CONTROL SYSTEMS GENERAL NOTES: 1. Several systems can generate "Information Points". These can be spent to force the unit to reveal information about itself. Once the Information Points are spent they are lost but the information you gain is not. If you spend 1 point per tech level of the unit, you can look at the SSD of the unit. If you spend 2 points per tech level of the ship, you can look at the Energy Allocation of the unit, and know the arming status of the ship's weapons (including capacitors) and the charge status of it's batteries. ACF/COMM: Combination SpecComm System and Anti-Communications Field. Can only use one system per turn. Repair 40; 2 Spaces; hit on "Drone". Adapted Vessels: Some ships are noted as being adapted to certain other races technology and combat tactics. Examples include Borg Adapted and Dominion Adapted. When a ship is 'adapted' it gives special Offensive and/or Defensive Bonuses for the specified ship vs. those types of adversaries. Borg Adapted - Weapons are immune to ASG, Borg Cutter Beams do 1/2 damage, Borg Shield Drain does not do extra damage to shields, Borg Movement Drain does not work against that vessel. Borg Invasive Transporters do not work through it's shields. Dominion Adapted - Dominion Beam weapons do 1/2 damage to it's shields and armor, Dominion Invasive Transporters do not work Through it's shields. Anti-Communication Field: This indicates the unit generates a large disruption in space that makes all subspace communications impossible. Within 200 hexes per tech level of the Field, the following occur: 1. All subspace communications are disabled. Ship-to-Ship, Internal, and Radio type transmissions still function. The effect of this makes calling for reinforcements or sending out distress signals impossible. Borg ships lose contact with the main Collective. 2. All SpecComm (of the tech level of the Field and lower) cease to function. Higher tech level SpecComm use 5 times normal energy. 3. All SpecSen, SpecScan, and S systems require 1 more energy than usual to operate. Wild Weasels and Wild Scouts have no effect. The ability to control seeking weapons (either from Sensor track or from SpecSen) is half normal. Breaking lock-ons of Drones and Plasmas are at +2 penalty (making them harder to break). 4. Weapons cannot maintain wave-locks, so PPDs must roll to hit for each pulse, SABOT are reset every impulse, PGL/PGH actually miss if they roll a "miss" result, and Cut beam is continually broken. Pulse weapons that do not use wave-lock (such as Ph-9 and P-Disr) are unaffected. Tractor Beams and Transporters operate normally. 5. All Phasing Devices (of the tech level of the Field and lower) cease to function, as they also require the use of subspace. Higher tech level Phasing Devices require 5 times normal energy. Repair NA; 20 Spaces; not hit in combat. AS: Anti-Sensor/Scanner. For 3 energy, all SEN, SCAN, and S boxes do not function in a hex within range 10 of your choice. Repair 30; 4 Spaces; hit on "Phaser"/"Torp". Aux AuxCon: Auxiliary Control. This functions as a normal control space. AuxCon can repair a DamCon box per day (not usable in combat terms). Repair 6; 1 Space; hit on "AuxCon". Battle: Battle Bridge. This functions in all ways as a Bridge box. Repair 6; 1 Space; hit on "Bridge". Boarding Party: Boarding Party, about 50 people. Boarding Party combat is done each Impulse Activity phase; 1d6 is rolled for each Boarding Party, a hit means 1 enemy Boarding Party is destroyed. Combat between sides is simultaneous. If one side is on home territory, he gets to choose which mode he is in last. Boarding Party of this type needs Hit # Evasive Defensive Average Offensive Suicidal vs. Evasive N N N 0 1 Defensive N N 0 1 2 Average N 0 1 2 3 Offensive 0 1 2 3 4 Suicidal 1 2 3 4 5 The 5 tactic types are balanced when on neutral ground; the more offensive ones simply increase casualties for both sides. If you wish the combat to end quickly, pick an offensive mode. If you want the combat to drag out, pick a more defensive mode. Boarding Parties on their own ship gain a -1 bonus on attacks. Note that you gain a large advantage (2 to 1 odds) if you are Evasive (forcing your opponent to be Suicidal to affect you). Boarding Parties cannot attack