(G2) Systems Descriptions


#-F (#=3,6,9,or 10)

Type: Generic
BPV: 1
Repair: 1
Space: 2
Hit On: F Hull
Invented by: Fed
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

A2B4R

Type: Power/Defensive
BPV: 8
Repair: 8
Space: 3
Hit On: APR
Invented by: Gen
Tech Avail.: 2Xs
Source: ?
Ship/Rule: ?
Rarity: ?

A2R or A2PR

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

A2STWB2R

Type: Power/Defensive
BPV: 8
Repair: 8
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

A2TWR

Type: Power/Defensive
BPV: 6
Repair: 6
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 2Xs
Source: ?
Ship/Rule: ?
Rarity: ?

A2WB2R

Type: Power/Defensive
BPV: 7
Repair: 7
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

A2WR

Type: Power/Defensive
BPV: 5
Repair: 5
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

A3CR (Aux CapacitorRct)

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 2
Hit On: APR
Invented by: Lyr
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Capacitor Reactor. Choose a mode:
1. Produce 1 Generic power.
2. Produce 3 Generic power which can only be placed in capacitors (phaser/ESG/disr).

A3R

Type: Power/Defensive
BPV: 6
Repair: 6
Space: 3
Hit On: APR
Invented by: Gen
Tech Avail.: 2Xe
Source: ?
Ship/Rule: ?
Rarity: ?

A4FR (Aux Fusion Rct)

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 3
Hit On: APR
Invented by: Hyd
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Fusion Reactor. Pick one of three modes each turn:
1. Produce 1 generic power.
2. Produce 4 power only for fusion or hellbore type weapons.
3. Reduce the energy cost of all of your fusion and hellbore type weapons by 1 this turn (minimum 1).

A4R

Type: Power/Defensive
BPV: 8
Repair: 8
Space: 4
Hit On: APR
Invented by: Zer
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

A4VR

Type: Power/Defensive
BPV: 15
Repair: 15
Space: 4
Hit On: APR
Invented by: Gen
Tech Avail.: 4Xe
Source: ?
Ship/Rule: ?
Rarity: ?

A4WR (base)

Type: Power/Defensive
BPV: 12
Repair: 12
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

A5WR (base)

Type: Power/Defensive
BPV: 14
Repair: 14
Space: 2
Hit On: APR
Invented by: Fed
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

A6LR (Aux Limited Rct)

Type: Power/Defensive
BPV: 9
Repair: 9
Space: 2
Hit On: APR
Invented by: Gor
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Limited-Use Reactor.
Produces 6 generic energy, but all power from the A6LR must be allocated to the same box on the SSD. Thus, you couldn't arm two BLAST with a single A6LR box. If the system requires less than 6 energy, the excess energy is lost.

A6UR (base)

Type: Power/Defensive
BPV: 19.5
Repair: 19.5
Space: 3
Hit On: APR
Invented by: Gen
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

AB2R

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 1
Hit On: APR
Invented by: ?
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

AB3R (Aux Btty-3 Rct)

Type: Power/Defensive
BPV: 5
Repair: 5
Space: 2
Hit On: APR
Invented by: Hyd
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Battery-3 Reactor. This is just a (1 point) APR with a 3 point battery in the same box.

Ability to Double Batteries

Type: Power/Defensive
BPV: +1/box
Repair: +1/box
Space: 0
Hit On: -
Invented by: WYN
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
This odd ability allows you to temporarily store more in batteries than they can hold.
To do this, declare a group of batteries to be "doubled". That group can hold double capacity until the end of next turn, at which time all the battery boxes will empty and have their (original) capacities reduced by 1.
This reduction may be repaired at 1 repair point per battery.
Note you must actually recharge the batteries this turn in order to have a useful benefit for next turn.
If you start a scenario at Weapon Status III, you declare to have doubled (and filled) the batteries the previous turn, so you have lots of power for the first turn.
You cannot double batteries more than once on the same group at the same time.

