HULL SYSTEMS 3-F 6-F 10-F: Three Forward, Six Forward, Ten Forward. These are large recreation areas that the Federation and the Mon Calamari use. They have no game function. Repair 2; 2 Spaces; hit on "F Hull". Ana: Analyze, a specialty form of Lab for smaller targets but with more detail. Analyze provides 3 Information Points on any Size Class 7 or smaller unit within 20 {30} hexes. If the unit is actually aboard the ship with Analyze, it instead provides 6 Information Points. Analyze gives only 1 Information Point on larger objects within range. Analyze can repair small systems (such as hand phasers and tricorders) which has no real game effect. Analyze could fix a Cloaking Device using a procedure similar to Lab's Emer Damage Control function. Repair 5; 1 Space; hit on "Lab". Armor: Armor Plating. A bulky and non-effecient means of defense. Armor is always hit first if the unit takes internals and the Armor is facing the correct way. Armor that is not facing the correct way is hit on "A Hull". Armor can not be repaired during combat (only between scenarios) Repair 2; 1 Space; hit on "Armor". Armor, Borg: Acts as normal armor plating except the first point of damage from any hit is ignored. Armor, Breen: Acts as active shields for purposes of transporters, etc. This means that weapons that have special rules against unshielded targets (Veron-T disr, Compression Beams, Transporters, etc) act normally until the armor is destroyed. Weapons that do more damage to shielded targets do not affect the Breen ship beyond normal damage (Ex. Borg shield Drain Bolt does not do extra damage) Breen Armor may be reinforced just like shields (2 for 1 general reinforcement) Armor, Non-Ablative: A ship with a non-ablative armor rating has incredibly tough armor which reduces each individual damage amount by it's rating. Example: A ship with Non-ablative armor of 1 is hit by 4 pulses from a PH-9 for 4 damage each. The armor reduces each hit by one, making each pulse do 3 points of damage each. If the Ph-9s had been combined into a hard hit for 16, the armor would have only reduced it to 15. No Repair Cost; No space; Not hit in Combat. Armor, Specific: Some ships have armor that protects a specific part of a ship, such as warp engines or bridge. Any hits on the DAC for the armored system is removed from the armor first. Armor-9: Armor Plating. Each Armor-9 box can take 9 damage. Every 10th damage point is "leaked" before the existence of other Armor-9 boxes is checked. This leak damage may be absorbed by reinforcement or by normal (non-Jindarian) Armor. Repair 10; 1 Space; hit on "Armor". ATF: Anti-Transporter Field. Can be used in one of two modes (not both in same turn), turns on and off during Impulse Activity. Defensive Mode: No energy to use, no Transporters may be used to or from the generating unit. Offensive Mode: Costs 1/6 of an energy point per range (in hexes) per impulse; Targetted hex cannot generate or receive any Tran function for that impulse. In either mode ATF only affects Tran of equal Tech or lower, and does not affect Tran-F at all. Repair 6; 1 Space; hit on "Tran". Back: BackUp. During each impulse activity a BackUp box may switch to any other box on the ship (regardless of BPV or number of Spaces) but the target box must be damaged. The BackUp then serves as that box. BackUp can still only be "used" once per turn, so if it was a Lab on impulse 1 and was used, it can switch but cannot use any other boxes' function. (This is similar to "being tapped" in MtG). It is legal to send a Boarding Party to purposely damage one of your own systems so BackUp can copy it. Repair 12; 2 Spaces; hit on "Cargo". Barr: Barracks. Allows the ship to keep extra Boarding Parties on board during extended voyages. Has no game function in combat. Repair 3; 1 Space; hit on "A Hull". BAU: Borg Alcove Unit. An expanded form of standard borg alcoves that hold larger numbers of drones. Each BAU holds 3 Borg Units (or 30 Borg GUs) Treat as BARR except that every second BAU hit kills 1 Borg Unit (or 10 GUs) Biomechanical Systems: A mixture of organic and inorganic materials. This reduces cost of all system repairs. Several races use biomechanical systems with different results. Breen: Reduce System repairs by 25% (round up) B/T: Counts as both BARR and TRAN and can use the abilities seperately. Repair 5; 1 Space; hit on "A Hull". Cargo: Bulk Cargo Bays. May hold 1 of 3 things: 1. 50 Cargo Units of bulk cargo. 2. Provides 5 {10} Allowance towards Options points for other systems. 3. 