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TERRANS:  Structures & Upgrades
Terrans are an extremely adaptable and flexible species.  To survive in the harsh Koprulu Sector, they need ingenuity, willpower and more than a little luck.  Their structures represent this mix:  they tend to be robot-driven factories and command centers with independent power supplies, jury-rigged systems, disposable subsections, and a ramshackle appearence.

Mobility:  All important Terran structures are capable of low-altitude flight.  Though extremely slow (Move = 10 m/round; @ 6 km /hr), this ability makes it possible for bases to be moved from one mining site to another.  In times of war, it permits bases to move depending on where the war front is to better support troops.

Critical Building Damage:  Because all Terran structures are internally powered and often patch-work structures, they can become dangerously unstable when seriously damaged.  When any structure gets down below 10% of its original integrity (Hit Points), it will go to “Red Alert” and continue to lose Hit Points at a rate of 5 per round even if it is no longer under attack.  It will take a Difficult Mechanics or Electronics roll to stabilize the structure.

Add-ons:  Many Terran structures have optional additions that may be built if deemed necessary (or affordable).  These special add-on buildings provide increased facilities for a base.  Unfortunately, add-ons cannot be mobilize to fly away to new base settlements.  However, because of the modular nature of all Terran structures, a mobile structure may be landed next to and utilize an add-on that someone else constructed.

Command Center
Role:  Mobile Operations Control 
Hit Points: 1300
Armor: 40
Airspeed: 10m/round; 6 kmh
  • SCV Assembly Line:  Command Centers have an in-house, robotic factory capable of producing the SCV’s vital to any mining or military operation.
  • Mineral Refinery:  as the first structure built in any base, Command Centers need to be able to produce the materials for subsequent buildings.  Each Center uses small smelting and manufacturing facilities to break down raw materials and manufacture usuable parts.
  • Ops Center:  the Centers also serve as the primary operations core for any base.  Each has extended communication and computer facilities, debriefing rooms, and offices for command personnel.
  • Staff Quarters:  most Centers are outfitted to house at least the core staff needed to run the base.
Uprades:  None.
ComSat Station:  ComSats improve the communications and sensor facilities for a Center.
Hit Points:  350
Communications Facilities:  may have long-range space communications. Also, add +3D to any Communications or Security: Encryption attemps.
Sensors: (ranges given for in an atmosphere.  Multply by 10 for Space distance).
  • Passive: 20km / 0D
  • Scan:  5 km / 1D
  • Search: 2km / 2D
  • Focus: 1 km / 3D. 
  • Cloak Disruption:  ComSats have sensitive sensors that may be employed to pierce any cloak within a scanned area.  These sensors must be activated purposely (i.e., the controlling character must announce he is doing so) and can only be used once every 5 minutes.
  • Nuclear Silo:  while full-scale nuclear weapons are no longer used, smaller, tactical nukes may be built by some Confederate forces.
    Hit Points:  400.
    Nuke Factory:  each Silo has a robot factory capable of producing one nuclear warhead and rocket at a time.  The missile will fill up the silo when built and another cannot be built until the first one is launched.
    Nuclear Damage:  30D damage to all targets within 200 m of the primary target.  Reduce damage by 2D for each addtional 10 m frm zone of impact.  The area will remain radioactive for a long time afterwards, doing 6D radiation damage to any uprotected individual in the hot zone.
    Quick Damage:  6D+84
    Guidance:  To prevent hackers from over-riding a nuke’s course programming, Terrans have stripped nuclear warheads of any independent guidance computers.  While nukes may be launched to strike any fixed position on a planet or within low orbit.  However, they require a Ghost to “paint” the target site with guidance lasers.  In general, the Ghost must be within line of sight of the nuke.  During the missile flight, the Ghost will receive the missile’s telemetry and make minor corrections to best guide the weapon “home”.  A nuke fired without a guidance scout on the ground will almost certainly miss its mark and will likely be overridden by enemy systems---and perhaps directed back on its makers.
    Supply Depot
    Role:  Operations Supply Structure
    Hit Points:  300
    Air Speed: 0 (cannot be moved).
    • Storage:  Supply Depots serve mainly as the storage centers for growing bases.  They house the food, standard arms, fuel, and other necessities for a Terran Base.
    • Stores:  Supply Depots are often outfitted by private companies that sub-contract to bring supplies to a base.  They often have private stores where miners and soldiers can spend hard-earned chips on luxaries like candy, soap and pornography.  Some of the more developed Depots will have black-market goods, illicit entertainment facilities, and serve as havens for the local underground.

    Vespene Refinery
    Role:  Vespene Extraction and Processing Station
    Hit Points:  450
    Air Speed: 0 (cannot be moved).

