Re: Tuesday Turn Canceled:
We added 3 other new techs to the Public Approved Tech Thread, today. These are First Strike, {X-Monster} Subdual, and {X-Monster} Enticement. The first two are GM-designed techs designed for this game. The third is a generalized version of a Game 4 player's tech which was released publically in that game.
First Strike, Lvl 1, Standard Costs
Benefit: You cannot lose ships in the first round of combat.
-Improvements on the tech line increase the number of rounds, up to five. If two fleets with First Strike are on opposite sides of combat, then rounds would be skipped equal to the level of the lowest level of First Strike between the two sides. Whoever had the higher level would get the difference in levels in rounds of indestructability.
{X-Monster} Subdual, Lvl 1, 1M1E1G
Pre-Req: Must have fought the {X-monster} once before.
Whenever fighting {X-Monster}, your ships are effectively one Military Grade higher.
(When researching, the player may select the monster of their choice to replace the {X-Monster} in the text.)
{X-Monster} Enticement, Lvl 2, 1M1E1G1L
Pre-Req: {X-Monster} Subdual (Must be for the same Monster as this tech)
When encountering {X-Monster}, you may spend 2 Energy to offer any number of {resources determined by the GM} to them before combat. For each unit of the designated resource beyond the first, you have a 10% chance (Max 50%) to convince 1 of {X-Monster} to join your military forces. If there are more than one {X-Monster} present, the resources may be divided as you wish among them (Max 50% chance for each unit, in that case.)
-Even if the Enticement attempt fails, the {X-Monsters} that are offered resources will ignore your military for 1 Cycle in return for the resources.
-Upkeep for {X-Monster} will be determined by the GM.