the impulse they beam in, but can be attacked (thus will probably be "Evasive" the impulse they beam in). Boarding Parties can also attack control boxes such as Bridge. A control box acts as 1 (Evasive mode) Boarding Party, it can attack only if there are defending Boarding Parties on board. If a control box is hit by a Boarding Party, it is "captured". If all control boxes are captured and there are no defending boarding parties, the entire ship is considered captured. Boarding Parties may attack non-control boxes (which makes them considered inactive). These boxes can only defend (Defensive mode). Repair NA; 0 Space; hit on "BrdPrt". Boarding Robots: Same as a Boarding Party, just to clarify for Andros, Trade Federation Droids, etc. Borg Units: The Borg act as Crew, Boarding Parties, and Deck Crews. In Boarding Party mode, they make 2 attacks per turn, one to kill (at Suicidal level) and one to assimilate (at Offensive level). If the assimilate attack hits, that unit will become a Borg Unit on the following impulse. Borg Units may make 1 attack (of either type) the turn they transport onto another ship. They defend at Suicidal level, so they are relatively easy to kill. After many turns of combat (not really in game terms), the Borg Units will start to adapt to the other race's weapons, and then they cannot be killed. Each Borg Unit produces 1 repair point per turn. (5X only); Repair NA; 0 Space; hit on "Crew". Brdg: Bridge, the main control space of a ship. If your ship has no active control spaces, it is considered uncontrolled. If you have no active Lab boxes, 1 Bridge box may also function as a Lab. Some Bridge boxes have a "%" in them; in this case, they can use any function of a SpecComm as well. (no %): Repair 6; 1 Space; hit on "Bridge". (%): Repair 34; 3 Spaces; hit on "Bridge". C&C: Command & Control, an offensive version of Flag, to be used against unwilling enemy units. This system only exists at the 4X level, and then only works against 3X (and lower tech) ships. Once per turn (during any impulse activity) C&C can disable a control box on any ship within 8 {12} hexes. If there are no control boxes to disable, the C&C generating ship gains control of that ship. A disabled control box cannot be directly repaired to get rid of this effect, but it could be destroyed (by the ship's own crew) and then repaired to remove the effect. A Flag function will also remove the effect on one box. Once control has been established, the ship acts as if it was under the control of the C&C generating ship, except (obviously) Deck Crew and similar commands are not likely to be followed. The C&C ship can order the controlled ship to self-destruct during the beginning of next turn, but the crew may attempt to disable (roll 1d6 for each crew unit, a "1" on any of them means the attempt has been stopped). The C&C ship could instead order the ship to ram a planet, lower it's shields, warp double it's engines away for no reason, or do some other suicidal/non-beneficial actions. Life Support cannot be terminated. The ISC (who invented the system) typically offer the crew to surrender once control has been established. Repair 20; 1 Space; hit on "Flag". CO: Control Option. Any system in this section can be used here. Infinite Space; Quick-Changing; Allowance towards Options is 30 {45}. Repair 10; 1 Space; hit on "AuxCon". Commando Squad: An improved Boarding Party type. Commando Squads gain a -1 bonus on attacks and give everyone attacking them a +1 penalty. On a roll of 1 to 3 on 1d6, Commando Squads can attack the impulse they beam in. If Suicidal, they may choose to make 2 Average attacks at no bonus instead of the normal 1 Suicide attack. Note that an Evasive Commando Squad on their own ship or on neutral ground cannot be hit with normal Boarding Parties. Repair NA; 0 Space; hit on "BrdPrt". Comp: Computer, also listed as M-8, M-8A, M-9, M-10, M-11, M-12 on Federation ships. This box indicates the ship has a much more sophisticated computer than normal for it's tech level. A ship's Computer can act as a control space. A ship's Computer can give a -1 to hit bonus versus a target if you spend 10 Information Points per tech level of the target. Repair 4; 1 Space; hit on "Bridge". Crew Unit: Crew