WEAPON SYSTEMS GENERAL NOTES: 1. "N" means "this weapon cannot fire at this range". All ranges that aren't listed are considered "N". 2. If a weapon can fire more than once per turn, it can fire all of its shots in a single impulse unless noted. 3. "Hit #" means "need to roll this or less on 1d6 to hit." A note is made if the weapon uses other dice types. 4. Size Class is mentioned repeatedly, for convenience: Size Class 8 = People Size Class 7 = Seeking Weapons Size Class 6 = Shuttles; 1 Box on an SSD Size Class 5 = PFs; Very Small Ships; 1 MegaBox Size Class 4 = Frigates; Destroyers Size Class 3 = Small Cruisers Size Class 2 = Medium Cruisers; Small Bases Size Class 1 = Very Large Ships; Medium Bases Size Class 0 = Giant Ships; Large Bases; Small Moons Size Class -1 = Large Asteroids Size Class -2 = Earth-sized Planets; Large Moons Size Class -3 = Uranus/Neptune-sized Planets Size Class -4 = Saturn/Jupiter-sized Planets Size Class -5 = Small - Medium Stars (like the Sun) Size Class -6 = Large Stars AC: Antimatter Cannon - An odd weapon similar to photon torpedoes. Equal amounts of matter and antimatter is launched in a special containment bubble. The containment bubble. The containment field collapses upon impact. Fires 1/turn. Cost 3/standard (2 must be warp) - Damage 10 7/overload (4 warp) - Damage 20 Range Die 0 1-3 4-6 7-15 16-21 22-32 Roll 6 5 4 3 2 1 Repair 10; 1 Space; hit on "Torp". ACG: Antimatter Cloud Generator - Fires a packet of gaseous antimatter which disperse over 1 hex. Fires 1/turn, Duration - 1 Impulse, Cost - up to 10 points of warp energy. Damage: Energy Cost x2; Hold Cost - 0 for up to 15 turns. Roll 2D6 to hit Range 0 1 2-3 4-6 7-15 16-21 22-25 HIT n/a 2-11 2-9 2-7 2-6 2-5 2-4 NEAR MISS n/a 12 10-11 8-9 7-8 6-7 5-6 MISS n/a 13+ 12+ 10+ 9+ 8+ 7+ HIT - explodes in target hex. NEAR MISS - explodes one hex away from target hex. Roll randomly for direction. MISS - Roll two near misses in a row (if it lands back in original hex, reroll) Repair 25; 4 Spaces; hit on "Torp". Alter: The Probe's system that can alter a planet's surface in order so evolution from basic lifeforms can begin again. Weather patterns, local terrain, even continents may be altered with time. Alter requires 8 energy to fire and can be maintained for 2 per turn. This system does no damage to ships unless the target is Size Class 0 or larger. Against larger ships, the Probe rolls 4d6-range every impulse for each Alter affecting a ship. This is the number of internals that get turned into "Null" permanently (shields and the like do not help in this regard). (5X only); Repair 12; 5 Spaces; hit on "Torp". AMPB: Anti-Matter Plasma Beam. Main weapon used by Species 8472. Fires 1/turn; Energy Cost = 6; Hold Cost = 0. Has a Die Roll modifier of +(Target Size Class)-2. Is a 360 degree weapon, but does less damage away from the FA arc. Does full damage in FA firing arc, 2/3 damage in L or R arc, or 1/3 damage in RA arc. Does 1/10th adjusted damage if the target has Solid Neutronium Hull. This weapon can also be "combined" between multiple ships; the weapon uses a single die roll and the damage is multiplied again by it's total (Example: 9 ships fire all 81 beams combined. It rolls a 1 at range 5 and does 4050 points. By combining firepower, you multiply the 4050 by 4050 again and get a total of 16,402,500..enough to destroy a planet) Die Damage at Range Roll 0-9 10-18 19-36 37-72 73-144 1 50 40 30 20 10 2 40 30 20 10 5 3 30 20 10 5 1 4 20 10 5 1 0 5 10 5 1 0 0 6 5 1 0 0 0 (6X only); Repair 40; 3 Spaces; hit on "Phaser". Anti-Proton Beam: This weapon requires Solid Neutronium Hull, or else the weapon will cause 1 internal to the firing ship for each shot. It was designed to be the "point defense" weapon of the Planet Crusher. Fires 6/turn, each shot costs 1 energy to fire, the weapon may hold up to 6 shots ready for 0 energy. Each box of Anti-Proton Beam cannot fire at the same target more than one shot per turn. If a target is Size Class 1 or larger, this limit does not apply. This weapon cannot have its "to hit" die modified; it always uses the true die roll. Die Range Roll 0 1 2 3 4 5 6 7 8 9 1 8 6 6 4 4 4 2 2 2 2 2 6 6 4 4 4 2 2 2 2 0 3 4 4 4 4 2 2 2 2 0 0 4 2 2 2 2 2 2 2 0 0 0 5-6 1 1 1 1 1 1 0 0 0 0 Repair 26; 3 Spaces; hit on "Phaser". Beam: Dominion/Jem'Hadar Beam. Fires 2/turn {3/turn}, cannot fire more than once per impulse. All Beams in one group may be combined into one hard hit if desired. Costs 2 energy to fire, cannot be held. Range 0-2 3-5 6-8 9-11 12-14 15-17 18-20 Hit # 8 7 6 5 4 3 2 Damage 15 12 10 8 6 4 2 Repair 26; 3 Spaces; hit on "Phaser". Blast: Blaster, a particle/beam weapon favored by the Gorns. Normal Mode: Fires 1/turn, Energy Cost = 3, Hold Cost = 1/2. Die Range Roll 0 1 2 3 4 5 1 12 10 8 6 4 2 <- This chart can be abbreviated 2 10 8 6 4 2 0 by saying: 3 8 6 4 2 0 0 Damage = 7 - Range - 1d6. 4 6 4 2 0 0 0 5 4 2 0 0 0 0 6 2 0 0 0 0 0 Pulse Mode: Fires 3/turn, Energy Cost = 4, Hold Cost = 1+1/2 (for all 3 shots). Die Range Roll 0 1 2 1 6 4 2 2 4 2 0 3 2 0 0 4-6 1 0 0 Repair 6; 1 Space; hit on "Phaser". {Normal and Pulse Mode are +1 damage.