Ability Triple Engines

Type: Power/Defensive
BPV: +2/box
Repair: +2/box
Space: 0
Hit On: -
Invented by: Ori
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
This is another crude form of 2X engine doubling.
The engine produces an extra 2 sets of energy, then you destroy half of the engine's remaining boxes (round damage up).
You may triple engines after doubling engines, this gives you an extra set of energy, then you destroy half of the engine's remaining boxes. Once you've tripled an engine, you can do nothing else to it (doubling or tripling) this turn.
First Example: A ship triples a 14 box engine, giving a total of 42 energy and 7 damage. It cannot then double or triple that engine.
Second Example: A ship doubles a 14 box engine, giving a total of 28 energy and 1 damage.
The ship then later triples the engine, giving another 13 power (total 41 energy), and another 7 damage (total 8).

ABM (Aberration Missiles)

Type: Weapon
BPV: 6
Repair: 6
Space: 1
Hit On: Torpedo
Invented by: Aberration
Tech Avail.: 0X
Source: Don Miller
Ship/Rule: abe-int
Rarity: ?
Fires 1/turn. Energy = 1. Cannot be held.
abm.gif

ABR

Type: Power/Defensive
BPV: 3
Repair: 3
Space: 1
Hit On: APR
Invented by: ?__
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Acts as both an APR and a 1 point battery.

ABWR or AWBR

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 1
Hit On: APR
Invented by: T'kan
Tech Avail.: 0X
Source: Don Miller
Ship/Rule: tka-dde
Rarity: ?
Acts as both an AWR and a 1 point battery.

Ace Pilot

Type: Control
BPV: +2.5
Repair: -
Space: 0
Hit On: -
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Adaptive Shield

Type: Power/Defensive
BPV: ?
Repair: ?
Space: 0
Hit On: -
Invented by: Borg
Tech Avail.: 0X ?
Source: Don Miller
Ship/Rule: bor-0xsb
Rarity: ?
Act similar to normal shields, but have odd facings.
On the first turn the Borg takes damage from a weapon, the damage is normal. The second turn the Borg take damage from a weapon, the damage is divided by 2 (round down). The third turn the Borg take damage from a weapon, the damage is divided by 3 (round down). This pattern continues.
Borg take full damage from weapons if no Adaptive Shield faces the damage.

ADD-12

Type: Weapon
BPV: 4
Repair: 4
Space: 1
Hit On: Drone
Invented by: Kli
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Fires any number of times per turn.
Each hit destroys one drone or does 1d6 damage to a size 6 or 7 target.
Ammo limit of 6, 12, or 30 (depending on the rack; unlabeled ADDs are 6 ammo).
add.gif

ADD-30

Type: Weapon
BPV: 6
Repair: 6
Space: 2
Hit On: Drone
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Fires any number of times per turn.
Each hit destroys one drone or does 1d6 damage to a size 6 or 7 target.
Ammo limit of 6, 12, or 30 (depending on the rack; unlabeled ADDs are 6 ammo).
add.gif

ADD-6

Type: Weapon
BPV: 2
Repair: 2
Space: 1
Hit On: Drone
Invented by: Fed
Tech Avail.: 0Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Fires any number of times per turn.
Each hit destroys one drone or does 1d6 damage to a size 6 or 7 target.
Ammo limit of 6, 12, or 30 (depending on the rack; unlabeled ADDs are 6 ammo).
add.gif

Aegis,Full (4 firing)

Type: Control
BPV: 5
Repair: 5
Space: 0
Hit On: -
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Allows up to 4 firings (allowing you to see results after each firing).
Can identify seeking weapons up to 6 times per turn. At range 0-3, automatic success. At range 4, 1-4 on 1d6 for success. At range 5, 1-3 on 1d6 for success. At range 6, 1 on 1d6 for success. At ranges 7 and up, automatic failure.
Pretty meaningless for my group, since we use "me too" firing anyway.

Aegis,Limited (2 firing)

Type: Control
BPV: 3
Repair: 3
Space: 0
Hit On: -
Invented by: Kli
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Allows up to 2 firings (allowing you to see results after each firing).
Can identify seeking weapons up to 6 times per turn. At range 0-3, automatic success. At range 4, 1-4 on 1d6 for success. At range 5, 1-3 on 1d6 for success. At range 6, 1 on 1d6 for success. At ranges 7 and up, automatic failure.
Pretty meaningless for my group, since we use "me too" firing anyway.

Aegis,Unlimited

Type: Control
BPV: 8
Repair: 8
Space: 0
Hit On: -
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

AFD-12

Type: Weapon
BPV: 7
Repair: 7
Space: 2
Hit On: Drone
Invented by: Fra
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
This is an ADD-12 and a PH-3 in the same box.
The firing arc applies only to the PH-3 component.
ph-3

AFR

Type: Power/Defensive
BPV: 3
Repair: 3
Space: 2
Hit On: APR
Invented by: Hyd
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 2 power turn, which can be used only on fusion-based weapons (FUS, HB, NOVA, and their variants).

