POWER AND DEFENSIVE SYSTEMS GENERAL NOTES: 1. UWarp, VWarp, and Propel have 2 numbers in them: a number at top and a number at the bottom. The number at the top is how many energy points each box provides. The number at the bottom is simply how many boxes are in the grouping. 2. The "order" of warp types (from least to most advanced) is: SWarp (SemiWarp), Warp (Ordinary Warp), TWarp (TransWarp), Propel, UWarp (UltraWarp), VWarp (Clean UltraWarp), HWarp (HyperWarp), PWarp (PhaseWarp), TimeWarp. 3. Units may move in reverse at the same costs as moving forward. Ships with Propel/Inertia must go all the way down to 0 before reversing direction. A4VR: Auxiliary UltraWarp Reactor (the experimental version). Provides 4 power per turn for any purpose except movement. Provides another 4 power per turn for any purpose except movement or weapons (cannot be used to hold). A4VR can be "hastily repaired" to AVR or AUR. Repair 30; 4 Spaces; hit on "APR". A6UR: Auxiliary UltraWarp Reactor (for Bases). This system acts as UWARP-2 if the ship does not have an active Positional Stabilizer. Provides 6 power for any purpose except movement. Provides 6 power for any purpose except movement and weapons. Repair 19; 3 Spaces; hit on "APR". A8VR: Improved Auxiliary UltraWarp Reactor (for Bases). Provides 8 power for any purpose except movement. Provides an additional 8 power for any purpose except movement and weapons. Repair 30; 5 spaces; hit on "APR". Absorbtion Field: Acts as Standard Shields except it halves phaser and disruptor damage (against shields only) All Shields are 1 Repair, 0 Space, hit on "Shield". AHR: Auxiliary HyperWarp Reactor. This is available only to ships with HWarp. Provides 3 power per turn for any purpose except movement. Provides another 6 (not 3!) power per turn for any purpose except movement or weapons (cannot be used to hold). Repair 60; 3 Spaces; hit on "APR". APWR: Auxiliary PhaseWarp Reactor. Provides 5 power per turn for any purpose except movement. Provides another 15 power per turn for any purpose except movement and weapons (cannot be used to hold). APWR can generate a network of "TransWarp conduits", locations where you can effectively "teleport" your ship tens of light-years in a matter of seconds. These conduits must be set up ahead of time and are not very useful in the scope of SFB:TNG. Repair 100; 5 Spaces; hit on "APR". APX: Advanced PhaseWarp Reactor. Provides 30 PhaseWarp power per turn for any purpose except movement. With 36 APX boxes (possibly using several ships in the same hex), you can use the 1080 PhaseWarp power to create a "Singularity" from any one point to any other point in the universe (even across galaxies). The singularity lasts for 1 turn, and any units in the area may use it in either direction. The source and destination locations must be well known. This can be done only with APX boxes, not with PWARP or APWR. (6X only); Repair 10; 1 Space; hit on "APR". ASG: Adaptive Shield Generator, used by the Borg. The Borg adapt to certain weapons; each weapon has a "rating" as to how well the Borg can adapt to it: FULL: Flux, HFR, Mauler, P-Disr, Ph-9, Ph-10, PPDC, Quan, SPWD. HALF: Beam, Fus, Ion, Mend, Pl-V, TRH. ONE: Blast, CM, ESGC, Grav, PC, Phtn, Pl-X, Pl-Y, Snare, Stat, TLAS, TS, WB, WC. NONE: Bolt, CB, CET, DC, Disr, Drn-B, Drn-C, HB, ICM, LC, Mine, Ph-6, Ph-6D, Ph-7, Ph-7G, Ph-8, Ph-LR, PRT, RB, Seeker, Shard, T, Torp, WFDG. (+ any not mentioned above) All weapons start off as "Full", meaning they do full damage. After a weapon has fired for 1 impulse, the above chart is consulted. If the weapon's above rating is lower on the list than the current rating, the current rating is lowered by 1. "Half" means the weapon does half damage. "One" means the weapon does 1 damage per box per turn. "None" means the weapon does no damage (versus the Borg only, of course the weapons act normally against other targets). Note that the weapons listed as "Full" above will always do full damage. A ship may attempt to remodulate/modify their weapons to compensate for the adaptation (requiring a number of Information Points equal to the Repair cost of the weapon), this will move the current status of the weapon upwards one rating. If the Borg adapt again the weapon cannot achieve that status ever again. The Borg does not use the DAC, instead, the firing ship gets to choose where on the Cube (or Scout, or whatever) he wishes to hit. A grouping on the edge of the Cube is selected and 1d6 is rolled, 1-2 indicates the shot is off to the left (or up), 5-6 indicates the shot is off to the right (or down). If the shot is off, at range 0 it is off by 1d6 boxes, at range 1 it is off by 1d12 boxes, at range 2 it is off by 1d6 x 1d6 boxes, at range 3 it is off by 1d12 x 1d12 boxes, and at range 4 and greater the location is random. Once the grouping that will be hit has been found, the following procedure is used until all of the unresolved damage has been allocated. If the grouping has undamaged boxes, those are damaged first. If the grouping has all damaged boxes but there are undamaged systems connected to that grouping by line segments, the undamaged systems are damaged (in any order the firing ship pleases). The systems in question must be directly connected to the current grouping in order to be hit. If the grouping has all damaged boxes and all connecting systems also have all damaged boxes, you may move inwards one grouping via a line segment