New Techs

Ground Based Kinetic Warhead
Ionic Special Sensors
Advanced Avionics Platform
Electronic Support Measures
Wormhole Movement
Improved CL
DN Scout
Admiral's Staff
Base Carriers
Creating UnNav Space
Expeditionary Support Tech
War-X U.S.P. Refit
Stealth Tech
Evasive Maneuvers
Random Maneuvers
Harmonic Shields
Resource Allocation
Warp Efficiency
Cyber Tactical Attack

Exisiting Tech Rulings

(B11.140) Ground Based Kinetic Warhead (GBKW)

(B11.140) These bases are the size as a GBDP, and follows all the rules of a GBDP except as noted here:

(C5.75) Ionic Special Sensors (ISS)

(C5.75) They are a modified ESS. ESS must be available on the unit to get converted to ISS.

(C5.90) Advanced Avionics Platform (AAP)

(C5.90) AAP are a modified ISS. ISS and ESS must be available on the unit to get converted to AAP.

Electronic Support Measures (ESM)

(C5.90) ESM is a modified form of AAP. AAP and CEFOIII tech must be available as a prerequisite of gaining ESM tech.

(D8.0) Wormhole Movement (WORM- IntraGalaxy)

Improved CL


DN Scout

Admiral's Staff (LA+)

This tech allows an Admiral to negate the withdraw order of an enemy admiral as defined by (A1.10). An Admiral's Staff must be trained. The cost and time of training is an initial 200EP and 50EP per turn for four turns (this is the same process as training a Prime Team- (C15.40)). Once training is completed, the staff must move (see (A12.40)) to join the Admiral. The staff must be assigned to the same unit as the LA in order to work. The staff is permanently associated with an Admiral and may not be assigned to a new Admiral nor detached from its Admiral. The Admiral's Staff will always suffer the fate (A12.401) as the unit it is on. If the Admiral's Staff is lost, a new staff will need to be trained. An empire is limited to one staff unit per LA. 'Spare' staff units may not be created- replacements (or additional ones if an empire gains an admiral) may be started the turn after an existing one is lost (or the additional admiral is gained). An Admiral with a staff is annotated as "LA+" (example: DNG(LA+), 6xNCL). This tech is available after a successful RnD program.

(B14.51) The Admiral's staff is lost when an empire surrenders, even if the conquering empire has the tech to support it.

Base Carriers

(C20.70) Base Carriers

(A210.0) Creation of UnNav Space (A200.0)

(C22.70) Expeditionary Support Technology (EST)

Designed to streamline the complex and expensive costs for expeditionary fleets. Once the tech has been successfully researched:

  1. If two empires share a trading pact (TP) and,
  2. They have expeditionary fleet(s) in play and,
  3. They place a tug with cargo into this TP/empire with which you want to exped,
  4. Then for a start up cost of 200EP, and a 50EP/turn maintenance fee they may have unlimited expeds in play with all empires that qualify as above (ignoring C22.40).
  5. This Tech is not available until Y186.

This cost must be paid every turn, failure to pay the cost results in the Tug being reassigned to SR and the start up fee would have to be paid again.

(C22.71) Expeditionary Support Technology II (EST-II)

This tech is designed to streamline the replacement of fighters, gunboats, and other tracked consumables to expeditionary fleets and is a further enhancement of EST (C22.70). It reduces the headaches of resupplying attrition units, SCUDS, missiles, and similar items which are tracked. Once the tech has been successfully researched:

  1. If two empires share a trading pact (TP) and,
  2. They have expeditionary fleet(s) in play and,
  3. The empire must already have EST active between the two empires and,
  4. They place tugs, LTTs, or listed alternatives with cargo into this TP/empire with which you have exped fleets with,
  5. Then for a single startup cost of 100EP and an ongoing maintenance fee (varies, see below) they may resupply unlimited expeditionary squadrons in play with all empires that qualify as above (ignoring C22.40).
  6. Tug/LTT+pod combinations cannot be overloaded.
  7. This Tech is not available until Y186.

The maintenance cost must be paid every turn, failure to pay the cost results in the Tug (or alternatives) being reassigned to SR and the startup fee would have to be paid again.



This technology allows for using the appropriate available X-ship conversion slots for war hulls (this doesn't increase the number of X ships you can covert, it simply allows you to use existing CW/DW hulls as a source of conversions). It allows a DW, or equivalent, to be converted using a SC4-X conversion slot and a CW or equivalent, to be converted using a SC3-X conversion slot. This conversion takes place at a construction facility, excluding DWSYs and CWSYs, per B11.50. A SC4 war hull would be converted in the same manner as a non-war hull, but a SC3 war hull would take one full turn. (This increase for the SC3 war-hull accounts for the time necessary to bring the ship up to X tech standards.)

