SFB Anthology, version 1.1


(A1) Table of Contents

(FULL) Click here to download the entire anthology (huge file!)
 
(A1) Table of Contents (you're here!)
(A3) General Information (Timeline, Game Scale)
 
(C) Movement
(C7) Non-Combat Warp Movement
 
(D) Combat
(D2) Firing Arcs
(D4) Damage Allocation
 
(E) Weapon Systems [Direct-Fire and Seeking are both in this section]
(E1) General Rules on Weapons
(E2) Weapon Systems Descriptions
(E4) Drone Modules
 
(G) Ship's Systems
(G0) General Rules on Systems [and box types]
(G1) Great List of Systems
(G2) Control Systems Descriptions
(G3) Generic Systems Descriptions
(G22) Custom Legendary Officers [regular Legendary Officers are in (G2)]
(G31) Option Mounts - Common things to put into them
 
(H) Power Systems
(H1) General Rules on Power Systems
(H2) Power Systems Descriptions
 
(R) Races
(R1) List of every ADB SSD
(R2) List of every Don Miller SSD (under construction)
 
(U) Campaign Information
(U1) Refits
(U2) Technology Levels (race vs. time)

(A3) General Information (Timeline, Game Scale)


(A3.3) Timeline

The "SFB" timeline goes very roughly something like this:
Y4: Formation of Federation
Y40-Y46: First Romulan War
Y62: Federation converts cruisers to warp power
Y71: Formation of Star Fleet
Y110-Y111: First Klingon War
Y154-Y158: Enterprise's Five Year Mission (Star Trek Original Series)
Y156: Organians form treaty
Y159: Klingons and Romulans start trading technology
Y161: Kzintis introduce the first fighter
Y166: Formation of alliances (Fed-Kzinti-Gorn,Klingon-Romulan-Lyran)
Y168-Y185: General War: Most races in SFB constantly at war
Y180-Y200: 1X Technology available
Y186-Y187: ISC take over and control the tattered remains of all the fleets
Y188-Y202: Andromedans invade the galaxy, finally defeated
Y202-Y205: Organians enforce a "new order" in galaxy, all fleets reduced
Y205-Y225: 2X Technology available, "Trade Wars" in wider neutral zones
Y226+ 3X Technology available, Next Generation beyond scope of SFB
 
Now compare this to FASA Star Trek's rough outline, with Y40 as the guide:
Y21: Formation of Federation
Y25: Formation of Star Fleet
Y40-Y43: First Romulan War
Y110: Federation converts cruisers to warp power
Y128-Y131: Four Year's War between Federation and Klingons
Y141-Y145: Enterprise's Five Year Mission (Star Trek Original Series)
Y142: Organians form treaty
Y143: Klingons and Romulans start trading technology
Y151-Y156: 1X Technology available
Y151: V'Ger Incident (Star Trek I)
Y156: Genesis chain of events (Star Treks II,III,IV), (Star Trek V)
Y156-Y237: 2X Technology ("Transwarp") available, unknown time period
Y156-?: Enterprise NCC-1701-A in service
Y173-Y226: Enterprise NCC-1701-B in service (for a long time!)
Y227-Y234: Enterprise NCC-1701-C in service
Y237-Y241: 3X Technology ("Ultrawarp") available
Y237+: Enterprise NCC-1701-D in service (The Next Generation)
 
For sanity's sake I will be following these timelines:
Y21-Y160: FASA Star Trek Timeline
Y161-Y225: Star Fleet Battles Timeline, ignoring "new order" baloney
Y226+: FASA Star Trek Timeline again
 
This is to fill in the "gap" in Star Trek's timeline and still have everything on film represented. Events missing are kind of "fudged" in where appropriate.

(A3) General Information (Timeline, Game Scale)


(A3.4) Game Scale

A hex is 10,000 km across, a turn is 1/30 of a second but feels like a minute, a space (as in drone or cargo) is about 100 lbs and 6 cubic feet, speed 1 is the speed of light, and an energy/damage point is 10 million joules.

(C7) Non-Combat Warp Movement


Movement at Warp speeds

The Warp Speed formula is going to use the cube simply because it's easy to calculate.
In short, whatever speed your ship can go in normal allocation it can still effectively fight.
Once you desire to go beyond that (i.e. go into warp beyond what your computers can calculate as far as a fight) you follow the procedure below (this is what I call "Going into Warp"):
 
1. Your new speed for each turn is your speed from last turn plus whatever movement you place into it (positive or negative) up to your ship's rated maximum speed (calculated below). To slow down you simply apply negative movement (notice it could take many turns to secure from warp speed--trying to stop immediately is an automatic breakdown, which may be worth it depending on circumstances). If you drop below your maximum energy plotted speed for Star Fleet Battles you are considered to be secured from warp and can resume operations normally. Note that unlike SFB it is not possible to go into warp in reverse beyond what you can normally allocate.
 
2. Only deflectors (minimum shields) may be raised. Your ship is not any harder to hit (beyond the fact that you're moving so fast) and there is no "damage multiplier" for high warp speeds.
 
3. Any movement based operations dependent on SFB do not function (i.e. positron flywheel does not work, no EM/HETs, etc.). All ships may turn 1 hex side per game turn regardless of its turn mode or impulse engine status.
 
4. Everything is done as if under passive fire control as far as weapons are concerned. This in effect doubles the range to each target which you're firing at. This assumes you are paying for fire control. If not, quadruple the range for each target.
 
5. Tractor Beams automatically force a breakdown roll for both units involved. Assuming the link is not broken, use the regular rules as far a calculating a pseudo-speed, etc. Thus it is possible to "warp tractor tow" something. Breakdown rolls are not made if one of the following cases exists:
(a) Both units are moving slower than warp 4.
(b) The tractored unit is willing to be tractored, in this case only the tractoring unit must roll. If the tractored unit ever changes its mind, it must roll as soon as it starts to anti-tractor.
(c) Both units are moving at the same warp factor, or within 60 speed. Of course both must be moving in the same direction as well, and if one of them turns and accelerates, both must roll for breakdown.
(d) Both units tractor each other, in this case, one breakdown roll is made for both at the worse breakdown rating. If failed, both breakdown and tumble at maximum allocated speed with no tractor links.
(e) One of the units is immobile, in this case, the mobile (assumed to be moving in warp) unit must roll for breakdown and will stop in either case unless the tractor is broken.
Both units may accelerate or decelerate in warp if connected in a tractor beam. A pseudo-max safe speed is calculated based on their movement costs. If one unit accelerates and one decelerates, or if both turn in different directions (and both have warp movement) a new breakdown roll must be made. Multi-tractor engagements are done on an individual basis with the following exception: if a non-warp unit tractors two other units, the two other units are considered to be tractored to each other for the above rulings, as well as to the central unit. (for breakdown purposes, not for movement and figuring a psuedo-speed).
 
6. Deceleration due to damage is based on the following formula:
(# of turns moving at warp) x (maximum allocated speed) = max current speed
If the current speed is more than the max current speed, it must be lowered to that amount. If the difference is more than the ship could decelerate by in one turn, the ship automatically breaks down. If not, the ship must roll for a breakdown.
 
7. Breaking down in warp speed lowers the ship's speed to zero, unless it tumbles by (C6.55), in which case the speed is equal to its maximum allocated speed. After that the ship must roll for breakdown everytime it attempts high warp speed until it reaches a star base where repairs can be made (which will also repair the loss of the breakdown rating).
 
8. Transwarp units moving at speeds beyond warp 10 are considered "cloaked" as far as lock-ons and weapons fire, but not for actual scanners. The transwarp vessel itself can still fire, under penalty of 4, but at triple (or sextuple) the range.
 
9. Ultrawarp units in any case are not subject to any of the effects above, with the exception of 3.
 
10. Movement must be done in a linear fashion for warp units, i.e. a ship moving at warp 6 (speed 216) would move 6 times every impulse plus whenever 24 moves in addition. Transwarp units may move up to one-third of its movement (round up) each impulse, as long as its total movement over the turn is its actual speed, i.e. a ship moving at transwarp 6 can move 60-50-60-40-6 and then 27 impulses at no movement, as long as the total is still 216. Ultrawarp units may move any number of hexes in an impulse as long as its total movement is its actual speed. Neither Transwarp or Ultrawarp movement per impulse has to be plotted, but note that the faster units move first (in order of impulse movement).
 
11. Movement beyond warp 10 (presumably by transwarp means) done in a single impulse "jumps" terrain-- i.e. the ship does not really exist in the interval in between the start and end positions. An example of this is the Andromedan displacement device which creates a somewhat stable warp 15 "bubble" for 1/8th of an impulse.
 
The following table gives the warp scale:
Warp
Speed (TOS)
Warp Speed (TNG) SFB Speed # hexes moved / impulse
(32 imp system)
Time to travel
100 L.Y. hex *
Examples
Warp 0 Warp 0 0 0 - Natural Events,Atomic Missile
Warp 1 Warp 1 1-7 0 1 year Laser,Shuttle
Warp 2 Warp 1 8-26 0 45 days S/M Drone,Shuttle w/packs
Warp 3 Warp 1.5 27-63 0-1 14 days F Drone,Plasma Torpedo
Warp 4 Warp 2 64-124 2-3 6 days Space Dragon
Warp 5 Warp 2.5 125-215 4-5 3 days Probe (not fired as weapon)
Warp 6 Warp 3 216-342 6-10 1.5 days Transporter beam,Anti-drone
Warp 7 Warp 3.5 343-511 11-15 1 day Tractor beam
Warp 8 Warp 4 512-728 16-22 18 hours Mauler, Probe (as a weapon)
Warp 9 Warp 4.5 729-999 23-31 12 hours Photon(std/ovl),Web Caster/Snare
Warp 10 Warp 5 1000-1330 31-41 8 hours Disruptor,PPD,Hellbore,SFG beam
Warp 11 Warp 5.5 1331-1727 41-52 6 hours TR beam,Fusion beam,Photon(prox)
Warp 12 Warp 6 1728-2196 52-68 5 hours Plasma Bolt
Warp 13 Warp 6.5 2197-2743 68-85 4 hours Direct-fire Hellbore
Warp 14 Warp 7 2744-3374 85-105 3 hours std Subspace Communications
Warp 15 Warp 7.5 3375-4095 105-127 2 hours DD(actual displacement)
Warp 16 Warp 8 4096-4912 128-153 1 hour Enterprise-D maximum safe speed
Warp 17 Warp 8.5 4913-5831 153-182 50 min DD(the actual beam at others)
Warp 18 Warp 9 5832-6858 182-214 40 min Phaser(any),regular Sensors
Warp 19 Warp 9.5 6859-7999 214-249 30 min 1X Subspace Communications
Warp 20 Warp 9.75 8000-9260 250-289 20 min 2X TWarp Subspace Communications
Warp 21 Warp 9.87 9261-10647 289-332 10 min Special or 2X Sensors,Scanners
Warp 22 Warp 9.93 10648-12166 332-380 9 min 3X Sensors,3X Scanners
Warp 23 Warp 9.96 12167-13823 380-431 8 min 3X Borg maximum safe speed
Warp 24 Warp 9.98 13824-15624 432-488 7 min 3X Special UWarp Communications
Warp X>24 Warp 10-2^(18-X) X^3 X^3/32 - [for general calculations]
* Factors in "relativistic" effects (time compression).
 