and repeat the above procedure. Enveloping weapons: These do not actually envelop the Cube, instead, only external systems (at the firing ship's choice) will be hit. Veron-T weapons: You may select a system up to 3 groupings deep instead of one on the edge. The Borg Cube has it's ExcDam at the center, once these are destroyed the Cube explodes. The Borg Scout has it's ExcDam at the normal place (at the bottom of the SSD), all of the Scout's internals must be damaged before ExcDam is hit. (5X only); Repair 400; 8 spaces; hit on special. ATimeWR: Auxiliary TimeWarp Reactor. Produces 60 TimeWarp energy which cannot be used for movement. Even though ATimeWR cannot directly be used for time travel (which is simply TimeWarp movement - see TimeWarp), N TimeWarp energy can be used to create a "Temporal Fissure or Portal" which acts as a gate to another time within N years. This portal lasts for 1 turn, and any units in the area may use it in either direction. Repair 50; 1 Space; hit on "APR". AUR: Auxiliary UltraWarp Reactor (the older version). Has a "1" in the box so it is easier to distinguish from AVR. Provides 1 power per turn for any purpose except movement. Provides another 1 power per turn for any purpose except movement or weapons (cannot be used to hold). Repair 13; 1 Space; hit on "APR". AVR: Auxiliary UltraWarp Reactor (the newer version). Has a "2" in the box so it is easier to distinguish from AUR. Provides 2 power per turn for any purpose except movement. Provides another 2 power per turn for any purpose except movement or weapons (cannot be used to hold). AVR is not attached with VWarp (indeed, AVR was available long before VWarp existed). AVR may be "hastily repaired" to an AUR. Repair 20; 2 Spaces; hit on "APR". AXR: Auxiliary TransWarp Reactor (the latest version). Occasionally old AXR systems from the 2X era are used on smaller/independent ships. Provides 1 power per turn for any purpose except movement. OR (not "AND" like the other reactor types) Provides 2 power per turn for any purpose except movement and weapons (cannot be used to hold). AXR may be "hastily repaired" (for 8) to an ATWR which has only the first function above. Repair 10; 1 Space; hit on "APR". Btty: Batteries. 2X and later batteries can hold warp energy (of the current type) indefinately, which means you can move with Battery power (but you still cannot move faster than your max allocated speed which is determined solely by the size of your Warp Engines and 1 Impulse). The number in the Battery is that Battery's capacity. A Battery may be "hastily repaired" to a lower capacity. Batteries may be "overdrained", which means they give 1 more energy than usual, but then the Battery cannot be recharged this combat (this situation may be repaired for 5 Repair points). "Mega-Battery" rule: If a ship with a Positional Stabilizer keeps it operating for a long time (at least a couple of months), all of the Batteries on the ship may hold 10 times the normal energy. This benefit is immediately lost if the Stabilizer is turned off. {"6"}: Repair 6; 1 Space; hit on "Btty". {"7"}: Repair 7; 1 Space; hit on "Btty". {"8"}: Repair 8; 1 Space; hit on "Btty". {"9"}: Repair 9; 1 Space; hit on "Btty". {"10"}: Repair 10; 1 Space; hit on "Btty". {"11"}: Repair 11; 1 Space; hit on "Btty". Cloaking Device: Cloaking Device. Cloaks turn off and on during impulse activity. There is no "phase in/phase out" time; you can fire the impulse you uncloak. Cloaking energy cost is simply the ship's Explosion Strength divided by 7 {6, yes it becomes more expensive to cloak a 4X ship}, round up. Most 3X cloaked ships cannot have shields up. Romulan 3X ships and all 4X ships can have shields up while cloaked. A cloaked ship cannot fire. The "super-cloak" from Star Trek VI, which does allow you to fire, is available for double energy costs and the Construction data below. Cloaked ships may use any other system. When firing at a cloaked Romulan ship, multiply range by 3 and add 1 {multiply range by 4 and add 2} to get effective range. When firing at a cloaked non-Romulan ship, multiply range by 2 {multiply range by 3 and add 1}. Cloak is not hidden counter. Gross effects (e.g. Maulers) use true range and ignore the adjustment. (non-super): Repair 30; 0 Space; cannot be hit in combat. (super): Repair 300 (!); 3 Spaces; hit on "Flag". CWARP - Conversion Warp - Warp power provided by converting matter into pure energy through a series of advanced transporters. It works by collecting massive amounts of space matter (asteroids, comets, space "dust" and even 'dark matter') converting it, and stroing the energy (although they are not batteries) Acts as VWARP but has the added ability to 'cannbalize' other systems to provide temporary warp power. For 1 power, one system box on the SSD is destroyed to provide 4 Warp power. The box can not be repaired (It was converted to energy) Each engine group can convert one box per turn. ("3-L/R/C"): Repair 46; 3 Spaces. ("4-L/R/C"): Repair 56; 4 Spaces. ("5-L/R/C"): Repair 66; 5 Spaces. ("6-L/R/C"): Repair 76; 6 Spaces. DD: Displacement Device, a system used only by the Andromedans. Displacement is a microsecond burst of PWarp, the effect of which is make the displaced unit "teleport" up to 8 {12} hexes away. Requires 4 energy to use, may be held for 1. DD activates on Launch phase. Only 1 DD may be used per unit per turn. DD no longer causes "summoning sickness" for any unit involved. If the DD is used on the DD's ship, the ship selects a general direction he will be moving. 