The cost is the difference between the EPV of the X version and the non-X version of the ship plus a surcharge of 10% of X-version of the ship. For example, a 130 EPV CW is converted to a 180 EPV CWX at a cost of 68 EPs. This is (180-150)+(180 x 0.10) = 68 EP.

Research for this technology can be started and completed at any time after a race has an X version of a war hull available for construction. It cannot be used until after an X version of a war hull has actually been constructed. (The lessons learned from the construction of the ship allow for finishing the engineering necessary to make the conversions possible.)

This technology would also apply to variants of the X versions war hulls as they are developed (DWS, CWS, CWE, CWA, CWV, etc.)

War-X U.S.P Refit (Unsurveyed Space Protection Refit)

This is a refit of a DWX, CWX, or equivalent (including variants), that allows the refitted ship to move into and operate in unsurveyed space. The refit costs 15% of the ships base EPV and is designated by a "+", i.e. CWX+, DWX+, etc. The BPV of the ship is not increased. This refit can be performed at any construction facility capable of other refits (BSSY, SB, Non-War Shipyard, etc.). Research for this technology cannot be started until after a CWX, or equivalent, has been constructed.

This technology would also apply to variants of the X versions war hulls as they are developed (DWS, CWS, CWE, CWA, CWV, etc.). However, scout versions of War-X hulls cannot use Ionic Special Sensors (C5.75) or Advanced Avionics Platform (C5.90) technologies.

Stealth Technology (ST-I)

When calculating the DF value of a ship, Stealth Tech, Advanced Stealth Training, and special crews (outstanding, green, poor, computer operated) stack in an unusual way as shown below (using a Federation FFG with medium speed drones so 77 BPV, ST, no AST):

Stealth Technology (ST-II)

This tech allows true scouts which are not otherwise forbidden to be built with this tech. (but still not war hulls, PFT, CSV, X ships, etc.). SRs may NOT get this tech. Police Flagships may not get this tech.
This tech requires the development of Stealth Tech I.
This tech, once available, may not be used until Y174.
It is only available after a successful R&D program.

(D2.70) Evasive Maneuvers (EM)

This is considered an offensive RX (D2.20). EM Forces your opponent to roll two dice and take the worst roll during combat damage determination. A maximum allocation of 1 RX can be EM in a turn. If every SQ in an AM group doesn't have EM it fails to function. It cannot be used with FLY. If your opponent had a FE plotted both (FE and EM) fail to function. YIS 180. This tech is only available after a successful R&D program.

(D2.80) Random Maneuvers (RM)

This is considered an offensive RX(D2.20). RM forces your opponents BI down 1 level. A maximum allocation of 1 RX can be RM in a turn. If every SQ in an AM group doesn't have RM it fails to function. It cannot be used with FLY. If your opponent had a FR plotted the RM fails to function. YIS 180. This tech is only available after a successful R&D program.

Harmonic Shield Tech (HS)

HS-I Tech:

This tech allows a base to be built in an UnNav hex and stay in supply. As long as your TR goes adjacent to the UnNav hex your base is in it is supplied. All other rules remain the same in terms of supply, MM support, and trade route creation. The base in question must be at least a BATS in size and the special shielding adds +45% EPV to its cost. If HS-II is developed then all the effects listed for ships in HS-II are in effect for BATS or larger bases if applicable.

HS-II Tech:

Allows this to be put on military ships of SC4 or larger. In addition it reduces the damage from fusion beams by 1/2. It stops the first 1 point of damage each round from a GBKW (B11.140). It increases the EPV cost of the ship by 45%. It also improves your breakdown by 1. It allows a ship to travel via Wormhole Movement (D8) intergalactically and be able to carry external units.
Ships with HS-II ignore A300.30. Any units with a cloak ignore rule A300.50. Ships with HS-II have their maximum MV in a UnNav zone increased by 1 (to 4, see A203.00). In any battle with an enemy SFG equipped unit, if all of your force has HS-II installed, it reduces any effects of SFG by 1/2 (round fractions up).

Tech GenerationSize ClassDF increase
X1SC2 (or larger)3
X2SC2 (or larger)*

* No known size class 2 (or larger) X2 units exist.