    • Vespene drilling and processing assembly:  powered by robotic drills and human workers, Refineries extract the precious Vespene gas from geysers below, filter out impurities, and package it for transfer to Terran factories.
    Upgrade:  none.
         Refineries are a common sight throughout the Korpulu Sector.  These structures are often half-falling apart, kept together by a few screws, some duct tape and a favorable wind.  Inside, robot and human workers dig away at the earth to better extract Vespene gas. 

    Role:  Trooper Training and Housing Facility
    Hit Points:  500
    Air Speed: 13 m/ round; @ 8 km / hour.

    • Troop Training Center:  all new recruits are brought in and trained in the Barracks.
    • Troop Bunkrooms:  each soldier is bunked with his troop mates in long rooms that have little but bunkbeds and washrooms.
    • Rec-rooms and Dining Halls: most Barracks have some meager entertainment facilities.  While they all have cafeterias, the food is of broad, and often grotesque, quality.
    Upgrades: None.
        Barracks are the central facility for the Terran armed forces.  New recruits are brought in and subjected to various forms of humiliating hazing, then whipped into shape by sadistic sargeants, only to be fitted with armor, handed a weapon and flung out to face the alien forces which menace humanity. 
         Barracks house all the soldiers, regardless of their rank or duties.  They are a good place for the troops to mingle when off-duty.  The barracks are a soldier’s dysfunctional home:  hounding superior officers, annoying bunkmates, cold showers, and sub-standard food.  But, home it is, and most troopers begin to miss the comaraderie of the Barracks once away from it for any period of time.

    Role: Elite Trooper Training and Research Facility
    Hit Points:  400
    Armor: 40
    Air Speed: 0 (cannot be moved).

    • Elite Training Center:  every Academy has facilities where top troopers may be trained with advanced weaponry and techniques.  Academies are necessary for any base with Firebats, Medics or Ghosts.
    • Research Labs:  Academies also house top Terran weapons scientists.  In their labs, they produce weapons and drugs to make the infantry a more efficient killing machine.
    • U-238 Shells:  Academy micro-factories may be used to produce special uranium shells that will fire much further than the standard C-14 Guass Impaler round.
      • Effect:  Double all ranges for the C-14 Impaler for troopers served by this base.
      • Cost:  2 RP
    • StimPacks:  Academy bio-techs may also formulate dangerous stimulant-cocktails that can be given to Marines and Firebats.  These drugs increase the killing-capacity of the infantry, but cause some tissue damage.  Long-term side effects include addiction, organ damage, and psychosis (@ 1 % of multiple users).
      • Effects:  For 3 rounds, add +3D to any attack attempts.  Also add: +1D to Strength; +2D Jumping; +1D Dodge; +2D Running; +2D to Willpower
      • Side Effects:  Each time the StimPack is used, the trooper suffers 10 damage (cannot be reduced).  Furthermore, the trooper must make an Easy Willpower roll.  Failure results in addiction.  A Critical Failure (Complication) means that the trooper has developed a psychosis making him dangerous to others and himself.  He must be treated for 1D6 weeks to rid himself of the psychosis.
         Well guarded and shining, the Academy is the pride of many Terran bases.  It represents the elite nature of a particular base.  More importantly, it produces the Stim that so many troopers long for in battle.  Within its walls, secret experiments run continually on live soldiers, super computers, advanced weaponry and captured aliens.

    Engineering Bay
    Role:  Advanced Infantry Armory
    Hit Points:  550
    Armor: 40
    Air Speed: 10m/round; @ 6 kmh

    • Infantry Weapons Lab:  the Bay houses labs and upgrade facilities to improve the weapons used by Marines, Firebats and Ghosts.
    • Armor Forge:  the Bay’s facilities may also be used to coat the Terran powersuits with new layers of protective materials.
    • Missile Turret Materials Production:  Bays also have the production facilities required to make the componant parts of the Terran Missle Turrets.
    • Infantry Weapons:   Raises the damage for Marines, Firebats and Ghosts by 1D per Upgrade Level.
      • Cost:  Current Upgrade Level x 1 RP.
    • Infantry Armor:  Hardens the armor of Marines, Firebats and Ghosts by an amount specified under each powersuit description.
      • Cost:  Current Upgrade Level x 1 RP.
         Engineering Bays are actually most focused on outfitting the Terran infantry with more potent weaponry and protection.  Bays are often over-heated, loud places, full of Terran weapon techs surrounded by piles of spare parts, disassembled power suits, and assistant droids.  Most troopers shy away from them, letting the tech nerds do their magic.