1d6 is rolled, if the result is "1" to "5", the displacement was safe and the ship may relocate up to 8 {12} hexes away. If the result was "6", another 1d6 is rolled and the ship displaces randomly 1d6+2 {2d6} hexes away in that direction, unless the direction rolled was the direction desired, in that case, the ship does not move at all. If the DD is used on a willing target, 1d6 is rolled with a to hit number of 7 - range/2 (round target number up). If hit, the unit is displaced as above, but only 6 {9} hexes away (roll 1d6 {1d6+2} hexes in the random case). If the DD is used on a unwilling target, 1d6 is rolled with a to hit number of 7 - range. If hit, the firing ship chooses a direction. 1d6 is rolled, if the result is in the opposite direction of the chosen one, the result becomes the chosen one. The unit is displaced 1d6-1 {1d6} hexes in the resultant direction. DD cannot be used on a unit with an activated Positional Stabilizer, or on any unit of Size Class 0 or larger. Repair 54; 2 Spaces; hit on "Flag". Deresolution Device: A variant of Cloaking Device that does not make the ship invisible, instead, it alters it appearance so it looks like something else. The Jindarians use this system to make their Asteroid ships look like normal Asteroids to avoid contact, but they are well aware the system has offensive uses. The image the Deresolution Device projects is very accurate, but very specific requests cannot be made ("make me look like a Federation Scout" is acceptable, but "make me look like the USS Pasteur" isn't). The image can appear to be damaged, stuck in a web, etc. as desired, as long as the request is not elaborate ("a jammed shuttle bay door and missing the port warp nacelle" would be considered elaborate). The desired image must be of course at least as large as the real ship; a Federation Scout the size of a Jindarian Asteriod Ship would not be very believable. Size Class -1 and larger objects cannot be requested (no moons, planets, etc.). The Device can only mask, it cannot Cloak, so invisible/transparent requests will be ignored. The image appears real on visual as well as on Sensors/Scanners. Energy is also masked, so the "normal looking Asteroid" can have full shields raised and onlookers are not even aware of it. Communications are not copied, but most ship's computers can fake it. A ship using Deresolution Device can use systems normally, but it will probably reveal the deception. Physical contact (such as docking) reveals a deception, but the true appearance of the unit is still unknown. Ships attempting to use Selective Targetting or Non-Violent Combat on a ship with an active Deresolution Device automatically fail. Tactical Intelligence is useless, except that the object's true location and mass can be calculated using gravitic sensors (the Device cannot defy the laws of gravity). Personnel beaming aboard a ship with an active Deresolution Device that do not know its true nature must roll 1d6 for each crew unit (of any type) transporting. On a "1" or "2", the unit has beamed into a bulkhead or other solid object and is slain. On a "3" or "4" the attempt simply fails (no transport was made). On a "5" the unit beams to a location where the image is but the real ship is not (i.e. empty space). On a "6" the unit has beamed to a random location aboard the ship. Note the Jindarian ship also uses ATFs, so using Tran will probably be impossible. The image may be changed during Impulse Activity, but it takes 1 full turn for the changes to finalize (the ship appears to "morph" from one image to another). The device can be turned completely off. If turned on from an off state, the image still takes 1 turn to form. {At 4X, the changes only take 5 impulses.} This system is not represented on the SSD as a box. Repair 40; 10 Spaces; not hit in combat. Double Engines: Ability to Double Engines, an ability that the Orions, WYN, and Bolaar have. The ability is misnamed in the 3X/4X period as it does more than just double the engines. At any time, a ship may add an engine's current normal power output as energy, then destroy 1 box. This may be done more than once per engine, even in the same phase. It can also be done in response to engine damage to add energy for shield reinforcement (which can also be done immediately before allocating other weapons' damage). For example, a 6 box (2 energy per box) U Warp normally provides 12 power. "Doubled" once, it would produce 24 power and be down to 5 boxes. "Doubled" again, it now produce 34 power (as one box is gone this doubling only gives 10 power), and would be down to 4 boxes. Then it could go to 42 power and 3 boxes, 48 power and 2 boxes, 52 power and 1 box, and then finally to 54 power and 0 boxes. Thus the engine provided more than four times its normal output. Note that if this had been a 12 box (1 energy per box) UWarp, it would have provided much more power (90) before being destroyed. Boxes may be repaired on a UWarp during a turn by various means before doubling again; the energy added is always what the engine could produce at the moment it is doubled. This "system" is not represented on the SSD as a box. Repair NA; 0 Space; cannot be hit. DTD: Deflection/Transfer Device. DTD requires 1 energy to use and can be used up to 6 times per turn (once per impulse). When a DTD is used, all of the defender's