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	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70517</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70517"/>
		<updated>2021-07-22T20:43:55Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:7800 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
:L. Metals, H. Metals, Oil, Coal, Fresh Water, Arable Land, Uranium&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-20]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:25 for Extra Resource [-25]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70516</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70516"/>
		<updated>2021-07-22T20:43:37Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:7800 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
:L. Metals, H. Metals, Oil, Coal Fresh Water, Arable Land, Uranium&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-20]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:25 for Extra Resource [-25]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70515</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70515"/>
		<updated>2021-07-22T20:42:22Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
:L. Metals, H. Metals, Oil, Fresh Water, Arable Land, Uranium&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70514</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70514"/>
		<updated>2021-07-22T20:41:42Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
:L. Metals, H. Metals, Oil, Fresh Water, Arable Land, Uranium&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70513</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70513"/>
		<updated>2021-07-22T20:41:04Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of North Zealand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
:L. Metals, H. Metals, Oil, Water, Arable Land, Uranium&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70512</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70512"/>
		<updated>2021-07-22T19:39:36Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of North Zealand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
(Zeronet)&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
:3000 Wealth Production&lt;br /&gt;
:2000 Industrial Production&lt;br /&gt;
:5 Years in Military Spending Spree&lt;br /&gt;
:5 Years in Wealth Production&lt;br /&gt;
:1 Tech Strike&lt;br /&gt;
:10 Cities, including a Capital&lt;br /&gt;
:3 Factories, including a Naval HQ&lt;br /&gt;
:Fresh Water&lt;br /&gt;
:Arable Land&lt;br /&gt;
:Uranium&lt;br /&gt;
&lt;br /&gt;
==NP Spend==&lt;br /&gt;
25NP Uranium&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
:The Federation seeks continued control over Zealand, through soft and hard means.&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70510</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70510"/>
		<updated>2021-07-22T17:29:02Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of North Zealand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war, its factories churned out vehicles, weapons, and supplies for combatants the world over.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70507</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70507"/>
		<updated>2021-07-22T17:23:05Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of North Zealand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
: The short lived &amp;quot;Atoms for Freedom&amp;quot; program backfired horribely in the nuclear pyre of Pyonjeon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70506</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70506"/>
		<updated>2021-07-22T17:17:34Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Zealand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of North Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70505</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70505"/>
		<updated>2021-07-22T17:15:44Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Zealand=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada/Australia&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Zealand scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Zealand and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Zealandia future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Zealands politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70504</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70504"/>
		<updated>2021-07-22T17:01:47Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America/Canada&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Cascadia politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70503</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70503"/>
		<updated>2021-07-22T16:53:18Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
:1950&#039;s Atompunk America&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Cascadia politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70502</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70502"/>
		<updated>2021-07-22T16:35:17Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:The Federation welcomes the tired, huddled masses of the world to build its greatness.&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of its scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
:OSI has secured scientists from many questionable and unethical sources for the future of the Federation.&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
:Cascadia politics is a mess of Federal and State level campaigns and coalitions that have a frightening tendency to collapse at the drop of a hat.&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
:Where else would the sword of Damocles fall but upon a Jewel of the world?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70501</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70501"/>
		<updated>2021-07-22T16:30:59Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Zeromanicus&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sublime Yuhwan College of Nations including the Pious Common Kingship of the Hoopoe Forest and the Sanctified Tsintsar Crown of Yuhwasattva Vãduva=&lt;br /&gt;
a.k.a. The Collegium, the Rzeczpospolita, or simply Gyerim-Covasna&lt;br /&gt;
:Middle Power&lt;br /&gt;
:Joseon dynasty Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Great Patriotic War&lt;br /&gt;
::Somehow, the Collegium lives still. What greater proof of miracles can there be? &lt;br /&gt;
*Boondoggle&lt;br /&gt;
::What do you mean the Great War is over...?&lt;br /&gt;
*Unsinkable Aircraft Carrier &lt;br /&gt;
::The Rzeczpospolita is obliged to protect many small fellow travelers in the light across the world. &lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
::The Kingdoms of Gyerim and Covasna operate with considerable autonomy from the rest of the Collegium.&lt;br /&gt;
*Where Have All the Men Gone?&lt;br /&gt;
::&amp;quot;My grandfathers joke that if you took all the pieces of their bodies they lost in the Great War and put them together, you&#039;d have a whole eunuch.&amp;quot;&lt;br /&gt;
::&amp;quot;Why a eunuch...?&amp;quot;&lt;br /&gt;
::&amp;quot;Well I&#039;m here, aren&#039;t I?&amp;quot;&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::The realities of the Great War pushed at the open door of the highly egalitarian, even outright Matriarchal, culture of many nations in the Rzeczpospolita. &lt;br /&gt;
*Free Haven&lt;br /&gt;
::The women of the Collegium want fine men! &lt;br /&gt;
*Brain Drain &lt;br /&gt;
::Bright young women want to see what&#039;s going on in the rest of the world. &lt;br /&gt;
*Woke Space Jesuits (Worthless Yellow Rocks)&lt;br /&gt;
::If there are Gods and other nations unknown in the stars then the Yuhwa&#039;s Gospel must go to them, until &#039;&#039;all&#039;&#039; the heavens roll in compassion alike. &lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
::&amp;quot;Well it&#039;s complicated. Have you heard of the Norons and Sorons? It&#039;s a long story, but first, we must discuss parallel universes-&amp;quot;&lt;br /&gt;
*Republican Tradition&lt;br /&gt;
::&amp;quot;-Actually that&#039;s quite fine, that&#039;s all I needed to know really.&amp;quot;&lt;br /&gt;
*Nuclear Trauma&lt;br /&gt;
::The Pyeonjeon Sarcophagus &lt;br /&gt;
*The Sick Old Man&lt;br /&gt;
::Lots of chronically underdeveloped villages. Good tourism value though!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of it&#039;s scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8700 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:18 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-30]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