Both levels of this tech are available in Y187. HS-II can not be used until HS-I has been developed. HS may be installed on existing ships, in which case it is considered a refit.
There may be other benefits not yet discovered according to techs.

Resource Allocation Tech (RAT)

This tech allows an empire to divert (skim) commercial funds from the MM branch and funnel them, somewhat unethically, to the R&D branch. All "withdrawals" occur before the treasury calculations. RAT doesn't function in any way on RB mobility (bonuses or penalties). RAT cannot be used to work on "Exotic" techs.

Once RAT is gained, FTs scan be diverted to "research" and help projects. Every 4xFT removed from a TP adds a +1 to a research project using the scientific method. Only 1 of each project may be added to each turn. The +1 bonus is lost at the end of the turn (but not any advancement) .

This tech also lets you transfer from a QCB 3 times the morale bonus EPs to R&D (or 4xtimes on any war mobility) . All R&D rules still apply. If your QCB had a system bonus of 12EP, then you could shift 36EP to R&D projects (48 on any war mobility). For that turn the QCB bonus is removed from the econ calculation. These EPs are allocated normally for the rules of R&D.

Some danger is involved as this movement of funds is not quite legal.

A system that has its QCB diverted must make a Morale Check (MC) at -1. A failed MC results in stiff penalties for this diversion and instead of taking out QCB transfer to R&D, your empire forfeits the normal QCB bonus for the turn.

Every FT diverted has a 1% chance of the RAT activity being caught. This is cumulative over turns and will be reflected on your status sheet near the FT location as RAT X%. Each turn a die is rolled and as long as you roll greater than the RAT X% your “diversion of resources” goes unnoticed. Each turn your don't divert any FT to RAT it goes down by an amount equal to 1/2 of your FT in your side of the pool expressed a a percentage. So if you had 40xFT in your pool, and you did not use any FT for RAT, then the RAT% would go down 20% that turn.

If you fail your RAT% then you have been caught and all FT for the turn that have been diverted apply no benefit for RAT and are still removed from the FT calculations, additionally your RAT% gets doubled.

If ALT tech is "ON" any MC due RAT become 1 worse for any system.
If ALT tech is "ON" all FT diverted for RAT have provide a 2% chance of being caught rather than 1%, unless you have 21 major systems or more.
YIS 174.

Warp Efficiency (WE)

There are three levels of this tech.

  1. WE-1: A successful undefended convoy raid provides up to 100 cargo boxes of fuel. (see F7.10). If it is defended then the the amount of cargo is determined by how many cargo boxes were captured. Regardless, the normal loss of convoys still applies to the empire raided.
  2. WE-2: Reduces the amount of cargo needed by C13.15 by 20%.
  3. WE-3: Extends a squadron's supply ticker by one turn. WE-3 does NOT apply to any X tech ships.

This tech is available only after a successful R&D program and may not be used before Y160. Once WE-1 is obtained all ships built after that date will cost an additional 5%. The existing fleet must be retrofitted with the capability, which costs a flat fee of 1000EPs. Does not apply to R1 ships, bases, or ships smaller than SC4.

Cyber Tactical Attack (CTA)

With this tech you have the ability to deactivate a number of robotic systems during a single battle. This is special attack (it may not target units in reserve or protected by fleet formation tech).

Targetable systems include:

In order to use CTA in a battle you must have a scout that is ESS capable (but not necessarily have ESS). It may be in reserve. Each round of combat a special sensor is devoted to CTA, this is cumulative (combat round 2 would need two sensors, combat round 3, three sensors etc...). Those sensors used for CTA cannot be used for anything else.

Prior to each combat round roll to determine if enemy units are deactivated.

If ALT is "on" reduce the chance of success by 33% for DefSat and Computer ships, and reduce MX damage by 25% instead of the 50%.
During deactivation units become "inactive" see rule...F3.100
Units come back online the following round automatically.

This tech is available only after a successful R&D program and may not be used before Y155.

Details of Existing Techs

Q: Do decoy sensors have an EP cost? I've looked at C5.100 and it doesn't explain in enough detail how it is installed/paid for.
You buy a SAMS/BS/BATS (it would presumably count against the base limit) as a SAMS/MB/BS/etc. decoy sensor is how I read it.