Shields/PAs/other Defensive systems become 360 degree (all systems face all shield facings). The DTD can also be set to "suicide" mode, which causes all damage that impulse versus your ship to be halved. This destroys the DTD. Repair 24; 2 Spaces; not hit in combat. EAC: Energy Absorption Crystals. Each EAC box requires 3 energy to activate for the turn. Each EAC box can take 100 points of damage from any source and from any direction before being filled. EAC does block Transporters. If all EACs are full, then the ship takes internals as normal. If an EAC takes a hit, 1 more internal is generated on the ship, any other damage from that hit is dissipated into space. Each EAC box can dissipate 25 damage being held per turn. Repair 6; 1 Space; hit on "Drone". Emer [power system]: Emergency [power system]. If this system is turned off and not used, this system cannot be damaged in combat. This system may be turned on or off during Impulse Activity. The system may be "hastily repaired" to not include the Emer function. Repair +2; +0 Space. Energy Sheath: A weak form of Cloaking Device, incorporated into the hull. Energy Sheath can be turned off or on during Impulse Activity. A ship using Energy Sheath suffers a +2 range penalty with all weapons and systems (such as Trac and Tran). This penalty may be countered with SpecScan; each SpecScan use counters a +1 adjustment. All other units affecting the Energy Sheathed ship are at double range for all systems (this includes Tactical Intelligence). The range can be reduced by 1 per SpecScan use, but obviously not below true range. The Energy Sheathed ship may disengage by seperation as if it was at double the true range. None of these effects are cumulative with normal Cloak. Energy Sheath cannot be used with PA panels (the PAs absorb it). This system is not represented on the SSD as a box. Repair 15; (8-Size Class) Spaces; not hit in combat. GWARP: Jump Warp Treat as HWARP for purposes such as initiative, etc. Also functions as Imp. Gate: Jump Gate - Cost: 20/ turn - Ships with Gate can open their own jumpgates up to 2 hexes away from DF of the ship. The Jumpgate lasts until the generating ship enters the gate, the generating gate box is destroyed, the cost is not payed or 5 turns elapse, whichever comes first. Jumpgates are used mainly to leave the map (similar to going to warp). Repair 55; 6 Spaces; Hit on "Warp". H WARP: HyperWarp, a very advanced form of warp travel. Only a few 3X and 4X ships have it; it is generally a 5X item. HWarp can also function as Impulse, so many HWarp ships no longer have Impulse engines. A ship with HWarp always wins Initiative versus ships with VWarp or lower technology. HWarp boxes are hit on the appropriate "Warp" hit. ("1-L/R/C"): Repair 24; 1 Space. ("2-L/R/C"): Repair 36; 2 Spaces. ("3-L/R/C"): Repair 48; 3 Spaces. ("4-L/R/C"): Repair 60; 4 Spaces. ("5-L/R/C"): Repair 72; 5 Spaces. ("6-L/R/C"): Repair 84; 6 Spaces. ("7-L/R/C"): Repair 96; 7 Spaces. H WARP-0: HyperWarp Motivator, a very fuel-hungry way of moving a ship. This system provides no power. If 1 energy is allocated to a HWARP box, that 1 power may be used to move the ship. Only 1 power may be allocated to each HWARP box. Repair 20; 1 Space; hit on "Warp". Halve Engines: An amusing ability developed by Baron Thi'meq, an Alternate Universe Orion starship engineer. At any time, if the ship has damage to its warp engines, it may spend X energy to repair 1 warp box (of any type), where X is equal to what the engine could produce if it had one box repaired. For example, if a ship has a 7 box VWARP-4, and 2 of the boxes are currently destroyed, the ship may spend 24 energy (5 boxes remaining plus 1 more, times 4) to fix 1 of the boxes. It could then fix the next box for 28 energy. Energy may be allocated to this in advance in anticipation of damage. Note that the Ability to Halve Engines is identically opposite of Ability to Double Engines, i.e. if you Double then Halve (or Halve then Double) there is no net effect. From a tactical viewpoint, this system is useful if large numbers of reactors (such as A4VRs) are available, but is not considered to be as generally useful as Doubling Engines. This system is not represented on the SSD as a box. Construction: BPV +20 {+30} per box; Repair NA; 0 Space; cannot be hit. Imp: Impulse, used for sublight travel. Impulse has not improved much from the sublight era all the way to 4X; 1 box of Impulse provides 1 movement (only one box of Impulse may be used for movement per turn). If not used for movement, 1 box of Impulse provides 1 power. Repair 6; 1 Space; hit on "Impulse". IMP-G: Gravitic Impulse Drive - Acts as standard impulse (uses gravimetric energy) and is treated as standard impulse (repair costs, etc) except it can only be used for movement. Each IMP-G box produces 3 power. Repair 5; 1 Space; hit on "Impulse". Inertia: Inertia, a variant of impulse. If you did not move with Inertia last turn, you may move 1 this turn for 1 Inertia (this combines with Propel movement). If you moved 1 with Inertia last turn, you may move 1 again this turn (for no energy cost unlike Impulse) or you may move 0 (for 1 Inertia). Inertia by itself cannot generate a speed of 2 or higher. If not used for movement, 1 box of Inertia provides 1 power. If a ship has both Impulse and Inertia, it may move at speed 2 (one from each source). Repair 6; 1 Space; hit on "Impulse". Inverse Cloak Field: The Alternate