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hammer
hammer (class 1 ship)
With a heavy particle blast it deals 2 damage to all ships in class 2 and 3 in your and the enemy fleet. Only one hammer can be active, all additional hammers will be destroyed.
(caution! self destruction!)

Attack/life: 1/1
Manpower: 16

Researchtime: 1 d
Buildingtime: 12 h


nanite-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-2 of all ships of any ship-type in both fleets in class 2
    battlemessage: "hammer is modifying all class 2 ships"
                   
    and: "hammer destroys ... ships"
    (battle engine syntax: mod,both,all,2,all,+,0,-2,hammer destroys,p,hammer is modifying all class 2 ships,p)
  3. modifies AP/LP by 0/-2 of all ships of any ship-type in both fleets in class 3
    battlemessage: "hammer is modifying all class 3 ships"
                   
    and: "hammer destroys ... ships"
    (battle engine syntax: mod,both,all,3,all,+,0,-2,hammer destroys,p,hammer is modifying all class 3 ships)
  4. battle engine syntax: rogue,140
  5. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
zaphod: is the hammer immune against spectre?
darklim: I think no
blackmagic: I got a description! How bout:
The hammer activates a physolitic chamber that creates a molecular photon beam, which targets all class 2 and class 3 hulls, dealing 2 damage. Only one hammer can be active.
Tronks_!: if you Have 1 hammer And a lot Of bounty hunters ???? whats hapend? Whit the enemy Clas 3, 2 If ...

tip you 500 bounty hunters and the hamer enemi 500 clas2 adn 30 clas 3 ...

BladeTech: nothing unless your class 1 fights directly against their class 2 & 3
blackmagic: does the hamer only activate when attacked? I've been having a hard time making it activate. EX: If i had 20 fighters and 1 hammer and the other guy had 21 fighters, when my 1 hammer faces the 1 fighter, will it activate before it get killed or do i need to have the same amount of fighter as he does so my hammer don't get killed before it shots?
BladeTech: its random so i dont think it makes much difference, just increases the chance
BladeTech: i just meant increase the chance it wont be shot down. but then the chances it gets to fire at all decrease. i guess the best way is to have two hammers?
blackmagic: you can have only one hammer
BladeTech: you can have more, but only one activates i think. the rest sd. wait lemme check
Bogart: That is right only one can operate, but, unless it is the first ship shot, or, you have more class one than the other guy, it should always get its turn. Like if you have 1000 fighters and a hammer, and the enemy has 100 fighters, it is quite possible it would not fire at all. I suppose,but am unsure, that interceptors could possible damage it before it could shoot as well perhaps admin could tell us.
BladeTech: only one can be operational but does that mean only one can exist in a fleet at a time?
blackmagic: only one can exist in battle, but you can have more than 1 hammer in a fleet, but i don't see the point =)
limsky: I wonder what happen when a hammer and a
commando-fighter ship are in the same fleet. Does the hammer also get double fire power?


blackmagic: the hammer has 2/1 then =) Yeah it would becuase the commando fighter modifies all class 1 by *2/1 i think
Bogart: That would be the only change though, the commando would not affect the hammers damage to class 2 and 3
 
commando-fighter
commando-fighter (class 1 ship)
If commando-fighter takes its turn, all following fighters get double firepower. But it will obliterate all commando-fighters in your fleet, so only one commando-fighter will be active, all others just increase the chance for them to get their turn at all. (caution! self destruction!)

Attack/life: 1/1
Manpower: 10

Researchtime: 3 h
Buildingtime: 12 h


human-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
    battlemessage: "commando fighter gives double firepower to ... ships"
    (battle engine syntax: mod,self,all,1,all,*,2,1,commando fighter gives double firepower to)
  3. battle engine syntax: rogue,8
  4. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
Achilles: I don't think it makes sense to deduct points from my score when I use self destructing ships. It is a planned casulty, and the ememy would have been better off if it didn't happen. I cant believe that I got negative points when my fleet worked exactly as I wanted it to.

I think that it should state that in the rules, because that seriously effects how I will play that ship. If it is in the rules, disregard all I say, because its my own fault then.

PS- No matter how important it is to you, and how badly you want a commando-fighter to get its turn in early, and how many extra mp you have a surplus of, DO NOT sent 180 commando-fighters on an attack in the same fleet.
Manyac: You hit the point! If you use ships like the Commando-Fighter, you calculate in those losses, and losses are always negative so it's ok if you loose points of them.