Q: Can I build a ship and do a conversion with a shipyard in the same turn? Or is it an either/or?
You can build and convert provided that the shipyard is working on the same unit. Examples:
build FF and convert a DD to something with the same shipyard
build a FF and convert it during build to FFS.
Also Legal:
build a FF, convert it to FFS during build, apply one or more of: + refit, enhanced sensors or similar.
Still Legal: build a FF, convert it to an FFS and also to an FFSX (or FF/FFX/FFSX) in the same turn (most shipyards including an FFSY, but not a FFSYA)
Also illegal: build a FF, convert it to an FFS and also to an FFSX (or FF/FFX/FFSX) in the same turn in an FFSYA (or any autoSY; an FFSXSYA could build a FFSX (against the build limit, not the X conversion limit))
Typically you'd just direct build the FFS and note in the comments column that it is a conversion (conversion 1 of N, 2 of N; SC4 1 of N, ...).

Q: Does SY specialization affect conversions? For example, can I do a CA conversion at a DNSY?
A: A DNSY can only work on DN type hulls. Starbases can do conversions and are often a better choice for doing conversions. The DNSY could convert the DN to a CVA (or a CVA to a SCS).

Propaganda Division (PROP)

Case "A"- an empire targets its own systems near the border. This would seem to lock out hostile propaganda?
I would say the system still takes a moral check, just at no modification (+1-1=0)
Case "B"- two different empires target the same system belonging to a 3rd empire (either there is a 3 way conflict going on, or the two communicated poorly).
Note that case A assumes that the once per turn text applies to propaganda in general vs. offensive propaganda.
My suggestion for B is that either things cancel each other out (seems funny...), or that only one roll is done but both empires still pay (one could argue that the -1 to morale isn't applied since they are getting conflicting propaganda).
I would still assess the -1 penalty. But I agree with both empires still pay and the receiving empire knows which two empires were attacking the system with propaganda.

Advanced Stealth Training (AST)

The affect on fighters is in need of some clarification given that fighter's defensive value is not handled the same as it is for larger units.
Take a single fighter and apply the AST modifier making sure to carry it to the nearest 100th. For example, it could have a DF of .77. Then just take that and multiple by the number of fighters in the squadron. Finally, round to nearest whole number for the fighter squadron. The "with a minimum increase of 1" modifier from C20.200 does not apply here.
Only round up to one if its not already higher than one. This is done in FTR SQ, so usually always already at least a 1 increase.
Some examples:
A typical 8BPV (4EPV) fighter (F-18, G-F, G-20, etc.) would have a DF of 0.572. AST would increase that to 0.658.
Fighter CountUnrounded DFAST Unrounded DFNormal DFAST DF

Hospital Ships - New Rules

HOSP ships rules have become quite cumbersome to use in practice, so this is the new ruling.
C60.10) Letter a) The effects of percentage are now changed to 1DF/HOSP ship for the targeted SQ. This boost in DF applies only to ships/base, and NOT FTRS/Bombers/INT/PF. Further, the increase to SC4 ships is only 1/2DF per HOSP ship.

Integrated Aegis

See the X1 page for IA/X1/X2 interactions


Add to C5.61- shipyard specialization, autoSY, "war hull", and 20% discount hulls figure the price from the EPV listed in G3 or similar product, not the build cost (even if the ship is being built with the tech) from the get-go.

An autoSY or SYspec can not be configured for the ESS/ISS/AAP version of a ship. The SC/SR/... version of the SY can build the ESS/ISS/AAP version without being reconfigured (ex: an GSCSYA can build a GSC, +GSC, ++GSC, or +++GSC; you may not create a +GSCSYA). autoSY/SYspec do not decrease the cost of installing ESS/ISS/AAP on a ship. A BSSY WOULD increase the cost for ESS (ISS and AAP can not be installed at a BSSY).

Producing a ship with ESS/ISS/AAP may involve multiple discounts and multiple surcharges for the hull (SR, SC, etc.) itself. The build cost for the ship is calculated as:
Build Cost = (published EPV + fixed cost refits + fixed cost surcharge) * ( 1 + (percentage cost refits) + any other percentage cost adjustments)

A "published EPV" is the EPV in a SFB product such as G3 (or later 'G' series products), an 'R' module, Captains Log, etc.). It may also be the value that the GM has ruled it to be in a Galactic Conquest Campaign.
Fixed cost refits are things like "B" refits, "F" refits, "+" refits.
A fixed cost surcharge for a unit is things like GC specific fixed cost cost increases like drone speed upgrades. Your empire's rules may also specify that ships cost more/less (by a fixed instead of a percentage) amount.
A percentage cost refit (fairly rare) is a tech or refit that increases the cost of a unit by a percentage of the EPV instead of by a fixed number (i.e., +5%).
Other percentage cost adjustments include BSSY, SYspec, autoSY, FF discounts, CLi discounts, too many X2/BB at once surcharges, and other similar things.

