Super Refit [Refit]

Solar Federation Special Mission (ship): Any ship owned by the Solar Federation can perform the ‘Super Refit’ mission that allows upgrading its ship components (torpedo tubes, beams, engines) when orbiting a starbase and while automatically loading the right ammunition onto the ship (if available). To successfully upgrade its components a federal ship needs to be set to ‘Super Refit’ and a full set of the desired components must be available (already built) at the starbase. Super Refit will (if the conditions are met) take the lower tech components out of the ship and install a full set of high tech components instead. The ‘old’ components will be stored in the starbase’s space dock, if there are no full sets of ‘better’ components available, the old (full) set of components will not be replaced. It is possible to only refit one or two types of ship components (engines and/or beams and/or tubes) and leave the other components as they are. The ‘Super Refit’ mission is processed in ship ID order and requires fuel on board, the mission itself does not burn fuel. Super Refit only replaces complete sets of weapons and priorizes from high tech to low tech. This has the following effects:


Upgrading components: If a ship has the maximum number of weapon components installed and is set to ‘Super Refit’, and the starbase has several full sets of high tech weapons available, the highest tech components will be installed.

Example: If a Diplomacy Class Cruiser with 6 Mk4 torpedo tubes is set to ‘Super Refit’ and 6 Gamma Bomb, 6 Mk7 and 6 Mk8 torpedo tubes are available at the starbase, the Mk8 torpedo tubes will be installed.


Adding components: If a ship has less than the maximum number of weapon components installed and is set to ‘Super Refit’, and the starbase has enough of the same components available to make it a full set, the missing components will be added.

Example: If a Diplomacy Class Cruiser with 4 Mk7 torpedo tubes (maximum is 6) is set to ‘Super Refit’ and at least 2 Mk7 torpedo tubes are available at the starbase, then the missing 2 Mk7 tubes will be added to the ship.


Downgrading components: If a ship has less than the maximum number of weapon components installed and is set to ‘Super Refit’, and the starbase only has a full set of lower tech weapons available, the full set of the lower tech components will be installed.

Example: If a Diplomacy Class Cruiser with 4 Mk7 torpedo tubes (maximum is 6) is set to ‘Super Refit’ but only 6 Gamma Bomb torpedo tubes are available at the starbase, the Gamma Bomb tubes will be installed.


Stripping components: If a ship has less than the maximum number of weapon components installed and is set to ‘Super Refit’, and the starbase does not have any full set of replacement weapons available, the incomplete lower tech components will be removed.

Example: If a Diplomacy Class Cruiser with 4 Mk7 torpedo tubes (maximum is 6) is set to ‘Super Refit’ and only 5 Mk8 torpedo tubes are available at the starbase, the 4 Mk7 tubes will be removed and not be replaced.


Host OrderSuper refit is performed before movement and after cloning. A ship therefore can, if it is refitted, fly away fully armed in the same turn as it receives the refit. Alternatively it can be cloned and refitted in the same turn resulting in a refitted and a low-tech version in the next turn. Super refit is processed in ship ID order.

Synonyms:

Refit, Upgrade
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thin

About thin

Planets player since 1995 who started as a school kid with WinPlan and the Rebel Confederation. Based in Frankfurt, Germany, he makes his living as an architect and is a passionate Lizards player in the Planets universe. Thin has taken part in the first championship game ‘The Scorpius War’ on Planets.nu in which he finished ranking second.

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