And did you really send 180 Commis in one fleet? :)20 :)20
darklim: You can't see?!
ALL extras commando fighter will self destruct so only 1 can be active!!!!
T2: Will this fighter affect all C1 type fighters or just the basic fighter ship. Will a Kame have 70 hit points after the commando fighter triggers or will a blockade runner have 4 hit points after?
Thanks in advance
T2
Star Commander: The commando fighter triggers which forces your class1 to fire again, unless it isnt destroyed before its triggerd :S

fights
(battle engine syntax: f)
multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
battlemessage: "commando fighter gives double firepower to ... ships"
(battle engine syntax: mod,self,all,1,all,*,2,1,commando fighter gives double firepower to)
multiplies AP/LP by 0/0 of all commando-fighters in your own fleet in class 1
battlemessage: "commando-fighter destroys ... ships"
(battle engine syntax: mod,self,all,1,commando-fighter,*,0,0,commando-fighter destroys)
self destructs!
(battle engine syntax: sd)

As you can see, it says that the commando fighter modifys ALL class 1 ships so yes indeed dependig on what you have left after the first battle, those ships will fire again thats why many people use 350 kamis and 1 commadno or something like that to attack a base ;)

Hope thats explained it for you ... rember it will self-destruct after the battle it is involved in !
streacer: Err...? No, the commando fighter gives double attack power to all the ships after it. So yes a kami would have 70 AP, a penguin would have 8, a blockade runner would have 2, etc.

I think Star Commander is thinking of the campaign ship.
T2: Thanks...silly of me...I thought it worked the way you described Streacer however I looked at the description a number of times and failed to seee the ALL SHIPS part of the message.
Thanks to everyone who replied


BTW Evan's...love your avatar reminds me of the "BAD SANTA" movie
Rubens: @T2 It says "any-ship type on ur own fleet" and that means ALL THE SHIPS.A kami has 35 ap, if the comando get his turn after somekamis attacked, those kamis attacked with 35 of ap the next ones wil attack with 70 it just a matter of lucky. And with kamis is really risky cuz you can lose your own comando fighter
Spyder: I know one player who uses 10 commandoes with kams for base busting, sounds excessive, but he gets extra points each time.
Rubens: spyder i am just getting sleeping my dear ex-leader...so explain me, was it sarcasm?
IF not i think he dosn't get extrapoints, he already lose 90 with the other comando fighters and if he is using kamis, 100 more kamis will be the same:SS
Spyder: He gets around 500+ for base destruction with kams, which is better than without the commandoes, but yes, its excessive.
Rubens: I got to go...but for tomorrow let that explained.
How the hell does he get more points?

10 comando fighters=100mp=100 kamis...
I think not even with luck he gets more pts...
Spyder: I'll have to try it on evans. But you only get about 350 or so usually with just kams.
Rubens: Building socre=1000
With just kamis=400
how many kamis do u need to get 500+?? Com'on this player is already waisting 90 mp in comando fighters and he could win some more pts but with a very gooooooood luck;)
 
sporator
sporator (class 1 ship)
The sporator is spreading a spore cloud around all class 1 and class 2 ships, they are all getting +0/+1 and all other sporators in your fleet explode (caution! self destruction!)

Attack/life: 0/1
Manpower: 5

Researchtime: 3 h
Buildingtime: 12 h


mycilloid-Technology
Needed research:
leadership

Battle details:
  1. modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 1
    battlemessage: "sporator is modifying all class 1 ships: ... ships"
    (battle engine syntax: mod,both,all,1,all,+,0,1,sporator is modifying all class 1 ships: )
  2. modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 2
    battlemessage: "sporator is modifying all class 2 ships: ... ships"
    (battle engine syntax: mod,both,all,2,all,+,0,1,sporator is modifying all class 2 ships: )
  3. battle engine syntax: rogue,106
  4. self destructs!
    (battle engine syntax: sd)

Related technologies:
mycilloid-technology sporogenator

  —> Forum Topic about this ship
admin: A sporator is effective in raising the lifepoints of your class 1 and class 2 ships. In battle, they will raise the lifepoints of such ships like the destroyer, the fighter and the eagle by 1, which can be very useful against the threat of apollo cruisers, which do 10 damage to 10 class 2 ships. For instance, if a normal destroyer (with 10LP) had a sporator in its fleet, it would become immune to the apollo cruiser becuase it would have one extra lifepoints (11LP). Only one sporator can be in any fleet and any additional sporators will be destroyed.
Failtrip1: Only one sporator can be in any fleet and any additional sporators will be destroyed.