50 spaces of drone reloads. These drones are free if using a Tournament or non-Campaign scenario. Repair 2; 2 Spaces; hit on "Cargo". Cell: Prison Cells. Each one holds one megabox (50) prisoners. Treat as Hull. Construct: Construction Facility. Outside of combat, this system is used to construct new systems and ships. During combat, Construct can be used to perform temporary modifications to your ship. Construct provides 5 {10} "Construct points" per turn, these are on the same scale as Repair points (Important: use the "Repair" entries for this rule, not BPV!). During Damage Control phase, you may build a new system by removing enough systems from your ship to keep the number of Spaces (as listed in the "Construction" data for each item) on your ship constant (i.e. if you add a 1 Space system, you need to remove a 1 Space system). Construct cannot add or remove the number of Spaces during combat. You pay the difference in Construct points if the new system has a higher Repair cost than the old one. You do not get Construct points back if the new system is cheaper than the old one. You cannot sell boxes for more Construct points; Construct and Legendary Inventer are the only sources of Construct points so far. Each box of Construct can only build one new box per turn. If the removed system was damaged, the new system will also be damaged. Construct cannot repair systems. New Batteries are obviously empty, and new weapons are uncharged (but do have their full Ammo). There is no restriction on which boxes can be replaced with other systems, it is possible (for example) to Construct away all your Hull boxes into other systems in time. Construct can indeed make other Construct boxes. Construct points carry over from turn to turn, so you can "save" up points to buy an expensive system. When at "Red Alert" (Weapon Status III) you can have 3 turns of Construct already finished before the scenario begins. (This also applies to "White Hole" games). At the end of combat, Construct-modified systems revert back to their normal form. It takes MANY Construct points to permanently change a system. When starting the scenario (or when a Construct box is created on a ship), any number of Construct boxes may be declared as being "single specialized". For each box pick a broad category of systems (Control, Hull, Power/Defense, or Weapons). For that category, that Construct box can either generate double the number of Construct points or it can convert 2 boxes per turn instead of 1. That Construct box cannot create systems in the other categories. Whether a given Construct box generates double points or converts 2 boxes instead of 1 can be changed each turn. When starting the scenario (or when a Construct box is created on a ship), any number of Construct boxes may be declared as being "double specialized". For each box pick a specific system (Brdg, Lab, AVR, etc.). Each chosen system must actually exist as a real system on your ship. For that system, that Construct box generates double the number of Construct points and it converts 2 boxes per turn instead of 1. That Construct box cannot create any other system. The sub- types of systems are also covered; i.e. if you pick "VWARP", the Construct box can make any sort of VWARP (Left/Right/Center as well as how much energy each box produces from 3 to 7, as long as a real box of the same type is available on the ship to copy). A Construct box may not be both single and double specialized. (5X Construct would give 15 Construct Points.) Repair 12; 2 Spaces; hit on "Cargo". C/T: Cargo/Transporter Box. Counts as both Transporter and Cargo. Transporters can be used as normal. Cargo cannot be used for optional allowances. Repair 4; 2 Spaces; hit on "Cargo". Fab: Fabrication. This is the "micro-system" analogy to Construct in a similar way that Analyze is to Lab. Invented by the Orions, it was found to be actually more useful than Construct in combat. (!) Each turn (during Damage Control), for a cost of 10 cargo spaces of raw material (rock/debris is fine), Fab generates 10 {15} Allowance towards Options points which can used or saved for later. The cargo requirement is a campaign one; during combat it can be assumed that sufficient raw material is either already at hand or can be improvised (such as using the coffee lounge's furniture). These Allowance points are similar to temporary repairs from DamCon, they will not function after an extended amount of time (say a few hours). The replication patterns are unstable and deteriorate with time. During combat this makes no difference, but ships with Fab can only have a few turns of Allowance built up before a combat. The patterns for making the system must be known to that race. Fab cannot modify or create systems, it must have an exact pattern (the patterns of most systems in the game are stored on most ships' computers, the idea here is to disallow on-the-fly modifications). Fab can also make non-SFB items such as hand phasers and grenades, which normal Replicators cannot make. One Information Point will reveal a Fabricated system for what it is, which the Ferengi