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Harbor Guard

This tech, once acquired, allows an empire to (nearly) permanently assign select military ships to system defense. These forces are assigned to Harbor Guard squadrons which follow some of the squadron rules (mostly stacking) but not others (movement). See below for details.
This allows you to convert a navy (military) ship by removing the ability to leave the hex system- the ship is essentially treated as a national guard unit. The number of harbor ships cannot exceed the CAN of the orbital bases present. These Harbor Guard squadrons are exempt from reductions due to CAN-3 (B1.110), CAN-4 (B1.115), and CAN-5 (B1.120). They don't need to pay for this exemption via (B1.130).
Each Harbor Guard squadron may have its normal allotment of command vessels (D17.40). You may not use (D17.50) for a HG force at a homeworld. EFO (D17.25), REFO (D17.26), CEFO (D17.27), CLi (D60.10f), and similar stacking rules apply.

Each ship so converted provides a one time income of 20% of the EPV of the ship (assume no surcharges nor discounts). Any number of military ships can be converted in a turn. Reversing the process to make the ship a normal space worthy vessel again can be done at a rate of 2 ships/turn, and it costs 2xEPV. While in harbor guard mode the AF/DF of the units is decreased by 20%.

If a controlling base is lost, its Harbor Guard units stay active for the rest of the battle, but then go Inactive (see F4.140).

If a replacement controlling base is built (or an existing base is upgraded to a larger base), the inactive ships may be assigned to it up to its command rating limits. This assignment takes place on the segment the base construction or upgrade completes.

Inactive units may transfer, in the same hex system, to a new controlling base the next segment (this is an exception to breaking up SQs mid-turn) if capacity is available.

Harbor Guard units may use special attacks (F4.60) such as maulers and SFGs. The GM will need to rule if campaign and empire specific attacks may be used.

Harbor Guard forces may have attrition units assigned to the Harbor Guard squadron as per the regular rules (including stacking limits such as D18.21). Attrition units do NOT get the 20%/40% discounts. These attrition units may be replaced if lost but may not be reassigned from Harbor Guard duty.

Harbor Guard forces may have special crew (D10.0) but you may not train (D10.130) them. Poor and green crews may improve via (D10.120). Normal crews do not improve, nor do legendary officers get created via (D11.55).

Legendary officers present on ships being converted to HG tech may ignore some of the transfer rules (D11.60) and may transfer to the same hull type of an X class ship (example: The Federation assigns a GSC to Harbor Guard, any Legendary Officers present could be assigned to a GVX or GSX). Transferred officers must move via the (D11.80-D11.83) rules.

Harbor Guard ships do not count for the Five Ship Benefit (F4.80). They may not Interdict (F1.30) nor break blockades (F7.0).

Examples:
If the system has a single MB in orbit, a single Harbor Guard squadron with 6 command rating slots could be assigned [see (D17.0)]. If it had a SB and a MB, it could have two Harbor Guard squadrons- one with 6 slots (controlled by the MB) and a second one with 10 (controlled by the SB).
If the empire had EFO (D17.25), and a MB, it could convert and assign 9xFF to Harbor Guard duty. Assigning 2xCC to the same Harbor Guard squadron would be illegal (D17.40)
MB(HBM, 6xFTR, 9xFF)

This tech is only available after a successful R&D program (D1.0). It is available starting in Y100.

Designer's note: This tech allows you to permanently station forces at a system and get cash back. But these ships can't use reactionary movement (C2.0). While the intent is to station older, obsolescent, ships at a system, you may (for strategic reasons), station state of the art ships as well.

Harbor Guard II (HG-II)

Level II of this tech further enhances its usefulness.

With this tech the Harbor Guard refund amount goes from +20% to +40%.

Harbor Guard-II allows an additional 10 Command Rating slots worth of ships over an above those that the bases from Harbor Guard I provides (i.e., if the system had a single MB, you'd get one 10 CR slots Harbor Guard squadron from the system, plus a 2nd 6 CR slot Harbor Guard squadron from the base).

You must have IPX tech active to use HG-II.

Examples:
If the system has a single MB in orbit, a Harbor Guard squadron with 6 command rating slots could be deployed PLUS a 2nd one with 10 slots [see (D17.0)]. If it had a SB and a MB, it could have three Harbor Guard squadrons- one with 6 slots (controlled by the MB) and a second one with 10 (controlled by the SB), and a third one with 10 (controlled by the system itself).
If the empire had a MB plus two full strength Harbor Guard squadrons (6 slots for the MB led one, 10 under the system's control), and an enemy force destroyed the MB plus some of the home guard ships, then after the battle ships could be reassigned to replace losses in the system's Harbor Guard squadron (any surplus ones would be inactive until a replacement base was built or combat losses brought them below the system's limit).

This tech is only available after a successful R&D program (D1.0). It is available starting in Y201.