A ship's maximum rated speed is based on its number of warp boxes available and the ship's race and technoloy level:
  Technology Level
Ship's race early std 1X 2X 3X
R01.General x1--x2 x1--x4 x1--x6 x2--x9 x3--x14
R02.Federation x5 x8 x12 x18 x27
R03.Klingon x5 x7 x11 x16 (x24)
R04.Romulan (x1) x3--x5 x10 x20 (x30)
R05.Kzinti x4 x7 x10 x15 (x23)
R06.Gorn x3 x4 x7 x11 (x17)
R07.Tholian (x1980) x2080 x2188 x2296 (x2412)
R08.Orion x10 x15 x18 x23 (x29)
R09.Hydran x4 x6 x9 x13 (x19)
R10.Andromedan (x442) x445 (x447) (x449) (x452)
R11.Lyran x4 x6 x9 x14 (x21)
R12.WYN (x7) x10 x15 x22 (x28)
R13.ISC x5 x9 x14 x20 (x27)
R14.LDR (x4) x6 x9 (x13) (x20)
R91.Frax (x4) x8 (x12) (x18) (x26)
Ferengi (x5) (x10) x20 x40 (x60)
Hoshan x2 (x4) (x8) (x16) (x24)
Zeator x1 (x2) (x4) (x8) (x16)
Cardassian (x3) x5 x10 x15 (x20)
Borg (x2) (x3) (x4) (x5) x6
[Romulan "std" is as follows: old WB,SN=x3; Klingon trade=x4; new designs=x5]
 
To find a ship's maximum safe speed, multiply the number of warp boxes available by the multiplier above.
Emergency speed is 2 warp factors higher (take the cube root, add two, and cube it back again to get SFB emergency) and absolute maximum is at 4 warp factors higher.
This is for normal and 1X ships, others have slightly different warp factor differences:
Technology Safe Emergency Absolute Max
early by table above +1 factor +3 factors
std or 1X by table above +2 factors +4 factors
2X by table above +3 factors +5 factors
3X by table above +4 factors +6 factors
 
[3X ships may move 2 factors beyond "safe" with only a 1 in 216 (three "6"'s rolled in a row) chance of engine damage, as listed below in 2.]
 
EXAMPLES: A Federation CX (1X modified CC), which has 40 warp engine boxes, has the following maximum speeds: Safe=40x12=480 (Warp 7), Emer=949 (Warp 9), and Absolute=1655 (Warp 11). It takes the ship 12 turns to reach its safe speed, 12 turns beyond that to reach its emergency speed, and 18 turns beyond that to reach its absolute maximum speed (total 42 turns), assuming it doesn't take warp damage as its accelerating (which is very unlikely, as can be seen below).
A Klingon E-3 escort (std technology), with 10 warp boxes, has the following maximum speeds: Safe=10x7=70 (warp 4) in 7 turns, Emer=229 (warp 6) in 23 turns, and Absolute=535 (warp 8) in 54 turns.
 
It is very important to notice that movement cost does not factor in anywhere in figuring out a ship's maximum speed. Thus a small ship with 12 boxes of warp moves at the same maximum warp speed as a large ship with 12 boxes of warp (assuming the same multiplier). Their acceleration and deceleration, however, could be a vastly different story, as that is their maximum allocated speed, which is their warp boxes available divided by their movement cost.
 
Note that Orions could double their engines to accelerate or decelerate faster in a warp field, but at the cost of reducing their maximum speeds (from damage).
 
The results of moving faster than your rated maximum safe speed is as follows:
1. MOVEMENT UP TO AND INCLUDING MAXIMUM SAFE SPEED: no adverse effects.
2. MOVEMENT OVER MAXIMUM SAFE SPEED UP TO EMERGENCY SPEED: each turn, roll one die for each warp engine (grouping of warp boxes, not for each box). If the result is "6", two points of damage are scored: one on that engine, and one randomly by the DAC. Note that this will lower its maximum speed ratings. No ship could possibly move this fast for more than approxiamately an hour due to fuel restrictions (not calculated in SFB).
3. MOVEMENT OVER EMERGENCY SPEED UP TO MAXIMUM SPEED: each turn, roll one die for each warp engine (grouping of warp boxes, not for each box). If the result is within the breakdown rating of the ship (a "6" being always damage), 1d6 points of damage are scored on the engine, 2 points of damage are scored by the DAC, and 1 excess damage hit is scored. If there are no excess damage boxes to hit by this damage, the ship immediately explodes. A ship cannot normally move faster than its maximum speed. (If it were able to reach it without damage, it could not accelerate past that limit).
4. MOVEMENT OVER MAXIMUM SPEED: Each turn roll for a normal breakdown. After each turn, the speed of the ship is lowered to its maximum speed (or 0 if it had a breakdown) plus whatever force is acting on it. (This can be the only case as a ship can never accelerate beyond its absolute maximum speed, so it is presumed that something [such as a black hole] is making it move faster). Beyond that, there is no damage to the ship in question. Note that this type of movement is actually in most cases safer than moving under your own power at high speeds. This rule is also used when the ship is not accelerating but something else is moving it, and is used in place of 2 and 3.

DRONES / DRONE MODULES


AADD (Anti-Anti-Drone) Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented ?
If you take this module once (i.e. a half space), the drone takes only 1d6 dmg from a successful ADD hit.
If you take this module twice (i.e. one space), the drone is immune to ADDs.

Armor Module

Tech 0X ?
DrnSpace 2
BPV ?
Invented ?
Each half space of Armor Module is 2 hp.

Boarding / Cargo Module

Tech 0X ?
DrnSpace 2 (or 1)
BPV ?
Invented ?
One Boarding Module (2 spaces) can carry one Boarding Party from the launching ship.
The Boarding Party is released into space if the drone it's in is reduced to exactly 0 hp, runs out of endurance, or the Boarding Party wishes to get out (this would destroy the drone in the process). If the drone takes more damage than it's hp rating, the Boarding Party inside is killed.
When the drone strikes a ship, if the shields held, the Boarding Party is released into space outside of the shields. If the drone did internals (or struck the hull if the drone has no explosive modules), the Boarding Party is released to a random box on the target's SSD. "Allocate" a point of damage using the DAC to see where it landed. Spearfish modules do not count as dealing an internal for this purpose; the shields must actually be down.
A Boarding Module could hold alternatively hold a Crew Unit, Deck Crew, or Passenger Unit. A smaller (one space) version can hold an individual person, such as a Legendary Officer, or 1 cargo space of cargo.

Catfish Module

Tech 0X ?
DrnSpace 1
BPV 5
Invented ?
The drone is considered cloaked (x2 range +5).
If the drone fires a Swordfish or releases any sort of subminition, the cloak is voided.
Multiple Catfish Modules does nothing extra.
A half space version of this Module would cause the drone to be "phased" (+5 range).

Erratic Module

Tech 0Xl
DrnSpace 0.5
BPV ?
Invented ?
The drone moves oddly, and enemies have a +1 to hit penalty on it (including ADDs). Other drones cannot target a drone with an Erratic module.
The range and speed of the drone is halved, and ATG is not possible (this is the same penalty as having an External Armor Module, and is cumulative with it). Drones with Erratic Modules cannot have submunitions of any kind.
A drone with an Erratic Module does not lose tracking if it's target is not in the FA arc.
Multiple Erratic Modules are cumulative.

Exodrone Drone

Tech 0Xl
DrnSpace 3
BPV 6
Invented Barganites
Exodrones are 50 dmg, 6 hp (note that normal triple space drones are 36 dmg, 8 hp).
A Half-Exodrone theoretically exists; it is 1.5 space and has 25 dmg, 3 hp.

External Armor Module

Tech 0X ?
DrnSpace 0
BPV 0
Invented ?
This is a half space Armor Module (+2 hp) which is fitted to the outside of the drone (using no interior space). The range and speed of the drone is halved, and ATG is not possible.
No other module types other than Armor have a known External version.
A drone with External Armor Modules cannot be placed inside Scatterpacks or other drones as a submunition.
A two space drone may have 2 External Armor Modules, and a three space drone may have 3. The halving penalty is fully cumulative (e.g. a 3 space drone with 3 external modules would divide it's range by 8).

Explosive Module

Tech 0X ?
DrnSpace 0.5
BPV 0
Invented ?
Each half space of Explosive Module is 6 damage. If there is only one half space of Explosive Module total on the drone, the damage is 8 instead of 6.

Focused Module

Tech 1X
DrnSpace 0.5
BPV 1.5
Invented Kzi
The drone cannot be broken by Wild Weasels.
If you take this module twice (i.e. one space instead of a half), the drone cannot be broken by Wild MRS shuttles.
It requires three Focused Modules and a Stealth Module (2 spaces total) to make a drone immune to Wild SWAC shuttles.

Hammerhead Module

Tech 0X ?
DrnSpace 2
BPV 7
Invented ?
Lays a T-Bomb at the target hex.
There is a 1 segment delay before the T-Bomb is active. It will explode during Movement step if there is a ship within detection range.

Hardened Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented ?
One instance of this module (i.e. a half space) makes the drone immune to maulers and mine explosions (incl. T-Bombs).
A second instance of this module (i.e. one space) makes the drone immune to tractor beams and ship explosions.