found most unfortunate. :) When starting the scenario (or when a Fab box is created on a ship), any number of Fab boxes may be declared as "specialized". For each box pick a specific system (Brdg, Lab, AVR, etc.). The chosen system need not be on your ship. That Fab box produces double the number of Allowance towards Options points, but these points can only be used to make the chosen system. The sub-types of systems are also covered; i.e. if you pick "BTTY", any capacity of BTTY that is available to your race can be created. That Fab box can produce "generic" Allowance towards Options points, but does so at half rate. Repair 16; 2 Spaces; hit on "Cargo". Ftr: Fighter Bay. Fighter Bays function identically to Shuttle Bays for launching units. Fighters vary widely in their game statistics, here are some Ftr stats: Race Type hp sh spd phaser wpn torp wpn drone wpn other BPV Fed F-14M 4 2 14 1xPh-6 FX 1xPhtn FA 2xSingle 1 Prb 4 Hyd St-12 4 1 13 1xPh-6 FH 1xHB FA 2xFus FH -- 3 Hyd St-60 15 4 15 4xPh-7 FX 3x4X HB FA -- *3 SPACES* 12 Sel Bug-3 5 0 16 2xPC FH -- 1xWB FA -- 3 UPF Ftr-2 7 0 5 1xLC FX 2xRB FA -- Propel 4 NewR AWing 6 2 18 2xTLAS FH -- -- -- 6 NewR BWing 6 4 9 2xTLAS FX 1xPRT FA 1xCM FA -- 7 NewR XWing 8 2 16 4xTLAS FH 2xPRT FA -- -- 8 NewR YWing 9 2 11 2xTLAS FP 2xPRT FP -- -- 6 12C Viper S 5 5 15 2xTLAS FA -- -- -- 9 12C Viper R 5 10 30 1xSen 1xScan -- 2xBarr 44 12C Viper A 6 12 20 3xTLAS FH -- -- -- 12 12C Viper X 7 21 25 4xTLAS FX 1xS 1xComm 4X Tech 55 Cyl Raider 4 0 12 2xTLAS FA -- -- Robot Ctrl 4 Cyl Shell F 4 0 16 -- ExpStr=12 -- Robot Ctrl 4 Emp TIE Ftr 6 0 13 2xTLAS FA -- -- -- 5 Emp TIE Int 7 3 17 4xTLAS FH -- -- -- 8 Emp TIE Bomb 8 3 8 2xTLAS FA 2xCM 360 1xMine RA -- 8 ID4 AlienFtr 5 36 1 3xPGL FA -- -- no PGL lock 3 UrQ Autonom 1 0 10 2xFus 360 -- -- Robot Ctrl 1 Fighters can overload "Phaser" but not "Torp" or "Drone" weapons. To make the game easy each Fighter box launches up to 5 Fighters. Some fighter boxes have a triangle on the outside (left or right) of the box. This indicates a "launch tube" which means any Size Class 6 unit may dock or land there once per impulse (beyond the bay's normal limit). (no tube): Repair 4; 2 Spaces; hit on "Shtl". (tube): Repair 5; 2 Spaces; hit on "Shtl". Fuel: Fuel Storage Tanks. These are not meant for the main ship, they are meant for the fighters the ship carries. How much fuel each ship or fighter uses is not discussed in SFB (or SFB:TNG); fuel may be used in F&E:TNG. For now, treat Fuel as a "free" hit. Repair 3; 1 Space; hit on "Cargo". Grap: Grapples. Actual (physical) grapples with trailing wires to attach to a ship. Grapples require no energy to fire, have a range of 0, an automatically hit (many physical grapples are fired each shot). Grapples have an ammo limit of 40 {60}. The two units are considered tractored, except the grappled unit cannot apply negative tractor. The grappling unit cannot rotate or move the other unit, but on the following Impulse Activity can "reel in" the grappled unit (or reel to it if the grappled unit is larger) and physically dock to it. All Grap boxes have a "Mech" link capability. Grapple cannot "reel out", you need to break the Grapple if you wish to leave the grappled unit. A Grapple link has Tractor strength 1, so any HET will break it. Repair 3; 1 Space; hit on "Trac". Hangar: Hangar Bay, used only by the Andromedans and the World-Fleet. 2 Hangar boxes that have a "1/2C" notation means the two of them together can hold 1 Cruiser-sized ship (not included in BPV). A Hangar box with a "D" notation means it can hold a Destroyer (not included in BPV). A Hangar box with a "E" notation means it is holding an Energy Module (BPV is included). An Energy Module is simply 6 PAs. The "F" version of Hangar holds 1 {2} small fighter{s} (included in the ship's BPV), using the normal fighter rules. The World-Fleet's version of the fighter is 3 hit points, no shield, speed +/- 10 (Propel), 4xGrav (1 LS, 1 RS), 4xICM charges. BPV 2. The Andromedan's version has 2 hit points, 1 PA panel, speed 12, 1xPh-6D FH, 2xTRL charges. BPV 4. Hangar-F is extremely inefficent compared to Ftr, but it is the only fighter capability available to the Andromedans and the World-Fleet. A ship in a Hangar box may be released with a Transporter box (using 1 power which uses the Tran's function for the turn) or with a DD. They cannot be "launched" like a Shuttle can. Ships not native to the Hangar Bay cannot be Transported/DDed there. ("1/2C"): Repair 72; 5 Spaces; hit on "Shtl" ("D"): Repair 60; 4 Spaces; hit on "Shtl". ("E"): Repair 48; 3 Spaces; hit on "Shtl". ("F"): Repair 36; 2 Spaces; hit on "Shtl". Hangar-EX: Advanced Hangar Bay. Each box contains an advanced Energy Module, one which can use its power to aid others. These Energy Modules, if beamed next to a friendly ship, may