A contrived case- the Klingons are building two obsolete (+30%) B4 battleships per turn (+20% for the more expensive one). The more expensive one is the B4-scout (EPV 170). They are using an autoSY. The ship has 4xSS and has been ruled to be capable of AAP. There is a "B" refit that adds 10 to the EPV of the ship.
Build Cost for the AAP = (170 (base hull) +10 (refit)) * ( 1 (building the ship) + 1.33 (AAP) + 0.30 (obsolete) + 0.20 (too many BB hulls) - 0.15 (SYspec) - 0.10 (autoSY))

Cost to install ESS on an existing non-X ship = published EPV (including fixed price refits and fixed price surcharges) * 0.33 (ESS)
Cost to install ESS and ISS on an existing non-X ship = published EPV (including fixed price refits and fixed price surcharges) * 0.93 (ESS+ISS)
Cost to install ESS, ISS, AAP on an existing non-X ship = published EPV (including fixed price refits and fixed price surcharges) * 1.66 (ESS+ISS+AAP)
Cost to install ISS on an existing X-ship (X-ships have "free" ESS) = published EPV (including fixed price refits and fixed price surcharges) * 0.45 (ISS)
Cost to install ISS and AAP on an existing X-ship (X-ships have "free" ESS) = published EPV (including fixed price refits and fixed price surcharges) * 1 (ISS+AAP)
The cost to upgrade from ESS to ISS or AAP or from ISS to AAP follows the above patterns.

Additional Tech Trade Rules

(C17.731) The "five years of production" in (C17.72) includes the effects of any R&D into the item. PDO (B11.86) counts as two years in those cases where PDO applies (ex: it wouldn't apply to X1 ships (C19.101), but would apply for X2 ones (C21.15)). The production of prototypes does not count as being "in production".
(C17.732) When trading for unit types (ex: CW, SBX) for which the buyer has not reached the unit's YIS date, each trade via the normal rules grants a single year's advancement.
(C17.733) Trading (or researching) for a new hull type (ex: CW, DW, DN) only advances the availability of the base hull, or if it is conjectural (ex: BBL), makes it available on the nominal YIS date- it does not change the dates for variants of that hull (ex: escort). To get a mission specialist of that type (ex: scout) would require a second project. Example: Empire A has had their CW class in service for 5+ years. Empire B's CW is more than 10 years in the future and they don't have a CWS. To transfer the 10 year advance for a CW would require 10 technology transfers. This would cost Empire A 2000EPs and B would also pay 2000EPs. If they had a trade pact (C30), then the cost would be reduced to 1000EPs each (C30.50). Transferring CWS tech would grant B the ability to build a CWS about the time their normally get their CW (the GM would have to decide the exact date). If B wanted CW tech 10 years early, the ability to build a CWS, and to advance the CWS by 10 years, they'd have to pay for 21 tech transfers. If A had PDO, it would allow A to trade CW (or CWS) sooner, but wouldn't allow B to use the ships sooner. If B had PDO, it would stack with the traded for advance(s).

ALT (Alert Levels Tech) - more details

The +1 to search should be added to appendix 2/B and 2/C.
ALT doesn't impact the BI of a CV strike (C20.610) and (C20.680).

Hyperwarp Mode 2 Changes

Hyperwarp requirements: Second generation X-ships may use all modes of hyperwarp. They must start and end at an active (not hidden) friendly base. If either base ceases active operation, then all ships being guided are destroyed. One pair of bases can guide one squadron of X-ships per turn. Ships using hyperwarp may not attack, nor be attacked the turn they use hyperwarp. Hyperwarp movement becomes available when the first second generation X-ships are built by an empire.

Hyperwarp - Mode 1. First generation X-ships may use Mode 1 hyperwarp. X ships may move at a strategic speed of 24 hexes per turn. In addition to the requirements above, the ships must move on a friendly trade route. A maintenance charge of 3 EPs per hex traveled per first generation X-squadron is applied (second generation X-squadrons do not pay).

Hyperwarp - Mode 2. Only second generation X-squadrons may use this form of hyperwarp. All generic conditions above are in force. Hyperwarp mode 2 movement only works in a straight line- no turns or sideslips. This movement does not require following trade routes. The distance moved (other than it must be within the galaxy) is not limited. A maintenance charge of 3 EPs per hex traveled per second generation X-squadron is applied.

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