Joiner Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented ?
This system is a prototype and is of limited practical use, but it was designed for certain unusual situations. Several drones must each have the Joiner Module and be going for the same target for Joiner to be effective.
It is in a sense the opposite of a Multi-Warhead drone. After launch, all the drones with Joiner Modules connect together and form a single gigantic drone-like object. Their hit points and damage rating add. The resultant large drone benefits from all of it's modules, and it uses only one control channel to guide. You can use ATG (if you have it) on the original individual drones, even if the target is out of ATG range, because the drones will connect together at range 1.
At 8 spaces, the drone is considered size 6 (turn mode SF) and takes only 1d6 dmg from ADDs, and is immune to SpecSen and Wild Weasels.
At 64 spaces, the drone is considered size 5 (turn mode AA) and is immune to ADDs. It has a movement cost of 1/6 for purposes of when it is Tractored, and is powerful enough to conceivably tow a ship for a short distance.

Multi-Warhead Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented ?
Each half space of Multi-Warhead module is 2 dogfight drones (8 dmg, 1 hp).
You need to be able to control the original (mother) drone and the submunitions.

Pseudo Drone

Tech 1X
DrnSpace 0.5
BPV 1
Invented Kzi
This is a 1/2 space drone. Any launcher may fire pseudo drones. They do not count against the launch limit for the drone rack, but a drone rack cannot launch anything else (even other pseudo drones) in the same impulse.
They appear to all systems to be whatever type of drone you like, emulating space and speed.
One point of damage destroys a pseudo drone.

Pufferfish Module

Tech 2X ?
DrnSpace 1
BPV 8
Invented ?
Each space of Pufferfish Module causes the target to lose 5 movements. The drone does not need to strike the hull; hitting the shields is sufficient.
A half-space version of this Module would cause the loss of only 2 movements.

Recovery Module

Tech ?
DrnSpace 0.5
BPV ?
Invented ?
A Recovery Module causes the drone to return back to the launching ship when instructed to do so. When the instruction is given, the drone will perform an HET to face the launching ship. It no longer remembers what it's target was, and will track the launching ship instead.
When it arrives at the launching ship, it will "land" in the drone rack that originally launched it. This does not cost a "firing" of the drone rack, but the drone rack cannot launch the impulse a drone lands in it.
The drone rack is considered "reloaded" of the spaces that the drone was. Any expendable charges on the drone (Swordfish, Starfish, etc.) are refilled, and the drone is repaired of damage. That particular drone cannot be relaunched for 2 impulses (assuming the drone rack has the firing capacity to do so).
Recovery Modules are useful for submunition style drones, or for Boarding Module drones (allowing the launching ship to "ferry" a lot of people or cargo to one place).

Scud Drone

Tech 0Xl
DrnSpace 4 (but count as 3)
BPV 8
Invented ?
Scud drones are 4 space (and use 4 spaces of ammunition), but can be fired from drone racks that can launch only 3 space drones (e.g. DRN-B, DRN-H). They were the earliest 4 space drone available (discounting Seeker Missiles which are 5 space but aren't really drones), and were mostly a prototype.
They have a max range of 23. At range 24 they crumble apart.
They do 96-4*R damage and have 24-R hit points, where R is the range. ADDs do only 1d6 damage to them, and SpecSen require 1-2 to break (instead of 1-4). Scud Drones are rather clumsy tho; they have a turn mode of SF (not SW), and when they reach their target, 1d6 is rolled. On a "5" or "6", the drone has missed and must try to hit the target again next impulse.
They cannot use any modules. (Well, they could use External Armor, but it would almost always not be worth it, because it would double the R rating).

Slug Drone

Tech 0X ?
DrnSpace varies
BPV ?
Invented ?
A Slug drone is a drone that is all Armor modules.
0.5 space has 3 hp. 1 space has 8 hp. 2 space has 14 hp. 3 space has 20 hp.
Slug drones deal no damage if they strike anything (except for ESGs).

Spearfish Module

Tech 0X ?
DrnSpace 1
BPV 2.5
Invented Kzi
Each space of Spearfish Module is 3 damage and 1 internal.

Starfish Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented Kli
Each half space of Starfish module is 2 ADDs.
The ADDs may only be used to protect the ship that fired the Starfish Module.
The half space version is the Stonefish, the full space version is the Starfish.

Stealth Module

Tech 1X
DrnSpace 0.5
BPV 1.5
Invented Kzi
If you take this module once (i.e. a half space), the drone cannot be broken by SpecSen.
If you take this module twice (i.e. one space), the drone is at double range (and minimum adjusted range 2) for purposes of weapons fired at it.
Each additional instance of Stealth increases the range multiplier and minimum adjusted range by 1 (e.g. three Stealth Modules means triple range and minimum adjusted range 3).

Stingray Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented ?
Each half space of Stingray module is 1 dogfight drone (8 dmg, 1 hp).
You need to be able to control the original (mother) drone and the submunitions.
Stingray subminitions are released even if the original (mother) drone is destroyed. The submunition may be targetted for destruction immediately upon release.

Stonefish Module

Tech 0X ?
DrnSpace 0.5
BPV ?
Invented Kli
Each half space of Starfish module is 1 ADD.
The ADDs may only be used to protect anyone (unlike Starfish), but if you use the ADD to protect someone other than the launching ship, you need to use an extra drone control channel.
Stonefishes may attempt to ADD even if the original (mother) drone is destroyed. Thus, a 1 space drone with 0.5 Explosive and 0.5 Stonefish could ram another drone (destroying it) and attempt to ADD another at the same time. Sometimes this is superior to using a Spearfish module.

Subspace Guidance Module

Tech 0X ?
DrnSpace 0.5
BPV 2
Invented ?
The drone may "maneuver" around terrain or objects. The firing ship may use any path to the target, not just a straight line. However, the drone must keep the target in it's FX arc at all times. (An Erratic Module would remove the FX arc restriction.)
ATG doesn't work with Subspace Guidance. If you use ATG on a drone, it's Subspace Guidance shuts off until you use a "real" channel on the drone again.

Swordfish Module

Tech 0X ?
DrnSpace 0.5
BPV 4
Invented ?
Swordfish drones fire once then are expended (they will continue to track the target if they have other payloads such as Explosive Module). One space is a Ph-3. Two spaces is a Ph-2. Three spaces is a Ph-1. Four spaces is a Ph-5. Five spaces is a Ph-M or one Ph-6 pulse.
ATG is insufficient to allow the Swordfish to fire; you need a real channel to control the firing.
At 1X, you may spend half a space to "overload" a phaser (so an overloaded Ph-1 is 3.5 spaces total).
At 2X, you may spend half a space to allow the Swordfish drone to fire once a turn (instead of just once). The drone will not "hover" at range 1 or 2 to keep firing; it will (stupidly) strike the target if it can. A Subspace Guidance Module in conjunction with Swordfish would allow the drone to "hover" and repeatedly fire.