    Role:  Ground Vehicle Production Center
    Hit Points:  800
    Armor: 40
    Air Speed: 10m/round.  6 kmh

    • Assembly Line: Factories are heavily automated production facilities for all Terran ground vehicles.  A super-computer oversees production of each individual unit and is capable of switching between different vehicle types as needed.  Only one vehicle can be produced at a time.
    Upgrades:  None.
    Machine Shop:  the Shop greatly enhances the Factory’s capacity to produce more advanced heavy weaponry.
    Hit Points:  500
    Armor:  40
    Movement: 0 (cannot be moved).
    • Tank Parts Assembly: the specialty equipment in the Shops is required to produce the Terran Arclite Tanks
    • Ion Thrusters:  may be modified and fit upon the Vulture Hovercyles to greatly increase their speed.
      • Effect:  adds 20m/round to the Vulture’s speed.
      • Cost: 1 RP.
    • Spider Mines:  modifies Vultures to carry up to three of these powerful mines (See Terran Equipment Section)
      • Cost: 1 RP.
    • Siege Tech:  Shop facilities may also be dedicated to forging the parts required to turn the Arclite tanks into transformable heavy cannons.
      • Effect:  permits all Arclites served by this base to transform into Siege Mode.
      • Cost: 2 RP

    Role:  Vehicle Weapons and Armor Upgrade Facility
    Hit Points:  500
    Armor: 40
    Air Speed: 0 (cannot be moved)

    • Vehicular Research and Development Lab:  each Armory serves as the primary facility for Terran engineers to design and produce better weaponry for Terran vehicles and ships.  These labs are top secret and often have small manufacturing plants to produce prototypes.
    • Goliath Gyroscope Calibrations:  the sensitive equipment in the Armory may be used to produce the delicate gyroscopes required for the mighty Goliath walkers (which can then be produced in a Factory).
    • Vehicle Weapons:
      • Effect:  Increases vehicle weapons for Vultures, Goliath and Siege Tanks served by this base by 1D per Upgrade Level.
      • Cost: Current Upgrade Level x 2 RP.
    • Vehicle Plating:
      • Effect: Increases armor on the Vulture, Goliath, and Tank units as noted under each description.
      • Cost:  Current Upgrade Level x 1 RP.
    • Ship Weapons: 
      • Effect:  Increase weapons damage for the Wraith, Valkrie, and Battlecruiser as per the amounts specified by each ship type.
      • Cost: Current Upgrade Level x 1 RP.
    • Ship Plating:
      • Effect:  Increase the Armor Value of the Wraith, Valkrie, Dropship, and Battlecruiser units as per amount specified by each ship type.
      • Cost:  Current Upgrade Level x 2 RP.
         Because of its utility in upgrading the essential Terran mechanized units, and its ability to help produce Goliaths, Armories are essential structures in nearly every Terran base.  Their lack of mobility is unfortunate, but they will often continue their research and development even when the main base structures have flown away to extract resources elsewhere.

    Role:  Primary Starship Production Facility
    Hit Points: 825
    Armor: 40
    Air Speed: 10m/round; 6 kmh

    • Starship Assembly Plants:  The first and most important role of Terran Starports is to produce the Dropships, Frigates, Wraiths and Battlecruisers that constitute the Terran Fleet.  Vital to any base in peace or war, these ships are a necessity for successful defense, exploration, and, ultimately, victory.
    • Traders Guilds:  many starports--usually those away from the front lines of combat--also serve as the primary trading facility for outposts.  Imports and exports flow through their bays, and local authorities usually have some tariffs on all.  The Guilds often have an agenda independent of Confederate authority--sometimes for profit, other times for political sedition.
    Upgrades:  None.
    Control Tower
    Role:  Advanced Manufacturing Oversight Facility
    Hit Points: 300
    Armor: 35
    Facilities: Upgrades:
    • Cloaking Field: Tower engineers may also provide the local Wraith ships with the coveted cloaking devices capable of hiding the Wraiths from most enemy detection for short period of time.
      • Effect:  Cloaked Wraiths may not be detected by normal sensors or vision.  Special Detectors may spot and disrupt the Cloak effect.
      • Cost:  3 RP.
    • Apollo Reactor:  Wraith reactors may be upgraded to increase the amount of time they remain cloaked, and speed the cloak’s recharge time.
      • Effect:  Doubles the amount of time a Wraith may be cloaked and halves the recharge time.
      • Cost: 2 RP

    Science Facility
    Role: Primary Science Research Center
    Hit Points:  550
    Armor: 40
    Airspeed:  10m/round; 6kmh