Unit, about 80-100 people. If you have none of these and no computer, your ship is unmanned and ceases to do anything. Repair NA; 0 Space; hit on "Crew". Ctrl: Generic Control Space. Functions as a Bridge box. If the box has a "%" in it, it includes a SpecComm function. (no %): Repair 6; 1 Space; hit on "Bridge". (%): Repair 34; 3 Spaces; hit on "Bridge". Cylons: Drone Cylons act as Crew Units, except they can never change status to either "good", "legendary", or "poor"; and cannot be converted to Boarding Parties. Silver Cylons act as Boarding Parties. They always attack/defend as "average", with a +1 to hit penalty. Gold Cylons act as Boarding Parties. They always attack/defend as "offensive", with a -1 to hit bonus. Command Cylons act as a Legendary Marine Major and are not represented on the SSD as a box. They always provide the to hit bonus instead of forcing other units a penalty. If a Cylon unit (of any type) is destroyed, it can be repaired for 1 repair point. (Drone): Repair 1; 0 Space; hit on "Crew". (Silver): Repair 1; 0 Space; hit on "BrdPrt". (Gold): Repair 1; 0 Space; hit on "BrdPrt". (Command): Repair 1; 0 Space; not hit in combat. DamCon: Damage Control Track. The number in the highest box is how many repair points you generate on each Damage Control phase. If there is a "!!" in the track, all boxes to the right of the "!!" cannot be destroyed by combat damage. If all DamCon boxes are destroyed, the DamCon rating is "0". See "Lab" for Emer Damage Repair. Repair #; 1 Space; hit on "DamCon". DamSwi: Damage Switch Track. Each DamSwi box may (during any Impulse Activity or during Damage Control phases) fix any box on the SSD and damage another one (both boxes are the player's choice) once per turn. The damaged box must be a real internal (no shields, crew hits, tracks) but the fixed box can be anything (including crew). The fixed box must have been originally damaged due to combat damage, not due to warp doubling or Boarding Party actions. DamSwi requires no energy to operate. Repair 20; 2 Spaces; hit on "DamCon". Deck Crew: Deck Crews. Special crew units that move/manipulate units such as shuttles on your ship. All ships have 1 assumed Deck Crew for free as long as they have at least 1 Crew Unit. Repair NA; 0 Space; hit on "Deck". Defensive Boarding Parties: These can only be used on their home ship. Defensive Boarding Parties automatically hit once per impulse; but instead of killing the target boarding party they transport it back to their home unit if it is within 10 {15} hexes. This transport is instantaneous and works through all known defenses. If a "killed" boarding party is not within range of his home unit (or has doesn't have one), he it put into stasis until the defending ship can figure out what to do with them. There are no Commando/Heavy Weapons versions of this unit. Repair NA; 0 Space; hit on "BrdPrt". Emer: Emergency Bridge. This control space cannot be destroyed by combat damage if "off-line" on a given impulse. Repair 6; 0 Space; hit on "Emer". EMH: Emergency Medical Hologram - Acts as a Legendary Medical Officer. It may use it's abilities simul. with another Legendary Officer on the same turn. ExcDam: Excess Damage Track. If you have none of these and take an "ExcDam" hit, your ship is immediately destroyed. You can buy the Indestructible attribute for Sensor, Scanner, and DamCon, but not for ExcDam, as the unit would then be almost impossible to destroy! Repair 4000 {1000}; 1 Space; hit on "ExcDam". Flag: Flag Bridge. This control space may be used to control an uncontrolled ship on your side within 10 {15} hexes. Repair 4; 1 Space; hit on "Flag". Halluc: Hallucinatory Device. This generates an exact image of the ship (sort of like an inverse cloak). The image can be within 15 {25} hexes of the main (real) ship. The image may move as it wishes and seemingly takes damage from weapons. If the image does something impossible (such as moving too fast or firing a weapon for no damage), the deception is immediately revealed to all. If a weapon hits the image, can still travel beyond the image at least 1 hex, and 1 Information Point is spent on the next Impulse Activity, the deception is revealed to the ship spending the Information Point. The Halluc effectively