&lt;br /&gt;
=Janaxpachasuyu (The Empire of the Celestial Skies)(Murtox)=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Inca Empire on Steroids&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Only the Atom will safeguard the Huacas of our ancestors&lt;br /&gt;
*Plurinational State x2&lt;br /&gt;
:Our history as rulers is long and rich, as such, we have a couple of extra inheritances from olden times. Kashamarkasuyu and Chachapoyas remain powerful vassal kingdoms within our lands. &lt;br /&gt;
*Special Relationship x2&lt;br /&gt;
:Small kingdoms are also within our grasp, I mean authority. Tumpis, Ariqipa, Luritu and Wanuku are just in our historical sphere of influence.    &lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:The war was fought and hard but it never reached our industrial heartland.&lt;br /&gt;
*My Manual Is Full of Eels&lt;br /&gt;
*Big Empty&lt;br /&gt;
*Black Mark&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Energy Cartel&lt;br /&gt;
*Boondogle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70493</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70493"/>
		<updated>2021-07-22T06:24:40Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
:&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
:Powered by the atom and the indomitable intellect of it&#039;s scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
*Cutthroat Politics&lt;br /&gt;
*Boondoggle&lt;br /&gt;
*Black Mark&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8250 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-25]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
:5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70492</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70492"/>
		<updated>2021-07-22T06:23:58Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
::Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
::&lt;br /&gt;
*Atomic Futurism &lt;br /&gt;
::Powered by the atom and the indomitable intellect of it&#039;s scientists Cascadias future is bright!&lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8250 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-25]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
:5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70491</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70491"/>
		<updated>2021-07-22T06:20:53Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Minor Power&lt;br /&gt;
:A southern latitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Fish Monopoly&lt;br /&gt;
:So many fish.&lt;br /&gt;
*Uranium Monopoly&lt;br /&gt;
:There&#039;s pitchblend in them thar hills.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Warrior Culture&lt;br /&gt;
::Train harder!&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*Pieds Noir&lt;br /&gt;
::The Collegium has long exerted influence over Mizuho.  The reactionary old men in cahoots with them are still kicking.&lt;br /&gt;
*Operation Paperclip&lt;br /&gt;
::Fleeing Gilder Fortgeschrittenreich scientists built Mizuho a nuclear device in 1945.&lt;br /&gt;
*Black Mark&lt;br /&gt;
::This nuclear weapon was to be used against the Collegium&#039;s Hyundai Island and the massed fleet there.   Unfortunately the bomber carrying it was shot down and the weapon exploded over the city of Pyonjeon, killing roughly 80,000 civilians.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource (Fish)&lt;br /&gt;
*2000 Wealth Production&lt;br /&gt;
*1000 Industrial Production&lt;br /&gt;
*3 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*4 Cities, including a Capital&lt;br /&gt;
*4 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,000 Wealth Production (20)&lt;br /&gt;
*100 Industry Production (5)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Fish] (10)&lt;br /&gt;
*2 x Natural Resource [Oil] (20)&lt;br /&gt;
*2 x Natural Resource [Uranium] (20)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Manhattan Project&lt;br /&gt;
:::Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
:::Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
*Free Haven&lt;br /&gt;
&lt;br /&gt;
:Atomic Futurism &lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8250 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-25]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
:5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70489</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70489"/>
		<updated>2021-07-22T06:20:15Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
Cascadian scientists cracked the secrets of the atom, to tremendous effects.&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
Cascadia and the Union proper remained remarkably untouched by the war.&lt;br /&gt;
:Free Haven&lt;br /&gt;
&lt;br /&gt;
:Atomic Futurism &lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8250 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-25]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
:5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70488</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70488"/>
		<updated>2021-07-22T05:43:44Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
:Free Haven&lt;br /&gt;
:Atomic Futurism &lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:13500 Wealth Production&lt;br /&gt;
:8250 Industrial Production&lt;br /&gt;
:7 Years in Military Spending Spree&lt;br /&gt;
:6 Tech Strike&lt;br /&gt;
:18 Cities, including a Capital&lt;br /&gt;
:12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
:1 for 50 Wealth Production [-30]&lt;br /&gt;
:1 for 30 Industrial Production [-25]&lt;br /&gt;
:5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
:5 Extra Tech Strikes [-25]&lt;br /&gt;
:5 for 1 City [-5]&lt;br /&gt;
:5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70487</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70487"/>
		<updated>2021-07-22T05:42:53Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
:Free Haven&lt;br /&gt;
:Atomic Futurism &lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
13500 Wealth Production&lt;br /&gt;
8250 Industrial Production&lt;br /&gt;
7 Years in Military Spending Spree&lt;br /&gt;
6 Tech Strike&lt;br /&gt;
18 Cities, including a Capital&lt;br /&gt;
12 Factories, including a Naval HQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
100 Nation Points, which can be traded for:&lt;br /&gt;
&lt;br /&gt;
1 for 50 Wealth Production [-30]&lt;br /&gt;
1 for 30 Industrial Production [-25]&lt;br /&gt;
5 for 1 Bonus Year of Military Spending Spree (Max 5) [-10]&lt;br /&gt;
5 Extra Tech Strikes [-25]&lt;br /&gt;
5 for 1 City [-5]&lt;br /&gt;
5 for 1 Factory [-5]&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70486</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70486"/>
		<updated>2021-07-22T05:29:43Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Federal Union of Cascadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
:Free Haven&lt;br /&gt;
:Atomic Futurism &lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;br /&gt;
:War of the Worlds&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70485</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70485"/>
		<updated>2021-07-22T05:24:26Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
:Free Haven&lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70484</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70484"/>
		<updated>2021-07-22T05:20:42Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;br /&gt;
:Black Mark&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70483</id>
		<title>Talk:Atom Age Awakening: A Cold War SD</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Atom_Age_Awakening:_A_Cold_War_SD&amp;diff=70483"/>
		<updated>2021-07-22T05:14:07Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Second Temple Kingdom of Outremer=&lt;br /&gt;
:Great Power&lt;br /&gt;
:The Last Remnant of the Pact of Steel.&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Big Empty&lt;br /&gt;
:Hostile Climate: The Great Zeon Desert&lt;br /&gt;
:War of the Worlds&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:Great Patriotic War&lt;br /&gt;
:Rogue State&lt;br /&gt;
:Atomic Futurism&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[United States of Aurelia]]=&lt;br /&gt;
:Regional Power&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Special Relationship&lt;br /&gt;
:+New Imperial Century&lt;br /&gt;