(G1) Great List of Systems


(G1.1) Control Systems

System Tech Space PV Repair Hit On Invented
Ace Pilot 0Xs 0 +2.5 - - Gen
Aegis,Full (4 firing) 0Xs 0 5 5 - Gen
Aegis,Limited (2 firing) 0Xs 0 3 3 - Kli
Aegis,Unlimited 0Xl 0 8 8 - Gen
Anti-Communication Field 3X 20 15 150 - Mon
Anti-S or AS 6Xe 4 250 30 Drone Spe
Armored Boarding Party 1X 0 0.8 - BrdPrty Kli
Auto (Automation Ctr) 1X 2 4 8 Aux Gen
AuxCon or Aux sub 1 3 3 AuxCon Gen
Battle 2Xe 1 3 3 AuxCon Fed
Battle (Battle Bridge) 0Xs 1 3 3 Bridge Gen
Battle Armor Brd Prt 0Xs 0 1 - BrdPrt Hum
Boarding Party sub 0 .5 - BrdPrt Gen
Boarding Robot 0Xs 0 .5 - BrdPrt And
Borg Unit 5X 0 3 - Crew Bor
Brdg "ES" 5X 1 4 8 Brdg Syn
Bridge or Brdg sub 1 3 3 Bridge Gen
Bridge or Brdg "%" 1X 3 18 18 Bridge Car
Bridge or Brdg "%@" 1X 3 20 20 Bridge Old
Bridge or Brdg "@" 0Xs 1 5 5 Bridge Fed
Brig 0Xs 1 2 2 AuxCon Jos
C&C 4Xe 1 10 10 Flag ISC
CABAL (Kzi Prime Team) -1X 0 27 - Crew Kzi
CALL (Control All) 1X 3 13 13 Bridge ISC
CALL (Control All) "%" 1X 4 28 28 Bridge ISC
CALL (Control All) "@" 1X 3 15 15 Bridge ISC
CALL (Control All) "@%" 1X 4 30 30 Bridge ISC
CCS "+1" 2Xe 1 -2.5 3 Flag UPF
CCS "+2" 2Xe 1 -5 2 Flag UPF
CCS "+3" 2Xe 1 -7.5 1 Flag UPF
CCS "0" 2Xe 1 0 4 Flag UPF
CCS "-1" 2Xs 1 5 5 Flag UPF
CCS "-2" 2Xl 1 10 10 Flag UPF
Church -3X 1 2 2 Flag Gen
Clumsy Science Officer sub 0 -4 - - Gen
CO 0Xs 1 5 5 Flag ISC
Combat Engineer 0Xs 0 1 - Crew Gen
Command 0Xs 1 3 5 AnyCtr Mec
Command-D (Disruption) 1X 1 9 9 Flag ISC
Commando Squad sub 0 1 - BrdPrt Gen
Comp sub 1 2 2 Emer Gen
Comp-M or Cmp-M 3X 1 14 14 Emer Mic
Coord (Fighter Coord.) 1X 2 8 8 Flag Hyd
Cowardly Marine Major sub 0 -5 - - Gen
Crew Unit sub 0 .1 - Crew Gen
CSO (Control/Special) 0Xl 6 12 11 Emer Ori
Ctrl "%" 1X 3 17 17 Bridge Gen
Ctrl "%@" 1X 3 19 19 Bridge Old
Ctrl "@" 0Xs 1 4 4 Bridge Gen
Ctrl "R" sub 1 2 2 AuxCon Gen
Ctrl or Ctrl "L" sub 1 2 2 Bridge Gen
Custom Legendary Officer 1X 0 5+# - - Gen
CX (Control Mount) 0Xs 1 4 4 Flag Gen
Cylon-Command 3X 0 1.6 - - Cyl
Cylon-Drone 3X 0 0.2 - Crew Cyl
Cylon-Gold 3X 0 0.8 - BrdPrt Cyl
Cylon-Silver 3X 0 0.4 - BrdPrt Cyl
DamCon "#" sub 0 # # DamCon Gen
DamSwi 0Xl 2 10 10 DamCon Wor
DCA (Drn Ctrl Array) 1X 1 9 9 Aux Kzi
Deck Crew sub 0 .5 - Deck Gen
Defensive BrdPrt sub 0 1 - BrdPrt Gen
DERFACS 0Xs 0 3 3 - Kli
Double Commando Squad 0Xs 0 1.5 - BrdPrt Gen
Double Heavy Weapons Sq 0Xs 0 1.5 - BrdPrt Gen
Drone/Seek WpnCtrl x(+1) sub 0 2 - - Kzi
E-DUP (Electro-Duplic.) 1X 0 14 20 - Ori
ELRS (ExtremeLongRange) 1X 2 17 17 Aux Kzi
Emer sub 1 3 3 Emer Gen
Emer [system] sub +0 +1 +1 (same) Gen
Erratic Crew 3X 0 -10 - - Jok
ExcDam or Tether (Scon) sub 0 2 200 ExcDam Gen
Fighting Machines 0Xs 0 1 2 BrdPrt WoW
Flag 0Xe 1 2 2 Flag Gen
Flag+Sky 0Xl 1 4 4 Flag UPF
Flag+Skyship "@%" 2Xs 2 22 22 Flag His
Flagship 1X 1 3 3 Flag Fed
Flagship "%" 1X 1 18 18 Flag Fed
Flagship "%@" 1X 1 20 20 Flag Old
Flagship "@" 1X 1 5 5 Flag Fed
Gate 3X 1 2 2 Flag Ori
Gloid Marines 0Xe 0 2 - BrdPrt Mic
Grave -3X 1 2 2 Emer Gen
Green Pilot 0Xs 0 -2 - - Gen
Halluc 0Xl 2 5 5 Scan Wor
Heavy Weapons Squad sub 0 1 - BrdPrt Gen
Improper Slotting 1X 0 16 16 - WYN
Indestructible !!BrdPrt 0Xl 0 5 - - ?
Indestructible !!Crew 0Xl 0 1 - - ?__
Indestructible !!DamCon 1X +0 x10 x10 - Car
Indestructible !!DamSwi 6Xe +0 x10 x10 - Wor
Indestructible !!Deck 0Xl 0 5 - - Kzi
Indestructible !!ExcDam 0Xs 0 2000 - - Gor
Indestructible !!Regen 8Xl +0 x10 x10 - Mon
Indestructible !!Scanner 1X +0 x10 x10 - ?
Indestructible !!Sensor 1X +0 x10 x10 - ?
Inept Ship's Doctor sub 0 -3 - - Gen
Infinite Deck Crews 7X 0 1500 - Deck Fed
Infinite DefensiveBrdPrt 7X 0 1500 - BrdPrt Fed
ISCTYS 4Xs 3 6.5 13 Brdg Fed
Kobold Unit sub 0 1 - - Hos
Lazy Chief Engineer sub 0 -10 - - Gen
Leg Ace Pilot sub 0 5 - - Gen
Leg Admiral sub 0 20 - - Gen
Leg Boarding Party sub 0 1.5 - BrdPrt Gen
Leg Bolting Officer sub 0 8 - - ISC
Leg Captain sub 0 12.5 - - Gen
Leg Chief Engineer sub 0 7.5 - - Gen
Leg Commando Squad sub 0 2 - BrdPrt Gen
Leg Commodore sub 0 30 - - Gen
Leg Communications Off sub 0 3.5 - - Gen
Leg Counselor sub 0 1 - - Gen
Leg Crew Unit sub 0 10 - Crew Gen
Leg Deck Crew sub 0 1.5 - Deck Gen
Leg Diplomat sub 0 5 - - Gen
Leg Doctor sub 0 2 - - Gen
Leg Erratic Admiral 3X 0 6 - - Jok
Leg Erratic Captain 3X 0 5 - - Jok
Leg Erratic Gunner 3X 0 2 - - Jok
Leg Fast Reloader 0Xs 0 7 - - Hos
Leg First Officer sub 0 15 - - Gen
Leg Heavy Weapons Squad sub 0 2 - BrdPrt Gen
Leg Helmsman sub 0 5 - - Gen
Leg Idiot or Bureaucrat sub 0 -20 - - Gen
Leg Inventer sub 0 15 - - Gen
Leg Marine Major sub 0 4 - - Gen
Leg Navigator sub 0 4 - - Gen
Leg Nose Doctor 3X 0 1 - - Jok
Leg Physicist sub 0 12.5 - - Gen
Leg Professor sub 0 10 - - Gen
Leg Science Officer sub 0 3 - - Gen
Leg Second Officer sub 0 17.5 - - Gen
Leg Security Officer sub 0 2.5 - - Gen
Leg Sensor Officer 0Xs 0 20 - - His
Leg Shield Officer 0Xe 0 7.5 - - Gen
Leg Shield Operator 0Xs 0 10 - - Gen
Leg Spy sub 0 15 - - Gen
Leg Spy Technician 0Xe 0 20 - - Gen
Leg Tactical Officer sub 0 10 - - Gen
Leg Tal-Shiar Officer 4Xe 0 23 - - Rom
Leg Torpedo Officer 0Xs 0 12 - - Bar
Leg Tractor Controller 0Xe 0 5 - - Gen
Leg Transporter Chief 0Xe 0 3 - - Gen
Leg Transporter Officer 0Xe 0 1 - - Gen
Leg Warp TAC Officer 0Xs 0 10 - - His
Leg Weapons Innovator sub 0 7 - - Gen
Leg Weapons Officer sub 0 7.5 - - Gen
Legendary Junk Dealer -1X 0 17 - - WYN
Living Ship Status 0Xs 0 0 - - Xxr
Loot (Looting Sensors) 1X 5 45 45 Phaser Ori
M-"#" (except 5) 0Xe 1 2 2 Bridge Fed
M-2 [revised values] 0Xe 1 2 2 Emer Fed
M-3 [revised values] 0Xs 1 3 3 Emer Fed
M-4 [revised values] 0Xs 1 4 4 Emer Fed
M-5 0Xs 2 100 200 Bridge Fed
M-5 (Super-Int Comp) 0Xs 2 100 200 Bridge Fed
M-5A (M-5, no Failure) 0Xl 3 250 250 Bridge Fed
M-6 [revised values] 1X 1 6 6 Emer Fed
Mandrake Squad 5X 0 15 - BrdPrt Syn
Militia Unit 0Xs 0 0.2 - Crew Gen
Mutineer Commando Squad 0Xs 0 2 - BrdPrt Kli
Mutinous Boarding Party sub 0 0 - BrdPrt Kli
OAKDISC 0Xs 0 3 3 - Ori
Obsscty (Observational) 1X 1 4 4 Flag Kli
Offices -2X 1 3 3 Brdg Gen
Orc Units 0Xe 0 0.7 - Crew Zea
OSen (Offensive Sensor) 4Xs 8 134 300 Emer Hir
Outstanding Crew Unit sub 0 5 - Crew Gen
Passenger sub 0 0.1 - Pass Gen
Personnel Unit 0Xs 0 0.25 - Crew Ori
PERVERSIONS 0Xl 0 6 6 - Fed
Phased Boarding Party 5X 0 5 - BrdPrt Sau
Plasma Robot (Infinite) 8Xl 0 3000 - BrdPrt Mon
Police Station -2X 2 3.5 3 AuxCon Gen
Poly [system] 1X x3 x10 x10 (same) Ska
Poor Crew Unit sub 0 -0.2 - Crew Gen
Positronic Computer 7X 0 100K - - Fed
Power Armor Brd Prt 0Xs 0 3 - BrdPrt Hum
Prime Team 0Xs 0 25 - Crew Gen
Prison -2X 1 2.5 3 Emer Gen
pS (Poly S) 7X 9 250 250 Torp Fed
R-2M (Romulan Computer) 0Xe 1 2 2 Emer Rom
R-3M (Romulan Computer) 0Xs 1 3 2 Emer Rom
R-4M (Romulan Computer) 0Xs 1 4 3 Emer Rom
R-5M (Romulan Computer) 0Xs 1 5 3 Emer Rom
R-6M (Romulan Computer) 0Xl 1 6 4 Emer Rom
Radar 3X 1 1 1 Probe Jok
Radio "-%" -2X 1 0.02 1 Flag Mon
Regen (track) "#" 0Xl 0 # # DamCon ?
Regen Boarding Party 0Xs 0 1 - BrdPrt Sel
Regen Crew Unit 0Xs 0 0.2 - Crew Sel
Regen Deck Crew 0Xs 0 0.75 - Deck Sel
Regen ExcDam 6Xe 0 10 1000 ExcDam Spe
Regen HeavyWpnComm Robot 0Xl 0 3 - BrdPrt Old
Robot Controlled (Size0) 4Xs 0 -320 - - Mon
Robot Controlled (Size1) 3X 0 -160 - - Mon
Robot Controlled (Size2) 2Xs 0 -80 - - Mon
Robot Controlled (Size3) 2Xs 0 -40 - - Mon
Robot Controlled (Size4) 2Xs 0 -20 - - Mon
Robot Controlled (Size5) 1X 0 -10 - - Mon
S 1X 3 25 25 Torp ?
Scanner "0" sub 0 2 2 Scan Gen
Scanner "-1" 0Xl 0 4 4 Scan ?
Scanner "1" to "8" sub 0 1 1 Scan Gen
Scanner "-2" 1X 0 8 8 Scan ?
Scanner "-3" 2Xe 0 16 16 Scan ?__
Scanner "-4" 2Xs 0 32 32 Scan ?
Scanner "-5" 2Xl 0 64 64 Scan ?
Scanner "-6" 3X 0 128 128 Scan ?__
Scanner "-7" 4Xe 0 256 256 Scan ?
Scanner "-8" 4Xs 0 512 512 Scan ?
Scanner "-9" 4Xl 0 1024 1024 Scan ?__
Scanner "9" to "11" sub 0 0 1 Scan Gen
Scan-NS 0Xe 2 0 0 Drone Mic
Scty sub 1 2 2 Flag Kli
SctyShip sub 1 3 3 Flag Kli
SctyShip "@" sub 1 5 5 Flag Old
SDB 3X 1 1 1 AuxCon Jok
Sensor "0" sub 0 0 1 Sensor Gen
Sensor "5" to "1" sub 0 1 1 Sensor Gen
Sensor "6" 0Xe 0 2 2 Sensor Gen
Sensor "7" 0Xl 0 4 4 Sensor Kzi
Sensor "8" 2Xe 0 8 8 Sensor Kzi
Sensor "9" 2Xl 0 16 16 Sensor Kzi
Sensor+Scan "0+9" 1X 0 0 1 SenSca Car
Sensor+Scan "5+1"to"1+8" 1X 0 1.5 1.5 SenSca Car
Sensor+Scan "6+0" 1X 0 3 3 SenSca Car
Sensor+Scan "7+0" 1X 0 5 5 SenSca Car
Shroud 0Xs 2 9 9 - ?
Sky 0Xl 1 2 2 Flag Tam
Skyship 0Xl 1 3 3 Flag Fed
Skyship "@" 0Xl 1 5 5 Flag Old
Slave Unit sub 0 0.1 - Pass Fer
SO 0Xl 0 10 10 Emer Bar
Soviet Secret Comm -1X 1 1 1 Drone Jok
Spec Damcon 1X 3 25 25 Aux Gor
Spec Excdam 1X 4 30 30 Probe Gor
SpecComm 1X 2 15 15 Drone ?__
SpecScan 0Xl 2 20 20 Torp ?__
SpecSen 0Xs 1 10 10 Phaser Gen
SpecSen (early tech) 0Xe 1 8 8 Phaser Gen
Strobe or Str 0Xs 1 8+S 3+S Drone Arg
Stupid Weapons Officer 0Xs 0 -10 - - Gen
Super Cloaking Device 2Xe 0 150 300 Probe Kli
Super Intelligent Comp 0Xl 1 67 134 Emer Gen
SX (Special Mount) 0Xl 0 9 9 Emer Gen
Tact (Tactical Systems) 0Xs 1 2 2 Aux Gen
TimeC (Temporal Comm) 4Xl 6 60 60 Drone Vel
TimeS (Temporal Scanner) 4Xl 8 100 100 Torp Vel
Trig 1X 1 10 10 Flag Mic
TScan (TS on Hum) 0Xs 2 4 4 Flag Hum
UIM 0Xs 0 1 5 - Kli
UIM-NoBurn 0Xs 0 5 25 - Kli
Unstable Boarding Robot 1X 0 0.4 0.4 BrdPrt And
V'Ger Comp "@@" 8Xl 7 200 400 Brdg Mon
Vic20 -1X 0 1 2 Emer Jok
War (War Room) 1X 1 4 4 Flag Lyr
Watched by Kes 8Xe 0 8000 - - Fed
Watched by Q 9X 0 0 - - Fed
Watched by the Prophets 8Xs 0 8000 - - Baj
Wayward Navigator 0Xs 0 -8 - - Gen
WFWD (Web Fire Window) 1X 1 11 11 Probe Tho
Whale Unit 5X 0 380 - 15Crew Mon
ZD-2 (Klingon Computer) 0Xe 1 2 2 Emer Kli
ZD-3 (Klingon Computer) 0Xs 1 3 3 Emer Kli
ZD-4 (Klingon Computer) 0Xs 1 4 4 Emer Kli
ZD-5 (Klingon Computer) 0Xl 1 5 5 Emer Kli
ZD-6 (Klingon Computer) 1X 2 6 6 Emer Kli