provides 1 impulse of "psuedo-cover" as any ship firing cannot guarantee whether it is hitting the ship or the image until the next Impulse Activity. Halluc requires no energy to operate. If a Halluc box is used, it cannot be used again in a given combat. Multiple Halluc boxes may be used at once. Repair 10; 2 Spaces; hit on "Scanner". Heavy Weapons Squad: Another variant of Boarding Parties, these have a -2 bonus on attacks but no defensive benefits over a normal Boarding Party. Theoretically a Boarding Party could have both the Commando and Heavy Weapons attributes; simply add the two modifiers. They would have the Commando's other abilities. Repair NA; 0 Space; hit on "BrdPrt". Legendary Officers: If you have more than 1 Legendary Officer only 1 will function at any given time. Captain, First Officer, and Admiral can assume the role of another officer and both function. Ace Pilot: (Fighters & Shuttles only) +2 speed, -1 to hit bonus, +1 damage bonus, +3 hit points. Admiral: Same as a Commodore. Also acts as a Flag box. Borg Queen: Acts as any 3 Legendary Officers (Players Choice) simul. except for Diplomat. Player may change them each turn. Captain: Can assume the role of any other Legendary Officer. Commodore: Same as a Captain. Once per scenario, may "encourage" one officer to "legendary" status. At beginning of game, roll 1D6. if 1 is rolled, roll randomly for legendary officer that will be added to that ship until end of game. Chief Engineer: Can repair any one (non-crew) box on the SSD per turn, provides +4 power (from any source). Communications Officer: Acts as a SpecComm box at no energy cost. Other SpecComm boxes may be used twice per turn. Counselor: Can function as either a Doctor or a Marine Major on any given turn, but only on the Counselor's home ship. Diplomat: Can influence which target a ship will fire at once per turn. On a roll of 1-2 on 1d6, the influence is successful, which means if the affected ship fires, at least half of the weapon boxes must be fires at a target of the Diplomat's choice. Cannot force a ship to fire on a friendly unit, and the influence only affects 1 impulse of fire. Doctor: Cures 1 "killed" crew unit (of any type) per turn, counts as 1 Lab box. First Officer: Same as a Captain but spends 1 impulse switching roles. Helmsman: Turn Mode better by 1 place, -1/2 on Movement Cost (if Move Cost is originally below 1, halve it instead). Intelligence Officer: Acts as Lab. Can double the amount of information points gathered on a single unit, planet, etc, per scenario. When sent with a boarding party, the officer can adjust combat rolls by 1 in either direction. He also destroys 1 extra box during a hit & run raid. (after the hit & run, roll 1D6; Spy captured/killed on a 6) Intelligence Technician: Doubles the effects of all Labs. Can create a special emergency weapon by paying 3 reserve power to a single weapon box and doubling it's damage for 1 shot (can be repeated each turn) Inventer: Operates as 1 Const, 1 Fab, or 3 Repair. Marine Major: All your Boarding Parties receive a -1 to hit bonus or give all other Boarding Parties a +1 to hit penalty (can change each impulse). Navigator: Adds 1d12 to your initiative roll. Psysicist: All boxes that provide Information Points provide 1 more than usual per turn. SpecSen cannot be "blinded". Can function as a Tractor Controller, Transporter Chief, Transporter Officer, Shield Officer, or Weapons Officer (only for "Phaser" weapons) but must spend 1 impulse switching roles. Science Officer: Counts as 3 Lab or 3 Repair boxes (only 1 function per turn). SpecScan boxes may be used twice per turn. Security Officer: When on his own ship, all enemies attacking his Boarding Parties are at -1 to hit. Counts as a Scty box. The ship may choose to Self-Destruct during any Impulse Activity. Shield Officer: Adds 6 (360 degree) shield boxes (at no energy cost) which are damaged and repaired normally. Minimum shields become half shields. Reinforcement is improved by 1 tech level. Tactical Officer: Can choose which hex your ship arrives in at start of scenario (gross in "White Hole"). Functions as 1 Flag box. BPV Tractor Controller: All Trac ranges increased by 1, Trac strength is increased by 50% (round down). Can (instead of