AGR (Aux Generic Rct)

Type: Power/Defensive
BPV: 6
Repair: 6
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Generic Reactor. Produces 2 generic power per turn, or 1 power of any type you know.
Thus, if you knew HyperWarp, an AGR could produce 1 HyperWarp power.
This power of course cannot be used for movement (since it came from a reactor).

AHR

Type: Power/Defensive
BPV: 30
Repair: 30
Space: 3
Hit On: APR
Invented by: Gen
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

AInerR

Type: Power/Defensive
BPV: 2.5
Repair: 2.5
Space: 1
Hit On: APR
Invented by: Sat
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

AIR

Type: Power/Defensive
BPV: 2.5
Repair: 2.5
Space: 1
Hit On: APR
Invented by: Vud
Tech Avail.: 0Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 impulse power, but not for movement.

Air Processing

Type: Generic
BPV: 200
Repair: 200
Space: 300
Hit On: F Hull
Invented by: Gen
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

Allocated Quad Reinforc

Type: Power/Defensive
BPV: 20
Repair: 20
Space: 0
Hit On: -
Invented by: Ori
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
This allows you to use quadruple specific shield reinforcement, but only during energy allocation. It does not affect your general reinforcement, or your specific reinforcement later in the turn (which is 2 for 1 as per usual at 1X). Improvements to the tech level of your shields (Legendary officers, WYN Bubblegum pods, etc.) do not help this system.
Improvements which specifically increase your shield reinforcement multiplier would help (to my recollection, there is no such system available yet).

Alter

Type: Weapon
BPV: 50
Repair: 12
Space: 5
Hit On: Torp
Invented by: Mon
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

A-M VENT (Anti-Matter Vent)

Type: Weapon
BPV: ?
Repair: ?
Space: ?
Hit On: Phaser
Invented by: Star Control Hierarchy
Tech Avail.: 0X ?
Source: Don Miller (from Star Control)
Ship/Rule: sch-umgd
Rarity: ?
Fires 1/impulse. Energy = 1 for the whole turn.
Each impulse, pick either LF or RF arc out to range 3. All units in those hexes take damage (see chart). Seeking weapons take damage of the appropriate type to damage them.
Any weapon firing through a A-M VENT hex (except the one at range 0) suffer -1 damage per A-M VENT box operating. This means it is very difficult to damage an Umgah ship through the A-M VENT (unless very large weapons are used).
a-m_vent.gif

AML (Accel Miss Launch)

Type: Weapon
BPV: 360
Repair: 720
Space: 9
Hit On: Drone
Invented by: Syn
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

AMPB

Type: Weapon
BPV: 6000
Repair: 40
Space: 3
Hit On: Phaser
Invented by: Spe
Tech Avail.: 6Xe
Source: ?
Ship/Rule: ?
Rarity: ?

Ana (Analyze)

Type: Generic
BPV: 2.5
Repair: 2.5
Space: 1
Hit On: Lab
Invented by: Fer
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Counts as two labs when gathering information on objects within the ship.
Counts as half a lab when gathering information on objects external to the ship.

Anti-Communication Field

Type: Control
BPV: 15
Repair: 150
Space: 20
Hit On: -
Invented by: Mon
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

Anti-Proton Beam

Type: Weapon
BPV: 13
Repair: 13
Space: 3
Hit On: Phaser
Invented by: Mon
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

Anti-S or AS

Type: Control
BPV: 250
Repair: 30
Space: 4
Hit On: Drone
Invented by: Spe
Tech Avail.: 6Xe
Source: ?
Ship/Rule: ?
Rarity: ?

AO (Any Non-Weapon Opt)

Type: Generic
BPV: 7
Repair: 7
Space: 1
Hit On: A Hull
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Can hold 1 Generic, Control, or Power type system. Has only 1 space; multiple AOs in the same group may be combined for a larger system.
A pair of AOs may function as an SO.
Gives 5 Option Allowance

APB (Accel Part Beam)

Type: Weapon
BPV: 135
Repair: 270
Space: 9
Hit On: Phaser
Invented by: Syn
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

aPL (AssimilationPlasma)

Type: Weapon
BPV: 1000
Repair: 3000
Space: 100
Hit On: Torp
Invented by: Mon
Tech Avail.: 8Xl
Source: ?
Ship/Rule: ?
Rarity: ?