(G1) Great List of Systems


(G1.2) Generic Systems

System Tech Space PV Repair Hit On Invented
#-F (#=3,6,9,or 10) 3X 2 1 1 F Hull Fed
Air Processing 3X 300 200 200 F Hull Gen
Ana 0Xl 1 2.5 2.5 Lab Fer
AO (Any Non-Weapon Opt) 0Xl 1 7 7 A Hull Gen
Arena (Practice Arena) -1X 4 4 3 F Hull Kli
Armor "2" (180 degree) 0Xs 2 2 30 Armor And
Armor "4" (180 degree) 1X 4 4 60 Armor And
Armor "5" (360 degree) 4Xs 5 7.5 25 Armor Hir
Armor "9" (120 degree) 2Xe 9 10 10 Armor Jin
Armor (120 degree) sub 1 1 10 Armor Gen
Armor (180 degree) sub 1 1 15 Armor Gen
Armor (360 degree) sub 1 1.5 15 Armor Gen
Armor-Leopan (180 deg) 0Xs 1 4 4 Armor Leo
Armor-UPF (180 degree) sub 1 2 1 Armor UPF
Assembly 1X 3 17 17 Cargo And
ATF 0Xs 1 3 3 Tran Jin
AX (Any Mount) 0Xl 1 6 6 A Hull Gen
BackUp 0Xl 2 6 6 Cargo Wor
Bag 3X 20 15 15 Cargo Jok
Barr sub 1 1.5 1.5 A Hull Gen
Beach (Boardwalk) -3X 1 1 1 F Hull Gen
BGT (BubbleGum Tech Pod) 2Xs 20 20 20 varies WYN
Bowling 0Xs 1 1 1 F Hull Jos
Brdg-Mech 0Xs 2 4 4 Bridge Bor
C Hull + ExcDam Armor 5X 2 3.5 3 H&ExcD Syn
C Hull + holo 5X 2 3 3 C Hull Rul
Cargo sub 2 1.5 1.5 Cargo Gen
Cargo-D 0Xe 1 2 2 Cargo Mic
Cargo-Leaky -1X 1 1 1 Cargo Jok
Chemical Processing -2X 1 1.5 2 Lab Gen
Circus 3X 3 1 1 F Hull Jok
Coff 3X 1 1 1 F Hull Jok
Const 0Xl 2 6 6 Cargo Gen
Containment Armor 1X 3 7 7 Armor Tho
Curling 0Xs 1 1 1 F Hull Jos
Doesn't Works -1X 1 1 1 A Hull Jok
DOGI 3X 4 27 27 Torp SCA
Donut 0Xs 1 1.5 1.5 A Hull Jos
DRNREP (Drn Replicator) 1X 2 7 7 Cargo Kzi
Emer [system] 0Xs +0 +1 +1 (same) Ori
Empties 0Xs 2 1.5 1.5 Cargo Jos
Energizable [armor] 0Xl +0 +0.5 +0 (same) And
EREC (Educational REC) -1X 1 3 4 F Hull Fed
Extended Allowance (+1) sub +0 +1 - - Ori
Fab 0Xl 2 8 8 Cargo Ori
Fire Station -2X 1 5 4 Cargo Gen
Fix 0Xs 3 25 25 Flag Kra
Food Processing -3X 1 1.5 1 Lab Gen
Ftr 0Xe 2 2 2 Shtl Gen
Ftr "==" 0Xl 2 2.5 2.5 Shtl Hos
Ftr+launch tube 0Xs 2 2.5 2 Shtl Hyd
Ftr+Tran 1X 2 4 4 Shuttle Hyd
Fuel sub 2 1.5 1.5 Cargo Gen
Gardens sub 2 1.5 2 Cargo Gen
GO (General Option) 1X 2 8 10 A Hull Ori
Grap sub 1 1.5 1.5 Trac Sat
Gravidium Hull (per int) 4Xl 0 1 - - Jin
Hangar "2" or "B" 0Xs 6 42 42 Shtl And
Hangar "3" or "C" 0Xs 5 36 36 Shtl And
Hangar "4","1½D",or "LE" 0Xs 4 30 30 Shtl And
Hangar "5","D","E","ME" 0Xs 3 24 24 Shtl And
Hangar "6","½D",or "SE" 0Xs 2 18 18 Shtl And
Hangar "EX" 4Xe 3 40 25 Shtl And
Hangar "S" 0Xs 10 60 60 Shtl And
Hockey 0Xs 1 1 1 F Hull Jos
Hold 0Xl 2 4 4 Cargo Gen
Hold-J or unlabeled box 0Xs 2 4.5 4.5 Cargo Jin
holo 2Xl 2 2 4 F Hull Fed
Hospital sub 1 1.5 1.5 Lab Gen
House -2X 1 1 1 A Hull Gen
hSys (Holosystems) 7X 5 70M 210M F Hull Fed
Hull "A" sub 1 1 1 A Hull Gen
Hull "C" sub 1 1.5 1 FAHull Gen
Hull "F" sub 1 1 1 F Hull Gen
Hull-2 [C] (2 Pt Hull) -1X 2 4 1 C Hull Kzi
Hull-2 [F/A](2 Pt Hull) -1X 2 3 1 FAHull Kzi
Intel 0Xs 1 2 2 Lab Gen
Junk (Junk/Spare Parts) 1X 5 6 6 Cargo WYN
Lab 0Xs 1 2 2 Lab Gen
Lab "@" 0Xs 1 4 4 Lab Gen
Lab (early tech) 0Xe 1 1.5 1.5 Lab Gen
Lab* 0Xs 1 2.5 2.5 Lab Fed
Landing Pads 0Xs 2 2 2 Shtl Gen
Library -2X 2 4.5 5 Lab Gen
Mech sub 1 1.5 1.5 Trac Gen
Mech-Ram -1X 1 1 1 Trac Jok
Modify 1X 4 5 7 Lab Ori
MSYS (Multi-System) 1X 3 6 6 Lab Gen
MTran 1X 6 15 15 Tran Mic
Museum -2X 1 1 1 Cargo Gen
Non-Ablative [armor] 2Xe +0 +60 +60 (same) Opp
Null sub 1 0.5 1 A Hull Gen
Null "2" sub 2 0.75 1 A Hull Gen
Null "3" sub 3 1 1 A Hull Gen
Null "4" 0Xe 4 3 3 A Hull Gen
Null "5" 0Xs 5 6 6 A Hull Gen
Null "6" 0Xl 6 10 10 A Hull Gen
NWCO (Ctrl/General Opt) 0Xl 1 6 6 F Hull Gen
NWO 0Xs 1 5 5 F Hull Gen
NWX (Non-Weapon Mount) 0Xs 1 4 4 F Hull Gen
Offensive Hangar "I" 6Xe 7 144 144 Shtl Wor
Opt Allowance infinite 6Xe 0 5000 - - Gen
Pod 2Xl 1 1 1 Shtl NR
Poly [system] 1X x3 x10 x10 (same) Ska
Prb 0Xs 1 1.5 1.5 Probe Gen
Prb "10" 0Xs 1 2.5 2.5 Probe Gen
Prb "3" 0Xe 1 1.25 1.25 Probe Gen
Prb "A" (Assassin) 1X 2 6 6 Probe Rom
Prb-E 1X 1 2 2 Probe Fed
Quar sub 1 1.5 1 F Hull Gen
Ram Plate 1X 7 45 45 Armor Mic
Ready 3X 1 1.5 1 F Hull Fed
Really Nice Redecorating 0Xs 0 0.1 4 - Hos
Rec sub 1 1 1 F Hull Gen
Reflective Hull 0Xs 8 10 100 - UPF
Regen (Kak) 0Xs 4 20 20 Flag Kak
Regen-9 (Spe) 6Xe 1 90 54 Cargo Spe
Regenerating [armor] 0Xl +0 +0.5 +0 (same) ?
Regenerating Armor "3" 2Xs 2 5 5 Armor Kre
Repair 0Xe 1 3 3 Cargo Gen
Repair-other 0Xe 1 2.5 2.5 Cargo Gen
Repair-other (PFs only) 0Xs 1 2 2 Cargo Gen
Repair-self 0Xs 1 2.5 2.5 Cargo Gen
Repul 0Xl 1 2 2 Trac Zea
Repul "H" 0Xl 1 2.5 2.5 Trac Old
Robot 0Xe 1 2 2 A Hull Mic
Salvage 1X 3 12 12 Lab WYN
SBW&CG (SpitBWire&Gum) 1X 30 9 3 A Hull WYN
Scanner "/2" (divide 2) 5X 0 81 81 Scan Syn
Scanner "/3" (divide 3) 5X 0 243 243 Scan Syn
School -2X 2 4.5 4 Lab Gen
Scrambler 0Xs 0 5 5 - Kli
Shtl sub 2 2 2 Shtl Gen
Shtl "¼B" 4Xe 4 3 3 Shtl Kli
Shtl "1/4 M" (Megashtl) 1X 2 3 3 Shuttle Gor
Shtl "C" sub 2 2 2 Shtl Gen
Shtl "CD" or Decoy 0Xs 2 16 16 Shtl Rom
Shtl "G" sub 2 2.5 2 Shtl Gor
Shtl "H" 0Xs 2 2 2 Shtl Sha
Shtl "I" 0Xs 2 6 6 Shtl Gen
Shtl "MR" 0Xs 2 12 2 Shtl Gen
Shtl "P" sub 2 2 2 Shtl Jin
Shtl "R" sub 2 2.5 2 Shtl Gen
Shtl "SW" 0Xs 2 65 5 Shtl Fed
Shtl "T" sub 2 2 2 Shtl Gen
Shtl "W" or "WA" 0Xs 3 8 8 Shtl Tho
Shtl "WW" 0Xs 2 2 2 Shtl Hos
Shtl+launch tube sub 2 2.5 2 Shtl Gen
Shtl-Bomb 0Xs 2 4 2 Shtl FdR
Shtl-Gig 0Xs 2 4 4 Shtl Iri
Shtl-Gig2 0Xs 3 8 8 Shtl Iri
Size 1 Bay 0Xl 80 80 80 - Gen
Size 2 Bay 0Xs 40 40 40 - Gen
Size 3 Bay 0Xe 20 20 20 - Gen
Size 4 Bay 0Xe 10 10 10 - Gen
Size 5 Bay 0Xe 5 5 5 - Gen
Skin 6Xe 1 1600 100 Armor Spe
Slay (Slaying Reconfig) 1X 8 10 10 Lab And
Sloped Armor (360 Deg) 1X 2 8 8 Armor Rom
Solid Neutronium Hull-5 5X E 8*E - - Mon
Solid Neutronium Hull-6 6Xe E 20*E - - Gen
State or Dip sub 1 1 1 F Hull Gen
Stcart (Stellar Cart.) 1X 5 4 4 Lab Fed
Storage 8Xl 100 100 300 Cargo Mon
Storage or Cargo "20" sub 1 1.5 1.5 Cargo Ori
Stores -3X 2 1 2 Cargo Gen
Study 1X 1 3 3 Lab ISC
Superch (Supercharger) 1X 3 9 9 Shuttle Hyd
Sys 3X 1 2 2 Lab Fed
Tele 2Xs 1 1.5 1.5 Tran Spj
Trac 0Xs 1 1.5 1.5 Trac Gen
Trac "D" 0Xe 1 2 2 Trac Mic
Trac "H" 0Xl 1 2.5 2.5 Trac Tec
Trac "HH" 0Xl 1 3.5 3.5 Trac Old
Trac "P" 1X 1 2 2 Trac Bar
Trac "SK" 1X 3 9 9 Trac Ska
Trac (early tech) 0Xe 1 1.25 1.25 Trac Gen
Trac-Borg 5X 3 10 10 Trac Bor
Trac-G (Gorn Supertrac) 1X 3 5 5 Tractor Gor
Trac-Mech 0Xs 1 2 2 Trac Lyr
Trac-Mech (Pod only) 0Xs 1 1.75 2 Trac Gen
Trac-Mech (Shtl only) 0Xs 1 1.75 2 Trac Gen
Trac-Mech-AutoDock 1X 2 2 2 Trac Mic
Trac-Mm (Microlinks) 1X 2 3 3 Tractor Lyr
Tran 0Xs 1 1.5 1.5 Tran Gen
Tran "2" 0Xl 2 3 3 Tran Old
Tran "3" 1X 3 4.5 4.5 Tran Hos
Tran "F" 3X 1 4 5 Tran Fer
Tran "G" 0Xe 1 2 2 Tran Mic
Tran (early tech) 0Xe 1 1.25 1.25 Tran Gen
Tran-Borg 5X 2 8 8 Tran Bor
TranC 5X 7 17 33 Tran/c Tho
Tran-Cent 0Xs 1 2 2 Tran Cen
Tran-Int 2Xe 1 1.5 1.5 Tran Opp
Tran-L (Lyran Tran) 1X 1 2 2 Tran Lyr
Tritanium Hull Mesh 7X 0 10K - - Fed
Unusual Stone Construct -1X 0 varies varies - Tho
Warehouse -3X 2 1 1 Cargo Gen
Weapons Factory -1X 2 9 9 Cargo Gen
Weather Modification Net 3X 300 400 400 A Hull Gen
Works sub 1 1.5 1.5 A Hull Gen
Wormhole 2Xs 4 30 30 Flag Gor
Zoo 3X 2 1 1 A Hull Jok

