Thursday, April 24, 2003 There's been some confusion (probably my fault) about the uses of a YDK. Here are the final rulings: A YDK has two docking areas. Each may hold a single ship of any size. These areas may perform repairs and minor refits. They may not perform starship builds, overhauls, or conversions. Exception: Converting a CA to a CC is considered a refit, and may be performed in a YDK. A YBS also has two docking areas, which may only be used for repairs. Thu, 29 Jan 2004 Dock capabilities have been upgraded. Here is a list of which units may perform which functions: Repairs: any unit with Repair boxes Refits: Construction Dock, YDK, Starbase, FRD Overhauls: Construction Dock, YDK, Starbase, FRD Conversions: Construction Dock, FRD (at a Shipyard or Starbase) Y-Base Upgrade: 2 small Repair Freighters (or one large), Tug Base Upgrade: Tug FRD Movement: Tug Races without a formal Tug will be given alternative rules based on their own ships. They may also purchase or capture Tugs from other races. Overhauls and Conversions take up the entire dock or base section. Repair units performing repairs and refits may fit as many units as stated in the SFB rules. Mon, 25 Oct 2004 MY-era frigates may be built by twos in Large Construction Docks. No specialisation is required. They also do not require prototyping. Once designed, they may be put directly into production. If you've already prototyped your frigate, remind me and I'll give you some other bonus. Police rules will be modified slightly-- you now need only build two police ships, instead of five. You also don't need to give up a construction dock. Wed, 29 Sep 2004 Naval Reserve Units (Y-era ships upgraded to Middle Years tech) may be built or upgraded from old ships beginning one full turn after the first Middle Years ship of their type finishes construction. These units cost 1/3 the EPV of the resulting unit (round up), and include an overhaul. SSDs may be found in module R8. Thu, 23 Sep 2004 Construction Docks may only be specialized for W- and Y-era ships. Mobile Bases and smaller may be set up in a sector containing a hypermass (black hole or white dwarf), but must follow the positional stabilizer rules for distance from such an object. I think it's 100 hexes from a black hole and 50 from a white dwarf, but check the rulebook to be sure. The cost per turn of maintaining such a base is 5EP for a Mobile Base and 2EP for smaller. Current research into ship designs is limited to the basic classes of Middle Years ships: FF, DD, CL, CA, and DN. Note that some races do not have a MY-era ship corresponding to one of these designations. Specialty variants like carriers, tugs, minesweepers, etc. are also available on a case-by-case basis (most races have a MY-era carrier and a tug-equivalent). No refits are yet available for Middle Years ships. They will be made available when the GM believes they are necessary. Command cruisers are usually variants on the CA hull, and may be built up to a maximum of 1/3 of the total number of heavy cruisers in your fleet.