dock to it and transfer their power (within a 25% limit per turn). They may also protect the ship as if there was 6 PAs; in this case, the Energy Module must pay a PA Cost of 1+3 per turn. Also the Energy Module can protect only 1 shield facing (chosen when the Energy Module first docks, or randomly if no such choice was made). Repair 50; 3 Spaces; hit on "Shtl". Hangar-I: Offensive/Imprisonment Hangar. Any ship (willing or not) may be transported into the Hangar-I bay, using the normal rules for recovery of satellites. The target can do nothing about being transported except possibly use an ATF box in it's own hex. Each Hangar-I box can hold 1 ship of Size Class 1 or smaller. While inside, the unit can do nothing, as it is being stored as an energy pattern in the Hangar-I transporter buffer. The ship with the Hangar-I cannot directly damage the ship in its Hangar-I. It can "turn off" the Hangar-I (which would destroy the ship inside) but the captured ship first releases its Explosion Strength as energy, then explodes (releasing its Explosion Strength another two times due to the containment of the blast). (7X only); Repair 60000; 30 Spaces; hit on "Shtl". Hold: Ship's Hold, a very advanced form of cargo bay with power link-ups, etc. One of the following systems can be installed in a Hold before the scenario begins. Hold is not Quick-Changing and does not use the Allowance towards Options system. Any one of these systems may be chosen at no cost. Allowed Systems: Hull, Lab, Trac, Quar, Repair, Tran, holo, Cargo, Shtl, Armor 360, Barr w/1 Boarding Party, Probe, Works, Ana, AXR (1 power only), Btty (capacity of 3 {4}), Scty, Comp. Hold can instead contain 20 {40} Allowance towards Options points for use on other systems. Repair 8; 2 Spaces; hit on "Cargo". holo: Holodeck. This system is written in lower-case so it isn't confused with "Hold" on the SSD. The number in the box is how many Holodeck "rooms" there are; this number is irrelevant for its combat uses. If 1 energy is applied to a Holodeck, it can function as a control space, a Lab, an Analyze, or an (empty) Barr/Quar box. Repair 8; 2 Spaces; hit on "Lab". hSYS: HoloSystems: A series of advanced Holographic projectors and space that creates "real" ship systems that actually function. Any known system of 7X or lower tech can be duplicated and can be changed once per impulse activity phase. Repair 80; 3 Spaces; hit on "Lab". Hull: Hull. Has no real game function. You may allocate energy to a hull box (for no reason), which "uses" it for a turn, but it has no effect. ("F"): Repair 2; 1 Space; hit on "F Hull". ("A"): Repair 2; 1 Space; hit on "A Hull". ("C"): Repair 2; 1 Space; hit on "F Hull" or "A Hull". Lab: Lab. Can use one of the following functions per turn. All of the functions are used during Impulse Activity. 1. Provide 2 Information Points on any target within 100 {150} hexes. 2. (Emer Damage Control): Repair any single box on the SSD for 2 energy. Any single box on the DamCon track is destroyed when you do this. Repair 4; 1 Space; hit on "Lab". LAB-A: Counts as a dual LAB/ANA. Both functions may be used at the same time. Repair 6; 1 Space; hit on "Lab". LAB-S: Counts as a dual LAB/SKY (astrometrics). Both functions may be used at the same time. Repair 7; 1 Space; hit on "Lab". LAB 2 or LAB+ : Each box acts as 2 Lab boxes for the cost of one (repair, space, etc) due to advanced lab equipment L/R: counts as both a LAB and REP and can use the abilities seperately. Repair 7; 1 Space; hit on "Lab". Landing Pads: These are "inverse" Launch Tubes; i.e. the Shtl/Ftr bay can land 1 extra Shtl/Ftr each impulse for each Landing Pad the ship has. Landing Pads have the "Mech" (but not the Trac) function of Trac-Mech, but only for units of Size Class 4 or smaller. Repair 3; 2 Spaces; hit on "Shtl". M-LAB: Medical Lab - Places one "killed" unit in 'stasis' per box. Every turn, one unit in stasis is 'cured'. (Only 1 unit per turn, no matter how many M-labs are active) M-labs double the effectiveness of Legendary Doctors. Injured units can be transfered to M-Labs from other ships via transporters and shuttles. Repair 4; 1 Space; hit on "Lab". MP COLL: Metaphasic Particle Collector. Has no game function. Collects metaphasic particles and radiation. Collects 1 unit per box per turn. Costs 1 power per box/turn. Repair 100, 3 Spaces, Hit on "Hull". MP STRG: Metaphasic Particle Storage Unit. Has no game function. Stores metaphasic particles and radiation. Holds 200 cargo units of MP/box Repair 4, 1 Space, Hit on "Cargo". Non-ablative Armor: Reduces the damage done by seperate weapon hit by it's number. Combined or Hard hits are considered one hit. Null: Null, no function. Null is actually basic rock, metal, or whatever. Null can be changed to Hull very easily (just make a few rooms and give them basic life