(G1) Great List of Systems


(G1.3) Power/Defensive Systems

System Tech Space PV Repair Hit On Invented
A2B4R 2Xs 3 8 8 APR Gen
A2R or A2PR 0Xl 2 4 4 APR Gen
A2STWB2R 0Xl 2 8 8 APR Gen
A2TWR 2Xs 2 6 6 APR Gen
A2WB2R 0Xl 2 7 7 APR Gen
A2WR 0Xl 2 5 5 APR Gen
A3CR (Aux CapacitorRct) 1X 2 4 4 APR Lyr
A3R 2Xe 3 6 6 APR Gen
A4FR (Aux Fusion Rct) 1X 3 4 4 APR Hyd
A4R 1X 4 8 8 APR Zer
A4VR 4Xe 4 15 15 APR Gen
A4WR (base) 0Xs 2 12 12 APR Gen
A5WR (base) 1X 2 14 14 APR Fed
A6LR (Aux Limited Rct) 1X 2 9 9 APR Gor
A6UR (base) 3X 3 19.5 19.5 APR Gen
AB2R 0Xl 1 4 4 APR ?
AB3R 1X 1 5 5 APR ?
AB3R (Aux Btty-3 Rct) 1X 2 5 5 APR Hyd
Ability Double Btty'S 1X 0 +1/box +1/box - WYN
Ability Triple Engines 1X 0 +2/box +2/box - Ori
ABR 0Xl 1 3 3 APR ?__
AFR 0Xl 2 3 3 APR Hyd
AGR (Aux Generic Rct) 1X 2 6 6 APR Gen
AHR 5X 3 30 30 APR Gen
AInerR 0Xl 1 2.5 2.5 APR Sat
AIR 0Xe 1 2.5 2.5 APR Vud
Allocated Quad Reinforc 1X 0 20 20 - Ori
APlasR (Aux Plasma Rct) 1X 3 6 6 APR ISC
APR 0Xe 1 2 2 APR Gen
APR* 0Xs 1 2.5 2 APR Gen
APWR or APhR 4Xl 5 50 50 APR Bor
APX 6Xe 1 700 100 APR Spe
ASG 5X 8 200 200 Probe Bor
ASSR 2Xe 1 7 7 APR Opp
ASTWR 0Xl 1 3.5 3.5 APR Old
ASWR 0Xe 1 2.5 2.5 APR Gen
ATDR 0Xs 1 3 3 APR Baj
ATimeWR 6Xe 10 400 400 APR Gen
ATWR 1X 1 4 4 APR Gen
ATWR* 1X 1 4.5 4 APR Gen
AUR 3X 1 6.5 6.5 APR Gen
AVR 3X 2 10 10 APR Gen
AWIR (Aux Warp/Imp Rct) 0Xl 1 3.5 3 APR Gen
AWR or Warp Reactor 0Xs 1 3 3 APR Gen
AWR* 0Xs 1 3.5 3 APR Fed
AXR 2Xe 2 5 5 APR Gen
Blinder Device 1X 0 7 7 - Tho
BPR 0Xs 1 3 3 APR Jos
Btty "0" -1X 1 1 1 Btty Jok
Btty "½" sub 1 1 1 Btty Gen
Btty "1" sub 1 1.5 1 Btty Gen
Btty "10" 4Xl 1 10.5 10 Btty Gen
Btty "1½" 0Xs 1 2 1.5 Btty Gen
Btty "11" 5X 1 11.5 11 Btty Gen
Btty "12" 6Xe 1 12.5 12 Btty Gen
Btty "13" 6Xs 1 13.5 13 Btty Gen
Btty "14" 6Xl 1 14.5 14 Btty Gen
Btty "2" 0Xl 1 2.5 2 Btty Gen
Btty "3" 1X 1 3.5 3 Btty Gen
Btty "4" 2Xe 1 4.5 4 Btty Gen
Btty "5" 2Xs 1 5.5 5 Btty Gen
Btty "6" 2Xl 1 6.5 6 Btty Gen
Btty "7" 3X 1 7.5 7 Btty Gen
Btty "8" 4Xe 1 8.5 8 Btty Gen
Btty "9" 4Xs 1 9.5 9 Btty Gen
Btty "Infinite" 0Xs 10 2000 2000 Btty And
Btty-A (Any Power Type) 1X +1 +1 +1 Battery Kzi
Btty-M (Movement) "3" 1X 2 4 4 Battery Lyr
Btty-PC "3" (PC on Sun) 0Xs 1 2 2 Btty Sun
Burp (C) 0Xs 1 5 5 C Warp Jos
Burp (L or R) 0Xs 1 4 4 LRWarp Jos
Bwarp "1(+1)" (C) 1X 2 7 7 C Warp Hyd
Bwarp "1(+1)" (L/R) 1X 2 6 6 LR Warp Hyd
Chem (L,R,or C) sub 2 2 2 LRCWrp Gen
Cloak Charge 2Xe 0 1.5 3 - ISC
Cloaking Device sub 0 15 30 - Rom
Cloud-100 8Xl 0 225 675 Shield Mon
CPR 0Xs 1 2 2 APR Jos
CT 0Xs 1 7 4 Drone Sha
DD 0Xs 2 18 18 Flag And
DDF 1X 2 14 14 Emer Mic
DD-other 0Xs 2 15 15 Flag And
DDS (DisDev Scatter) 1X 3 22 22 Flag And
DD-self 0Xs 2 12 12 Flag And
DD-self-6 0Xs 2 9 9 Flag And
Def 0Xs 2 6 6 Drone Atl
Deflect 0Xe 0 5 5 Shield Mic
Deflector Shield 0Xl 0 10 10 Shield Sco
Deresolution Device 3X 10 20 20 - Jin
Double Engines (/box) 0Xs 0 +1 - - Ori
Double Engines,Par(/box) 0Xs 0 +1 - - Par
Double Reactors (/box) 0Xl 0 +1 - - WYN
DR-Btty "12" 4Xe 1 8.5 8.5 Btty Ori
DR-Btty "3" 0Xl 1 2.5 2.5 Btty Ori
DR-Btty "6" 2Xe 1 4.5 4.5 Btty Ori
DR-Btty "9" 2Xl 1 6.5 6.5 Btty Ori
DTD "#" 0Xs # 6*# 6*# - Bol
DWarp (C) 2Xs 2 8 8 C Warp Fed
DWarp (L or R) 2Xs 2 7 7 LRWarp Fed
Dyehard "1" 0Xs 1 2 2 Btty Jos
EA "4" 0Xs 1 4 4 Btty Mal
EAC 3X 1 3 3 Drone SCA
EDC 0Xl 1 4 4 Shield Sco
EJ (Escape Jump) 1X 6 25 25 APR Rom
Emer [system] sub +0 +1 +1 (same) Kli
Energy Sheath 2Xl 8-S 7.5 7.5 - Ori
Engine (L,R,C) 0Xe 2 5 5 LRCWrp Mon
ES or Electron Screen 0Xs 2 5 5 - UPF
Flat 0Xs 1 3.5 3.5 Imp Jos
Flip Drive 0Xl 3 12 12 C Warp Car
Grid 2Xe 7 40 40 Emer Opp
Halve Engines (/box) 3X 0 +2 - - Alt
Helm-Grand "6" 2Xs 3 24 24 C Warp Spj
Helm-Major "3" 2Xe 2 12 12 C Warp Spj
Helm-Minor "1" 2Xe 1 4 4 C Warp Spj
Holograph Regen Forceshi 7X 0 9000 - - Fed
HoverWarp (C on Flivver) 0Xs 1 6 6 C Warp Fli
HWarp "0" 5X 1 4 4 LRCWrp Mon
HWarp "1" (C) 4Xs 1 13 13 C Warp Gen
HWarp "1" (L or R) 4Xs 1 12 12 LRWarp Gen
HWarp "2" (C) 4Xl 1 21 21 C Warp Gen
HWarp "2" (L or R) 4Xl 1 20 20 LRWarp Gen
HWarp "3" (C) 4Xl 1 29 29 C Warp Gen
HWarp "3" (L or R) 4Xl 1 28 28 LRWarp Gen
HWarp "4" (C) 5X 2 37 37 C Warp Gen
HWarp "4" (L or R) 5X 2 36 36 LRWarp Gen
HWarp "5" (C) 5X 3 45 45 C Warp Gen
HWarp "5" (L or R) 5X 3 44 44 LRWarp Gen
HWarp "6" (C) 5X 4 53 53 C Warp Gen
HWarp "6" (L or R) 5X 4 52 52 LRWarp Gen
HWarp "7" (C) 6Xe 5 61 61 C Warp Gen
HWarp "7" (L or R) 6Xe 5 60 60 LRWarp Gen
Ignore Terrain 8Xl 0 100 - - Mon
Immune to WYN Radiation 0Xl 0 30 30 - Lyr
ImpBP 0Xe 1 1.5 1.5 Imp Gen
Impulse sub 1 3 3 Imp Gen
Impulse "2" 4Xe 2 6 6 Imp ?__
Impulse "3" 0Xe 3 9 9 Imp Mic
Impulse-Mech 0Xe 1 3.5 3.5 Imp Mic
InerBP 0Xs 1 1.5 1.5 Imp Gen
Inertia 0Xe 1 3 3 Imp Gen
Inertia "2" 6Xe 2 6 6 Imp Wor
Intermittent Phasing Dev 1X 0 20 60 - Ska
Inverse Cloak Field 3X 1 22 22 - Alt
Jump Drive 0Xs 0 10 10 - Cen
Local Physical Law Indep 7X 0 10K - - Fed
Magnetic Shield 0Xs 0 1.5 1 Shield WoW
M-AM-Conv 5X 4 35 35 APR Mon
Mobile Shields 2Xe 0 0.5 1 Shield Bar
Movement Cost of Zero 7X 0 1M - - Fed
MPDS 0Xs 1 5 5 Drone Mal
MS or Masking Screen 0Xs 4 9 9 - UPF
Negative Shield Gen 1X 0 23 23 - Gor
NeriaBendix Sh (0 10ths) 5X 0 0.2 1 Shield Syn
NeriaBendix Sh (1 10th) 5X 0 2 10 Shield Syn
NeriaBendix Sh (2 10ths) 5X 0 20 100 Shield Syn
NeriaBendix Sh (3 10ths) 5X 0 200 1000 Shield Syn
Nimble Status sub 0 E/10 - - Gen
Nodes 0Xs 1 10 10 Armor Mec
Non-Ablative Shield #7 5X 0 14 - - Tho
PA (120 degree) 0Xs 1 3 3 Drone And
PA (180 degree) 0Xs 1 4 4 Drone And
PA (360 degree) 0Xs 1 6 6 Drone And
PAA (360 degree) 1X 1 4 4 Drone Mic
PAH (180 degree) 1X 2 7 7 Drone Mic
PAO (PA Option) 1X 2 5 5 Drone And
Phase Acc 0Xs 1 20 20 Torp Olt