:+Free Haven&lt;br /&gt;
:-Brain Drain&lt;br /&gt;
&lt;br /&gt;
=The Akira Technocracy=&lt;br /&gt;
:Great Power&lt;br /&gt;
:Homeland: a Rather large island far off the coast of a nearby continent, it has lush and plentiful food and water on its northern side, where most of the inhabitants live, but there is also a long stretch of southern wasteland, too infertile and hot for any real-life to thrive, which is often used for government black sites and as a rocket testing area.&lt;br /&gt;
:Government: Technocracy&lt;br /&gt;
:Ideological Landscape: 100% Technocrats(One Party, One People)&lt;br /&gt;
==Summary==&lt;br /&gt;
* 12750 WP&lt;br /&gt;
* 8250 IP&lt;br /&gt;
* 5 Year  Military Spending&lt;br /&gt;
* 6 Starting Tech Strikes.&lt;br /&gt;
* 15 Cities (1 Capital)&lt;br /&gt;
* 9 Factories (1 Naval HQ)&lt;br /&gt;
* 7 Natural Resources(H.Metals, L.Metals, Uranium, Oil, Fresh Water, Airiable Land, Coal)&lt;br /&gt;
&lt;br /&gt;
==Power Traits==&lt;br /&gt;
:-One Party, One People&lt;br /&gt;
:-Big Empty&lt;br /&gt;
:-Black Mark&lt;br /&gt;
==Optional Traits==&lt;br /&gt;
:+Atomic Futurism&lt;br /&gt;
:+Ancient Astronomy&lt;br /&gt;
:+[Space] Mafia&lt;br /&gt;
:+Manhattan Project&lt;br /&gt;
:+Island State&lt;br /&gt;
:-Where Have All The Men Gone&lt;br /&gt;
:-My Manual Is Full Of Eels&lt;br /&gt;
:-Rogue State&lt;br /&gt;
&lt;br /&gt;
==NP Spending==&lt;br /&gt;
:5*Extra Tech Strike [25 NP]&lt;br /&gt;
:25 NP worth of extra WP&lt;br /&gt;
:25 NP worth of extra IP&lt;br /&gt;
:Natural Resource [25 NP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Serene Empire of Mizuho=&lt;br /&gt;
:Middle Power&lt;br /&gt;
:A southern lattitudes archipelago state.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*New Imperial Century&lt;br /&gt;
::The best way to win a war is to not be in the war!&lt;br /&gt;
*Island State&lt;br /&gt;
::So many islands.&lt;br /&gt;
*Climate Winner&lt;br /&gt;
::A pair of oceanic currents deliver nutrient-rich upwellings to the shallows around and between the Mizuhan islands and the proximity of all points to water gives the nation a salubrious, gentle climate.&lt;br /&gt;
*The Woman&#039;s War&lt;br /&gt;
::Mizuho&#039;s religion has always been the domain of priestesses and this has led to a culture far more egalitarian than most.&lt;br /&gt;
*Worthless Yellow Rocks&lt;br /&gt;
::It is said that the Rabbit in the Moon came from Mizuho.&lt;br /&gt;
&lt;br /&gt;
*Big Empty&lt;br /&gt;
::There are an estimated seven thousand islands in Mizuho and many of them are sparsely inhabited.  Some are barely mapped beyond the coastline.&lt;br /&gt;
*Hostile Climate&lt;br /&gt;
::While Mizuho&#039;s climate itself is quite amenable, the nation&#039;s myriad of islands tend to be extremely rugged and flat land suitable for large-scale construction is rather limited and often already built-upon.&lt;br /&gt;
*War of the Worlds&lt;br /&gt;
::Nobody has ever adequately explained what the Shibuya Lights were.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*1 Resource [Fish]&lt;br /&gt;
*3000 Wealth Production&lt;br /&gt;
*2000 Industrial Production&lt;br /&gt;
*5 Years in Military Spending Spree&lt;br /&gt;
*1 Tech Strike&lt;br /&gt;
*5 Cities, including a Capital&lt;br /&gt;
*3 Factories, including a Naval HQ&lt;br /&gt;
====Point Spread====&lt;br /&gt;
*1,250 Wealth Production (25)&lt;br /&gt;
*5 x Tech Strikes (25)&lt;br /&gt;
*1 x Natural Resource [Oil] (25)&lt;br /&gt;
*1 x Natural Resource [Light Metals] (25)&lt;br /&gt;
&lt;br /&gt;
===Gazeteer===&lt;br /&gt;
We have islands!  And fish!  And we neighbor the Korean State of Lurkerdom and Fultontopia!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Federal Union of Cascadia=&lt;br /&gt;
:Great Power&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
:Manhattan Project&lt;br /&gt;
:New Imperial Century&lt;br /&gt;
&lt;br /&gt;
:Operation Paperclip&lt;br /&gt;
:Cutthroat Politics&lt;br /&gt;
:Boondoggle&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69837</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69837"/>
		<updated>2020-12-03T20:51:07Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* ML3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrol Boat&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 1&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 2&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 2&lt;br /&gt;
::Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 3&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 6&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 3&lt;br /&gt;
::Option Slots: 3&lt;br /&gt;
::Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 5&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 12&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 10&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 25&lt;br /&gt;
::Armour Slots: 20&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::2 x 4/+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::2 x 1/+3 Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::3 x 2/+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::3/+3 Composite Armor&lt;br /&gt;
::3/+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::2/+2 Radar&lt;br /&gt;
::2/+2 Stealth&lt;br /&gt;
::2/+2 Decoys&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliburn Attack Ship&#039;&#039;&#039;&lt;br /&gt;
:Weapons (6)&lt;br /&gt;
::2 x 2/+5 Improved Extended AP Coilguns (+1 Attack, +100% Range, Soft -1)&lt;br /&gt;
::2/+3 Multibarrel Flak Coilguns (+2 AA)&lt;br /&gt;
:Engines (8)&lt;br /&gt;
::2/+2 Warp Drive&lt;br /&gt;
::2 x 3/+3 Power Drive&lt;br /&gt;
:Protection (3)&lt;br /&gt;
::3/+4 Hyperalloy Armor&lt;br /&gt;
:Options (1)&lt;br /&gt;
::1/+1 Catastrophic Survival Matrix&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Niahm Logistics Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::2 x 3/+4 Large Cluster Missile System (+2 AA, Supersonic)&lt;br /&gt;
::2/+2 Cruiser Ortillery Thermal Beam (limited arc, bombard, incendiary)&lt;br /&gt;
::2/+3 Multibarrel Flak Coilguns (+2 AA)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::3/+3 Logic Drive&lt;br /&gt;
::3/+3 Ether Sail&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::3/+4 Hyperalloy Armor&lt;br /&gt;
::1/+1 Improved Bulkheads&lt;br /&gt;
::2 x 2/+4 Enhanced PPB&lt;br /&gt;
:Options (8)&lt;br /&gt;
::3/+3 Full Spectrum Imaging&lt;br /&gt;
::1/+1 Catastrophic Survival Matrix&lt;br /&gt;
::2 x 2/+2 External Dockpoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MacDuff Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons (24)&lt;br /&gt;
::4 x 4/+3 Battleship Haywire Beam Cannons (Haywire)&lt;br /&gt;
::2 x 2/+3 Multibarrel Flak Coilguns (+2 AA)&lt;br /&gt;
::2 x 2/+2 External Dockpoint&lt;br /&gt;
:Engines (2)&lt;br /&gt;
::2 x 2/+2 Force Drive&lt;br /&gt;
:Protection (15)&lt;br /&gt;
::3 x 3/+4 Hyperalloy Armor&lt;br /&gt;
::2 x 1/+1 Improved Bulkheads&lt;br /&gt;
::2 x 2/+2 Energy Screen&lt;br /&gt;
:Options (14)&lt;br /&gt;
::4 x 2/+2 External Dockpoint&lt;br /&gt;
::6 x 1/+1 Mid-Tech Hangars (24 DP total)&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (14)&lt;br /&gt;
::4/+7 Valkyrie Strike Missiles (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::2 x 3/+6 SAM Grid (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::2/+6 Medusa Beam Array (Vectored, Multimodal, Enhanced Tracking, Deep Mag)&lt;br /&gt;
::2/+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::3/+3 Logic Drive&lt;br /&gt;
::3/+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::3/+3 Variable Shields&lt;br /&gt;
::4/+4 Perimeter Shields&lt;br /&gt;
::1/+1 Improved Bulkheads&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69832</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69832"/>
		<updated>2020-11-29T02:51:21Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrol Boat&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 1&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 2&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 2&lt;br /&gt;
::Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 3&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 6&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 3&lt;br /&gt;
::Option Slots: 3&lt;br /&gt;
::Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 5&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 12&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 10&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 25&lt;br /&gt;
