Protectorate Designed Devices


Prayer Room Deploy Array Enhanced Scanner
Enhanced Shield Emitter       Exorcist Mine Launcher

 

 

Prayer Room

Members of the Protectorate are devoutly religious, and many laws both protect and demand worship. Prayer Rooms increase the happiness of all those aboard by 2 per turn, and allow the collection of the tithe from any colonists on board (+10% taxation). In addition, members of the crew, and any troop or Highguard guests also chip in, by 1 MC per 1,000 crew/troop/HG aboard. (Max crew/troop/HG contribution is 100MC/turn.  If the ship has a large enough compliment to exceed this amount, the overage is is used to fund General Religious Activities, such as festivals.)  This device is only found on larger vessels.

Enhanced Scanner

Causes ship with device activated to gain +1000 sensor image, allows contacts identified as "Unknown Low Energy Contact" during normal scan to be identified, also allows the Large Weapons mounted on any ship with a sensor profile of  1,000+  during normal scan to be identified.  Enhanced scanner operates during normal scanning by sending a targeted high energy particle beam to hit sensor images that match the listed profiles (unknown or 1000+).  Will NOT cause cloaked ships to be scanned unless they are otherwise scannable (say hit by a laser mine detonation).  Range is limited to normal scan range for ship (based on scanner settings)

Requires 10 fuel + 10 ORD per 100LY scan range (based on scanner settings)  to fire. 
There is a 10% failure rate to identify either category listed above.

Enhanced Shielding

The Protectorate's original shield design was quite different than the type of shield commonly used in the Echo Cluster. Analysis of the captured rogue Arbitrator led military theorists to believe that use of their standard shielding, with its tendency to destroy both the firing and target ship when hit with energy weapons, would lead to tactical disaster. For this reason, Echo Cluster shield technology was adopted in the Protectorate's fleet and ship designs. Nevertheless, the Protectorate's shields still retain some of their original characteristics.

Damage to the shields of Protectorate ships from Ord weapons is halved, while damage to shields from energy weapons is doubled.  There is also a feedback effect - the ship that fires the energy weapon will receive 2x Blast Damage and 4x Systems damage (based on the weapon fired) regardless of shield and Armor condition.  As the feedback enters the firing ship through the weapon that was fired is bypasses the shield and the armor of the ship and directly effects the weapon that fired it.  The encapsulating effect of the enemy shield is what magnifies the damage.  The Protectorate ship that was targeted will also receive 2x armor damage (assuming that the shield arc is achieved) until the shields are destroyed due to the same feedback effect.  The shields bounce the explosive energy back at the armor.

A similar effect is had with the base shield if it is active - however, since the shields are much larger, the feedback effect is larger - 4x Blast Damage and 8x Systems Damage to the firing ship, and since bases do not have armor, it is a 4x blast damage to the base - the shields are not destroyed unless the damage to the base takes out the shield generator, this effect is also applied to fighters attacking ships and bases....fighter missiles are considered to be ORD based weapons.

For example:  An Annihilation class Cube Ship sporting 20 Pulsed Phasor Cannons and 20 Pulse Lasers could conceivably sustain 4,000 blast units and 80 systems units of damage from a main battery full salvo.  With a damage modifier of 5 for systems and 60 for parts, the cube would probably not notice a systems damage, and I have to confess I don't know exactly how mass figures into parts damage - I think that the cube would still be intact.  The shield drain of a PPC being 100, the Protectorate ship targeted would take 4,000 units of shield drain and since at some point I'm guessing that shield arc would be reached, somewhere between 120 and 2400 points of raw armor damage.  For most Protectorate ships this would effectively destroy the ship I suspect.  The risk to the Borg would be that insignificant ships would have the shielding in place and thus greatly weaken the Cube while heavy ships would most likely not have shielding and rely on the armor plate and hull strength.  Thus small protectorate ships such as the Halo Array can greatly weaken much larger enemy ships

Exorcist Mine Launcher

The Protectorate never mastered the technology required to disperse mines to form a static, consistently dense minefield that wont drift away.  Instead, they have developed a technology that delivers a barbitic mine to a target directly from an Exorcist-equipped ship. The Exorcist Mine Launcher fires every 4th movement phase (including the first 50).  It will fire one barbitic mine warhead at its Kill target if that target is undestroyed, uncaptured,  and between 5 and 80% of max minefield radius range; otherwise it will fire one warhead at the nearest enemy ship or pod  (determined randomly if there are several eligible targets within the kill zone ).  The warhead's transit to the target is effectively instantaneous.  Upon reaching the target the warhead has up to a 40% chance, depending on hull mass, of exploding near enough the target to damage it.  If the target is a ship the damage is normal barbitic warhead damage.  If the target is an unshielded base, only possible if the base is Kill target, and it hits, 10% chance,  it does 50 blast damage and 25 kill damage to the base. Using the Exorcist Mine Launcher requires 40 ord and 2 fuel per launch.  This device will not fire during normal combat.  Additionally, due to the targeting systems used, there is a de facto Minefield Destabilizer effect within the active radius of the device, and any friendly minefields in which the ship is located will be effectively deactivated while the ship is in it (note: this will not prevent destabilization if the minefield was left active at the start of the turn. The Exorcist device will NOT fire the same turn that it has been moved via  Jump Point Generator or Fleet Chunnel, The device will not fire the turn following transit via Jump Gate.  These restrictions  do not apply to ships that are moved via TRANSPORT.  This is because the scanning system is based on Prescience, and the "scanner" needs to have the translation of space and time given to him/her/it by the navigator.  Since Chunnel, Jump Gates, and Jump Point Generators all involve computers much more so than the Protectorate scanning and targeting, the scanning and targeting personnel need a little time to reorient themselves to local space.  Activating the device will double the Warp Signature of the ship carrying the device.

Random Targets selected in the following order of precedence

% chance of hitting target based on "L Class" of hull

Ships L1 10
Pods L2 20
L3 40

 

Deploy Array

This device will deploy the Halo Satellite Array from its towable transport configuration to it's operational configuration.  The capabilities of the ship will change accordingly as well.

 When active (Deploy Array = "ON") the ship can not be towed.  Following the completion of all movement, combat, and repair phases of the host run, the individual nodes of the array will be deployed into the operational configuration and the phased array sensor will become active increasing the sensor range from 50 to 400 LY.  If the ship has any damage at all, the array will not deploy (but if the device is ON the ship will NOT be towable during movement phases).  To pack up the array for movement to a new operational area, the process is reversed, the nodes will be reattached to the transportation superstructure and the ship will then be towable the following turn.  The mechanics are the same as deployment - after all movement, combat, and repair phases are complete the ship will be configured for movement.

In game mechanics, the hull type id number will be  changed and a new picture will display and new stats will become active.  The restriction on towing and damage are mine and not imposed by Tim.  This is not a race specific attribute, this will work for any race owning the ship.