Mind Jammer Focusing Upgrade[Efficacy: 5]
Focusing the Mind-Jammer down to a narrow-band cone enables its energies to be greatly increased, and, when the emotions themselves are focused to a subset the power is increased further still. Some of the problems from the original persist, notably the fact that the psychic triggers for other races are still largely unknown, and so the Mind Jammer is largely incapable of producing specific or focused effects. However, the aforementioned focusing makes it much more likely that even these incompatible signals will be capable of causing deleterious effects.
As a resulting of the shield shaping, each Mind-Jammer will likely only be able to effect a single ship-scale target unless in very tight formation, but they'll likely be able to effect significant numbers of fightercraft. It remains effective out to the edge of engagement range.
Tentacled Murder Production Pattern[Efficacy: 2]
Like the Undying before it, there's a number of minor inefficiencies that make the rapid growth of the 'Tentacled Murder' line just a bit more expensive than it should be.
Tentacled Murder - 5% Markup: 22820
1x Vala'cra'denka Hull
12x Evil eyes
10x psionic spine launchers
2x double mounted Boarding Appendage
1x Telepathic organ
1x Vail piercer x 1
4x Thorium Glow reactor x4
17 x Sublight Drive Organ
6x Void eyes
16 x Carapace
Guide Spine[Efficacy: 5]
While many bio-engineers are loath to give the Spines anything close to intelligence, combat experience has shown it to be a necessity. The Guide Spine sub-type has a significantly increased psionic potential relative to its peers, and a modest amount of animalistic intelligence. It lacks the rage of its peers, and thus their explosive capabilities, but it is capable of 'communicating' with other spines, giving them course correction information based on its own psionic senses. Those senses are well developed, optimized to scanning the cone of space ahead and with an instinctive knowledge of its desired target imprinted directly into its mind by the vessel that fired it. On final approach, the Guide spine will exhaust its psionic reserves to create numerous small psionic roils at the target's surface. Against bore based defenses this should delay and slow response times. When faced with conventional defenses, these roils can disrupt firing patterns and deflect ordinance unpredictably, limiting the efficacy of point defense systems.
The increased refinement of the Guide spine means that it's considerably slower to grow, and thus will rarely be fired as the sole component of a barrage. (This is possible, for the purposes of interdiction, but will dramatically reduce weapon fire rate) Guide spines will typically be fired as mix-ins, with Ship-board combat systems designating one or more launchers to add a guide spine as part of a salvo. In this manner, the benefits of the Guide spines can be granted to the whole a barrage without every weapon having to fire a guide spine every salvo.
Improved Appendage Regneration[Efficacy: 2]
Improving the regeneration of the appendages isn't an issue, it's improving it enough. Drawing nutrient flows from the host vessel is a coup, but one that can endanger the host system if too much is done too quickly - particularly for small craft. More than that, the vascular tissue of the Boarding Appendages is complex, and while we have experience in hyper-rapid armor regeneration, these tentacles need to be able to flex and compress freely, as well as carry chemical payloads without issue.
In the end, Liiran bio-sculptors are able to make it so that the head of the tentacle is capable of rapid regeneration, and the body of the tentacle can steadily and more slowly grow back behind it. In this manner a tentacle shortened by an explosion can become combat effective again quickly, albeit with a greatly reduced length that will be regained over a course of hours or days.
Production and Deployment Phase of Year 5 ResourcesDice:1
T: 19809 + 3112
O: 24839+ 10565
M: 39976 + 9721
E: 31763 + 5379
S: 4577 + 675
Ygg'Dra'Saal Devourer module: 6/12 [3] | 125T + 125O + 50M + 0E + 0S | Rushed 0 Times | Nothing Invested
Atomomancy: 0/20 [2] | 220T +50O + 500M + 160E + 70S | Rushed 0 Times | Nothing Invested
Maelstrom Launcher: 2/15 [2] | 45T + 230O + 95M + 65E | Rushed 0 Times | Nothing Invested
Liiran Technology ListLiiran Empire Planner
Echo
Fleets
Ground
---
Hotel
Fleets
Ground - 10/10
Infrastructure
HEP x5
Mining x2
Elemental Synthesis x5
---
Foxtrot
Fleets
- 1st Fleet
1 Herd leader Cruiser (Jerol) Moderately Damaged, 15% of ship cost to repair
1 Undying (Adrax) Moderately Damaged, 15% of ship cost to repair
3 Val'Den'Bal
1 Undying
1 Herd leader Cruiser
1 transport cruiser 3x notes
Ground - 10/10
3x Note Regiments
Infrastructure
HEP x5
Modular Agriculture x2
Mining x1
Elemental Synthesis x5
---
Juliett
Fleets
- 4th Fleet
1 transport cruiser
1 Undying Moderately Damaged, 15% of ship cost to repair
Ground - 3/10 Gaian Regime 7/10
4x Note Regiments
---
India
Fleets
-Tea Trader
1 transport cruiser -
Ground - 2/10
2x Note Regiments
---
Golf
Fleets
- Coming Home
1 transport cruiser
- 3rd Fleet
1 Herd leader Cruiser
Ground - 10/10
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