APlasR (Aux Plasma Rct)

Type: Power/Defensive
BPV: 6
Repair: 6
Space: 3
Hit On: APR
Invented by: ISC
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 2 power only for plasma torpedoes, or 1/2 generic power.
 
1X: Choose a mode each turn:
1. Produce 1 generic power.
2. Produce 10 generic power. All of this power must be applied to a single plasma weapon (Plasma torpedo or PPD). Any excess energy is lost.

APP (Anti-Plasma Plasma)

Type: Weapon
BPV: 5
Repair: 5
Space: 1
Hit On: Drone
Invented by: Rom
Tech Avail.: 2Xs
Source: ?
Ship/Rule: ?
Rarity: ?

APR

Type: Power/Defensive
BPV: 2
Repair: 2
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 generic power.

APR*

Type: Power/Defensive
BPV: 2.5
Repair: 2
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Acts as an APR. Each scenario, you may designate an APR* as operating in one of the following alternate modes: Cargo, Barracks, Repair, Battery-1, Shuttle, or Fighter.
There is a rule that all APR* boxes in the same group must be emulating the same system. This rule is ignored.
Does not use or generate Option Allowance; all options given cost 0 BPV.

APWR or APhR

Type: Power/Defensive
BPV: 50
Repair: 50
Space: 5
Hit On: APR
Invented by: Bor
Tech Avail.: 4Xl
Source: ?
Ship/Rule: ?
Rarity: ?

APX

Type: Power/Defensive
BPV: 700
Repair: 100
Space: 1
Hit On: APR
Invented by: Spe
Tech Avail.: 6Xe
Source: ?
Ship/Rule: ?
Rarity: ?

AR (Assault Rocket)

Type: Weapon
BPV: 4
Repair: 4
Space: 1
Hit On: Torp
Invented by: UPF
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Fires 1/turn. Energy = 4 propel; Hold = 0.
ar.gif

Arena (Practice Arena)

Type: Generic
BPV: 4
Repair: 3
Space: 4
Hit On: F Hull
Invented by: Kli
Tech Avail.: -1X
Source: ?
Ship/Rule: ?
Rarity: ?
The Klingons spend more time perfecting their physical skills than other races.
Each day, roll 1d6 for one boarding party on the ship:
1. Embarassing Defeat: The boarding party is wounded, roll 1d6 for number of days. If you rolled a "6", the boarding party was killed.
2. Defeat: The boarding party is demoralized, and suffers -1 on actions for 1 day. It rolls at -1 next time on this table.
3. Average Result: Nothing happens.
4. Victory: The boarding party is inspired, and has +1 on actions for 1 day. It rolls at +1 next time on this table.
5. Glorious Victory: As 4, and the boarding party requires 2 hits to destroy for 1 day.
6. Great Insight: The boarding party has succeeded the test, and becomes an outstanding boarding party.

Armor "2" (180 degree)

Type: Generic
BPV: 2
Repair: 30
Space: 2
Hit On: Armor
Invented by: And
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Armor "4" (180 degree)

Type: Generic
BPV: 4
Repair: 60
Space: 4
Hit On: Armor
Invented by: And
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

Armor "5" (360 degree)

Type: Generic
BPV: 7.5
Repair: 25
Space: 5
Hit On: Armor
Invented by: Hir
Tech Avail.: 4Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Armor "9" (120 degree)

Type: Generic
BPV: 10
Repair: 10
Space: 9
Hit On: Armor
Invented by: Jin
Tech Avail.: 2Xe
Source: ?
Ship/Rule: ?
Rarity: ?

Armor (120 degree)

Type: Generic
BPV: 1
Repair: 10
Space: 1
Hit On: Armor
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?

Armor (180 degree)

Type: Generic
BPV: 1
Repair: 15
Space: 1
Hit On: Armor
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?

Armor (360 degree)

Type: Generic
BPV: 1.5
Repair: 15
Space: 1
Hit On: Armor
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?