You can have more then 1 sporator in your fleet BUT only 1 will get active.Once first gets active all others will be destroyed.Putting more then 1 sporator in fleet will increase early trigger of one.
Senor: sporator makes class 2 immune to 1 apollo, but what if there are 2+ apollos. does the 2nd apollo attack the same ships by the battle order?
colinthecorgi: Yes.

Sporators effectively halve the apollos efficiency against 10LP c2s.

Sporators have another beneficiary effect in combination with shields. Since shields will activate to protect _damaged_ ships (says the manual, although this is not exactly true, they sometimes activate anyway), they will actually be able to protect your expensive c2 ships from dying when facing destroyers.
As you will maybe see an example of later in a GNN report, they are interesting in both c1 and c2 battles, and should be considered when planning action in c1 and c2. If you are new to the game you should compare the results of different ships and ship combinations fighting each other with and without sporation.
linux666: " Sporators have another beneficiary effect in combination with shields. Since shields will activate to protect _damaged_ ships (says the manual, although this is not exactly true, they sometimes activate anyway), they will actually be able to protect your expensive c2 ships from dying when facing destroyers. "

this is not so linear...i tried that combo, sporators/shields/destroyers, and in theory, it should work...sporators give +1 LP, 10+1=11 LP...but in reality, it doesn't!!
there's a situation where sporators are real good to use, but i'm keeping it for my self atm :)21
colinthecorgi: yes, these shields are odd creatures.
linux666: " yes, these shields are odd creatures. "



lol...you can say that, after all, you had a super SG !!! the one that survived all attacks!! :)16 :)20
 
campaign ship
campaign ship (class 2 ship)
A commando ship that will force your class 2 to attack again but it will destroy all campaign ships in your fleet, so only one can be active. caution! self destructs!

Attack/life: 0/10
Manpower: 45

Researchtime: 3 d
Buildingtime: 11 h


human-Technology
Needed research:
fanatic warfare

Battle details:
  1. fights
    (battle engine syntax: f)
  2. self destructs!
    (battle engine syntax: sd)
  3. lets all ships in your fleet fight again, that were not destroyed
    battlemessage: "campaign ship distracts the fleet.
    all remaining ships reassemble for another strike after ... ships"

    (battle engine syntax: restart,self,campaign ship distracts the fleet.
    all remaining ships reassemble for another strike after)
  4. battle engine syntax: rogue,126

  —> Forum Topic about this ship
T2: I'm missing something on the use of this ship. When the C2 fleet re-assembles itself after the campaign ship fires, does your remaining c2 ships attack enemy c3 or reattack the remaining enemy c2's ? Can someone explain how this ship is used ?
Rubens: the c2 again of course...even if you destroy all the c2 you fight vs 0 enemy's c2 which means the battle is over, but if you confront directly to the enemy's c3 then you can attack twice.

After ALLLLL the ships have fired, IF this ship have not been destroyed then ALLL your remaining ships get another turn WITHOUT giving another turn to the enemy. Is extremly a good ship by himself...but as you can see, nobody use it properly.

An example that could open your eyes

multi emp vesels + 50 destroyers+ CS vs 100 destroyers. By example...

You will, for sure, destroy all the destroyers if your campaing ship is not destroyed. Greetings
T2: Ok...I get it...this has to be used with MRB's ( not available in e-ray) or Shield Gens or Multi Emp Ships, as you say Rubens, for the Campaign ship to be effective. 99 destroyers and 1 campaign ship would not be a good combo or points effective against 100 enemy destroyers.
Thanx.
Rubens: i was thinking...you are a player with knowledge but the noob with a minimium of knowledge(KoT +) that try to learn deserve an even more better example


400 eagles-1 campaing ship vs 100 destroyers

Yours 400 eagles destroy 80 destroyers.
He destroys 100 of your eagles...if he dosnt destroy the campaing ship, and it gets its turn, then all your ships will fire again, which means
300 eagles vs 20 destroyers
you destory all the 20 destroyers, but he dosnt even destroy you a eagle because his destoyers already fought
T2: I guess if you got lucky in fighting order, having this ship is cheaper than having 2 spectre's in 1 fleet but you should be able to get 2000 dead fighters with 1 spectre under the right conditions :)
Think I'll have a look and see what else would do a good job getting a "second poke" at the opponent by using this ship
DavAlan: Holo clones, multi emps, missile launchers, etc :P
admin: the content of this forum area is directly visible inside the spacetrace manual as comments to the ships-explanations.