Universe Orions do not like Cloaking Devices so they developed a system to nullify it. The Inverse Cloak may be turned "on" or "off" during any Launch phase. A radius range "R" is selected, the energy cost is 4*R per turn. All Cloaking Devices within the selected radius are voided. Ships under Cloak have all the restrictions of Cloak, but none of the benefits. Note the timing on Inverse Cloak (during Launch), so a Cloaked ship needs to anticipate when the Field will be activated, as the Cloak can be turned "off" only during Impulse Activity. This system also has the (unanticipated) ability to counter Halluc and Deresolution Device effects in the same way. This system is not represented on the SSD as a box. Repair 44; 1 Space; not hit in combat. JWARP: Jump Warp Treat as UWARP for purposes such as initiative, etc. Also functions as Imp. MS: Masking Screen Cost: 2/turn Gives false power allocation, system information, etc. to any ship under it's tech level that is scanner it (Player decides info given) No other game function. Not hit in combat. 0 Space. M-AM-CONV: Matter/Antimatter Energy Converter; the main power source of the Planet Crusher. Each M-AM-CONV can convert 11 "fuel units" of rubble per turn at range 0; each fuel unit is converted to 1 power unit for the batteries. An asteroid hex can provide 20 fuel units. A small moon can provide 50 fuel units. A small planet can provide 1000 fuel units. M-AM-CONV requires the rubble to be in fairly small pieces (say no more than 1 km across), so Force Beams (or something similar) are needed to slice up the object. Repair 70; 4 Spaces; hit on "APR". Mobile Shields: Mobile Shields function as normal shields except as follows. When raised, the Shield boxes raise as evenly as possible among the 6 shield facings. If the shields are lowered and then raised again in the same turn, you must pay the Shield Cost again (this is unlike normal Shields). See "toggling" below for the uses of this. Each of the 6 groupings of Shields can block damage only from the appropriate facing (i.e. they are all "1 facing" Shields). During Impulse Activity, any number of Mobile Shield boxes may be moved 1 shield facing in either direction. For example, the ship with mobile shields could move its #2 and #6 boxes to #1, its #3 boxes to #2, its #5 boxes to #6, and split its #4 boxes (12 to #3, 12 to #5). It would end up with 72 boxes facing #1, 24 boxes facing #2, 24 boxes facing #6, 12 boxes facing #3, 12 boxes facing #5, and 0 boxes facing #4. Note the ship could have all of its Mobile Shield boxes facing #1 in two more impulses. If a Mobile Shield box is destroyed, it is effectively "lowered" and has no facing (i.e. don't keep track of where destroyed boxes are). As boxes are repaired, they are raised to the smallest facing. Thus, if a ship has a large #1 shield and raises 15 new boxes, 3 will appear in each of the #2 through #6 facings. This limitation is part of the Mobile Shield system and cannot be "corrected". Tactical Note: some races employ a "toggling" trick to effectively move a lot of Mobile Shield boxes quickly in the case of an overrun attack or if a ship displaces in a unusual location. During Impulse Activity, completely lower Shields, then raise them again. Since you have re-raised shields, you have "reset" the system and your Shields come in evenly distributed across the 6 facings. Since it is still Impulse Activity, you can even move some of the boxes right away. Repair 1; 0 Space; hit on "Shield". Null Shields: An advancement of Cardassian Subspace technology, Null shields are an enhancement of normal shields. By paying an additional 20 energy per turn, all damage done to shields is reduced to 1/4th. The drawback to this is that only impulse power can be used for movement (no warp fields can be created with active Null shields) and no weapons can be fired while the shield is activated. It can only be activated at the beginning of a turn, but can be shut off at the beginning of any impulse. Not hit in combat; 0 spaces. P WARP: PhaseWarp, an even more advanced form of warp travel than HyperWarp. Only a few 5X ships have it; it is generally a 6X item. PWarp includes Impulse (same as HWarp). PWarp includes a Phasing Device, the energy requirement is 1 per box of PWarp. It does not include a Cloaking Device, but a Cloak could be bought as per normal. A ship with PWarp always wins initiative versus ships with HWarp or lower technology. ("7"): Repair 112; 4 Spaces. ("8"): Repair 126; 4 Spaces. ("9"): Repair 140; 5 Spaces. ("10"): Repair 154; 5 Spaces. ("11"): Repair 168; 6 Spaces. PA: Power Absorber Panels, the defensive system used by the Andromedans. Each PA panel costs 1/2 energy to use for standard mode and 1 energy to use for reinforced mode. Standard mode PAs can hold 12 damage, reinforced can hold 20 damage. Note these numbers are simply double that of standard tech Andromedans. Each damage point that strikes the Andromedan from the appropriate direction is put into the PA panels. When the PA panels are full, the ship takes internals as normal. PAs block Transporters going in, but not out. If a full PA panel is destroyed, it empties all of its damage onto the ship as 1 hard hit. Disruptors are a special case. A Disruptor hit on an Andromedan will have its first damage point absorbed by a PA, then all further damage from that Disruptor box this impulse is internals. P-Disr uses the same rules. During Damage Control phase, PA