Armored Boarding Party

Type: Control
BPV: 0.8
Repair: -
Space: 0
Hit On: BrdPrty
Invented by: Kli
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
The first hit on an Armored Boarding Party (either in boarding actions or as internals to the ship) does not kill it. Instead, destroy the armoring (turning it into a normal Boarding Party).
Between scenarios the armoring may be replaced.

Armor-Leopan (180 deg)

Type: Generic
BPV: 4
Repair: 4
Space: 1
Hit On: Armor
Invented by: Leo
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Armor-UPF (180 degree)

Type: Generic
BPV: 2
Repair: 1
Space: 1
Hit On: Armor
Invented by: UPF
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?

ASG

Type: Power/Defensive
BPV: 200
Repair: 200
Space: 8
Hit On: Probe
Invented by: Bor
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?

ASM

Type: Weapon
BPV: 12
Repair: 10
Space: 2
Hit On: Torp
Invented by: ?__
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

Assembly

Type: Generic
BPV: 17
Repair: 17
Space: 3
Hit On: Cargo
Invented by: And
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
This is a combination CONST, REPAIR, and FAB box.
Assembly produces 1 Construct, Repair, or Fab point per day (per turn in combat for temporary points), for the main ship.
Assembly may instead produce 3 Construct, Repair, or Fab points for units the ship is working on in it's HANGAR boxes.

ASSR

Type: Power/Defensive
BPV: 7
Repair: 7
Space: 1
Hit On: APR
Invented by: Opp
Tech Avail.: 2Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 slip-stream power per turn. Can be used to maintain an active slip-stream, but not to accelerate or decelerate.

ASTWR

Type: Power/Defensive
BPV: 3.5
Repair: 3.5
Space: 1
Hit On: APR
Invented by: Old
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 semitranswarp power, but not for movement.

ASWR

Type: Power/Defensive
BPV: 2.5
Repair: 2.5
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 semiwarp power, but not for movement.

ATDR

Type: Power/Defensive
BPV: 3
Repair: 3
Space: 1
Hit On: APR
Invented by: Baj
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

ATF

Type: Generic
BPV: 3
Repair: 3
Space: 1
Hit On: Tran
Invented by: Jin
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

ATimeWR

Type: Power/Defensive
BPV: 400
Repair: 400
Space: 10
Hit On: APR
Invented by: Gen
Tech Avail.: 6Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 6 TimeWarp power per turn, which cannot be used for movement.
Can create a "Temporal Anomoly" for 6 TimeWarp energy. The Temporal Anomoly fills a hex for 4 impulses; anyone entering the hex has travelled to another time. Unwilling ships with Temporal Shields or Time/Reality Stability may ignore this effect.

ATWR

Type: Power/Defensive
BPV: 4
Repair: 4
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

ATWR*

Type: Power/Defensive
BPV: 4.5
Repair: 4
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

AUR

Type: Power/Defensive
BPV: 6.5
Repair: 6.5
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

Auto (Automation Ctr)

Type: Control
BPV: 4
Repair: 8
Space: 2
Hit On: Aux
Invented by: Gen
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
Automation Center. Each AUTO box does the following:
1. Reduces the minimum crew requirement by 1 (2 at 1X).
2. Functions as 1 deck crew (2 at 1X).
3. Boxes that are disabled get fixed faster. This includes things like WYN Radiation. Multiply times given by 0.9 (0.8 at 1X).

AuxCon or Aux

Type: Control
BPV: 3
Repair: 3
Space: 1
Hit On: AuxCon
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?
A control space. An Aux box can repair 1 Damcom box instead of its normal function; this can be done once per day.

Aux-Comp

Type: Control
BPV: 3
Repair: 3
Space: 1
Hit On: AuxCon
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?
Combines the function of AUX and COMP.

AVR

Type: Power/Defensive
BPV: 10
Repair: 10
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?
2X: Produces 2 ultrawarp and 2 normal power per turn (not for movement).

AW2B2R or A2BWR

Type: Power/Defensive
BPV: 8
Repair: 8
Space: 3
Hit On: APR
Invented by: Federation (Section 31)
Tech Avail.: 0X ?
Source: Don Miller
Ship/Rule: fed-s31i
Rarity: ?
Acts as both a 2-point AWR and a 2 point battery.
The "A2BWR" and "A2WBR" terms are misnomers (it's not clear what the "2" applies to). The "AW2B2R" is the correct abbreviation.

