Fighter, Atmospheric Fighter, Combat Vehicle
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Standard-Scale weapons: AC/5, AC/2, Machine Gun, Standard Lasers, LRMs