panels may transfer up to 25% (round up) of the damage as energy points to the Batteries. The Batteries are not required to clear enough capacity (as in the standard rules), as energy can always be wasted for no reason. There does, however, need to be enough undestroyed Battery boxes, or only what you have in total Battery capacity can be removed from the PA panels. Also during Damage Control phase (presumably after the above), PA panels can dissipate 4 damage per panel into space. Damage may not be moved from front to back (or vice versa) per se. A ship with full PA panels in one direction may lower their PAs to standard, the extra 8 damage per panel would then be absorbed by the other set of PAs, and then the ship could raise the PAs back to reinforced. This trick is called "toggling" and is perfectly legal. (180 degree): Repair 8; 1 Space; hit on "Drone". (360 degree): Repair 8; 1 Space; hit on "Drone". Phasing Device: A device, similar to the cloaking device, that instead of making the unit invisible it makes the unit "phased out", which means it can pass through normal matter with no harm. Weapons and Units cannot normally damage a unit that is "phased out"; they must be fired in a special mode (with "Phase Discriminators") to affect the phased unit. If firing with Phase Discriminators, you must use the "Standard" mode of the weapon; you cannot use Overload, etc. The following weapons can use Phase Discriminators (unlisted weapons do no damage): At Half Damage (round up): Beam, Drain, Drn (spearfish), Grav, PC, all Phasers, Phtn, Quan, SFG, Shard, SPWD, TS, WB, WFDG. At Quarter Damage (round up): Blast, Bolt, CET, Cut, ESGC, Fus, HFR, Ion, Mauler, P-Disr, PPDC, PRT, Snare, Stat, TLAS, TRH, WC. The phased ship can also fire (by having its weapons "resolidify" after they fire), at the same rate as above. Other systems do not function between states. Two phased ships may affect each other as if they were non-phased; there are "different phase states" but it is assumed a ship equipped with a Phasing Device can shift states to affect the other ship. Repair 80; 0 Space; not hit in combat. PO: Power Option. Any system in the "Power/Defensive" section may be used. Infinite Space; Quick-Changing; Allowance towards Options is 80 {120}. Most ships have the "unlimited" version of PO. The "limited" version of PO can only use systems in the "Power/Defensive" section that provide power (making the Defensive systems unavailable). (unlimited): Repair 20; 1 Space; hit on "APR". (limited): Repair 18; 1 Space; hit on "APR". Positron Flywheel: A special form of capacitor for movement the Federation developed. A similar system to this one was made during the 0Xs tech period, but the item was never mass produced until 4Xl. The system operates in a similar manner to a phaser capacitor; it stores movement points instead of energy. The maximum movement points the Flywheel can hold is equal to the maximum allocated speed the ship can generate (not including Impulse if it has any). The ship may take movement points from the capacitor at any time, the ship may move faster than its maximum allocated speed by combining Flywheel and Allocated movement points. At the end of the turn, calculate the actual energy (Flywheel movements do not count for this) the ship allocated to movement over the turn. This energy is stored as the appropriate number of movements in the Flywheel at no cost. This is the only way to actually gain movements into the Flywheel; Emer Decel still goes to Btty as per normal. Note the effect of the Flywheel is to basically halve the movement cost of the ship during normal operations, and tactically it gives some reserve movements to escape after a large exchange of fire. A ship cannot be fitted with 2 or more Positron Flywheels. This system is not represented on the SSD as a box. Repair 24; 4 Spaces; not hit in combat. Propel: Propel, a variant of warp. A ship with Propel uses the speed of last turn then either adds or subtracts to that speed with Propel. Thus if a ship with Propel is moving speed 20, it will continue to move speed 20 (at no energy cost) every turn until Propel is used to slow down (or if the unit is stopped by other means). A unit with Propel cannot use emergency deceleration, which means it may take a long time to stop if it is moving fast. It could tractor something to slow down, or activate a Positional Stabilizer to stop. A unit with Propel may move any number of hexes per impulse (just like UWarp) but with a minimum of its speed divided by 10 (round down). It must move all of its remaining movements on Impulse 6. A unit with Propel cannot use "going into warp", it already has an improved version of that function. Propel does not have the "L/R/C" designations that warp has; any "Warp" hit will hit Propel (making it slightly more vulnerable than warp). Propel does not "blow off" if an entire grouping is filled in, but a ship with no Propel and no DamCon moving at high speed could be in a whole lot of trouble. :) ("1"): Repair 12; 1 Space; hit on "Warp". ("2"): Repair 24; 2 Spaces; hit on "Warp". ("3"): Repair 36; 3 Spaces; hit on "Warp". ("4"): Repair 48; 4 Spaces; hit on "Warp". Ref: Refactor Panel, the primary defensive system used by the World-Fleet. Ref acts as Armor, except it also blocks Transporters and can use Specific Reinforcement (3 {4} points per energy). Ref itself costs no energy to use. See Shield entry for limits on Reinforcement. 