AWIR (Aux Warp/Imp Rct)

Type: Power/Defensive
BPV: 3.5
Repair: 3
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Auxiliary Warp/Impulse Reactor. Produces 1 Warp or 1 Impulse power per turn, which cannot be used for movement

AWR or Warp Reactor

Type: Power/Defensive
BPV: 3
Repair: 3
Space: 1
Hit On: APR
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Produces 1 warp power, but not for movement.

AWR*

Type: Power/Defensive
BPV: 3.5
Repair: 3
Space: 1
Hit On: APR
Invented by: Fed
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Acts as an AWR. Each scenario, you may designate an AWR* as operating in one of the following alternate modes: Cargo, Barracks, Repair, Battery-1, Shuttle, or Fighter.
There is a rule that all AWR* boxes in the same group must be emulating the same system. This rule is ignored.
Does not use or generate Option Allowance; all options given cost 0 BPV.

AX (Any Mount)

Type: Generic
BPV: 6
Repair: 6
Space: 1
Hit On: A Hull
Invented by: Gen
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Any Mount. This is just like an AO, except the following.
1. The mount cannot be changed, except as an overhaul at a starbase.
2. It has infinite space, instead of 1 space (2 at 1X) that normal option types have.
3. The allowance for the mount is the same as the corresponding option type.

Axion or AxT

Type: Weapon
BPV: 8
Repair: 8
Space: 2
Hit On: Torp
Invented by: Fra
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

AXR

Type: Power/Defensive
BPV: 5
Repair: 5
Space: 2
Hit On: APR
Invented by: Gen
Tech Avail.: 2Xe
Source: ?
Ship/Rule: ?
Rarity: ?
I have decided to weaken/clarify AXR slightly, as the BPV (5) is too low for what it does.
The old version produced 2 Tranwarp power per turn (there was also an intermediate version which produced 1 Transwarp + 1 Generic, which is still too good).
The new version produces 1 Transwarp, 1+1/2 Warp, or 2 Generic power per turn.
AXR will still be counted as 2 power in non-TNG "Total Power" calculations, so the old SSD totals won't change (they are correct).
To complicate matters, in TNG rules, AXR has (and will still be) counted as only 1 power. I did that because the uses for Generic power in the TNG rules is minimal. Sorry about the confusion, folks.
The Great List of Systems already has an A2TWR system which produces 2 Transwarp power per turn.

BackUp

Type: Generic
BPV: 6
Repair: 6
Space: 2
Hit On: Cargo
Invented by: Wor
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

Bag

Type: Generic
BPV: 15
Repair: 15
Space: 20
Hit On: Cargo
Invented by: Jok
Tech Avail.: 3X
Source: ?
Ship/Rule: ?
Rarity: ?

Bal

Type: Weapon
BPV: 6
Repair: 6
Space: 2
Hit On: Phaser
Invented by: Spj
Tech Avail.: 2Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Balcony and Track System

Type: Generic
BPV: ?
Repair: ?
Space: 0
Hit On: NA
Invented by: All races
Tech Avail.: 0X ?
Source: ADB Basic Set page 127
Ship/Rule: (J1.53)
Rarity: ?
Not represented on the SSD as a box.
The ship may launch and recover any number of shuttles per impuse. Shuttles in the external bay (i.e. ready to be launched) are destroyed on either SHTL and A HULL hits.

Barr (Barracks)

Type: Generic
BPV: 1.5
Repair: 1.5
Space: 1
Hit On: A Hull
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?
Gives the ship the capacity to hold 2 extra boarding parties.

Battle

Type: Control
BPV: 3
Repair: 3
Space: 1
Hit On: AuxCon
Invented by: Fed
Tech Avail.: 2Xe
Source: ?
Ship/Rule: ?
Rarity: ?
Battle Bridge. Treat this as a TACT box that can control the ship.
Battle Bridge cannot be used as a LAB (like Bridge's function).
Battle bridge, a control space. Battle can remove 2 to hit penalties or 2 range penalties instead of 1 (see Electronic Warfare).

Battle (Battle Bridge)

Type: Control
BPV: 3
Repair: 3
Space: 1
Hit On: Bridge
Invented by: Gen
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Battle Armor Brd Prt

Type: Control
BPV: 1
Repair: -
Space: 0
Hit On: BrdPrt
Invented by: Hum
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

BBT

Type: Weapon
BPV: 3.5
Repair: 3.5
Space: 1
Hit On: Torp
Invented by: Jos
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Beach (Boardwalk)

Type: Generic
BPV: 1
Repair: 1
Space: 1
Hit On: F Hull
Invented by: Gen
Tech Avail.: -3X
Source: ?
Ship/Rule: ?
Rarity: ?