::Armour Slots: 20&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69831</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69831"/>
		<updated>2020-11-28T23:33:27Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrol Boat&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 1&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 2&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 2&lt;br /&gt;
::Weapon/Option limit: 1&lt;br /&gt;
::Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 3&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 6&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 3&lt;br /&gt;
::Option Slots: 3&lt;br /&gt;
::Weapon/Option limit: 2&lt;br /&gt;
::Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 5&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 12&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Armour Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Weapon/Option limit: 4&lt;br /&gt;
::Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 10&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 25&lt;br /&gt;
::Armour Slots: 20&lt;br /&gt;
::Engine Slots: 8&lt;br /&gt;
::Option Slots: 8&lt;br /&gt;
::Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69830</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69830"/>
		<updated>2020-11-28T23:32:14Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrol Boat&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 1&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 4/2&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Option Slots: 3/2&lt;br /&gt;
::Weapon/Option limit: 1&lt;br /&gt;
::Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 3&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 10/5&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Armour Slots: 6/3&lt;br /&gt;
::Option Slots: 6/3&lt;br /&gt;
::Weapon/Option limit: 2&lt;br /&gt;
::Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 5&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 24/12&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Armour Slots: 16/8&lt;br /&gt;
::Option Slots: 16/8&lt;br /&gt;
::Weapon/Option limit: 4&lt;br /&gt;
::Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 10&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 50/25&lt;br /&gt;
::Armour Slots: 40/20&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Option Slots: 16/8&lt;br /&gt;
::Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69829</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69829"/>
		<updated>2020-11-28T23:31:38Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
Patrol Boat&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 1&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 4/2&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Option Slots: 3/2&lt;br /&gt;
::Weapon/Option limit: 1&lt;br /&gt;
::Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
Small Warship&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 3&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 10/5&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Armour Slots: 6/3&lt;br /&gt;
::Option Slots: 6/3&lt;br /&gt;
::Weapon/Option limit: 2&lt;br /&gt;
::Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
Medium Warship&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 5&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 24/12&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Armour Slots: 16/8&lt;br /&gt;
::Option Slots: 16/8&lt;br /&gt;
::Weapon/Option limit: 4&lt;br /&gt;
::Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
Large Warship&lt;br /&gt;
::Milieu: ML2&lt;br /&gt;
::MDP: 10&lt;br /&gt;
::Move: 4&lt;br /&gt;
::Weapon Slots: 50/25&lt;br /&gt;
::Armour Slots: 40/20&lt;br /&gt;
::Engine Slots: 16/8&lt;br /&gt;
::Option Slots: 16/8&lt;br /&gt;
::Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69828</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69828"/>
		<updated>2020-11-28T23:29:56Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some theoretical hull sizes and slot alotments.&lt;br /&gt;
&lt;br /&gt;
Patrol Boat&lt;br /&gt;
Milieu: ML2&lt;br /&gt;
MDP: 1&lt;br /&gt;
Move: 4&lt;br /&gt;
Weapon Slots: 4/2&lt;br /&gt;
Engine Slots: 16/8&lt;br /&gt;
Option Slots: 3/2&lt;br /&gt;
Weapon/Option limit: 1&lt;br /&gt;
Base Evasion: 5+ (1)&lt;br /&gt;
&lt;br /&gt;
Small Warship&lt;br /&gt;
Milieu: ML2&lt;br /&gt;
MDP: 3&lt;br /&gt;
Move: 4&lt;br /&gt;
Weapon Slots: 10/5&lt;br /&gt;
Engine Slots: 16/8&lt;br /&gt;
Armour Slots: 6/3&lt;br /&gt;
Option Slots: 6/3&lt;br /&gt;
Weapon/Option limit: 2&lt;br /&gt;
Base Evasion: 6+ (1)&lt;br /&gt;
&lt;br /&gt;
Medium Warship&lt;br /&gt;
Milieu: ML2&lt;br /&gt;
MDP: 5&lt;br /&gt;
Move: 4&lt;br /&gt;
Weapon Slots: 24/12&lt;br /&gt;
Engine Slots: 16/8&lt;br /&gt;
Armour Slots: 16/8&lt;br /&gt;
Option Slots: 16/8&lt;br /&gt;
Weapon/Option limit: 4&lt;br /&gt;
Base Evasion: 8+ (3)&lt;br /&gt;
&lt;br /&gt;
Large Warship&lt;br /&gt;
Milieu: ML2&lt;br /&gt;
MDP: 10&lt;br /&gt;
Move: 4&lt;br /&gt;
Weapon Slots: 50/25&lt;br /&gt;
Armour Slots: 40/20&lt;br /&gt;
Engine Slots: 16/8&lt;br /&gt;
Option Slots: 16/8&lt;br /&gt;
Base Evasion: 9+ (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69827</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69827"/>
		<updated>2020-11-28T20:33:29Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* ML3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
::+2 Warp Drive&lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69826</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69826"/>
		<updated>2020-11-28T20:32:38Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* ML3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (Small, +2 AA, Guidance)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Large, Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69825</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69825"/>
		<updated>2020-11-28T07:42:50Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Low Tech (ML2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Wending Skies Test Ships]]==&lt;br /&gt;
&lt;br /&gt;
==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:*+1 Guided; Guidence +1, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4&lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only&lt;br /&gt;
&lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Spinal Mounting; Fixed, Size -1&lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Autoloaders; EA +1, ML2&lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1&lt;br /&gt;
:*+1 Semi-Guided Rounds; Guidence +1&lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3&lt;br /&gt;
:*+0 Spinal Mounting; Fixed, Size -1&lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
:*+1 Gravition Beam; Supercritical, ML4&lt;br /&gt;
:*+1 Ion-Pulse Beam; Disabeling, ML4&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;br /&gt;
:*+1 Phased-Plasma Caster; Incendiary, ML4&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69824</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69824"/>
		<updated>2020-11-28T07:41:49Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Low Tech (ML2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Wending Skies Test Ships]]==&lt;br /&gt;
&lt;br /&gt;
==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:*+1 Guided; Guidence +1, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4&lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only&lt;br /&gt;
&lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Spinal Mounting; Fixed, Size -1&lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1&lt;br /&gt;
:*+1 Semi-Guided Rounds; Guidence +1&lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3&lt;br /&gt;
:*+0 Spinal Mounting; Fixed, Size -1&lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
:*+1 Gravition Beam; Supercritical, ML4&lt;br /&gt;
:*+1 Ion-Pulse Beam; Disabeling, ML4&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;br /&gt;
:*+1 Phased-Plasma Caster; Incendiary, ML4&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69823</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69823"/>
		<updated>2020-11-28T07:37:55Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Mid Tech (ML3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Wending Skies Test Ships]]==&lt;br /&gt;
&lt;br /&gt;
==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:*+1 Guided; Guidence +1, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4&lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only&lt;br /&gt;
&lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1&lt;br /&gt;
