Jane’s Information Group
Overview
The rules or content here is subject to change before game start as components change for balance or story reasons.
(To be moved when finalized nation checklist is written)
No (or at least few) inhabited systems are truly an island unto themselves, despite the decades of near-isolation most have experienced at one time or another. The benefits of collaboration and standardization are immense and thus most nations share many commonalities with their friends.
Tentatively all nations will get 5,000 points to spend on Jane's ('Standard') equipment. These points can be spent on Second Line Equipment if desired, though the reverse is not allowed.
In essence there is a tier system; points can go down but not go up.
- Domestic ('custom') equipment - Determined by paths
- Jane's ('standard' equipment - 5,000 points
- Second Line ('old' or 'civilian') equipment - 10,000 points
Units are classed in one of four rarity levels representing how easy or difficult they are to acquire.
- Common units are available in functionally infinite numbers, though buying a hundred cheap old-tech battleships will not pass muster.
- Limited units have a per-nation cap, generally due to policy restrictions - for example, ZOCU never built more than one Pallada per member-world. The (Limited: X) number is thus how many any given world can buy.
- Rare units have a maximum total count that may exist at the start of the game, divided in whatever fashion is agreed-upon. The (Rare: X) number is thus how many exist as of game start. Rare units are first-come, first serve.
- Unique units are just that - singular units of a unique design and/or construction. Only one player may start with a given unique unit.
Universal
Universal items may be bought regardless of affiliation.
Spaceships
No Quarter Attack Ship
- 6000 points
- Aviation Battleship
- 2 Fusion Drive
- 2 Jump Drive
- 128 Hangar Space
- 1 Electronics
- 1 Polarized Laminates
- 2 Flash Field (lucky ship)
- 1 Beam Cannon Turrets
- 1 Burst Gun Array
- 1 Positron Cannon
- 1 Charge Launcher
- The flagship (in more way than one) of the General Galaxy lineup, the No Quarter 'attack ship' is a technological tour-de-force. Originally designed at the request of a government-backed private military contractor, the untimely bankruptcy of said corporation resulted in the ship being repossessed by the shipyard. Despite its inauspicious beginning, the No Quarter has proven to be a lucky ship in trials. Sadly for General Galaxy, despite the quantity of sophisticated technologies crammed into the No Quarter's hull and its modern design, the high price tag and custom, difficult-to-maintain systems has deterred several would-be buyers.
Typhoon Attack Ship
- 2500 points
- Cruiser
- 2 Mercurion Drive
- 2 Theta Drive
- 1 Electronics
- 2 Belted Armor
- 1 Flash Field
- 2 Docking Hardpoints
- 2 Synchronous Beam Cannons (Type-R Particle Accelerators)
- 2 Burst Gun Arrays
- 2 Leap Missile Bays
- 1 Charge Launcher
- A recent design from Tensor Industries, the Typhoon Strike Cruiser was surrounded by secrecy until its quiet unveiling in mid-2193. Equipped with a plethora of high-tech systems it is a showcase of Tensor's technological know-how, though rumors remain that Tensor traded significant resources to an undisclosed Expanse power to properly integrate the fold drive. Indeed, it is not even certain where the requisite Omega dust originated from.
- Enigmas aside, the Typhoon is a highly effective warship on paper and capable of fighting almost any heavy cruiser in the galaxy on equal terms. Its ability to carry up to two HLVs or mobile armors only helps. However, unlike the newer Bullhead prototype it lacks any organic hangar space, a continuing point of criticism. The exact number of Typhoons sold by Tensor has not been publically released and so far, Tensor has resisted all inquiries into the matter.