} Borg Modified Photons: see PhtnB BTORP: Borg Torpedo/Missile Fires 1/turn, Cost: 5, Hold Cost: 1 Against shields, the torpedo does double damage. Any system in the Hull group of systems damaged by the torpedo requires 5 times the normal repair costs. Range 0 1 2 3 4 5-8 9-12 13-16 17+ Hit # 8 7 6 5 4 3 2 1 N Damage 15 14 13 12 11 10 9 8 N Repair 6; 2 spaces; Hit on "Torp" CB: Compression Beam. Favored by the Cardassians, this weapon does extra damage to a ship if it does not have shields up. Fires 2/turn {3/t}; Energy Cost = 1 per shot; 6 {9} energy capacitor. Does 2 damage, +2 more damage if there is an active tractor link between the firing and targetted ships, +2 more damage if the targetted ship has no facing shields (PAs and REFs do not help in this regard). Range: 0-1 2 3 4 5 6 7 8 9+ Hit #: 7 6 5 4 3 2 1 0 N Repair 6; 1 Space; hit on "Phaser". CET: Cardassian Energy Torpedo. Has a "splash" effect similar to PPDs. This weapon can be "underloaded", meaning the damage per shield is 2, not 4 as indicated on the chart below. The Energy to Arm is halved, but the Energy to Hold is the same. In the 2+2 and 2+2+2+2 cases, the firing ship gets to choose where the splash facing is (to the left or right of the facing direction). Firing Energy Energy Base Hit # at Range Mode to Arm to Hold Damage 0 1 2 3 4 5 6 7+ 1 facing 1 1/2 4 6 6 6 5 4 3 2 N 2 facings 2 1 4+4 6 6 5 4 3 2 1 N 3 facings 3 1+1/2 4+4+4 6 5 4 3 2 1 0 N 4 facings 4 2 4+4+4+4 5 4 3 2 1 0 N N 5 facings 5 2+1/2 4+4+4+4+4 4 3 2 1 0 N N N 6 facings 6 3 4+4+4+4+4+4 3 2 1 0 N N N N Repair 9; 1 Space; hit on "Torp". {Can be "overloaded": multiply Energy to Arm by 1.5 and Base Damage is 6 per shield. Energy to Hold is the same.} ChrT: Chronoton Torpedo. Fires 1/turn; Energy Cost = 10 TimeWarp; Hold Cost = 3 TimeWarp. Considered Chronoton damage and can affect Out of Phase or Cloaked objects normally. Does 10 times indicated damage versus non-Shielded targets. Does 1/10th damage versus Temporal Shielded targets. "T" below is "Tech Level of the ChrT". 4X Range: 0-3 4-6 7-9 10-12 13-15 16-18 5X Range: 0-4 5-8 9-12 13-16 17-20 21-24 6X Range: 0-5 6-10 11-15 16-20 21-25 26-30 Hit #: 8 7 6 5 4 3 Damage: 6*T 5*T 4*T 3*T 2*T 1*T Repair 80; 3 Spaces; hit on "Torp". CM: Concussion Missile, a weapon used by the New Republic. Fires 1/turn, 1 energy to fire, can be held for 0. Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 <- subtract 1 for each Size Class Damage 8 7 6 6 6 6 6 4 number smaller than 4. Repair 12; 1 Space; hit on "Drone". CSC: Cosmic String Caster, a weapon similar to WC that fires Cosmic Strings instead of Webs. It is available only at 5X tech and later. Cosmic Strings do not disrupt or hinder any system. Physical objects (such as Drones and Plasmas) that travel through a Cosmic String hex are destroyed. If a non-Voth vessel enters a Cosmic String hex, roll 2 die. This is the number of six-sided dice of damage the ship takes (in other words, you are rolling (2d6)d6 for damage). This destroys the Cosmic String in the hex if the vessel is Size Class 4 or larger. Repeat this procedure if multiple Cosmic Strings are in the same hex. Ships may leave a Cosmic String hex with no interaction with the String as long as the ship is moving at least speed 2. Cosmic Strings move 1 hex per turn in any direction the generating ship desires. If a Cosmic String enters a Web hex, the String is destroyed and the Web loses (1d6)d6 strength points. Cosmic Strings are Size Class -1. They can be fired on, but cannot be destroyed. Exception: Mend will destroy a Cosmic String if it hits. Cosmic Strings could be operated on "different frequencies" so 2 Voth vessels could affect each other. CSCs fire 1/turn and require 6 energy to fire. They have a 10 point capacitor. CSC fires on Direct Fire. It creates a Cosmic String in any hex within range 50. If the desired hex has ships in it, the CSC firing ship may attempt to hit one of them (this is called Cosmic String Fist). Range 0-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Hit # 1 3 5 7 6 5 4 3 2 1 Any unit in the hex not directly hit by the Fist is unaffected, and can leave the hex with no damage (assuming speed 2). (5X only); Repair 35; 3 Spaces; hit on "Torp". CRP: Chain Reaction Pulsar The CRP fires an odd Photon/Drone device that surrrounds itself with an energy field. It strikes a ship, draining power from the shields and possibly doing damage, and then moving to the next available target, using the power drained to increase it's own destructive power. It is basically a remote control, self-replenishing plasma torpedo. Fires: 1 every 3 turns; Cost: 25 warp power. Range: 10 hexes When fired, It acts as a speed 30 plasma torpedo with a 20 point warhead that does not diminish due to range or damage. When it strikes a target, it drains an additional 10 points from a ship's shields (any facing, target players may choose where to drain from and can drain the amount from multiple shields) to power itself and seek a new target within 10 hexes. When the next target is struck, it does it's standard damage plus the amount drained from the previous ship(s) shields. If no target is available within 10 hexes or ships move outside of the 10 hex range, it explodes for an additional 10 points of damage in it's current hex.The CRP can only stay active for 1 turn. If a ship does not have 10 shield boxes remaining anywhere or if the CRP destroys a ship, it explodes in that hex. Example: A CRP strikes a klingon ship and does it's standard damage and drains shields (20+10 drain)It moves on to a second klingon ship (picked by the firing player) 5 hexes away from the first klingon ship. It strikes and does 30 points + 10 point shield drain. The firing player then chooses to move the CRP to a cardassian ship 2 hexes away from the second target (he cannot choose any ship that has already been hit by that CRP) The CRP strikes the cardassian ship for 40 points of damage and drains only 5 points of shields, ending it's cycle. It explodes then doing an additional 10 points of damage. Repair 100; 5 Spaces; Hit on "Torp". Cut: Borg Cutter Beam; 10 Energy to