:*+1 Semi-Guided Rounds; Guidence +1&lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3&lt;br /&gt;
:*+0 Spinal Mounting; Fixed, Size -1&lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
:*+1 Gravition Beam; Supercritical, ML4&lt;br /&gt;
:*+1 Ion-Pulse Beam; Disabeling, ML4&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;br /&gt;
:*+1 Phased-Plasma Caster; Incendiary, ML4&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69822</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69822"/>
		<updated>2020-11-28T07:26:54Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Low Tech (ML2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Wending Skies Test Ships]]==&lt;br /&gt;
&lt;br /&gt;
==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:*+1 Guided; Guidence +1, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4&lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only&lt;br /&gt;
&lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1&lt;br /&gt;
:*+1 Semi-Guided Rounds; Guidence +1&lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3 &lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69821</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69821"/>
		<updated>2020-11-28T07:24:00Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Crude Tech (ML1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Wending Skies Test Ships]]==&lt;br /&gt;
&lt;br /&gt;
==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:*+1 Guided; Guidence +1, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4&lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only&lt;br /&gt;
&lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1 &lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3 &lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69819</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69819"/>
		<updated>2020-11-28T06:58:29Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* ML3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons (10)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (+2 AA)&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
:Protection (5)&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options (6)&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69818</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69818"/>
		<updated>2020-11-28T06:57:40Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* ML3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
::+2 Bubble Field&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;br /&gt;
&lt;br /&gt;
==ML4==&lt;br /&gt;
&#039;&#039;&#039;Cascade Strike Cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons (22)&lt;br /&gt;
::+7 Valkyrie Strike Missiles (Size 9) (V. Large, Improved, Anti-Ship, Shaped, Supersonic, Destabilizer, boxed)&lt;br /&gt;
::+6 SAM Grid (size 7) (Supersonic, AA, Brilliant)&lt;br /&gt;
::+3 Medusa Beam Array (Vectored)&lt;br /&gt;
::+3 NGS Railgun Artillery&lt;br /&gt;
:Engines (6)&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
::+3 Logic Drive&lt;br /&gt;
:Protection (8)&lt;br /&gt;
::+4 Heavy Deflectors&lt;br /&gt;
::+4 Perimeter Shields&lt;br /&gt;
:Options (??)&lt;br /&gt;
::+ decoys&lt;br /&gt;
::+electronic shit&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69816</id>
		<title>Wending Skies Test Ships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Wending_Skies_Test_Ships&amp;diff=69816"/>
		<updated>2020-11-28T06:55:59Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==ML2==&lt;br /&gt;
&#039;&#039;&#039;WWII destroyer&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
::+1 ADCAP torpedoes&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Scramrockets&lt;br /&gt;
:Protection&lt;br /&gt;
::N/A&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Sonar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII cruiser&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Cruiser Naval Artillery (size 3)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Rolled Steel Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WWII Battleship&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Battleship Naval Artillery (size 4)&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+2 Naval Artillery&lt;br /&gt;
::+3 Multibarrel Flak Autocannon (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+2 Force Generators&lt;br /&gt;
:Protection&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+4 Double-Hulled Rolled Steel Armor&lt;br /&gt;
::+0 All-or-Nothing&lt;br /&gt;
:Options&lt;br /&gt;
::+3 Flagship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ML3==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Virginia [Medium Warship]&#039;&#039;&#039;&lt;br /&gt;
:Weapons&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+2 Very Large Missile Box (Size 4)&lt;br /&gt;
::+4 2 X Size 1 AA Missile (+2 AA)&lt;br /&gt;
:Engines&lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
::+3 Logic Drive &lt;br /&gt;
:Protection&lt;br /&gt;
::+3 Composite Armor&lt;br /&gt;
:Options&lt;br /&gt;
::+2 Radar&lt;br /&gt;
::+2 Stealth&lt;br /&gt;
::+2 Decoys&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69812</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69812"/>
		<updated>2020-11-27T21:58:03Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Mid Tech (ML3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only  &lt;br /&gt;
 &lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1 &lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3 &lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1, ML4 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69811</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69811"/>
		<updated>2020-11-27T21:57:35Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Mid Tech (ML3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Milieu==&lt;br /&gt;
:&#039;&#039;&#039;Sword and Starship&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Earth and Sky&#039;&#039; which has the following effects: &lt;br /&gt;
:*The number of option slots is doubled. &lt;br /&gt;
:*Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%. &lt;br /&gt;
:*Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%. &lt;br /&gt;
:&#039;&#039;&#039;Heavy Metal&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Ironsides&#039;&#039; which has the following effects: &lt;br /&gt;
:*Ship MDP is increased by 20%. &lt;br /&gt;
:*Option slots may be treated as if they were Protection slots and armor items may &#039;overflow&#039; into Option slots at no penalty. &lt;br /&gt;
:&#039;&#039;&#039;Infospace&#039;&#039;&#039; has the Milieu effect of &#039;&#039;Picture-Centric Warfare&#039;&#039; which has the following effects: &lt;br /&gt;
:*Control-tagged items do not requite slots. &lt;br /&gt;
:*All weapons with the Guidance tag gain +1 effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Propulsion== &lt;br /&gt;
All stack bonuses are applied linearly.  Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship.  Stack penalties are always applied at their full value. &lt;br /&gt;
 &lt;br /&gt;
:&#039;Atmospheric flight&#039; means the ability to operate though gravity wells, as if an airplane. &lt;br /&gt;
:&#039;Hover&#039; is the ability to effectively ignore local gravity &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+2 &#039;&#039;&#039;Sky Rigging&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Robust sails and rigging for travelling the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etherscrews&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Big electrified space-propellers.  Great for those flying predreads.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Etheric Spheres&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  2 GK (Stack bonus: +0.5)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren&#039;t terribly fast.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 Etheric Turbofans&amp;lt;br&amp;gt; &lt;br /&gt;