1 undamaged Ref box can repair another one during Damage Control phase, regardless of the facing(s) of the boxes. Thus, a ship with Ref generally doubles its defenses each turn if it is heavily damaged. The true power of Ref does not come into play until RG is activated (see below). Ref can be used on a ship with active shields. Ref "weighs" a full box, so a ship equipped with Ref instead of Shields will be rather sluggish (hence the use of Propel to help this). (180 degree): Repair 2; 1 Space; hit on "Shield". Regenerative Sheilding: This allows your shields to repair 1 box per facing on every Other impulse starting the round after your shields were damaged. EX: you take 4 pts of damage to your shields on impulse 1…you would regenerate a point during impulse 3, 5..then on impulse 1 and 3 on the following turn. RG: Refract Field Generator, a system that charges Refractor Panels so the ship is more heavily defended. Each RG box may be used once per turn. RG is used during an Impulse Activity and costs 1 energy. The effects last until the next Impulse Activity. During this time, each Ref on the ship can take 2 damage (rather than 1) before being destoyed. Odd points of damage are combined on any given phase, but a final odd point of damage at the end of a phase is lost. The effect lasts for the stated time even if the RG box is destroyed. If RG is used on a ship with active shields, the shields drop and cannot be raised for the rest of the turn, and the RG effect is dissipated. If the shields were already dropped, they cannot be raised for the rest of the turn (but there are no other bad effects). Repair 12; 1 Space; hit on "Flag". Sh Gen: External Shield Generators. Each Sh Gen box increases the effective tech level of the ship's Shields by 1, so they can be reinforced for greater amounts for less energy. The effective tech level of any ship's Shields cannot be increased beyond 10X. If a ship with Sh Gen has a Sh Gen box destroyed, one of the 6 facings cannot be covered at all by any shield until the Sh Gen is repaired. The facing lost is determined by a 1d6 roll (roll again if that facing has already been lost). Sh Gen, being a large, bulky system on the outside of the ship, is extremely easy to hit. If a ship with Sh Gen takes internals and has no Armor remaining, the firing ship may opt to hit Sh Gen boxes as if they were Armor (stripping the defending ship of Sh Gen). Repair 50; 12 Spaces; hit on "Armor". Shield: Shields, the primary defensive system used by most races. Note that Shields cover more than 1 (usually 3) "shield facings". More than one Shield may be used to block a large single amount of damage (such as a Mauler hit), they are not in separate "groupings". Shields reinforce at 1 {2} shield reinforcement per energy unit. This is general (360 degree) reinforcement. Specific reinforcement provides the same as general, so it is not often used. The energy requirement for Shields is usually 1 power per 6 {10} boxes on the average-sized Shield, rounded down. All Shields are 1 Repair, 0 Space, hit on "Shield". Shield Remodulator: Borg System. May target one ship (including self) to enhance ASG. All weapons (even ones that cannot be adapted against) do only 1 point of damage per grouping. When activates during the ipulse activity phase, it lasts for 2 full turns. Takes 5 turns to recharge. Not Hit in Combat, 0 Space. Shroud: Shroud, a variant of the Strobe (not presented here but is the same as a Shroud but vs. Scanner boxes). Shroud costs 4+X energy to use, where X can be any number from 1 to 6 {8}, and can be held for 1/2*X. A Shroud may be used once per turn, during Impulse Activity. For this impulse and the next 5 impulses, there is a Shroud field centered on the generating ship's current hex. The field does not move. All ships within X hexes of the Shroud field have X-R boxes of their Sensor track temporarily considered non-functional, where R is the range to the center of the Shroud field. The ship that created the Shroud field is immune to the effect. A single SpecComm use will disable an entire Shroud field. A SpecSen use can make one unit immune to the field. Shroud is not represented on the SSD as a box. Repair 18; 2 Spaces; not hit in combat. Subspace Warp: Cost-10, When activated, the ship can 'warp' from it's current hex up to 20 hexes in any direction. It appears in it's destination in the facing of it's choice. For double the cost, it can leave the battlesield and exit the map. Repair 50; 3 Spaces; not hit in combat. Switch Engines: The Prometheus class ship can switch between it’s normal engines and it’s X engines at the start of any impulse. It can switch one or both of nacelles. T WARP: TransWarp, an old form of faster than light travel, generally a 2X system. ("1-L/R"): Repair 12; 2 spaces. ("1-C"): Repair 12; 2 spaces. ("2-L/R"): Repair 18; 3 spaces. ("2-C"): Repair 20; 3 spaces. Temporal Exclusion Device (TED): This is basically a "super" phasing device that removes the unit from the space-time continuum. The affected unit cannot be damaged by physical means, even by those weapons fitted with "Phase Discriminators". The affected unit can be damaged by Chronoton or Temporal energy (and can still suffer a Temporal Paradox Breakdown, see TIB & TimeWarp). The affected unit can also be attacked by a psionic creature (if said creature can detect objects outside of the space-time continuum). Two ships using TEDs may attack each