fire, Fires 1/turn, cannot be held. The first number in the damage below is normal damage, the second number is permanent damage. Permanent damage can only be repaired by Construct with enough Construct points equal to the repair cost of the system. If hit by a Cutter beam, each further box in that grouping will auto- matically be fired at the unit with a -5 range bonus each turn (raising negative ranges to 0). The defending ship may modulate Shield Frequency Mutations, each 1 energy gives a +2 range penalty on the Cutter beam. If the range goes beyond 70, the weapon lock has been broken and will not be restablished. Die Damage at Range Roll 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-70 1 32+12 28+10 24+8 20+6 16+4 12+2 8+1 4+0 2+0 2 30+10 26+8 22+6 18+4 14+2 10+1 6+0 2+0 0+0 3 28+8 24+6 20+4 16+2 12+1 8+0 4+0 0+0 0+0 4 26+6 22+4 18+2 14+1 10+0 6+0 2+0 0+0 0+0 5 24+4 20+2 16+1 12+0 8+0 4+0 0+0 0+0 0+0 6 22+2 18+1 14+0 10+0 6+0 2+0 0+0 0+0 0+0 (5X only), Repair 200, 6 spaces, hit on "Phaser". Disr: Disruptor. This weapon is generally replaced with P-Disr at 4X. Standard: 1 energy to fire, 2 damage. Overload: 2 energy to fire, 4 damage, max range = 3 {4}. Double-Overload: 3 energy to fire, 6 damage, max range = 2 {3}. Triple-Overload: 4 energy to fire, 8 damage, max range = 1 {2}. 6 {8} energy capacitor. The old "UIM" and "DERFACS" are assumed and included in the chart below. Range 0 1 2 3-4 5-6 7-8 9-10 Hit # 7 6 5 4 3 2 1 Repair 8; 1 Space; hit on "Phaser"/"Torp". DISR-5: System 5 Disruptor - Standard: 2 energy to fire. Overload: 4 energy to fire, double damage, max range = 8 {10} Small Pulse: 2 energy to fire, fires 4 P-Disr shots. Large Pulse: 4 energy to fire, fires 8 P-Disr shots. 12 {18} energy capacitor. Does 15 points of damage per hit. Range 0 1 2 3 4-6 7-9 10-12 13-15 Hit# 9 8 7 6 5 4 3 1 Repair 10; 2 Spaces; hit on "Phaser". Double Weapons: At any time, you may declare that you are "doubling your weapons". All weapons on your SSD are considered to have not fired yet this turn, even if they may have already. One weapon box in each grouping is destroyed and cannot fire. Double Weapons is not represented on the SSD as a box. Repair NA; 0 Space; cannot be hit in combat. Drain: Borg Drain Bolt; 20 Energy to fire, Fires 1/turn, cannot be held. If fired as Drain-S (Shield), each point of raw damage will do 1d6 shield damage (roll for each point) until internals are reached, then take the remaining raw damage (not rolling 1d6 each time) and divide by 3 as internals. Shield reinforcement cannot be used when internals are taken. If fired as Drain-M (Movement), each point of raw damage will cause the target to lose 4 from his remaining movements until 0 remaining movements has been reached, then divide the remainder by 4 as normal damage. If fired as Drain-D (Damage), each point of raw damage is a point of normal damage. Die Damage at Range Roll 0-10 11-20 21-30 31-40 41-50 51-60 61-70 1 30 24 18 12 6 4 2 2 26 20 14 8 2 1 0 3 22 16 10 4 1 0 0 4 18 12 6 2 0 0 0 5 14 8 4 0 0 0 0 6 10 4 2 0 0 0 0 (5X only), Repair 200, 8 spaces, hit on "Torp". Drn-B: Drone Rack Type B. Ammo limit of 12 {14} spaces. Fires 2/turn. Can fire 1 & 2 & 3 {& 4} space drones each shot. Note that Drn-B cannot fire 1/2 space drones. Drones fire during launch phase. If they not destroyed by end of direct fire, they strike their target if the target is within range 10 {12}, otherwise they move that number of hexes. Any ship may fire on a drone as if it was in any hex in a direct line from the drone to it's target. All drones are Size Class 7. If Drone A is targetted on Drone B which is targetted on Ship C, the drone closer to it's target will strike first, with Drone A striking Drone B first in the case of a tie. Mode Spaces HitPts Damage Notes single 1 1 2 - double 2 2 4 - triple 3 3 6 - quadruple 4 4 8 4Xe and later only half 1/2 1 1 Range is 5 {6} swordfish 1 1 0 Fires a ph-6 (non-overloaded) once spearfish 2 2 2 One of the hits is an auto internal multiwarhead 3 1(x4) 1(x4) Splits into 4 half drones when shot armored 2 4 2 - longrange 1 1 1 Range is 15 {18} hammerhead 3 2 0 Warhead is a Small Mine (see Mines) probe 1 1 0 probe (see Probes in "Hull" section) Repair 10; 1 Space; hit on "Drone". Drn-C: Drone Rack Type C. Ammo limit of 10 {12} spaces. Fires 4/turn {5/turn}. Can fire 1/2 & 1 & 2 space drones each shot. See Drn-B for drone rules. Also has ADD mode: Can fire any number of 1/2 space ADDs each impulse (not against shots per turn limit). Each ADD will destroy any drone within range 21 {35} before it strike its target. An ADD will do 1 damage versus any Size Class 6 or smaller target, but does no damage to larger units. Repair 10; 1 Space; hit on "Drone". Drn-G: Drone Rack Type G. Ammo limit of 10 {12} spaces. Fires 2/turn. Can fire a 1, 2, or 3 space drone per shot or two 1/2 space drones per shot. See Drn-B for drone rules. Also has ADD mode as per Drn-C. Repair 12; 1 Space; hit on "Drone". Drn-Opt: Drone-Option. Any drone/seeking weapon may be placed here. The current list is: Drn-B, Drn-C, ESGC, ICM, Mine, Pl-X, Pl-Y, Pl-Z, SFG, Shard, Snare, WB. Other equipment allowed in Drn-Opt: DD, DOGI, PA, Prb, SpecComm, Wormhole. Infinite space; Allowance towards Options is 50 {75}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. If Drn-Opt has no firing arc on the SSD, it is 360 degree. Drn-Opt can be used as NWO, but then only provides 30 {45} points. Note that Drn-Opt gives different Allowances than Ph-Opt/Torp-Opt. Repair 14; 1 Space; hit on "Drone". {4X Drn-Opt can hold a Positional Stabilizer, and can use alien technology at double Allowance costs.