Mechanical Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 &#039;Bear&#039; Aethyric Battlecruiser flies again.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Force Generators&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Bubble Bonus:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+2 Scramrockets&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  3 GK (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -1 (Stack penalty: -1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Double bonus from Flanking&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+2 Warp Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space.  While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Powerdrives&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +3 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Powerdrives are essentially open-cycle linear force drives, &#039;&#039;effectively&#039;&#039; considered reaction-type drives in practice despite using otherwise conventional force generators.  At full power the expended fuel is used as an &#039;afterburner&#039; so it&#039;s not even entirely wrong, even if specialists wince at usage.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Scoop&amp;lt;br&amp;gt; &lt;br /&gt;
Reaction Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
Low Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
What happens when you put a giant ether scoop in front of a powerdrive?  You get a drive that&#039;s wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+3 Ether Sails&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  4 GK (Stack bonus w/ additional sails: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +0 (+2 in Star Ways under Sail power)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
No Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Derived from Gravity Drives&amp;lt;br&amp;gt; &lt;br /&gt;
Hazily translucent forcefield &#039;sails&#039; that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 Logic Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +1 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Bonus: +1&amp;lt;br&amp;gt; &lt;br /&gt;
Skykeeping:  +1&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
These drives take the form of large banks or &#039;blades&#039;, each consisting of hundreds or even thousands of discrete spell-modules.  Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 Inertial Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed:  6 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus:  +2 (Stack bonus: +1)&amp;lt;br&amp;gt; &lt;br /&gt;
Hover:  Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable:  No&amp;lt;br&amp;gt; &lt;br /&gt;
The distant descendants of etheric spheres, inertial drives &amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Magical means of starship propulsion.  Lots of TBD and consideration &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Divine Wind&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Global Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +1/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Levitation&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantment&amp;lt;br&amp;gt; &lt;br /&gt;
Speed: +2/+2&amp;lt;br&amp;gt; &lt;br /&gt;
Allows Hover and Atmospheric Flight &lt;br /&gt;
Requires Mage&amp;lt;br&amp;gt; &lt;br /&gt;
Make it fly.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Teleport Initiator &lt;br /&gt;
Add-On  &lt;br /&gt;
*Teleport - Spell ability: Teleport &lt;br /&gt;
*Power-Intensive - Requires Power to teleport &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Star Dial&#039;&#039;&#039; &lt;br /&gt;
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.  &lt;br /&gt;
*Flying Comet - Can generate miniature star way bubbles to fly interstellar &lt;br /&gt;
*Star Sailor - Can travel at almost no fuel cost &lt;br /&gt;
*Etheric Glide - Reduced speed if not travelling towards the nearest star &lt;br /&gt;
*Wizard Maintained - Needs a wizard to maintain stability &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Starbow Breaker&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 9 GK (Stack bonus: +3)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +5 (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Stealth Penalty: -2&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: No&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: No&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Double Flanking Bonus&amp;lt;br&amp;gt; &lt;br /&gt;
Double Transit Costs&amp;lt;br&amp;gt; &lt;br /&gt;
Requires 1 Archmage or 2 Master Mages&amp;lt;br&amp;gt; &lt;br /&gt;
Counts as direct link to national network for Movement Magic&amp;lt;br&amp;gt; &lt;br /&gt;
The so-called &amp;quot;Starbow Breaker&amp;quot; is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Gap Demon&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Reactionless Drive&amp;lt;br&amp;gt; &lt;br /&gt;
Cruise Speed: 8 GK (Stack bonus: +2)&amp;lt;br&amp;gt; &lt;br /&gt;
Tactical Speed: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Agility Bonus: +0&amp;lt;br&amp;gt; &lt;br /&gt;
Atmospheric Flight: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Hover: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Enchantable: Yes&amp;lt;br&amp;gt; &lt;br /&gt;
Affects summoning and other time/space magic. &lt;br /&gt;
Operates by binding a superdimensional entity or &amp;quot;Gap Demon&amp;quot; to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.&amp;lt;br&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Protection== &lt;br /&gt;
Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits.  Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance. &lt;br /&gt;
 &lt;br /&gt;
Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option. &lt;br /&gt;
 &lt;br /&gt;
Ships may only have one shield upgrade &#039;&#039;&#039;active&#039;&#039;&#039; at any time, but as many protection upgrades as desired. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;HA#&#039;&#039;&#039; - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;UA#&#039;&#039;&#039; - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===ML0=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Keratin Armor&#039;&#039;&#039;; 10+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Radiation-Absorbant&#039;&#039;&#039;; Anti-RBC &lt;br /&gt;
::+1 &#039;&#039;&#039;Ghoulish&#039;&#039;&#039;; Anti-RBC, RBC save heals 1 hit &lt;br /&gt;
::+1 &#039;&#039;&#039;Ether-Scales&#039;&#039;&#039;; Armor +1, ML1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Biocrystalline&#039;&#039;&#039;; Armor +2, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Harjel&#039;&#039;&#039;; Regeneration +1 to max 50% MDP, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Bio-Refractive Armor&#039;&#039;&#039;; Armor +2 vs Energy, ML4 &lt;br /&gt;
::+0 &#039;&#039;&#039;Living Armor&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
::+1 &#039;&#039;&#039;Chameleon Skinning&#039;&#039;&#039;; +1 Evasion, ML4 &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Ironclad&#039;&#039;&#039;; 8+ Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Face-Hardened Steel&#039;&#039;&#039;; Armor +1, Size +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Silvered&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
:+2 &#039;&#039;&#039;Metal Frame&#039;&#039;&#039;; +3 MDP &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Rolled Steel Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Asbestos Armor&#039;&#039;&#039;; HA +1 vs. Incendiary Energy weapons &lt;br /&gt;
::+0 &#039;&#039;&#039;Hyperalloy&#039;&#039;&#039;; HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Unobtainium&#039;&#039;&#039;; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Composite Armor&#039;&#039;&#039;; 7+ (Stack bonus +1) Armor Save, -25% MDP &lt;br /&gt;
::+1 &#039;&#039;&#039;Heavy Metal Inserts&#039;&#039;&#039;; Armor +1, Evasion -1 &lt;br /&gt;
::+0 &#039;&#039;&#039;Hypercomposite&#039;&#039;&#039; (TL4); HA +1, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy, ML3 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile, ML3 &lt;br /&gt;
::+0 &#039;&#039;&#039;Macromolecular&#039;&#039;&#039;; Regeneration +1, ML4 &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Improved Bulkheads&#039;&#039;&#039;; +2 MDP &lt;br /&gt;
 &lt;br /&gt;
:+0 &#039;&#039;&#039;All or Nothing Layout&#039;&#039;&#039;; -2 MDP, -50% Critical chance &lt;br /&gt;
::+1 &#039;&#039;&#039;Kevlar protection&#039;&#039;&#039;; +1 MDP, +1 DamCon &lt;br /&gt;
 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedo Blisters&#039;&#039;&#039;; +1 Armor Save vs Slow weapons &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Dispersive Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save; HA2 (energy) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Sensor-baffling&#039;&#039;&#039;; Evasion +1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+0 &#039;&#039;&#039;Energy Armor&#039;&#039;&#039;; Type: Shield, ML4 &lt;br /&gt;