Phase/Temporal Ref 6Xe +2 x4 x1 (same) Wor
Phasing Device 3X 0 40 120 - Rom
Plasma-Melding 4Xl 0 100 - - Tho
PO 0Xs 1 6 6 APR Bar
PO (power only) 0Xs 1 5 5 APR Gen
Poly [system] 1X x3 x10 x10 (same) Ska
Positional Erraticator -1X 0 -10 100 - Jok
Positional Stabilizer 0Xe 0 10 100 - Gen
Positron Compensator 1X 0 15 25 - Fed
Positron Flywheel (/box) 0Xs 0 +1 12 - Fed
Power Cannon 1X 3 6 6 Torpedo Kli
Power Factory -1X 1 5 5 APR Gen
Propel "1"(@ UWarp)(C) 2Xl 1 9 9 C Warp Gen
Propel "1"(@ UWarp)(L,R) 2Xl 1 8 8 LRWarp Gen
Propel "2"(@ UWarp)(C) 3X 2 15 15 C Warp Gen
Propel "2"(@ UWarp)(L,R) 3X 2 14 14 LRWarp Gen
Propel "3"(@ UWarp)(C) 3X 3 21 21 C Warp Gen
Propel "3"(@ UWarp)(L,R) 3X 3 20 20 LRWarp Gen
Propel "4"(@ UWarp)(C) 4Xe 4 27 27 C Warp Gen
Propel "4"(@ UWarp)(L,R) 4Xe 4 26 26 LRWarp Gen
Propel "8"(@ PWarp)(C) 6Xe 6 108 108 C Warp Wor
Propel (@ TWarp)(C) 1X 1 7 7 C Warp Gen
Propel (@ TWarp)(L,R) 1X 1 6 6 LRWarp Gen
Propel (@ Warp)(C) 0Xs 1 5 5 C Warp Gen
Propel (@ Warp)(L,R) 0Xs 1 4 4 LRWarp Gen
Proton Screen 0Xs 2 5 5 - UPF
Pubs "1" 0Xs 1 1.5 1.5 APR Jos
PWarp "1" (C) 4Xl 1 15 15 C Warp Gen
PWarp "1" (L or R) 4Xl 1 14 14 LRWarp Gen
PWarp "2" (C) 5X 1 24 24 C Warp Gen
PWarp "2" (L or R) 5X 1 23 23 LRWarp Gen
PWarp "3" (C) 6Xe 1 33 33 C Warp Gen
PWarp "3" (L or R) 6Xe 1 32 32 LRWarp Gen
PWarp "4" (C) 6Xe 1 42 42 C Warp Gen
PWarp "4" (L or R) 6Xe 1 41 41 LRWarp Gen
PWarp "5" (C) 6Xs 2 51 51 C Warp Gen
PWarp "5" (L or R) 6Xs 2 50 50 LRWarp Gen
PWarp "6" (C) 6Xs 3 60 60 C Warp Gen
PWarp "6" (L or R) 6Xs 3 59 59 LRWarp Gen
PWarp "7" (C) 6Xs 4 69 69 C Warp Gen
PWarp "7" (L or R) 6Xs 4 68 68 LRWarp Gen
PWarp "8" (C) 6Xl 5 78 78 C Warp Gen
PWarp "8" (L or R) 6Xl 5 77 77 LRWarp Gen
PWarp "9" (C) 6Xl 6 87 87 C Warp Gen
PWarp "9" (L or R) 6Xl 6 86 86 LRWarp Gen
PX (Power Mount) 0Xs 1 5 5 APR Gen
Range-A (Attenuator) 1X 5 11 11 Probe Kli
Reactive Armor (60 deg) 0Xs 0 1/3 1.5 Sheild Xxr
Ref (180 degree) 0Xl 1 1 1 Shield Wor
RG 0Xl 1 6 6 Flag Wor
Rot Warp (L or R) 0Xs 1 5 5 LRWarp Cyc
Rotating Shield Gen 0Xe 2 10 10 Shield Mon
RS 0Xs 2 12 12 Drone Hel
SD 0Xl 3 13 13 APR Wor
SDD 0Xs 2 8 8 Drone Que
Sh Gen 3X 12 0 25 Armor Emp
Shadow Device 1X 0 20 60 - Rom
Shield "2" (takes 2 dmg) 2Xe 0 0.5 1 Shield Gen
Shield (1 facing) 0Xe 0 1/6 1 Shield Gen
Shield (2 facing) 0Xl 0 1/5 1 Shield Tec
Shield (3 facing) 0Xs 0 1/4 1 Shield Gen
Shield (4 facing) 3X 0 1/3 1 Shield Hos
Shield (5 facing) 4Xe 0 1/2 1 Shield Hos
Shield (6 facing) 2Xe 0 1 1 Shield Gen
Shield Rotation 0Xs 0 30 - - Tra
Shield-Fasa (60 Degree) 0Xe 0 0.1 1 Shield Fed
Slip Mode of Zero 1X 0 5 - - Ori
SlipStream "1" (self) 2Xe 1 10 10 LRCWrp Opp
SlipStream "4" (self) 4Xe 2 40 40 LRCWrp Opp
SlipStream "9" (self) 6Xe 3 90 90 LRCWrp Opp
SlipStream (whole hex) 5X 1 100 20 LRCWrp Rom
Solar "10" -1X 3 10 10 APR Gen
Soviet Secret Miss -1X 0 1 1 Drone Jok
Space Junk Magnetism -1X 0 -10 10 - Jok
SS or Stasis Screen 0Xs 2 7 7 - Sat
Stone-Melding 4Xl 0 100 - - Tho
STWarp (C) 0Xl 1 6 6 C Warp Gen
STWarp (L or R) 0Xl 1 5 5 LRWarp Gen
STWBP (C) 0Xl 1 3.5 3.5 C Warp Gen
STWBP (L or R) 0Xl 1 2.5 2.5 LRWarp Gen
SWarp "½" (C) 0Xe 1 3 3 C Warp Gen
SWarp "½" (L or R) 0Xe 1 2 2 LRWarp Gen
SWarp (C) 0Xe 1 4 4 C Warp Gen
SWarp (L or R) 0Xe 1 3 3 LRWarp Gen
TachDR (Tachyon Drive) 0Xs 2 6 6 LRWarp Baj
TachFG (TachyonFieldGen) 0Xs 3 10 10 Drone Baj
TarWarp "9" 5X 9 540 1080 Warp Syn
TDD 7X 80 800 800 Flag Ska
Temporal Exclusion Dev 6Xe 10 45K 9000 - Krn
Temporal Shield (Sun) 0Xs 0 80 80 - Sun
Temporal Shielding (Kre) 6Xe +0 x20 x1 (same) Krn
Time/Reality Stability 7X 0 60K - - Fed
TimeWarp "10" (L,R,C) 8Xe 5 100 100 LRCWrp Gen
TimeWarp "14" (L or R) 7X 5 140 140 LRWarp Fed
TWarp "0" (C) 1X 1 4 4 C Warp Mic
TWarp "0" (L or R) 1X 1 3 3 LRWarp Mic
TWarp "2" (C) 2Xl 2 12 12 C Warp Gen
TWarp "2" (L or R) 2Xl 2 11 11 LRWarp Gen
TWarp "3" (C) 3X 3 17 17 C Warp Gen
TWarp "3" (L or R) 3X 3 16 16 LRWarp Gen
TWarp (C) 2Xe 1 7 7 C Warp Gen
TWarp (L or R) 2Xe 1 6 6 LRWarp Gen
TWarp Accel 2Xe 2 7 7 LRWarp Fed
TWBP (C) 2Xe 1 4 4 C Warp Gen
TWBP (L or R) 2Xe 1 3 3 LRWarp Gen
UWarp "1" (C) 2Xl 1 9 9 C Warp Gen
UWarp "1" (L or R) 2Xl 1 8 8 LRWarp Gen
UWarp "2" (C) 3X 2 15 15 C Warp Gen
UWarp "2" (L or R) 3X 2 14 14 LRWarp Gen
UWarp "3" (C) 3X 3 21 21 C Warp Gen
UWarp "3" (L or R) 3X 3 20 20 LRWarp Gen
UWarp "4" (C) 4Xe 4 27 27 C Warp Gen
UWarp "4" (L or R) 4Xe 4 26 26 LRWarp Gen
VWarp "1" (C) 3X 1 11 11 C Warp Gen
VWarp "1" (L or R) 3X 1 10 10 LRWarp Gen
VWarp "2" (C) 4Xe 1 18 18 C Warp Gen
VWarp "2" (L or R) 4Xe 1 17 17 LRWarp Gen
VWarp "3" (C) 4Xs 2 25 25 C Warp Gen
VWarp "3" (L or R) 4Xs 2 24 24 LRWarp Gen
VWarp "4" (C) 4Xs 3 32 32 C Warp Gen
VWarp "4" (L or R) 4Xs 3 31 31 LRWarp Gen
VWarp "5" (C) 4Xl 4 39 39 C Warp Gen
VWarp "5" (L or R) 4Xl 4 38 38 LRWarp Gen
VWarp+Propel "6" 4Xl 6 46 91 Warp UPF
Warp "15625000" (C) 8Xl 400 3.1M 1M C Warp Mon
Warp "2" (C) 1X 2 9 9 C Warp Gen
Warp "2" (L or R) 1X 2 8 8 LRWarp Gen
Warp (C) 0Xs 1 5 5 C Warp Gen
Warp (L or R) 0Xs 1 4 4 LRWarp Gen
Warp+1 0Xl +0 +1/box +1/box (same) ISC
Warp+2 1X +0 +2/box +2/box (same) ISC
Warp+3 2Xe +0 +3/box +3/box (same) ISC
Warp+Imp "1" (C) 0Xl 2 6 6 C Warp Gen
Warp+Imp "1" (L/R) 0Xl 2 5 5 LR Warp Gen
Water TreatmentGenerator -2X 4 2 2 APR Gen
WBP (C) 0Xs 1 3 3 C Warp Gen
WBP (L or R) 0Xs 1 2 2 LRWarp Gen
WDF (Warp Degradation) 0Xl 6 10 10 Flag Car
Whole Hex Shield 0Xs 0 1 1 Shield ISC
Wing "1" (L or R) 2Xe 2 9 6 LRWarp Spj
Wing "2" (L or R) 2Xs 3 18 12 LRWarp Spj
Wing "3" (L or R) 3X 4 27 18 LRWarp Spj
Wing "4" (L or R) 4Xe 5 54 24 LRWarp Spj
WT (Web Transport) 0Xs 5 30 30 Drone Tho
Xwarp "1-3/2-2" (C) 2Xs 2 9 9 C Warp Tho
Xwarp "1-3/2-2" (L/R) 2Xs 2 8 8 LR Warp Tho