} DTLAS: Double Turbolaser Batter. Counts as 2 TLAS in one Space. Similar to PH-7D. Repair 12; 2 Space; hit on "Phaser". DTORP: Dominion Torpedo. When a warp engine is hit by a DTORP, 1 additional warp engine box is destroyed and cannot be repaired. Energy Damage Range to Fire to Hold 0 1 2-3 4-6 7-12 13-24 Standard 2 1 10 8 7 6 5 4 3 Overload 4 2 20 7 6 5 3 2 -1 Repair 18; 2 Spaces; hit on "Torp". ESGC: Expanding Sphere Generator/Caster. The Lyrans invented this nasty form of ESG which can project a sphere at a distance away from the ship. Fires 1/turn; Energy Cost = 1 to 4 {5} (variable) 6 {8} energy capacitor. This weapon fires during launch phase. The weapon can either be centered on the firing ship (Non-Cast) or projected at a distance of up to 6 {7} hexes (Cast). It can be set to radius 0 (which means it affects 1 hex) or to radius 1 (it affects 6 hexes, note the ESG is "hollow"). This weapon can fire through other ESGs (in fact, all weapons may fire through an ESG at no penalty). During launch and direct fire phase, ships may fire at the ESG as it forms. Each point of damage reduces the ESG strength by 1. At the end of direct fire, if there are unit(s) in the area of the ESG, one of the units (decided by firing ship) is struck by the ESG, taking damage equal to the remaining ESG strength and destroying the ESG. If there is no unit in the area of the ESG, the ESG will remain on the map, moving with the firing ship if it is Non-Cast, staying in place if Cast, until a unit strikes it. The ESG loses 1 point of strength at the end of each impulse. Energy Used: 1 2 3 4 {5} Non-Cast, Radius 0: 6 10 14 18 {22} Cast, Radius 0: 4 8 12 16 {20} Non-Cast, Radius 1: 4 6 8 10 {12} Cast, Radius 1: 0 2 4 8 {10} {Non-Cast, Radius 2: 2 3 4 5 6} If two ESGs perfectly overlap and were created by the same firing ship, they "merge" and form a (single) combined strength ESG. ESGs are Size Class -2 for Radius 0, Size Class -3 for Radius 1 and 2. {At 4Xs the Lyrans discovered they could generate a Cast ESG that moves with the firing ship, maintaining relative distance and direction to the firing ship. This strange form of ESG, called Relatively Cast, loses 2 points of strength per impulse.} Repair 16; 2 Spaces; hit on "Drone". FB: Fusion Blast. Fires 1/turn, Energy Cost = 9, Hold Cost = 3. Range 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 (2d6)Hit# 12 10 8 6 5 4 3 2 Damage 8d6+26 6d6+26 4d6+26 2d6+26 2d6+18 2d6+10 2d6+2 2 Repair 28; 5 Spaces; hit on "Torp". Force Beam: The system the Planet Crusher uses to chop planets into rubble for easy consumption. Requires 1 energy to fire and can fire 1/turn. It has a range of 5. Each Force Beam usage creates 2d6 "Fuel units" (see M-AM-CONV) of rubble, assuming the targetted hex can provide that much rubble. Force Beam has no effect on ships unless it is firing at a ship of Size Class 0 or larger. Versus those ships, each Force Beam hits automatically within range 5 and deals (2d6-range) times 10 million damage. (!) Force Beam requires Solid Neutronium Hull in order to fire; otherwise the firing ship takes 2d6 times 100 damage each time Force Beam fires. (5X only); Repair 80; 12 Spaces; hit on "Torp". Fus: Fusion Beam. Fires 1/turn. Normal Mode: 1 energy to fire, hold for 1/2. Die Range Roll 0 1 2 3 1 8 6 4 2 2-3 6 4 2 0 4-6 4 2 0 0 Overload Mode: 2 energy to fire, hold for 1. Die Range Roll 0 1 2 3 4 5 1 12 10 8 6 4 2 2-3 10 8 4 2 0 0 4-6 8 4 0 0 0 0 Suicide Overload Mode: 4 energy to fire, hold for 2, destroys the box. Die Range Roll 0 1 2 3 4 5 6 7 1 16 14 12 10 8 6 4 2 2-3 14 10 8 4 2 0 0 0 4-6 12 6 2 0 0 0 0 0 {4X Fusion no longer can be held; now has an 8 point capacitor. Suicide Overload does not destroy the box if an extra 1 energy is spent. The die roll brackets now read (instead of 1, 2-3, 4-6) 1-2, 3-5, 6. Fusion may fire Suicide 1/turn, Overload 2/turn, or Standard 4/turn (which is considered a Pulse mode).} Repair 4; 1 Space; hit on "Drone". HB: Hellbore Cannon, used by the Hydrans. Fires 1/turn. Standard Mode: Can fire 2/turn, 3 energy to fire, each shot hold for 1. Overload Mode: Can fire 1/turn, 5 energy to fire, hold for 3. When HB hits, it "spreads" over the ship (if hull size 1 or smaller) and looks for the smallest shield. If there are more than 1 smallest shield, the firing player gets to choose. Shield Reinforcement does help in this regard. 1/2 (round up) of the damage is applied to the chosen shield, the other 1/2 is distributed across the other shields as the defending player desires. HB also has a "Direct Fire" mode (which is also used on large targets). Instead of the spread effect, the damage is applied normally to the facing shield. The damage is not halved like the std tech version. Which mode the HB fires in can be decided when the weapon fires. Range 0 1 2 3 4 5 6 7 8 9 10 11 Hit (2d6) 12 11 10 9 8 7 6 5 4 3 2 1 Dmg, Std 12 12 10 10 8 8 6 6 4 4 2 2 Dmg, Over 24 22 20 18 16 14 12 10 8 6 4 2 {4X Hellbore fires 3/turn in Standard Mode and 2/turn in Overload mode. Subtract 1 to all ranges.} Repair 16; 1 Space; hit on "Torp". HBEAM: Heavy Polaron Beam Fires 2/turn, cannot fire more than once per impulse. All beams in one group may be combined into one hard hit if desired. Cost: 4/shot, cannot be held. Range 0-2 3-5 6-8 9-11 12-14 15-17 18-20 Hit # 8 7 6 5 4 3 2 Damage 30 26 22 18 16 14 10 Repair 30; 3 Spaces; hit on "Phaser". H-DISR: Heavy Disruptor - A large, powerful version of the old style disruptor. Fires 1/turn, Roll 1d6 to hit. If the number is higher than range+target size class, target is hit. Standard: 5 Energy to fire, 15 damage. Overload: 10 Energy to fire, 30 damage. 