support). It is presented because certain weapons (Alter, Strike) can give "Null" results. Repair 1; 1 Space; hit on "Hull". Nuetronium Hull Coating: A thin (1 atom) layer of Nuetronium covers the hull, providing incredible protection. All damage from 7X or lower tech weapons do 1/10th damage. NWO: Non-Weapon Option. Allowance towards Options is 30 {45}. This can be any system from the "Hull" grouping of systems. Infinite Space; Quick-Changing. Repair 10; 1 Space; hit on "Cargo". Positional Stabilizer: Positional Stabilizer, a special device used on bases, etc. It requires 6 energy to activate a Positional Stabilizer, which must be maintained for 6 energy per turn. A unit with an active Positional Stabilizer cannot move or be moved by any means in the game. It is "locked" into that hex. Its movement cost does NOT become infinity; it simply cannot leave the hex. Certain weapons (such as Ph-8) require a Positional Stabilizer in order to fire. Positional Stabilizer cannot be destroyed in combat. Positional Stabilizer is not represented as a box on the SSD. Repair 20; 3 Spaces; not hit in combat. Prb: Probe Launcher. These are very rare starting at the 2X tech level due to the fact that SpecSen can generate probes. Prb has an ammo limit of 8 {9} and can fire 1 probe per impulse at no energy cost. Probes do not count towards Seeking Weapon control. If a Prb is empty, new ammo can be replicated at 1/2 energy per probe. Probes are speed 20 {30}, transmit 1 Information Point per impulse on any target within 6 {7} hexes. Probes can function for many turns without degrading. Probes are Size Class 7 and have 1 hit point. Probes are 1 Drone space for storage purposes. Repair 3; 1 Space; hit on "Drone" (or "Prb" if the older DAC is being used). PRBD: Probe Droid Launcher. Launches one probe droid per turn. (Rules coming soon) Treat as PRB. Quar: Crew Quarters. Has no real game function. Repair 3; 1 Space; hit on "F Hull". Rec: Recreation. Has no real game function. Treat Rec as a "free" hit. Repair 2; 1 Space; hit on "F Hull". Reflective Hull: A defensive system used by the UPF. All "Phaser" weapons firing on a ship with Reflective Hull suffer a -1 to hit. Reflective Hull cannot itself be destroyed in combat. Reflective Hull is not represented as a box on the SSD. Repair 20; 8 Spaces; not hit in combat. Regenerating Armor: This functions as normal Armor, except during each Damage Control phase, 20% of the original Armor boxes in each grouping (round fractions up) are repaired. Repaired Armor boxes cannot be transferred from group to group. (modify standard Armor): Repair +1; +0 Space; hit on "Armor". Repair: Repair adds 1 + Tech level to your Damage Control rating per turn. (5X Repair would generate 6 Repair points per turn) Repair 6; 1 Space; hit on "Cargo". Repair-5: Acts as a Repair box that adds 100 to your DamCon rating per turn. (5X+ only); Repair 30; 1 space; hit on "Cargo". Repair-9: Acts as a Repair box that adds 180 to your DamCon rating per turn. (6X only); Repair 54; 1 space; hit on "Cargo". Repl: Replicators/Mess Hall. No game function. Treat as Hull. Hit on 'Tran'. Repul: Repulsor Beam. Max Range = 3 {4}. The strength of a Repulsor Beam is its total power divided by (range + 1). Repulsor Beams must be paid for each turn; strength does not carry over from turn to turn. A unit being "repulsored" may apply negative repulsor if the ship has a working Repulsor Beam (this does not use the Repul for the turn). If the amount of energy used for the negative repulsor is greater than the Repulsor Beam strength, the Repulsor link is broken. Movement costs combine in the same way as Trac. Whenever a unit in the link moves, the other unit moves AWAY from the other unit in the opposite direction. Thus, if a unit moves in direction "A" on the map, the other linked unit will move 1 hex in the "D" direction. The new range may exceed range 3 {4}, but the strength must be recalculated; if it goes below 1 the link is broken. The repulsoring unit may rotate the repulsored unit, same as Trac. The repulsoring unit may move the repulsored unit, same as Trac. The repulsored unit may attempt to escape using HET, same as Trac. If two units repulsor each other twice, it is the same as 1 link (combine the strengths); i.e. they do not move 2 hexes each time. Trac and Repul are "sort of" opposites of each other: for example, Ship "A" is tractored and repulsored to Ship "B". Ship "A" moves. Ship "B" moves with Ship "A" (because they are tractored) and then moves away 1 hex (because they are repulsored), putting it in its original hex. Thus Trac and Repul effectively cancel each other, but the links are still in place. TRHs and TRLs may function as Repulsor beams (suddenly giving the Andromedans a useful new system). There are no "Mech Link" or "Hard" version of Repulsor (yet). Repair 3; 1 Space; hit on "Trac". Shop: Commercial Shops. Treat as Hull. Shtl: Shuttle Bay. A Shtl box may hold up to (10 - ship size class) in shuttles, Shuttles launch during Seeking Weapon fire. 10 shuttles will generally move 1 crew unit or 1 box worth of cargo. Repair 4; 2 Spaces; hit on "Shtl". Shtl-(1/4)B: Klingon Bird of Prey fighter box. 4 of these together holds 1 Bird of Prey (actually, any size class 3 ship). The BPV of the mother ship does not include the BPV of the BOPs. These boxes can be placed only on ships of Size Class 1 or larger. The shuttle "Crowding" rule can't be used to carry more BOPs. Repair 6; 4 Spaces; hit on "Shtl". Shtl-Ftr: This just indicates a combined Shuttle and Fighter bay. The boxes with "=" signs in them are Fighter boxes, the rest are Shuttles. The entire bay may be hit with a single hard hit (they are joined even though they are considered separate systems). Shtl-G: Ground Attack Shuttle. Can fire a Ph-5 {Ph-6} at ground targets; not supported in this version of the rules yet. Treat as a normal Shtl for now. Repair 5; 2 Spaces; hit on "Shtl". Shtl-P: Prospecting Shuttle. Used for mining and collecting minerals; the difference between Shtl and Shtl-P is not very important in SFB:TNG. Repair 4; 2 Spaces; hit on "Shtl". Shtl-R: Repair Shuttle. A 1-space shuttle that acts as a Repair box if docked to a ship. The shuttle, if docked, is inside the shields of the ship but can be selectively hit if the ship takes internals. Repair 5; 2 Spaces; hit on "Shtl". Shtl-W: Shuttle/Web Anchor Bay. This Shtl box holds 1 Web Anchor. A Web Anchor is a special shuttle (it used to be an immovable Buoy) that can "anchor" a chain of Web hexes (see Web Caster). If a Web Anchor is attached to a Web hex, it is considered "in that Web" so it is very difficult to destroy. The Web Anchor has 2 hit points, no shield, moves at speed 5 {8}, and can carry 1 or 2 people. Repair 16; 3 Spaces; hit on "Shtl". Skin: Species 8472 Skin. This ignores the first 300 damage each turn for each Skin box operating. After that, apply the next 300 damage to a Skin box, destroying it on the 300th damage point. The 301st damage point is then scored as an internal. The second 300 damage is then applied to the second Skin box, and so on. Thus, if a Species 8472 Fighter (with 9 Skin) took 3200 damage, the first 2700 would be ignored, 300 would destroy 1 Skin boxes, 1 would be scored as internals, and the remaining 199 would be scored on the 2nd Skin box (which wouldn't destroy it and be cleared next turn). Held damage in Skin boxes is removed at the beginning of each turn, and the "Amount of Ignored Damage" counter is set back to 0. The "Ignored Damage" counter is applied only once per turn, thus the Fighter above would take more (Skin) damage if it damaged later during the same turn. Destroyed Skin remains destroyed until repaired (just like any other system), and reduces how much damage can be ignored each turn. In the example above, if the Fighter did not repair any Skin boxes, on the following turn it would ignore only 2400 damage before having to apply damage to the Skin. Skin also acts as an Energy Sheath (listed in Power/Defensive section). (6X only); Repair 100; 1 Space; hit on "Armor". Solid Neutronium Hull: This notation means the ship is constructed of Solid Neutronium, an incredibly durable (and heavy mass) material. A ship constructed of Solid Neutronium is immune to all weapons of 3X tech level and lower (see special note for Planet Crusher below). Exception: LRG and WRG do full damage at all tech levels. At 4X, the following weapons do 1 damage per box per turn: Bolt, Cata, Grav, Ion, MLAS, Ph-10, Quan, Shard, Strike. These weapons do half normal damage at 5X. All other weapons at 4X do no damage. At 5X, the following weapons do 1 damage per box per turn: Cut, Drain, Flux, Ph-8, PGL. All other weapons at 5X not listed in this list or the previous one do no damage. All 6X and higher tech weapons do full damage (Solid Neutronium replaces Tritanium/Duranium as the standard hull material at 6X, so weapons were designed to have to deal with it). Ships constructed of Solid Neutronium cannot be tractored, repulsed, placed in stasis, or boarded by transporters (except Tran-F). They take no damage from ramming or explosions. If the Solid Neutronium ship rams, only the rammed ship takes damage. Ships constructed of Solid Neutronium ignore webs and terrain (except black holes) as if they weren't there. Thus, the ship could travel through a planet (boring a large hole through it) and would not be damaged (or even slow down from it). The planet would probably explode from the experience if the ship was Size Class 0 or larger. Ships constructed of Solid Neutronium use triple their Explosion Strength when calculating their Movement Cost and Turn Modes (this chart is not yet presented in SFB:TNG). They explode at their normal (non-tripled) Explosion Strength. All repair costs are tripled on a ship constructed of Solid Neutronium. This "system" is not represented on the SSD as a box. The Planet Crusher's Solid Neutronium only covers shield facings #2 to #6 (it does not cover facing #1). If firing on the Planet Crusher on it's #1 facing, you may choose to roll to hit at a penalty equal to the range to the Planet Crusher (i.e. at range 4 you are at +4 penalty). If you hit, you have shot it in the "mouth" and may damage it normally (even with 3X weapons). (6X only) Repair NA. Sys: Systems. Due to the fact SFB:TNG uses "mega-boxes", certain small units (such as the Federation Runabout) were difficult to make SSDs for. These units typically have only 1 transporter, for example, and thus do not "deserve" a full mega-box of Tran. Sys was designed to correct this difficulty. Sys is 1 mega-box that includes 10 "normal" (non-mega) box systems: 1 Transporter, moves 6 people for 0 energy once per turn, a SFB:TNG crew unit would take 16 turns to move. 1 Tractor Beam, cannot have a strength greater than 1. 1 Battery that can hold 1 point of power (in the SFB:TNG scale). This Battery cannot be "overdrained". 1 Cargo, holds 5 Cargo Units. 1 Probe Launcher with 3 probes. 1 Lab, provides 1/5 (one-fifth) of an Information Point per turn. 1 Quar/Hull/Rec, has no game function. 1 Aux/Emer, can control the ship if it is Size Class 5 or smaller. Two Sys boxes together can control a Size Class 4 ship. 1 Shtl, holds 1 normal-scale administrative shuttle if the ship is Size Class 4 or larger, otherwise it holds 1 escape pod. 1 Ph-1 360, no energy to fire, does 1 damage on a die roll of "1" or "2" at range 0. Fires once per turn, cannot be overloaded. Each sub-system above is independent of each other, using one of them does not "use" the entire Sys box for the turn. If the Sys box is hit, all 10 functions are lost until it is repaired. More than 1 Sys box may be on a ship, but there is a limit of 10 per ship (after that point it is better to have seperate systems). Sys may be placed in a Hold box. There are theoretically several versions of Sys; such as Sys-L (Lab/ Research Version: 1 "micro" SpecSen, 3 Lab, 1 Ana, 1 Comp, 1 Cargo, 1 Prb, 1 Tran, 1 Quar), Sys-R (Repair Version), and Sys-C (Cargo/Shtl Version). These may be developed in the future if the need arises. Repair 4; 1 Space; hit on "Lab". Trac: Tractor Beam. Max Range = 3 {4}. The strength of a Tractor Beam is its total power divided by (range + 1). Tractor Beams must be paid for each turn; strength does not carry over from turn to turn. A unit being tractored may apply negative tractor if the ship has a working Tractor Beam (this does not use the Trac for the turn). If the amount energy used for negative tractor is greater than the Tractor Beam strength, the Tractor link is broken. The two units have a new movement cost equal to the sum of their movement costs. This will probably lower how many movements the units have remaining. When either unit moves, the other unit moves with it, keeping the same distance and direction to the other. The tractoring unit may rotate the tractored unit one hex facing per impulse. The energy requirement is R*1 for Size Class 4, R*2 for Size Class 3, R*4 for Size Class 2, R*8 for Size Class 1, and R*16 for Size Class 0, where R is (range + 1). The tractoring unit may move the tractored unit 1 hex in any direction. It requires R*M energy to do this, where R is (range + 1) and M is the movement cost of the tractored unit. The strength of the Beam may be altered (or break if out of range) due to this. Both the tractored and the tractoring units have a -1 bonus to hit when firing at each other. If the tractored unit HETs, roll a 1d6 and add it to a running total. When the running total exceeds the strength of the tractor beam, the link is broken. The tractoring ship may of course tractor again with a different beam or increase the existing beam's strength. Some Trac boxes have a triangle shape in the box (called a Mech link), these Tractors can physically dock to unit if it is Tractored and at range 0. There is also a "Hard" Tractor (which always have a Mech link). Hard Tractors replace all occurances of (range + 1) with (range) above, (treat 0 as 1/2) making them have a higher strength per unit energy. (no Mech): Repair 3; 1 Space; hit on "Trac". (Mech): Repair 4; 2 Spaces; hit on "Trac". (Hard): Repair 5; 3 Spaces; hit on "Trac". Trac (Borg): The Borg Tractor Beam has a range of 20 and cannot be anti- Tractored. It costs 1 energy per hex per turn to fire and maintain. The Trac box itself can of course be destroyed, releasing the tractored unit. (5X only); Repair 10; 3 Spaces; hit on "Trac". Tran-Int: Interior Transporter. This is