    • R&D Labs:  once the Terran Science Facilities were dedicated to exploration of new planets, chemical combinations, and engineering techniques. Now, they dedicate themselves to finding stronger weapons of war.
    • Science Vessel Schematics:  each Facility also has a database with schematics on how to contruct the delicate Terran Science Vessels.  These may be transmitted to the Starport, usually including minor fixes to compensate for local conditions and production materials.
    • EMP Shockwave:  Facilities may research how their Vessels can use their sensors to release electromagnetic pulses that will disrupt the mechanized units of the enemy.
      • Effect:  permits Science Vessels to use their sensors to create the EMP wave  The Science Vessel remains unaffected by its own EMP wave.
      • Cost: 2 RP
    • Irradiate
      • Effect: Science Vessels may use their powerful sensors to Irradiate enemy units.
      • Cost: 2 RP.
    • Titan Reactor:  engine upgrades provide more power to the Vessels for its specialized weapons and defensive matrix.
      • Effect:  Halves the Cooldown time for the various Science Vessel techniques.
      • Cost: 1 RP.
    Physics Lab
    Role: Advanced Starship Weaponry Lab 
    Hit Points: 400
    Armor: 35
    Airspeed: 0 (cannot be moved).
    • Top Secret Astronautics Lab: the best and brightest starship engineers are brought in to help guide construction of the powerful Terran Battlecruisers and their weapons.
    • Yamato Gun:  engineers may figure out how to fit local battlecruisers with the emitters required to unleash the fury of the Yamato Cannon.
      • Effect:  Provides Battlecruisers with access to the Yamato cannon.
      • Cost: 4 RP
    • Colossus Reactor: engineers often choose to also upgrade the Battlecruiser engine cores to compensate for the huge drain caused by the Yamato Gun.
      • Effect: Cuts the Cooldown rate of the Yamato Gun in half.
      • Cost: 2 RP
    Covert Operations Center
    Role:  Top-Secret Tactical Research & Development
    Hit Points: 500
    Armor: 40
    Airspeed: 0 (cannot be moved).
  • Ghost Training & Control Facility: Ops Centers are the primary training grounds for Ghost agents.  They are also where Ghosts are monitored for abnormal psionic activity and have their Neural Inhibitors adjusted on a regular basis.
  • Covert R&D Lab:  Ops Centers also manufacture the top-secret HES suits and the micro-cloaking devices uses by Ghost agents.
  • Upgrades:
    • Lockdown: Lockdown rounds combine advanced weapons technology with the pionic powers of a Ghost to short out electrical systems in mechanized units for a short period.
      • Effect:  Gives all Ghosts served by this Ops Center the Lockdown ability.
      • Cost: 2 RP
    • Ocular Implants:  among their many cybernetic enhancements, Ghost agents may opt to have their natural eyes removed and replaced with advanced optical equipment (see Cybernetics: Optics).
      • Effect:  Doubles the normal visual range of the Ghost.  Provides low-light, infrared, and ultraviolet vision.
      • Cost: 1 RP
    • Personal Cloaking: fits Ghost personnel with custom-made micro-cloaking devices that use the Ghost’s psionic energies to hide them from enemy detection.
      • Effect: enhances a Ghosts Cloaking ability to a useful level.
      • Cost: 3 RP
    • Moebius Reactor: micro-fusion generators that can be fit into a Ghost’s powersuit to enhance performance.
      • Effect: Doubles the time a Ghost may remain cloaked and halves the recharge time.  Cuts the Cooldown rate for the Lockdown attack by one half.
      • Cost: 2 RP

    Missile Turret
    Role: Automated Stationary Air Defense
    Hit Points:  140
    Armor: 27
    Airspeed: 0 (cannot be moved)

    • Cloak Detection Units: Missile Turrets are loaded with powerful, short-range sensors that can unmask any cloaked vessel within 500 m.  The coordinates of the vessel will then be transmitted to all friendly units.
    • Missile Rack
      • Damage: 8D Guided Missiles (+2D to hit)
      • Quick Damage: 4D + 14
      • Programmed Skills: Search 8D; Fire Missiles: 8D
      • Attack Dice: 10D
      • Ammunition: 200 missiles
    Role: Fortified Infantry Position
    Hit Points: 400
    Armor: 30
    Airspeed: 0 (cannot be moved).
    Cover Provided: Complete.  Raises the Base Difficulty to hit any soldier inside the Bunker by 25 (thus, at Medium Range it would by 15 +25 = 40!).  Any missed attacks will strike the Bunker.  Reduce any possible explosive damage to inhabitants by 75%.
    Total Inhabitants: 4 troopers in powersuits. Up to 8 non-armored personnel may be squeezed in, but only 4 more use the gun holes to attack.
         Bunkers are one of the staples of the Terran infantry.  They primarily serve to fortify bases.  However, clever Terran commanders will usually have a few SCV’s in their troops to quickly build makeshift Bunkers on a battlefront.  Bunkers are almost entirely pre-fabricated, and a competent technician can build one in a matter of minutes (5D6 minutes with an Easy Construction roll.  Reduce Construction time by 1D for each Effect Value of the Technician’s roll).

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