10 energy capacitor It can also act as a standard DISR. It can be switched at the beginning of each turn. Repair 50; hit on "Torp". HFR: High Frequency Resonator Fires 8/turn; Energy Cost = 1/2 per shot. 9 {12} energy capacitor. This weapon can only fire 4/impulse. Die Damage at Range Roll 0 1 2-3 4-6 <- Die roll/Range adjustments 1 10 8 6 5 cannot modify the damage to 4; 2-5 9 7 5 4 Only a natural "1" at a true 6 8 6 4 3 range of 0 does 4 damage. Repair 6; 1 Space; hit on "Phaser". HGB: Heavy Graviton Beam - Fires 1/turn; Cost: 1/shot and 0 to hold. It does 20 points of damage to the shield facing it strikes and 5 points of damage to the opposite shield facing due to the concentrated gravitons (example: If the #2 shield is struck by 2 HGBs and takes 40 pts of damage. The opposite shield, #5, takes 10 pts) Range 0 1-8 9-11 12-18 19-21 22-25 26-30 Hit# 9 7 6 5 4 3 1 Repair 30; 2 spaces; hit on "Torp". HPC: Heavy Pulse Polaron Cannon Fires 10/turn; Cost=1/pulse Die Damage at Range Roll 0 1 2 3 4 5 1 5 5 5 4 4 4 2 5 5 4 4 4 3 3 5 5 4 4 4 3 4 5 4 4 4 3 3 5 4 4 4 4 3 3 6 4 4 4 3 3 2 Repair 35; 4 Spaces; hit on "Phaser". Ion: Ion Cannon, used by the New Republic (the Rebellion) and the Empire. Fires 1/turn, 3 energy to fire, can be held for 2. Roll 2d6 and subtract the total range and size of the target. If the number is negative, the weapon has missed. Otherwise, the number is the damage the target takes. 1/2 is applied to shields and the remainder is applied as internals (disabling boxes only) Repair 60; 4 Spaces; hit on "Torp". IST: Ion Storm Torpedoes - A specialized version of a proximity photon torpedo, it creates a large cloud of ionized particles, disrupting shields and damaging systems. The torpedo explodes in a hex, filling the area with the cloud. Ammo limit of 100. Cost - 1 to arm, no overload, no holding; Range: autohit within 10 hexes. Damage: 8 points to all ships withing the target hex. The effect lasts for 1 full turn. Repair 7; 2 Spaces; hit on "Torp". ITORP: Isolytic Torpedoes - A special, illegal weapon used by the Son'a. It ruptures subspace and disrupts the warp fields of all ships in it's area of effect. It also carries the risk of having warp engines 'snagging' the edge of the rupture in subspace and ripping it open wider. Cost to fire - 10 (can only be fired once per 5 turns) The weapon has a fixed minimum range of 7 and a maximum of 14. It does 4d6x10 damage to everything in it's target hex (divided between all shield facings) and 1d6 to each surrounding hec (to shield facings pointing toward target hex) The rip in subspace fades in the next turn. There is a chance that any ships still operating within the 'rip' will open it further with their warp engines (1 on a D6) The rip will expand into each surrounding hex the next turn doing 4D6x5 damage to everything in those hexes. The entire rupture closes once any ship size class 3 or larger explodes within the rupture area OR a size class 2 or larger ship ejects it's warp core (which renders all warp boxes inactive and unusable for the remainder of the scenario) I-TORP - Ionic Torpedo Functions similar to a standard proton torpedo with no proximity or overload abilities. When a torpedo does an internal hit, 2 additional boxes are disabled (repair costs are only 1/2 normal to fix) Roll on chart for each disabled box: 1 - SpecSen or SpecScan 2 - SpecComm (or Brdg with %) 3 - Comp (or Brdg with @) 4 - Tran or Trac 5 - Weapon 6 - Bridge (or Flag, Battle, Aux, etc.) Randomly determine specific boxes if multiple targets are available (like weapons) Repair 8; 2 Spaces; hit on "Torp". KCW: Krenim Conventional Weaponry, similar to a P-DISR. Fires 10/turn; Energy Cost = 1 per shot; Hold Cost = 1/4 per shot. Considered Disruptor damage for PA leak, etc. Considered a Pulse weapon for ADAPT, etc. Each shot does 1 {1+1/2 at 4X, 2 at 5X} damage if it hits. "T" below stands for "Tech Level of the KCW". Range 0 1 2-3 4-7 8-15 16-31 Hit # T+1 T T-1 T-2 T-3 T-4 Repair 32; 3 Spaces; hit on "Phaser". LB: Laser Battery, a smaller version of LC. Fires 1/turn, 1 energy to fire, 3 energy capacitor. Die Range Roll 0 1 2 3 4-6 7-9 1-2 4 4 4 4 2 2 3-4 4 4 4 2 2 1 5-6 2 1 1 0 0 0 Repair 4; 1 Space; hit on "Phaser". (Note: The Star Wars version of this weapon has no capacitors and is repair cost: 3) LC: Laser Cannon. Fires 1/turn, 2 energy to fire, 6 energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 1-2 8 8 6 6 6 4 4 4 2 2 2 3-4 6 6 6 4 4 4 2 2 2 1 0 5-6 4 2 2 2 1 1 0 0 0 0 0 Repair 8; 1 Space; hit on "Phaser". (Note: The Star Wars version of this weapon has no capacitors and is repair cost: 6) LPC: Light Pulse Polaron Cannon Same as HPC, but only fires 4/turn. Repair 15; 2 Spaces; hit on "Phaser". LRG: Light Rail Gun. It fires a piece of dense material accelerated to UltraWarp speeds. Fires 2/turn, cannot fire more than once per impulse. 1 energy to fire per shot, can be held for 1/2. 