Ricerca!

A world built for luxury.
A world built for fun.
A world built for pleasure.
A world built for sun.

No matter what your pleasure, your desire, or your pastime Ricerca! has it!

Located convieniently in neutral territory between Federation, Gorn, and Romulan space, Ricerca caters to government personel and civilians alike. Transportation liners are available and special functions are always welcome. Contact your travel agent or local Quest Pte. Ltd. Ricerca! representative for your vacation planning.

Rest your weary crews and employess and watch their job performance skyrocket. Everyone knows that an overworked crew is a poor one, but a Ricerca! Relaxed crew is outstanding!

Ricerca!, the world where parties never end.

Ricerca! is owned and operated by Quest Pte. Ltd.





Meta

For every 2 impulses a crew spends on the planet, a ship can choose one ability. These take effect immediately after returning to duty (meaning arriving back at their ship) and last for 1 turn. Scenario abilities last until the first battle or time duration; campaign abilities last for the duration or until used up if quantity limited.

Alternatively, this can be used to negate poor crew penalties for twice the amount of time spent there. Poor crews can never select special abilities.



Tactical - lasts until the next battle or 2 turns, whichever comes first.

1. Maneuver-I: Extra HET bonus; HET costs reduced by 20%

2. Maneuver-II: Ship can make 6 tactical warp maneuvers per turn; +1 to quick reverse roles; certain terrain rolls improved by one (see G21.228)

3. Shuttles: Ships may have an MRS regardless of type; can prepare a spare shuttle during the scenario

4. Weapons: UIM breaks down on a "1" only; can use probes as weapons; shock die role modifier in (D 23.51)

5. Scouting: subtract one from Scout function die rolls; collect tactical intelligence at the next better level; scenario event rolls increased by "1" in most favorable direction

6. Crew: various boarding party benefits (G21.241); add one when rolling for fighter/PF Crew quality; increased deck crews by 33%; mutiny put down on a 1-4

7. EW: first point of EW produces two EW points

8. Repair: subtract one from the die role for repair in (D8.31) and (D14.13); the total number of systems that can be repaired is one more than shown in (D9.76)

9. Other: EM produces 5 ECM for enemy and 3 for ship's own weapons; effective mine detection range increased by 2; escape die rolls are increased by 2; nimble ships do not lose the benefit of (C11.33)

10. Direct-fire weapons: ship has 3 ECCM, which can produce a -1 shift for weapons fire

11. Charge: phasor capacitors are increased by one.



Strategic - lasts for 12 impulses

1. Weapons Status: the ship has a weapons status one level higher than it normally would in any scenario. Even at weapons status-I, it always has phasor capacitors charged by 50% (retain fractions)

2. Weapon Replacements: after a scenario, all burned out UIMs are replaced and all shock points are repaired at no cost. One set of drone reloads is replaced at no cost (but no fighter drone supplies are replaced).

3. Resupply: Ships are more efficient at getting replacement supplies. Ships can resupply from a base or planet at twice that base's normal range.

4. Crew: ships lose Crew, boarding parties, etc. only on every 12th interval, not every 10th. Replacement crew units can be picked up at any colony, not just resupply points.

5. Repairs: if using the (D 9.4) campaign repairs, the ship earns an additional one box for each of the listed categories, i.e., (D 9.41), (D 9.42), (D 9.43), (D 9.44).

6. Cargo: increase the cargo capacity of the ship by 50% over its current level. If it cannot carry cargo, then it gains a special cargo carrying capacity based on its size class: 2 cargo boxes for size class 4 ships, four on size 3, and six on size 2 or larger units. No boxes are actually added to the ship; the cargo is distributed through the hull. No single item larger than 20 cargo spaces can be carried because of this.

7. Speed: increase the strategic speed of the ship by one per campaign turn.

8. Command: increase the command rating of the ship by 10.

9. Independent: decrease the command cost of the ship by 50%

10. Perceptive: increase Scout range by 1 but the unit cannot see farther than it could before.

11. Recovery: eliminate the one movement after battle recovery time (once).

12. Navigation: allows one negation of terrain movement effects (ie, extra movement, random direction, etc)

13. Scavenging: ship can hold one extra turn of supplies.

14. Innovation: ship can produce 1 RP per lab (research must be paid for, but EP does not have to be delivered to ship)