Beam

Type: Weapon
BPV: 13
Repair: 13
Space: 3
Hit On: Phaser
Invented by: Dom
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?

BG

Type: Weapon
BPV: 6
Repair: 6
Space: 2
Hit On: TorpPh
Invented by: Jos
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

BGB

Type: Weapon
BPV: 8
Repair: 8
Space: 2
Hit On: Torp
Invented by: Grt
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

BGT (BubbleGum Tech Pod)

Type: Generic
BPV: 20
Repair: 20
Space: 20
Hit On: varies
Invented by: WYN
Tech Avail.: 2Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Blast

Type: Weapon
BPV: 3
Repair: 3
Space: 1
Hit On: Phaser
Invented by: Gor
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?
Fires 1/turn. Energy = 3. Hold = 1.
 
(0X and 1X tables given)
blast.gif
blast1x.gif

Blinder Device

Type: Power/Defensive
BPV: 7
Repair: 7
Space: 0
Hit On: -
Invented by: Tho
Tech Avail.: 1X
Source: ?
Ship/Rule: ?
Rarity: ?
This bizarre device causes minor random fluctuations in the space-time continuum in the area.
Use 1/turn. Costs N energy to use. Cannot be held. Has no effect on ships themselves, but weapons fire is partially disrupted.
The following two effects occur within range N of the generating ship (including on the generating ship). These effects last for the rest of the turn. The effect does not move with the generating ship. All weapon arcs of ships in the area are reduced as shown by the following examples:
Old Arc         FA      FH      FX      360     LS      LS+RF   LP/RP
New Arc         LP/RP   FA      FH      FA+RA   L       L+LF    DF
Read "LP/RP" as "intersection of LP and RP arcs" and "DF" as "Directly Front".
When any ship fires into, out of, or through the effect, they add 1 die of penalty to the hit roll (So if you fire a phaser, roll 2d6 and add the results).
If you are using a COMP to make the hit roll "1", add 1d6 to the "1".
You may spend 2 energy and use a COMM (not COMP) box to make the second penalty die a 0. You may spend 1 energy and use a SPECSEN to reduce the penalties by 1 for this impulse.
When any ship fires from the effect at another target within the effect, add TWO penalty dice.

Bm-Rk

Type: Weapon
BPV: 3
Repair: 3
Space: 1
Hit On: Torp
Invented by: Ind
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Boarding Party

Type: Control
BPV: .5
Repair: -
Space: 0
Hit On: BrdPrt
Invented by: Gen
Tech Avail.: sub
Source: ?
Ship/Rule: ?
Rarity: ?
See also (D15.0) for Ground Combat.
Boarding Parties listed on Andromedan SSDs are actually Boarding Robots.

Boarding Robot

Type: Control
BPV: .5
Repair: -
Space: 0
Hit On: BrdPrt
Invented by: And
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?
Boarding Robots cannot be cured by Legendary Doctors.
Boarding Robots can be repaired with Damage Control (Repair Cost 1).
Boarding Parties listed on Andromedan SSDs are actually Boarding Robots.

Bolt

Type: Weapon
BPV: 12
Repair: 12
Space: 3
Hit On: Torp
Invented by: Wor
Tech Avail.: 0Xl
Source: ?
Ship/Rule: ?
Rarity: ?

Boomerang

Type: Weapon
BPV: 4
Repair: 4
Space: 1
Hit On: Torp
Invented by: Ind
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

Borg Unit

Type: Control
BPV: 3
Repair: -
Space: 0
Hit On: Crew
Invented by: Bor
Tech Avail.: 5X
Source: ?
Ship/Rule: ?
Rarity: ?
Uses a special H&R procedure (see chart).
If attacking a non-guarded box, "BP RETURNS?" is always a "Yes".
Borg Boarding Parties cannot guard any box.
borgbp.gif

Bowling

Type: Generic
BPV: 1
Repair: 1
Space: 1
Hit On: F Hull
Invented by: Jos
Tech Avail.: 0Xs
Source: ?
Ship/Rule: ?
Rarity: ?

BPR