these functions for a turn) repair 1 Trac box. Transporter Chief: Can beam crew through shields or can increase the speed of Transporters by 1 use each per turn. Transporter Officer: All Tran ranges increased by 2. Weapons Innovator: +1 damage bonus for each weapon box (not per shot) that fires. Can also remove one +1 penalty to hit per turn. Weapons Officer: -1 to hit bonus will all weapons. SpecSen boxes may be used twice per turn. Nanite Cloud: A Borg system, although other races could develop it in time. Releases a cloud of specialized Nanites which disrupt sensors and transporters. When activated, it acts as a Anti-Sensor/Scanner and Anti-Transporter field in target hex. It starts in any hex beside the controlling player's vessel and the controlling player may move the cloud 1 hex/impulse. It last for 5 turns and must recharge for 2 turns afterwards. (i.e. may be used 1/7 turns) Phased Boarding Parties: The Voth's Boarding Parties are "phased out", giving them a large tactical advantage in combat. Phased Boarding Parties attack with a +1 to hit penalty, but non-Phased Boarding Parties normally cannot attack them at all. If the non-Phased Boarding Party side gains 50 Information Points, they can attack the Phased Boarding Parties with a +5 to hit penalty. Each 25 Information Points after that reduces the penalty by 1 until a minimum +1 penalty is reached. Phased Boarding Parties may turn their personal Phasing Devices "on" or "off" once per impulse. If the device is "off", they act as normal Boarding Parties. Phased Boarding Parties cannot steal objects as long as the device is "on". They could conduct Hit-and-Run raids. (5X only); Repair NA; 0 Space; hit on "BrdPrt". Passenger: Passenger Unit, about 60-100 people. Has no real game function. Repair NA; 0 Space; hit on "Pass". PCMP: Positronic Computer. Acts as normal computer with the additional abilities of duplicating the effects of one control system per turn. It also acts as one of each legendary officers on board. Repair 10000; 2 Space; hit on "Bridge". pS: Poly Special Sensor/Scanner: This special sensor/scanner can be used any number of times per turn. Repair 100; 3 Spaces; hit "Phaser"/"Torp". PSF: Particle Scattering Field Cost 10 points to activate and 10 points per turn to sustain. Target 1 hex up to 4 hexes away. No transporters, Invasive Transporters, Internal Transporters, or Comm may function inside the hex. Repair 12; 1 Space; hit on "Trac". RCOM: Robot Communications System Used on Trade Federation Battleships to control their massive droid armies. If destroyed, All Robot Crews/BPs/etc. from that ship are disabled until it is repaired. No power or game use otherwise. Repair 50; 3 Spaces; hit on "BRDG". Regen ExcDam: Regenerating Excess Damage. Acts as normal ExcDam, except each impulse (before movement) all damaged ExcDam boxes are repaired. The ship can still be destroyed in a single impulse. Repair 20000 {5000}; 1 space; hit on "ExcDam". Regenerating [crew unit type]: This is for the Seltorians, who may raise their reproductive levels to 1 generation every few minutes (!) during combat situations. This rule is optional; the Seltorians don't have to do this if they do not want (with advantages, see below). Each turn, on the home ship, 10% of the original crew units of each type (Crew Unit, Boarding Party, etc.) are created. If the new amount is greater than the capacity, the amount of crew is lowered to that amount unless the excess can be moved to another location. Each turn, on other units that Seltorians are on, 10% of the present crew units of each type are created (round up). In this case the capacity is determined by what unit the Seltorians are on. The regeneration occurs during Damage Control phase. There is no BPV adjustment, as the short life spans of the Seltorians in question leave no possibility for the crew to gain experience from the combat. Thus, no Legendary officers will be gained from the combat, and crew quality will not increase. For the Seltorians, this is often an acceptable price to pay. Robot Controlled: This notation means the ship does not act intelligently, instead the ship follows a simple set of programmed rules. For energy allocation, priority is in the following order: raise shields, arm (non-overload) weapons, move at 1/2 max movement rate, arm (overloaded) weapons, move at full movement rate, allocate energy to every other system on the ship (such as Tran/Trac), reinforce shields. The ship will allocate in that order until it runs out of energy. For movement, count the number of opposing units within 100 hexes that are Size Class 5 or larger; roll on the chart to see which unit the ship moves toward this impulse: d12 roll # Opp 1 2 3 4 5 6 7 8 9 10 11 12 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 2 2 2 2 3 1 1 1 1 1 1 2 2 2 2 3 3 4 1 1 1 1 1 2 2 2 2 3 3 4 5 1 1 1 1 2 2 2 3 3 4 4 5 6 1 1 1 1 2 2 3 3 4 4 5 6 7 1 1 1 2 2 3 3 4 4 5 6 7 8 1 1 1 2 2 3 3 4 5 6 7 8 9 1 1 2 2 3 3 4 5 6 7 8 9 10 1 1 2 2 3 4 5 6 7 8 9 10 11 1 1 2 3 4 5 6 7 8 9 10 11 12+ 1 2 3 4 5 6 7 8 9 10 11 12 Read the numbers as closest to farthest away (i.e. if there are 6 units within range 100, unit #1 is closest, unit #2 is next closest, etc. If a "7" were rolled, the ship would move towards the 3rd closest unit). The Robot Controlled ship moves as if a drone, in an exact path towards the selected target. It will avoid obvious terrain such as planets. During weapons fire, roll a d6. A "1" indicates it fires nothing, a "2" to "4" indicates it fires half of its weapons, a "5" or greater indicates it fires all of its weapons. Apply a -1 to the roll if the target is outside range 5, and apply a +1 to the roll if the target is at range 2 or less. The ship will not fire weapons that have no chance of doing damage. The ship will fire unfired weapons as they are destroyed if possible. If there are any Size Class 6 or 7 units nearby and the ship has weapons available to destroy them, it will always destroy them. This "system" is not represented on the SSD as a box. Note this system is very crude; it is meant to be. It is designed to simulate "simple-thinking" units such as the Planet Crusher. Units that use "Super-Intelligent Computers" (such as the M-5 computer) do not use these rules, and are played normally by a human player. Repair NA; 0 Space; not hit in combat. S: Special Sensor/Scanner. This is both a Special Sensor and Special Scanner in one box. It can do one (and only one) function that either a Special Sensor or a Special Scanner can do per turn. Energy Cost is 1 for a SpecSen function, 2 for a SpecScan function. Repair 50; 3 Spaces; hit "Phaser"/"Torp". S+: Advanced Special Sensor/Scanner. This is both a Special Sensor and Special Scanner in one box. It can function as either a Special Sensor or a Special Scanner each turn (Choose before use) Energy Cost is 1 for a SpecSen function, 2 for a SpecScan function. Repair 60; 3 Spaces; hit "Phaser"/"Torp". Scanner: Scanner Track. The number in the box is your adjustment to range when you fire. If you have no Scanner boxes, this number is "3". Each impulse you can scan 1 unit within (8 * your tech level) hexes. This scanning gives you 3-X Information Points on that unit, where X is the number in the highest Scanner box. only 1 free Scanner box per ship; Repair: Scanner # * 10; 1 Space; hit on "Scanner". Scty: Security Station. This box does not count as a control space for controlling a ship, but does count as one in Boarding Party combat. Scty can attack even if there are no allied Boarding Parties on board. A ship is not considered captured unless all Scty is captured. Repair 4; 1 Space; hit on "Flag". Sensor: Sensor Track. Triple {Quadruple} of the number in the box is how many seeking weapons you can control at one time. All ships generate 1 Information Point per impulse naturally on all targets within a number of hexes equal to their highest Sensor box. If all Sensor boxes are destroyed, the Sensor rating is "0". only 1 free Sensor box per ship; Repair: Sensor # * 5; 1 Space; hit on "Sensor". Sensor+Scanner: Combined Sensor and Scanner Track. One hit will destroy 1 box from both tracks. The upper number is the ship's Sensor rating, the lower number is the Scanner rating. Generates the 1 Information Point per impulse that Sensor does and has the scanning function of Scanner. If all Sensor+Scanner boxes are destroyed, the rating is "0/3". only 1 free box per ship; Repair: Sensor/Scanner # * 5; 2 Spaces; hit on "Sensor"/"Scanner". Sky: Sky