so please keep to 3 roles here:
1.
post only if you have something to say that concerns the ship (no spamming here)
2.
DON`T use the "quote"-button, unless you quote something that was far up the topic
3.
DONT attach your signatures here
 
minor reconstructor
minor reconstructor (class 3 ship)
This ship collects scattered pieces of fallen mycelloid ships and reconstructs up to 100 class 1 and 10 class 2 ships. Only one minor reconstructor can operate and it will be destroyed if it's reconstructed

Attack/life: 0/100
Manpower: 100

Researchtime: 3 h
Buildingtime: 12 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. reconstructs 100 ships of any ship-type in your fleet in class 1 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 1: ... ships"
    (battle engine syntax: reconst,self,100,1,all,1,reconstructor reactivates in class 1:)
  2. reconstructs 10 ships of any ship-type in your fleet in class 2 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 2: ... ships"
    (battle engine syntax: reconst,self,10,2,all,1,reconstructor reactivates in class 2:)
  3. battle engine syntax: rogue,46
  4. if this ship is reconstructed it self destructs!
    battlemessage: "minor reconstructor destroyed by interference ... ships"
    (battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)

  —> Forum Topic about this ship
spaceman: "modifies LP by -5000 of all minor reconstructors in your own fleet in the same class, there are no known ships and buildings that survive this effect."




does it selfdestruct after reconstructing the c1 and c2 ships?
Renee Davis: No, that effect implies it destroys all other minor reconstructors in the fleet since only one can be active.
admin: this is the reason:"
if this ship is reconstructed it self destructs!
battlemessage: "minor reconstructor destroyed by interference ... ships"
(battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)
"

Rubens: "this is the reason:"
if this ship is reconstructed it self destructs!
battlemessage: "minor reconstructor destroyed by interference ... ships"
(battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)
"

"



False admin, if you see /forum/viewtopic.php?t=6172
you will note that the minor WAS NOT destroyed so that trigger is useless at the BR... because the major doesn't act on it, right?
It should be more precisely, like adding a commando to the major reconstructor saying it destroys all the minor reconstructors in your own fleet...thats all.

Greetings, Rubens.
DavAlan: Renée and I both have destroyed minor rc's when they are mixed with major rc's even if the minor did not require reconstruction or even took a hit.....and we also notice if the minor does activate then it cancels the reconstruction the major would do....
admin: yes, i was wrong, the reason was the major reconstructor, it causes the interference.

this whole discussion should be explained by this in the major reconstructor topic in the 'All Existing' forum:
/forum/viewtopic.php?p=75751#75751
 
major reconstructor
major reconstructor (class 4 ship)
This ship collects scattered pieces of fallen mycelloid ships and reconstructs up to 7 class 3 and 1 class 4 ships. Only one major reconstructor can operate.

Attack/life: 0/150
Manpower: 550

Researchtime: 2 d
Buildingtime: 17 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. reconstructs 7 ships of any ship-type in your fleet in class 3 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 3: ... ships"
    (battle engine syntax: reconst,self,7,3,all,1,reconstructor reactivates in class 3:)
  2. reconstructs 1 ship of any ship-type in your fleet in class 4 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 4: ... ships"
    (battle engine syntax: reconst,self,1,4,all,1,reconstructor reactivates in class 4:)
  3. battle engine syntax: rogue,48

  —> Forum Topic about this ship
admin: " battle details: reconstructs 7 ships of any ship-type in your fleet in class 3 (technical LP +1 to ships that have less than 1 LP)
battlemessage: "reconstructor reactivates in class 3: ... ships" "



actually, it seems ot gives also +1 LP to ships, that are still alive --> see this topic.
i am not sure if this is a bg, we will discuss it.

so be carefully, if you use minor and major reconstructors in the same fleet:

if accidently a major tries to reconstruct a minor reconstructor in class 3, that minor reconstructor will selfdestruct, cause thats what it does if it gets reconstructed (trigger-rec@).
Rubens: And again....

I think it was a bug, because there is no syntax that means the minor should be destroyed, so i suggest to add to the Major reconstructor this:

multiplies AP/LP by 0/0 of all minor reconstructors in your own fleet in the same class
(battle engine syntax: mod,self,all,this,minor reconstructor,*,0,0)

And it will be more clear to the new players when they read the manual that both ships CAN NOT be used at the same fleet, even if the minor is not destroyed and tried to be reconstructed, etc.

Greetings, Rubens