::+2 &#039;&#039;&#039;Self-Healing&#039;&#039;&#039;; Successful armor save from Type: Energy repairs 1 MDP, ML4 &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Superconductor Grid&#039;&#039;&#039;; -1 Soak Difficulty vs. Incendiary Weapons &lt;br /&gt;
::HA1 vs. Incendiary Weapons &lt;br /&gt;
::Allows reduced DamCon save vs. Incendiary weapon damage &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Battle Pods&#039;&#039;&#039;; -2 MDP, Adds 3 Option Slots &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
:+3 &#039;&#039;&#039;Tensor Armor&#039;&#039;&#039;; 8+ (Stack bonus +1) Armor Save, UA1 &lt;br /&gt;
::+1 &#039;&#039;&#039;Double-Hulling&#039;&#039;&#039;; MDP +1 (stack bonus +1) &lt;br /&gt;
::+1 &#039;&#039;&#039;Superconductor Webbing&#039;&#039;&#039;; Armor +1 vs Energy &lt;br /&gt;
::+1 &#039;&#039;&#039;Impact Weave&#039;&#039;&#039;; Armor +1 vs Projectile &lt;br /&gt;
::+1 &#039;&#039;&#039;Adaptive Tensor&#039;&#039;&#039;; UA +1 &lt;br /&gt;
 &lt;br /&gt;
:+3 &#039;&#039;&#039;Intra-Hull Shielding&#039;&#039;&#039;; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding. &lt;br /&gt;
::+1 &#039;&#039;&#039;Strengthened Fields&#039;&#039;&#039;; Regenerative MDP +1 (stack bonus +1) &lt;br /&gt;
 &lt;br /&gt;
==Tech Shields== &lt;br /&gt;
Shields may be fitted in Protection or Option slots at no penalty.  However, all stacked shields must be in one &#039;&#039;or&#039;&#039; the other. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+1 &#039;&#039;&#039;Reactive Armor&#039;&#039;&#039; &lt;br /&gt;
10+ Shield save (9+ vs missiles) &lt;br /&gt;
Always takes first critical strike on the ship and always suffers maximum effect (destruction) &lt;br /&gt;
If Reactive Armor ever rolls a 1 on a save, it is destroyed. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Kinetic Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Projectile type &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Energy Screen&#039;&#039;&#039;; 8+ (Stack bonus +1) Shield save vs Energy type &lt;br /&gt;
 &lt;br /&gt;
+3&#039;&#039;&#039;Deflectors&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Scattering Field&#039;&#039;&#039;; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Pin-Point Barriers&#039;&#039;&#039;, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn &lt;br /&gt;
:+2 &#039;&#039;&#039;Expanded coverage&#039;&#039;&#039;; +1 Shield save &lt;br /&gt;
 &lt;br /&gt;
+3 &#039;&#039;&#039;Interference Field&#039;&#039;&#039;, 3+ Shield Save &lt;br /&gt;
:Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active. &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Bubble Field&#039;&#039;&#039;; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted) &lt;br /&gt;
:+2 &#039;&#039;&#039;Double layer bubble&#039;&#039;&#039; &lt;br /&gt;
:+4 Shield MDP &lt;br /&gt;
:+2 &#039;&#039;&#039;Regenerative bubble&#039;&#039;&#039; &lt;br /&gt;
:Regeneration 1/turn &lt;br /&gt;
 &lt;br /&gt;
+2 &#039;&#039;&#039;Aggressor Shield&#039;&#039;&#039; &lt;br /&gt;
Protection Upgrade &lt;br /&gt;
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. &lt;br /&gt;
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+3 &#039;&#039;&#039;Stasis Field&#039;&#039;&#039;; 2+ Shield Save &lt;br /&gt;
:Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns. &lt;br /&gt;
::+2 &#039;&#039;&#039;Stasis Controller&#039;&#039;&#039; &lt;br /&gt;
::+1 (Stack bonus +1) turns of consecutive operation &lt;br /&gt;
 &lt;br /&gt;
+4 &#039;&#039;&#039;Perimeter Shields&#039;&#039;&#039;; 8+ Shield Save, Can be stacked with other shields &lt;br /&gt;
 &lt;br /&gt;
+1 &#039;&#039;&#039;Hard Shields&#039;&#039;&#039;; HA1, brings shield up to ML4 &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Ballenger Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Armor Save &lt;br /&gt;
 &lt;br /&gt;
+3(2) &#039;&#039;&#039;Variable Shields&#039;&#039;&#039;; 9+ (Stack bonus +1) Shield Save.  Ignores SP and SB. &lt;br /&gt;
 &lt;br /&gt;
==Decoys== &lt;br /&gt;
Decoy launchers always go in Option slots. &lt;br /&gt;
 &lt;br /&gt;
===ML1=== &lt;br /&gt;
+1 &#039;&#039;&#039;Inflatable Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:When the inflatable decoy makes a successful save it pops and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML2=== &lt;br /&gt;
+2 &#039;&#039;&#039; Rigid Decoys&#039;&#039;&#039;; 8+ Evasion save &lt;br /&gt;
:The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. &lt;br /&gt;
 &lt;br /&gt;
===ML3=== &lt;br /&gt;
+1 &#039;&#039;&#039;Swarm Decoys&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves, a swarm decoy is used up and provides no further defence. &lt;br /&gt;
+2 &#039;&#039;&#039;High Fidelity Decoy&#039;&#039;&#039;; 7+ Evasion save &lt;br /&gt;
:After four successful saves, the decoy is detected and offers no further defence.  &lt;br /&gt;
 &lt;br /&gt;
===ML4=== &lt;br /&gt;
+2 &#039;&#039;&#039;Mirage decoy&#039;&#039;&#039;; 6+ Evasion save &lt;br /&gt;
:After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages. &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only  &lt;br /&gt;
 &lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1 &lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3 &lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew&lt;br /&gt;
:*+1 Vectored; Guided +1 &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69809</id>
		<title>Talk:Wending Skies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Wending_Skies&amp;diff=69809"/>
		<updated>2020-11-26T07:03:00Z</updated>

		<summary type="html">&lt;p&gt;Secondskink: /* Low Tech (ML2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tags==&lt;br /&gt;
===Attack Types===&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039; weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid&#039;&#039;&#039; weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile&#039;&#039;&#039; weapons fire a cinematically &amp;quot;slow&amp;quot; projectile which Point-Defense weapons can engage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039; weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.&lt;br /&gt;
&lt;br /&gt;
===Attack Tags===&lt;br /&gt;
&#039;&#039;&#039;AP #&#039;&#039;&#039; (Armour Piercing) – Defender&#039;s Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SP #&#039;&#039;&#039; (Shield Piercing) - Defender&#039;s Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AB #&#039;&#039;&#039; (Armour Break) - Ignores # levels of Armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SB #&#039;&#039;&#039; (Shield Break) - Ignores # levels of Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AV&#039;&#039;&#039; (Armour Vaporise) – Defender cannot make an Armour Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SV&#039;&#039;&#039; (Shield Vaporise) – Defender cannot make a Shield Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AA #&#039;&#039;&#039; (Anti-Aircraft) – Attack roll is increased by # against Aircraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;II #&#039;&#039;&#039; (Anti-Infantry) - Attack roll is increased by # against Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EA #&#039;&#039;&#039; (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ED #&#039;&#039;&#039; (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance #&#039;&#039;&#039; - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft #&#039;&#039;&#039; – Attack target against MDC targets is increased by #.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unstable #&#039;&#039;&#039; - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fixed&#039;&#039;&#039; – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039; – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Very Slow&#039;&#039;&#039; – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring &amp;quot;Fixed&amp;quot; weapons to bear and evade a Slow weapon with Maneuver in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Tags===&lt;br /&gt;