1/2 of the damage done by this weapon (round down) is automatic internals; i.e. Shields, PA, and REF do not block the damage. LRG (and WRG) completely ignores Solid Neutronium Hull. LRG gets a -2 bonus to hit if firing at a Size Class 4 or smaller target (it was designed to destroy small ships). Range 0 1 2 3 4 5 6 Hit # 5 5 4 3 3 2 1 Damage 7 6 6 5 4 3 2 Repair 9; 3 Spaces; hit on "Torp". Mauler: Mauler Cannon. This weapon may fire any number of times per turn. If the weapon fires more than once per impulse, the damage may be combined as one hard hit or left as separate shots ("pulse" mode). Ships with multiple Mauler arrows on their SSD keep track of each Mauler individually (one may fire as pulse and one as hard even on the same impulse). Only power systems connected to the Mauler with a line on the SSD may be used on that Mauler. If this weapon is used in a 4X Option Mount, 10 {15} Allowance towards Options points must be used for each box connected to the Mauler. Each shot costs 1 energy. The weapon completely covers (gross effect) every hex (including edge hexes) between the LP and RP arcs (which is the center half of the FA firing arc). Each unit in the firing arc takes the damage unless "shielded" by a natural body or a web. The firing ship may choose which units that are at range 0 get hit by the mauler (except the firing ship cannot hit itself). Range: 0 1 2 3 4 5 Damage/Shot: 6 5 4 3 2 1 (round total damage down) Repair 2 (3) per box connected; 0 Spaces; cannot be hit in combat. __ __/ 1\__ __/ 1\__/ 1\__ / 1\__/2 \__/ 1\ \__/2 \__/2 \__/ /2 \__/3 \__/2 \ \__/3 \__/3 \__/ \__/4 \__/ /4 \__/5 \ \__/5 \__/ \__/ /6 \ \__/ Mine: Mine Rack Type A. Ammo limit of 9 {10} spaces. Can lay 1 mine/turn. The mines themselves move at speed 1. Mines have an explosion radius of 1 but can seek a target within range 12 {21}. All Mines are Size Class 7. Mode Spaces HitPts Dmg,SameHex Dmg,1HexAway Notes small 1 2 8 2 - medium 2 4 16 4 - large 3 6 24 6 - scatter 3 5 12 12 - captor 3 3 0 0 1 Opt (fires once) {floating 1 3 12 0 Speed 2} {fireball 2 4 12 12 Speed 2} {magnetic 2 3 24 0 Speed 4} {fire-mag 3 4 18 18 Speed 4} {inviso 4 1 48 0 Speed 6, Cloak} Repair 8; 2 Spaces; hit on "Drone". MLAS: MegaLaser, a giant version of TLAS. MLAS may fire 3 times per turn, but not more than once per impulse. Each shot costs 3 energy to fire. For each shot, roll 6d6. If the roll is greater (not less than like most other hit rolls) than the combined range*2 and hull size*3 of the target, the weapon hits for 20 damage. If you roll the exact number, the weapon hits for 5 damage. Repair 60; 6 Spaces; hit on "Phaser". MPC: Medium Pulse Polaron Cannon Same as HPC, but only fires 7/turn. Repair 25; 3 Spaces; hit on "Phaser". mPHTN: Micro Photon Launcher- Fires special mini-torpedoes. Range is unchanged and damage is -1 per torpedo. Repair 12; 1/2 space; hit on "Torp". Opt: Option Mount. Allowance toward Options is 60 {90}. Option Mounts at 3X are infinite-space, i.e. any weapon occupies only 1 Option Mount box, regardless of how physically large the weapon is. Any system in the game that is represented as a normal internal (and is not Crew, Tracks, or Shields) may be placed in an Option Mount if the item is allowed to that race, assuming Allowance restrictions are followed. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Repair 18; 1 Space; hit on "Torp". {Any system at all (including those restricted above and also those that are box-less such as Cloak, Mauler, Positional Stabilizer, or a Legendary Officer) may be placed in a 4X Option Mount. Systems from alien races may be used at double Allowance costs.} Opt-S: Side Option Mount. This can hold anything a Drn-Opt, Ph-Opt, or Torp-Opt can hold. Allowance towards Options is 55 {80}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Repair 17; 1 Space; hit on "Torp". P-Disr: Pulse Disruptor. This weapon is extremely rare at 3X, use the 3X Disr to hit table in this case. This weapon can generate multiple shots, these may be used on the same impulse. P-Disr can fire as Disr if desired. Each shot is 2 damage if it hits. Mode One: 1/2 energy to fire, 1 shot. Mode Two: 1 energy to fire, 2 shots. Mode Three: 2 energy to fire, 3 shots. Mode Four: 3 energy to fire, 4 shots. Mode Five: 5 energy to fire, 5 shots. Mode Six: 6 energy to fire, 6 shots, +1 penalty to hit. Veron-T Mode: 24 energy to fire, requires 3 adjacent P-Disr boxes, +3 penalty to hit, does 50 damage & 1 shot that is Excess Damage If it does an internal. 8 {16} point capacitor. Range 0 1 2 3 4-6 7-9 10-12 13-15 Hit # 8 7 6 5 4 3 2 1 Repair 12; 2 Spaces; hit on "Phaser". PBC: Plasma Burst Cannon A rapid fire plasma weapon. Fires 3/turn; Cost: 1per shot; 12 energy Capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9-11 12-14 15-20 1 5 4 4 4 4 4 4 4 4 4 3 2 2 4 4 4 4 4 4 4 4 4 3 3 2 3 4 4 4 4 4 4 4 4 3 3 2 1 4 4 4 4 4 4 4 3 3 2 1 0 0 5 4 4 4 3 3 2 1 0 0 0 0 0 6 3 3 2 1 0 0 0 0 0 0 0 0 Repair 15; 2 Spaces; hit on "Phaser". PC: Particle Cannon, a weapon that is very similar to the Disruptor but used in the Tholian home galaxy. By the time of 3X technology, PC and Disr are almost completely interchangeable (e.g. Klingon ships may use either Disruptors or PCs anywhere "Disr" is listed on their SSD) even though the weapons have different game effects. Fires 2/turn, each shot costs 2 energy to fire and does 4 damage. PCs cannot fire more than once per impulse (the weapon must cool off). PCs can hold up to 2 shots for 1/2 energy each. PCs cannot overload. Range: 0-1 2 3-4 5 6-7 8 9-10 11 12+ Hit #: 7 6 5 4 3 2 1 N {0} N Repair 8; 1 Space; hit on "Phaser". {All 4X PCs are of a very questionable "Pulse-PC" design: Fires 6/turn, each shot costs 1 energy to fire and does 2 damage. The 4X PC can hold up to 6 shots for 1/2 energy each. The awful thing is that 4X PC still cannot fire more than once per impulse, and it cannot fire as a 3X PC to increase short-term damage. A (failed) attempt was also made to have a "Veron-T-PC" mode, which fires 1/turn for 6 energy, and does 1 excess damage to the target (if it does an internal) and 1 excess damage to the firing ship. 4X PCs were never considered satisfactory due to the fire rate restriction, and most were replaced by the superior P-Disr.