other with normal weapons only if *both* ships are willing (they go to the same pseudo-reality plane). Size Class: 6 5 4 3 2 1 0 TimeWarp Energy Cost /turn: 1 2 3 5 10 20 40 (6X only); Repair 9000; 10 Spaces; not hit in combat. Temporal Shields: This is a modification of normal Shields to allow it to absorb Chronoton/Temporal energy. Each weapon of these types describes the effects of Temporal Shields (usually 1/10 dmg). If a unit with Temporal Shields suffers a Temporal Paradox Breakdown (see TIB and TimeWarp); it may adjust the die roll (after rolling) by 1 by taking 100 damage on its Temporal Shields. If it does not have enough Temporal Shields, it still suffers the breakdown. This adjustment may be done several times (at -1 per 100 dmg). Repair x2; all other data the same. TimeWARP: Used by 6X and higher tech races, this includes the "Phasing" of P Warp, plus the ship has the ability to travel through time. Each movement point is 1 year in the future or past, so a ship with TimeWarp could expend 20 movement to move 20 years. In terms of space combat, a ship that has travelled through time is simply removed from the map. In this case, one of two things will occur: 1. If there are other ships with TimeWARP, they may scan the area (using a 6X+ SEN, SCAN, or S box) during Impulse Activity and follow next impulse if possible. If the following ships can move the necessary amount of Time movement within the following impulse, play continues with the first (original) ship having 1 impulse to move or do whatever before the others arrive (possibly moving through time again to avoid them, in which case this step repeats until one side has given up). 2. If no one follows the ship that left, the time-travelling ship may take an infinite amount of turns repairing and arming weapons, then return to the battle if desired. The ship may return to the battle during the next impulse, or later if desired. The ship *could* return to the battle before it even left (requiring the battle to be "undone" back to that point to see what happens), but most time-travellers do not do this because of the possibility of a time paradox (see below). The ship that left the battle does not have to return, and if it decides not to, the battle continues as normal. The ship that left must declare (in writing) whether or not it wishes to return before play resumes, as the player could gain information he should not have if he chooses to watch the battle occuring in his absence, then decide to return later. Whenever a ship travels through time, it must roll a "Temporal Paradox Breakdown". A d6 is rolled, and if the result (modified below) is greater than the tech level of the TimeWarp drive, a time paradox has occurred and the ship is erased from history forwards and backwards through time (as if it was temporally incursed - see TIB in the weapons section). The die roll is adjusted by +1 for each occurance of time travel the ship has taken within the last 24 hours (relative to the people inside the ship). It is adjusted by +1 if the ship is landing in a spot in time where the same ship exists somewhere else (for example, travelling backwards 1 minute in time to stop something from happening to yourself). In this case, it is adjusted by a further +1 if the previous version of itself can detect or see the new version, and know what it is (itself from the future). A Temporal Paradox Breakdown might be avoidable by using Temporal Shields, see rules on that system. This is the last type of engine commonly found (most 8X and higher races do not use physical machinery to travel), and is the basis for many variants, including AWARP (Alternate Timeline Warp), AntiTimeWARP (Anti-Time Warp), and LWARP (Loop Warp). ("10"): Repair 176; 1 space. ("25"): Repair 416; 1 space. ("50"): Repair 816; 1 space. ("100"): Repair 1616; 1 space. U WARP: UltraWarp, the standard engine type of the 3X era. A unit with UWarp can move any number of hexes in any given impulse (assuming movements have been paid for). UWarp boxes are hit on the appropriate "Warp" hit. A ship with UWarp/VWarp always wins Initiative versus ships with TWarp or lower technology. ("1-L/R/C"): Repair 16; 1 Space. ("2-L/R/C"): Repair 24; 2 Spaces. ("3-L/R/C"): Repair 32; 3 Spaces. ("4-L/R/C"): Repair 40; 4 Spaces. ("5-L/R/C"): Repair 50; 5 Spaces. ("6-L/R/C"): Repair 60; 6 Spaces. V WARP: "Clean" UltraWarp, i.e. U Warp that does not damage the fabric of space-time with extended use. Most races converted their U Warp ships to this by the 4Xe era. ("1-L/R/C"): Repair 20; 1 Spaces. ("2-L/R/C"): Repair 26; 2 Spaces. ("3-L/R/C"): Repair 36; 3 Spaces. ("4-L/R/C"): Repair 46; 4 Spaces. ("5-L/R/C"): Repair 56; 5 Spaces. ("6-L/R/C"): Repair 66; 6 Spaces. WCAP: Weapon Capacitors Seperate and expanded capacitors that multiple weapon systems can draw power from. Treat them as special BTTY that can only be used by weapons that are connected to them. All weapons still have normal capacitors. {"5"}: Repair 4; 1 Space; hit on "Btty". {"6"}: Repair 5; 1 Space; hit on "Btty". {"7"}: Repair 6; 1 Space; hit on "Btty". WT: Wing Thrusters - Small, chemical thrusters attached to the wings to assist in turns and rolls. Each box can do ONE of the following per turn -add 1 MP -improve turn radius by 1 step -turn one hex facing at any time -add +1 to all rolls to hit ship for 1 turn. No more than 2 boxes can perform the same function per turn. Repair 3; 1 Space; hit on "Impulse".