(G1) Great List of Systems


(G1.4) Weapon Systems

System Tech Space PV Repair Hit On Invented
ADD-12 0Xs 1 4 4 Drone Kli
ADD-30 0Xs 2 6 6 Drone Gen
ADD-6 0Xe 1 2 2 Drone Fed
AFD-12 0Xs 2 7 7 Drone Fra
Alter 5X 5 50 12 Torp Mon
AML (Accel Miss Launch) 5X 9 360 720 Drone Syn
AMPB 6Xe 3 6000 40 Phaser Spe
Anti-Proton Beam 5X 3 13 13 Phaser Mon
APB (Accel Part Beam) 5X 9 135 270 Phaser Syn
aPL (AssimilationPlasma) 8Xl 100 1000 3000 Torp Mon
APP (Anti-Plasma Plasma) 2Xs 1 5 5 Drone Rom
AR 0Xs 1 4 4 Torp UPF
ASM 0Xl 2 12 10 Torp ?__
Axion or AxT 0Xs 2 8 8 Torp Fra
Bal 2Xs 2 6 6 Phaser Spj
BBT 0Xs 1 3.5 3.5 Torp Jos
Beam 1X 3 13 13 Phaser Dom
BG 0Xs 2 6 6 TorpPh Jos
BGB 0Xs 2 8 8 Torp Grt
Blast 0Xl 1 3 3 Phaser Gor
Bm-Rk 0Xs 1 3 3 Torp Ind
Bolt 0Xl 3 12 12 Torp Wor
Boomerang 0Xs 1 4 4 Torp Ind
BT 0Xs 1 9 5 Tran Sha
Cata 2Xs 3 10 10 Torp Spj
CB 1X 1 3 3 Phaser Car
Cdisr (Collimated Disr) 1X 1 6 6 Phaser Lyr
CET 1X 1 4.5 4.5 Torp Car
ChrT 4Xl 3 80 8 Torp Krn
Cloud Generator 1X 3 20 20 Drone Gor
CM 2Xl 1 6 6 Drone NR
C-Phtn 3X +0 +2 +2 Torp Alt
CrPPD (Crawly PPD) 1X 2 25 25 Drone ISC
CSC 5X 3 40 35 Drone Sau
CSGen 5X 1 8 7 Drone Sau
CSSnare 5X 1 12 10 Drone Sau
Cut 5X 6 100 100 Phaser Bor
Dbl-Opt (Double Option) 1X 2 12 12 Torpedo Ori
DC 0Xs 2 12 12 Phaser Sat
Disr 0Xe 1 4 4 TorpPh Gen
DisrG 0Xl 3 16 16 TorpPh Kzi
Disr-Xr (X-Ray Disr) 1X 2 7 7 Phaser Kli
Distortion Cannon 0Xs 2 20 15 Torp Mec
DM 0Xs 1 1.5 1.5 Drone Hum
DOp 2Xe 2 14 14 Drone Opp
Double Weapons (/box) 3X 0 +2 - - Fed
DR 0Xe 1 6 6 Torp Mic
Drain 5X 8 100 100 Torp Bor
Drn-A 0Xe 1 4 4 Drone Kzi
Drn-B 0Xs 1 5 5 Drone Kli
Drn-C 0Xs 1 5 5 Drone Kzi
Drn-D 0Xs 3 9 9 Drone Gen
Drn-D1 or Drn-DO 0Xe 2 11 11 Drone Gen
Drn-E 0Xs 1 6 6 Dr