} PGL: Plasma Gun (Light). Fires 1/turn, Energy Cost = 3, Hold Cost = 1. When this weapon fires, it first fires a beam of light (a "targetting scope"), which costs no energy to use. If the weapon "misses", only the light beam has missed (the weapon actually never fired) and the weapon can attempt to fire again next impulse. Each PGH/PGL is fired seperately; the light beams have no effect on each other. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 Dmg 14 14 12 12 10 10 8 8 6 6 4 4 3 2 Repair 14; 2 Spaces; hit on "Phaser". PGH: Plasma Gun (Heavy). This weapon blows up cities very well. :) Fires 1/turn, Energy Cost = 6, Hold Cost = 2. When this weapon fires, it first fires a beam of light (a "targetting scope"), which costs no energy to use. If the weapon "misses", only the light beam has missed (the weapon actually never fired) and the weapon can attempt to fire again next impulse. Each PGH/PGL is fired seperately; the light beams have no effect on each other. Has two modes: Standard and Pulse. Pulse fires 2 PGLs with no restrictions on targets. Standard uses the following table: Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Hit # 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 Damage 40 38 36 34 32 30 28 26 24 22 20 18 16 14 12 10 8 6 4 2 Repair 28; 4 Spaces; hit on "Torp". PH-C: Cutting Phaser. Acts as a PH-7G which can sustain a continual beam which is used for taking fragments of stellar objects. In combat, the beam cuts through armor easily, with only half of the damage being applied to armor and the rest continuing to internal hits. Internals done by the PH-C are all considered "underlined" (one hit per internal grouping) on the DAC. Repair 60; 4 Spaces; Hit on "Phaser". PH-D: Phased Disruptor Beam. An odd combination of phaser and disruptor technology. All Ph-D's in one grouping are always combined into one hard hit. Standard Cost: 1/box per turn (not impulse) Overload: 2 energy to fire, double damage, max range = 3 4 energy capacitor. Each box fires a sustained beam over 3 impulses. Once the Beam hits, it does damage each impulse until the target is out of range. Damage does change each impulse depending on range. If the Ph-D misses on the first hit roll, it may switch targets (keep track of remaining impulses of fire) or try again on the same target at +1 to hit. A full turn must pass before the weapon can be fired again. (keep track of impulses) Range 0 1 2 3 4 5-7 8-9 10-11 12-13 Hit # 9 8 7 6 5 4 3 2 1 Damage 2 2 2 2 2 1 1 1 1 Repair 15; 1 Space; Hit on "Phaser". Ph-6: Combat Phaser, which was the main phaser type of the 2X era. It is now called the Short Ranged Combat Phaser, and is considered outdated. Ph-6's fire twice per turn, but cannot fire twice in the same impulse. Standard: 1/2 energy to fire per shot. Overload: 1 energy to fire per shot, double damage, max range = 2 {3}. 3 {4} energy capacitor. Ph-6 0 1 2 3 4-8 9-12 1 2 2 2 2 2 2 2 2 2 2 2 2 0 3 2 2 2 2 0 0 4 2 2 2 0 0 0 5 2 2 0 0 0 0 6 2 0 0 0 0 0 Repair 12; 1 Space; hit on "Phaser". Ph-6D: Three-Gatling Combat Phaser. This is simply 3 Ph-6's merged into 1 box. It costs the same (in BPV) as 3 Ph-6's. It has the advantages (less weight; only 1 Option used) and at the same time the disadvantages (one hit destroys 3 expensive weapons; uses a lot of DamCon to fix) of being 1 internal. Fires 6/turn, each firing is a Standard or Overloaded Ph-6 shot. This weapon cannot fire more than 3 shots per impulse. 9 {12} energy capacitor. Repair 36; 3 Spaces; hit on "Phaser". Ph-7: Collimator Phaser. All Ph-7's in one grouping are combined into one hard hit if desired. Standard: 1/2 energy to fire. Overload: 1 energy to fire, double damage, max range = 3 {4}. 4 {5} energy capacitor. Ph-7 0 1 2 3 4 5-7 8-9 10-11 12-13 14-15 1 4 4 4 4 2 2 2 2 2 2 2 4 4 4 2 2 2 2 2 2 0 3 4 4 4 2 2 2 2 2 0 0 4 4 4 2 2 2 2 2 0 0 0 5 4 4 2 2 2 2 0 0 0 0 6 4 2 2 2 2 0 0 0 0 0 Repair 14; 1 Space; hit on "Phaser". Ph-7D: Double Collimator Phaser. This is simply 2 Ph-7's merged into 1 box. It costs the same as 2 Ph-7's. It has the advantages (less weight; only 1 Option used) and at the same time the disadvantages (one hit destroys 2 expensive weapons; uses more of DamCon to fix) of being 1 internal. Fires 2/turn, each shot is (obviously) a Standard or Overloaded Ph-7. 16 {20} energy capacitor. Repair 28; 2 Spaces; hit on "Phaser". Ph-7G: Gatling Collimator Phaser. This is simply 4 Ph-7's merged into 1 box. It costs the same (in BPV) as 4 Ph-7's. It has the advantages (less weight; only 1 Option used) and at the same time the disadvantages (one hit destroys 4 expensive weapons; uses a lot of DamCon to fix) of being 1 internal. Fires 4/turn, each shot is (obviously) a Standard or Overloaded Ph-7. 16 {20} energy capacitor. Repair 56 (!); 4 Spaces; hit on "Phaser". Ph-8: Heavy (Starbase) Phaser. A 3X replacement for the 0X/1X era Ph-4. This weapon requires a positional stabilizer to fire. Standard: 2 energy to fire. Overload: 4 energy to fire, double damage, max range = 8 {10}. Small Pulse: 2 energy to fire, fires 3 Ph-7 shots or 4 Ph-6 shots. Large Pulse: 4 energy to fire, fires 6 Ph-7 shots or 8 Ph-6 shots. There are other modes as well (4 Ph-4, 8 Ph-1, 32 Ph-3) but these are not supported as the charts do not convert well to SFB:TNG. 12 {16} energy capacitor. Ph-8 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 2 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 4 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 5 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 6 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 Repair 16; 4 Spaces; hit on "Phaser". Ph-9: Advanced Collimater Phaser. This phaser is extremely rare at the 3X tech level; add 1 to range on chart below if used on a 3X ship (or simply replace with Ph-7). Ph-9's fire up to 2 {4} times/turn. Each shot costs 1/2 energy. There is no overload function (overload is already factored in). 