Tech 0
Tech 0
Description
Provides shield coverage over a single building.
The smallest tier of shield infrastructure. Used to protect a critical installation such as a command bunker, key factory, or power plant from orbital bombardment and light atmospheric attack
Cost
15,000,000 credits
Upkeep
500,000 credits per turn
Construction Time
2 turns
Description
TBD
Cost
10,000,000 credits
Upkeep
250,000 credits per turn
Construction Time
1 turn
Description
A surface-mounted heavy turbolaser battery capable of firing on ships in low orbit. Provides limited orbital defence; effective against corvettes and small craft, ineffective against capital ships
Covers a single building
Cost
20,000,000 credits
Upkeep
500,000 credits per turn
Construction Time
2 turns
Description
Surface-mounted laser cannon battery providing dense atmospheric defence against incoming gunships, fighters, bombers, and dropships. Effective at preventing strike craft from operating freely in atmosphere
Covers a single building
Cost
15,000,000 credits
Upkeep
400,000 credits per turn
Construction Time
2 turns
Description
A reinforced ground emplacement designed to host a heavy weapon system. The actual weapon must be installed from the faction's stockpile, drawn from Fabrication District production.
The emplacement is empty until a weapon is mounted
Cost
5,000,000 credits
Upkeep
100,000 credits per turn (excluding the operating cost of the mounted weapon)
Construction Time
1 turn
Description
Houses one squadron of starfighters (~12 craft) drawn from the faction's stockpile. Provides atmospheric and low-orbit defence against incoming hostile starfighters and bombers.
Provides storage for fighters, thus protecting them from enemy attack and sabotage to some degree.
Fighters stationed here may sortie to defend the planet or be redeployed elsewhere
Cost
25,000,000 credits
Upkeep
100,000 credits per turn (excluding the operating cost of the mounted weapon)
Construction Time
1 turn
Tech 2
Description
Provides shield coverage over an entire district.
All buildings within the covered district's footprint are protected against orbital bombardment and atmospheric attack
Cost
60,000,000 credits
Upkeep
1,500,000 credits per turn
Construction Time
3 turns
Description
A capital-grade ground-to-orbit turbolaser battery. Covers an entire district.
Effective against frigates and cruisers; can damage Star Destroyers with sustained fire
Cost
100,000,000 credits
Upkeep
2,500,000 credits per turn
Construction Time
3 turns
Description
Upgraded anti-aircraft installation. Covers an entire district.
Dense atmospheric defence against incoming gunships, fighters, bombers, and dropships across the entire district footprint
Cost
60,000,000 credits
Upkeep
1,500,000 credits per turn
Construction Time
3 turns
Description
A medium ion cannon emplacement capable of disabling rather than destroying ships. Used to prevent escape, support boarding operations, and disable hostile ships for capture.
Effective against corvettes and frigates
Cost
75,000,000 credits
Upkeep
1,800,000 credits per turn
Construction Time
3 turns
Description
Houses one wing of starfighters (~36 craft, three squadrons) drawn from the faction's stockpile
Provides storage for fighters, thus protecting them from enemy attack and sabotage to a moderate degree.
Fighters stationed here may sortie to defend the planet or be redeployed elsewhere
Cost
80,000,000 credits
Upkeep
2,500,000 credits per turn
Construction Time
3 turns
Tech 3
Description
Provides shield coverage over multiple adjacent districts.
Strategic coverage over a major military installation or city sector, capable of withstanding sustained capital fleet bombardment for extended periods
Cost
250,000,000 credits
Upkeep
5,000,000 credits per turn
Construction Time
4 turns
Description
A capital-grade ground-to-orbit turbolaser battery. Covers multiple adjacent districts.
Effective against capital ships with sustained fire across the protected area
Cost
250,000,000 credits
Upkeep
5,000,000 credits per turn
Construction Time
4 turns
Description
Heavy anti-aircraft installation. Covers multiple adjacent districts.
Cost
180,000,000 credits
Upkeep
3,500,000 credits per turn
Construction Time
4 turns
Description
Capital-grade ion cannon installation, equivalent to the v-150 Planet Defender.
Capable of disabling Star Destroyers in a single shot, enabling boarding actions or fleet escape under fire
Cost
220,000,000 credits
Upkeep
4,500,000 credits per turn
Construction Time
6 turns
Description
Surface-mounted tractor beam capable of holding ships in place or pulling them out of orbit.
Used to deny enemy manoeuvre, prevent escape, or pull damaged friendly ships back to the planet for repair
Cost
180,000,000 credits
Upkeep
3,500,000 credits per turn
Construction Time
3 turns
Tech 4
Description
Provides shield coverage over an entire city or major installation complex.
For primary military hubs, capable of withstanding sustained capital fleet bombardment indefinitely under normal circumstances
Cost
600,000,000 credits
Upkeep
12,000,000 credits per turn
Construction Time
5 turns
Description
Networked ground-to-orbit weapon installations.
Covers an entire city or major installation complex. Capable of engaging capital fleet formations across the protected area
Cost
600,000,000 credits
Upkeep
12,000,000 credits per turn
Construction Time
5 turns
Description
Networked anti-aircraft installations. Covers an entire city or major installation complex.
Comprehensive air defence over a primary military hub
Cost
450,000,000 credits
Upkeep
8,500,000 credits per turn
Construction Time
5 turns
Description
Major starfighter installation housing multiple fighter wings (~108 craft, plus dedicated bomber and support capacity).
Provides storage for fighters, thus protecting them from enemy attack and sabotage to an extreme degree.
Fighters stationed here may sortie to defend the planet or be redeployed elsewhere
Cost
350,000,000 credits
Upkeep
8,000,000 credits per turn
Construction Time
5 turns
Tech 5
Description
Provides shield coverage for the entire planet.
Capable of resisting capital ship bombardment indefinitely.
Cost
1,500,000,000 credits
Upkeep
25,000,000 credits per turn
Construction Time
6 turns
Description
Planetary-scale ground-to-orbit weapons grid. Covers the entire planet.
Comprehensive ground-to-orbit defence capable of engaging entire hostile fleets simultaneously
Cost
1,400,000,000 credits
Upkeep
23,000,000 credits per turn
Construction Time
6 turns
Description
Planetary-scale anti-aircraft network. Covers the entire planet.
Total air denial against hostile strike craft and atmospheric assault
Cost
1,000,000,000 credits
Upkeep
18,000,000 credits per turn
Construction Time
6 turns