&#039;&#039;&#039;Alpha #&#039;&#039;&#039; - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039; – The weapon can fire once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Hungry&#039;&#039;&#039; - No other weapons can be fired that turn except for those that are Independent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bombard&#039;&#039;&#039; – The weapon does not suffer penalties when used on surface targets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039; – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039; – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Point Defense&#039;&#039;&#039; – The weapon may function as a point-defense system.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RBC&#039;&#039;&#039; – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don&#039;t appreciate it either.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supercritical&#039;&#039;&#039; – The weapon has +100% Critical hit rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent&#039;&#039;&#039; – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentative notes on cost and space: &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;cost&#039;&#039;&#039; is determined by its + value, including any mods. &lt;br /&gt;
*An item&#039;s &#039;&#039;&#039;size&#039;&#039; is determined by it&#039;s &#039;&#039;base&#039;&#039; + value, plus any mods that adjust Size. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
ML is the Milieu Level.  It represents how sophisticated the various technologies and practices a state has. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 0&#039;&#039;&#039; &#039;muscle power&#039; is essentially pre-industrial in nature, with most things considered &#039;technological&#039; being rudimentary at best.  Muscle or natural power (Such as wind or ether current) is the norm.  While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 1&#039;&#039;&#039; &#039;crude technology&#039; is lowest level of what is generally considered technic society.  Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication.  In the post-Ragnarok era, many worlds collapsed to this level and since recovered.  This is the starting point of the &#039;&#039;Sword and Starship&#039;&#039; milieu. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 2&#039;&#039;&#039; &#039;low technology&#039; is characterized by pervasive industrialization and mechanization.  While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm.  Both &#039;&#039;Heavy Metal&#039;&#039; and &#039;&#039;Infospace&#039;&#039; start at this milieu level. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 3&#039;&#039;&#039; &#039;Mid Tech&#039; is widely seen as the norm for human space.  Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic.  By far the flashiest and often seen as indicative is the broad use of &#039;energetics&#039;; energy weapons, energy shielding and high-output space drives. &lt;br /&gt;
*&#039;&#039;&#039;Milieu Level 4&#039;&#039;&#039; &#039;High Tech&#039; is the limit of human technology.  Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before.  The use of magics is also ever more tightly woven in, with the difference between &#039;technology&#039; and &#039;magic&#039; becoming academic. &lt;br /&gt;
 &lt;br /&gt;
===Muscle Power (ML0)=== &lt;br /&gt;
:Sticks &lt;br /&gt;
:Stones &lt;br /&gt;
:Harsh Language &lt;br /&gt;
 &lt;br /&gt;
===Crude Tech (ML1)=== &lt;br /&gt;
:+1 &#039;&#039;&#039;Ram&#039;&#039;&#039;; P8+ (AB 1, Fixed, Slow) &lt;br /&gt;
:*+1 Assault Ramp &lt;br /&gt;
:*+1 Giant Drill; AP +2, ML2 &lt;br /&gt;
:*+1 Hydraulic Impactor; AB +2, ML3 &lt;br /&gt;
:*+1 Ramfield; AB +2, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Cannon Decks&#039;&#039;&#039;; P8+ (Fixed), Rng 3 &lt;br /&gt;
:*+0 Heavy; Range +50%, Size +1 &lt;br /&gt;
:*Grapeshot; AA +1, AI +1, Soft +2 &lt;br /&gt;
:*+0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2 &lt;br /&gt;
:*+1 Autoloaders; MA +1, ML2 &lt;br /&gt;
:*+0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3 &lt;br /&gt;
:*+0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Carronades&#039;&#039;&#039;; P7+ (AI 1, Soft 3), Rng 1 &lt;br /&gt;
::&#039;&#039;Deck-mounted shotguns, or guns with five million barrels type things.&#039;&#039; &lt;br /&gt;
::Same upgrades as Cannon Decks &lt;br /&gt;
:+1 &#039;&#039;&#039;Rocket Batteries&#039;&#039;&#039;; MP7+ (AA 1, Slow, Unstable 1),Rng 2 &lt;br /&gt;
::&#039;&#039;East asian style rack o&#039; rockets like Hwacha.&#039;&#039; &lt;br /&gt;
:*+1 Incendiary Rockets; Incendiary. &lt;br /&gt;
:*+0 Large Rockets; Range +50%, Size +1 &lt;br /&gt;
:*+1 Giant Rockets; AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3 &lt;br /&gt;
:*+0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;; P8+ (AB 1, ED 1, Very Slow), Rng 3 &lt;br /&gt;
:*+0 ADCAP Design; Attack +1, Range +3, ML2 &lt;br /&gt;
:*+1 Kozunese Trickery; Range +100%, ML2 &lt;br /&gt;
:*+2 Supercavitating; Loses (Very) Slow &lt;br /&gt;
:*+0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3 &lt;br /&gt;
:*+1 Plasma Tanking; Alpha +1, ML3 &lt;br /&gt;
:+1 &#039;&#039;&#039;Bombs&#039;&#039;&#039;; P9+ (AP 2, Slow, Bombard), Rng Ground Only  &lt;br /&gt;
 &lt;br /&gt;
===Low Tech (ML2)=== &lt;br /&gt;
:+2 &#039;&#039;&#039;Naval Artillery&#039;&#039;&#039;; P7+ (EA 1), Rng 8 &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Capital Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4 &lt;br /&gt;
:*+0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3 &lt;br /&gt;
:*+1 Hypervelocity; Range +4, SP +1, -1 AP &lt;br /&gt;
:*+1 Extended-Range Munitions; Range +50% &lt;br /&gt;
:*+1 AA Munitions; AA +1 &lt;br /&gt;
:*+1 NGS Munitions; Bombard &lt;br /&gt;
:*+1 Saboted Munitions; Ignores 1 reduction to AP &lt;br /&gt;
:*+1 Destabilizer Munitions; SP +1 &lt;br /&gt;
:*+1 Energy Shells (ML4); Adds &#039;Hybrid&#039; and &#039;SP1&#039; to any projectile weapon of any milieu. &lt;br /&gt;
:+1 &#039;&#039;&#039;Autocannon&#039;&#039;&#039;; P8+ (EA 1, AI 1 Soft 2), Rng 4 &lt;br /&gt;
:*+1 Phalanx; Range -50%, Point Defense &lt;br /&gt;
:*+1 Multiple Barrels; AA +1 &lt;br /&gt;
:*+1 Flak; AA +1 &lt;br /&gt;
:*+1 Armour-Piercing Shells; Soft -1 &lt;br /&gt;
:*+1 Improved Shells; Attack +1 &lt;br /&gt;
:*+1 Extended Range Munitions; Range +100% &lt;br /&gt;
:*+1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1 &lt;br /&gt;
:*+1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid &lt;br /&gt;
:+2 &#039;&#039;&#039;Missiles&#039;&#039;&#039;; 8+ (Guidance 1, Slow), Rng 12 &lt;br /&gt;
:*+0 Box Launcher; Single Shot, Alpha 3 &lt;br /&gt;
:::The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance. &lt;br /&gt;
:*+1 Anti-Aircraft; AA +2 &lt;br /&gt;
:*+0 Small; Soft +2, Range -50%, Size -1 &lt;br /&gt;
:*+0 Large; Range +100%, Size +1 &lt;br /&gt;
:*+0 Very Large; ED +1, Range +150%, Size +2 &lt;br /&gt;
:*+1 Improved Warhead; Attack +1 &lt;br /&gt;
:*+1 Anti-Ship Warhead; AP +1, AB +1 &lt;br /&gt;
:*+1 Shaped Charge; ED +1 &lt;br /&gt;
:*+1 Supersonic; loses Slow &lt;br /&gt;
:*+1 Land Attack; Bombard &lt;br /&gt;
:*+1 Guidance; Guidance +1 &lt;br /&gt;
:*+1 Etheric Pulse Warhead; Disabling &lt;br /&gt;
:*+0 Advanced Warhead; Attack +1, ML3 &lt;br /&gt;
:*+1 Smart Guidance; Guidance +1, ML3 &lt;br /&gt;
:*+1 Plasma Warhead; Energy Type, ML3 &lt;br /&gt;
:*+1 Destabilizer Field; SP +1, ML3 &lt;br /&gt;
:*+1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3&lt;br /&gt;
:*+0 Compressed Energy Warhead; Attack +2, ML4 &lt;br /&gt;
:*+1 Adaptive Warhead; Hybrid Type, ML4 &lt;br /&gt;
:*+2 Brilliant Guidance; Guidance +2, ML4 &lt;br /&gt;
:*+1 Stealth Missiles; Enemy Point Defenses -1 &lt;br /&gt;
:::Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Mid Tech (ML3)=== &lt;br /&gt;
:Standard Energy modifications &lt;br /&gt;
:*+0 Cruiser Scale; AP +1, Range +50%, Size +1 &lt;br /&gt;
:*+0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2 &lt;br /&gt;
:*+1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3 &lt;br /&gt;
:*+1 Ortillery; Ortillery, Slow &lt;br /&gt;
:*+1 Multimodal; PD &lt;br /&gt;
:*+1 Enhanced Tracking; AA +1 &lt;br /&gt;
:*+1 Heat Sinks; EA +1, Size +2 &lt;br /&gt;
:*+1 High Output; ED +1, Size +2 &lt;br /&gt;
:*+1 Haywire; Critical +50% &lt;br /&gt;
:*+1 Deep Magazine Capacitors; Alpha +1&lt;br /&gt;
&lt;br /&gt;
:+2 &#039;&#039;&#039;Beam Array&#039;&#039;&#039;; E6+, Rng 12 &lt;br /&gt;
:*+0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Improved Collimation; Range +50% &lt;br /&gt;
:*+1 Pulsed beam; AP +1 &lt;br /&gt;
:*+1 Heat Rays; Incendiary &lt;br /&gt;
:*+1 Death Rays; RBC &lt;br /&gt;
:*+1 Thermal Induction; Attack -2, attacks crew &lt;br /&gt;
:+3 &#039;&#039;&#039;Pulse Array&#039;&#039;&#039;; E6+ (EA 1), Rng 8 &lt;br /&gt;
:*-1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50% &lt;br /&gt;
:*+1 Variable-Frequency; SP +1 &lt;br /&gt;
:*+1 Mega Particles; AB +1&lt;/div&gt;</summary>
		<author><name>Secondskink</name></author>
	</entry>
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