a transporter that can transport a unit from inside the transporting ship to another point within the same ship. The advantage to this system is that it ignores ATF and can be used 10 times per turn (energy cost = 1/10 per use). Note that Tran-Int could be very useful in defending a ship (as the many Tran-Int uses could beam enemy Boarding Parties to unfavorable locations on the ship). Tran-Int may be used between 2 docked ships; the important thing is for there to be a power connection between them. This could allow very fast cargo and personnel transfers. Repair 3; 1 Space; hit on "Tran". Tran: Transporter. Max Range = 3 {4}. Transporters may be used 3 {4} times per turn. Each use costs 1/6th {1/8th} of an energy point. A transporter will move any one crew unit type or 1 box worth of cargo. Transporters work through the operating ship's shields, but not through other shields (or PAs or whatever) unless the target is willing. There are Tran boxes with "5"'s in them, these can be used 5 times per turn but at a relatively expensive 1/5th of an energy point each. (normal) Repair 3; 1 Space; hit on "Tran". ("5") Repair 4; 1 Space; hit on "Tran". Tran, Invasive: Acts as normal transporters except they work through shields and cloaks of 4X or less tech level. 15 Information points from Sen, etc. can render a ship immune to the Invasive Transporters. Repair 7; 1 Space; hit on "Tran". Tran (Borg): Borg Transporters operate through shields of 5X or less tech level. They may be used once per turn, cost 1 energy for 1 use, and have a range of 40. (5X only) Repair 8; 2 Spaces; hit on "Tran". Tran (Voth): Voth Transporters operate through shields of 6X or less tech level. They may be used 6/turn, cost 1 energy for 1 use, and have a range of 100 hexes. They can also be used to damage a ship by beaming parts of it into nothingness. Every time it is used in this way (up to 6/turn per box!!), roll on the DAC chart for one box of systems (or crew unit) that is beamed. away. All Rolls on the DAC are considered one hard hit (example, if RWARP is rolled, all RWARP boxes can be beamed away if enough power is used) No defense system of 5X or less has any effect. Note: By using multiple transporters, a Voth ship could actually transport an entire ship to any location by simple beaming every box together to another location. A simple way to transport (or destroy) an entire ship is simply to pay to transport it's explosion strength. (Example: Voyager's explosion strength is 76, meaning it would take 13 Voth transporters, which can be used 6/turn, to transport Voyager into the City ship) (6X only) Repair 40; 2 Spaces; hit on "Tran". Tran-F: Ferengi special Transporter; operates as Tran except the following: Max Range = 2 {3} Light Years (or 200 {300} million hexes). Can be used once per turn at an energy cost of 10. Tran-F works through other unit's shields/PA panels (but not through an ATF or Web). Repair 5; 1 Space; hit on "Tran". Works: Works, a factory/machinery area for mining or other heavy work. Can use 1 of 3 functions per turn: 1. Provide 1 Repair point; can only be used to fix "Generic" systems. 2. Provide 1 Deck Crew action. 3. Move 1 cargo unit of rock if the unit is docked to the mining area. Repair 3; 1 Space; hit on "A Hull". Wormhole: Wormhole Generator, an experimental system invented by the Gorns. The system generates a small unstable Wormhole, primarily meant for the ship's Plasma Torpedoes to travel through. Requires 3 energy to use; can be held for 1 energy. Activates on Impulse Activity. Select two hexes within 20 {30} hexes of the firing ship; the Wormhole is two-way so it is not necessary to indicate which is "in" and which is "out". The Wormhole will stay on the map (indicated by the two hexes) until the next Impulse Activity, then will dissipate. The firing ship may spend 1 per impulse to keep the Wormhole active for longer. Any unit entering a Wormhole hex may choose to enter the Wormhole (there is no way to force a unit through a Wormhole, even by using a tractor beam). The unit, if Size Class 5 or larger, takes 1 damage per distance between the Wormhole hexes and then is relocated to the other Wormhole hex. Each point of damage is allocated to a random shield facing. The unit is not "stunned" in any way from this effect. Using this effect, the Gorn's plasma torpedoes may travel through the Wormhole (assuming the other end is near its target) and strike the target with not nearly as much of a reduced warhead. Any unit may fire with direct-fire weapons through a Wormhole as if the hex being fired through was in fact the Wormhole's other hex. The unit suffers a +1 to hit penalty for every two hexes (round up) distance the two Wormholes hexes are apart. This was not the intended use of the Wormhole Generator. Repair 60; 4 Spaces; hit on "Flag".