Bridge, used to conduct strategic planning and observation. Considered a control space, but cannot be used to control the ship. All Tactical Intelligence is improved by 1 level for each Sky; this applies to all units the ship is studying. All SpecScan (and "S" in SpecScan mode) require 1 energy to use instead of 2. One grouping of weapons using Selective Targetting (not in the SFB:TNG rules yet) does not get the +1 firing penalty. This can be done once per turn. Repair 4; 1 Space; hit on "Flag". Slaves: Slave Unit. These have no game function. In a lower tech setting Slaves could generate a mutiny; but not at the 3X/4X level. Repair NA; 0 Space; hit on "Pass". SpecComm: Special Communications. Energy Cost = 1. Can be used once per turn. 1. Can intercept external transmissions within 60 {90} hexes. Note that Universal Translators (which all ships have but are not on the SSD as a system) will translate these. Special codes and encryptions require some number of Information Points to crack. Depending on the nature of the transmissions received, some Information Points may be gained. 2. Can instantly (in real time) communicate with any other SpecComm within 80 {120} light-years (8 {12} billion megahexes). 3. Can jam the external communications of any ship within 60 {90} hexes as long as they do not devote a SpecComm to clear up the jamming. 4. Can jam and receive the internal communications of any ship within 3 {4} hexes as long as 10 Information Points per tech level of the ship has been gained. The effect of this is the jammed player must always move and fire first, and the jamming player may receive some Information Points on the ship. 5. Can blind all SpecSen and SpecScan within 3 {4} hexes by sending out noise (even blinds the generating ship). A SpecComm can also clear up such noise within the same distance. Repair 30; 2 Spaces; hit on "Drone". SpecSen: Special Sensor. Energy Cost = 1. Can be used once per turn. 1. Can break Drones. One use of a SpecSen gives 4 attempts within 16 {24} hexes, a 1d6 roll of "1-5" stops a drone. 2. Gives 8 Information Points on any target within 80 {120} hexes. 3. Removes a +1 penalty to hit (from any source). This can either affect only you, or remove the source of the effect so all units do not have the penalty. 4. Can make all units firing at you have a +1 penalty to hit. If you fire any weapon other than those hit on "Phaser" hits, this is lost for the impulse. This is called a SpecSen being "blinded". 5. Can control an extra 6 seeking weapons. 6. Can generate a speed 20 {30} probe that transmits 1 Information Point per impulse on any target within 6 {7} hexes of the probe. This probe can function for many turns without degrading. Repair 20; 1 Space; hit on "Phaser". SpecScan: Special Scanner. Energy Cost = 2. Can be used once per turn. 1. Can break Plasma Torpedoes. One use of a SpecScan gives 2 attempts within 32 {48} hexes, a 1d6 roll of "1-3" stops a plasma. 2. Gives 4 Information Points on 1 target within 320 {480} hexes. 3. Removes a +1 penalty to range on your ship (from any source). Repair 40; 2 Spaces; hit on "Torp". SS: Double Sensor - Acts as two sensors in one box. Costs are normal. Subcomm: Subspace Communications Relay. No game function. Repair 45; Hit on "BRDG". Tachyon Detection Grid: When activated it can detect and negate all cloaks within a certain area. (range and cost are depended Watched by the Prophets: The Prophets are an 8Xs tech level race that live in the permanent wormhole near the planet Bajor. Deep Space Nine is currently being watched by the Prophets, and gains a certain "luck" factor (that the crew are unaware of). Each source of Information Points on DS9 provides 1 extra Information Point per box. Whenever DS9 fires, it receives a -1 firing bonus. Whenever a ship fires at DS9, it receives a +1 firing penalty. SpecSen cannot remove this penalty (unless it is 7X tech or higher). When DS9 is involved in a roll for internals, one of the 2 dice may be adjusted by +/- 1 if the DS9 player sees fit. Finally, DS9 receives 1 indestructible ExcDam box (meaning it is almost impossible to destroy) as long as the wormhole is in place. This "system" is not represented on the SSD as a box. (8X only); Repair NA; 0 Space; cannot be hit.