6 {16} energy capacitor. Ph-9 0 1 2 3 4 5 6 7-9 10-12 13-15 16-18 19-21 1 4 4 4 4 4 4 3 2 2 2 2 2 2 4 4 4 4 4 3 2 2 2 2 2 1 3 4 4 4 4 3 2 2 2 2 2 1 0 4 4 4 4 3 2 2 2 2 2 1 0 0 5 4 4 3 2 2 2 2 2 1 0 0 0 6 4 3 2 2 2 2 2 1 0 0 0 0 Repair 18; 2 Spaces; hit on "Phaser". (Note: The Defiant's Pulse Phaser is reflected in it ability to double weapons- see that entry for details) Ph-9C: Advanced Collimater Phaser Cannon. This is simply 4 Ph-9's merged into 1 box. Fires 16/turn, each shot is the same as a Ph-9. 80 energy capacitor. Repair 72 (!); 8 Spaces; hit on "Phaser". Ph-10: Teleporting/X-Ray Phaser. This weapon is rare at the 4X level, it is used primarily on 5X ships. It is more expensive to build and maintain at the 4X level. Ph-10 can only be mounted as a 360 degree weapon (multiply BPV by 2 when building new ships, but not for Allowance purposes). It can be placed in ANY type of Option Mount (CO, PO, NWO, you name it!), all it needs is power and some room (it can fire from deep inside a ship). Of course the Option Mount must be at least 4X. Fires 3/turn (6/turn at 5X), but not more than once per impulse. Each shot requires 5 energy to fire. 15 point capacitor (which becomes 30 at 5X). Any 1 target within 50 (100 at 5X) hexes takes 1 internal per shot. There is no firing chart; the weapon automatically hits. No defensive system (PA, REF, or even Borg Adaption) has any effect. The weapon does not actually traverse the distance between the ships; so terrain such as Web and Black Holes have no effect. At 5X which internal is hit is selected by the firing ship 1 time in 6. The Hoshan are the only known race to use Ph-10 on their main ships; the Orions have copied a few for their Starbases. Ph-10 has already been declared illegal in several empires. Repair 150 {30}; 2 {1} Space; hit on "Phaser". Ph-LR: Long Range Phaser, an ancient remnant from the Far Side, used in the 3X and 4X era as a point defense phaser. (!) Fires 2/turn ("Overload" is the second shot); Energy Cost = 1 per shot. 8 {10} energy capacitor. Die Roll and Range modifiers cause a shift towards (or away if it's a penalty) range 2, not range 0 like normal phasers. Ph-LR required the use of a Positional Stabilizer up to the 1X era, but now no longer needs it. Note the Ph-LR is very energy inefficient. Ph-LR has some other modes (2 Ph-MR, 4 Ph-SR) but these are not supported in SFB:TNG, as they do too little damage in this scale. Damage at Range Roll 0 1 2 3 4 1 2 2 4 2 2 2 1 2 4 2 1 3 0 2 2 2 0 4 0 1 2 1 0 5 0 0 2 0 0 6 0 0 1 0 0 Repair 4; 2 Spaces; hit on "Phaser". Ph-Opt: Phaser-Option. Any beam/phaser weapon may be placed here. The current list is: Blast, CB, Disr, Grav, HFR, P-Disr, PC, Ph-6, Ph-7, Ph-8, Ph-9, SFG, SPWD, TRH, TS. Other equipment allowed in Ph-Opt: EAC, SpecSen, Trac, Trac-Mech. Infinite space; Allowance towards Options is 60 {90}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Ph-Opt may be used as CO, but then provides only 20 {30} points. Repair 16; 1 Space; hit on "Phaser". {4X Ph-Opt can hold a Mauler, and can use alien technology at double Allowance costs.} PH-P6 : Particle Phaser type 6 Fires 1/turn; 1/3 energy to fire. 2 energy capacitor Die Roll 0 1 2 3 4-8 9-13 1 6 5 4 3 2 1 2 5 4 3 2 1 0 3 4 3 2 1 0 0 4 3 2 2 0 0 0 5 2 2 1 0 0 0 6 1 1 0 0 0 0 Repair 4; 1 Space; hit on "Phaser". PH-P7: Particle Phaser type 7 Fires 1/turn; 1/2 energy to fire. 4 energy capacitor. Die Roll 0 1 2 3 4 5-7 8-9 10-11 12-13 14-15 1 10 9 8 7 6 5 4 3 2 1 2 8 7 6 5 4 3 3 1 1 1 3 6 5 4 3 2 2 1 0 0 0 4 4 3 2 2 1 1 0 0 0 0 5 2 2 1 1 0 0 0 0 0 0 6 1 1 0 0 0 0 0 0 0 0 Repair 10; 1 Space; Hit on "Phaser". Ph-WD: Three-Gatling Far Side Combat Phaser. This is simply 3 Ph-WR's merged into 1 box. Fires 6/turn, each firing is a Standard or Overload Ph-WR shot. This weapon cannot fire more than 3 shots per impulse. 9 {12} energy capacitor. Repair 39; 3 Spaces; hit on "Phaser". Ph-WR: The Far Side version of the Ph-6. Ph-WR's fire twice per turn, but cannot fire twice in the same impulse. Standard: 1/2 energy to fire per shot. Overload: 1 energy to fire per shot, double damage, max range = 3 {4}. 3 {4} energy capacitor. Die Range Roll 0 1 2 3 4 5 6-7 8-9 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 0 3 0 2 2 2 2 2 0 0 4 0 2 2 2 2 0 0 0 5 0 0 2 2 0 0 0 0 6 0 0 2 0 0 0 0 0 Repair 13; 1 Space; hit on "Phaser". Ph-X: A hard point for phasers, cannot be changed like an option mount can. Same restrictions as a phaser-option for what can be placed. Infinite space; Allowance toward Options is 50 {75} points. Repair 12; 1 Space; hit on "Phaser". Ph-XG: Gatling Far Side Collimator Phaser. This is simply 4 Ph-XR's combined into 1 box. Fires 4/turn, each shot is a Standard or Overload Ph-XR. 16 {20} energy capacitor. Construction: BPV 300 {450}; Repair 60; 4 Spaces; hit on "Phaser". Ph-XR: The Far Side version of the Ph-7. All Ph-XR's in one grouping are combined into one hard hit if desired. Standard: 1/2 energy to fire. Overload: 1 energy to fire, double damage, max range = 4 {5}. 4 {5} energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 1 2 4 4 4 4 4 4 4 4 2 2 2 2 2 4 4 4 4 4 4 4 2 2 2 0 3 2 2 4 4 4 4 4 2 2 2 0 0 4 2 2 4 4 4 4 2 2 2 0 0 0 5 2 2 2 4 4 2 2 2 0 0 0 0 6 2 2 2 4 2 2 2 0 0 0 0 0 Repair 15; 1 Space; hit on "Phaser". Ph-ZR: The Far Side version of the Ph-9. Fires 2 {4} times per turn. Energy Cost = 1/2 per shot. 6 {16} energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 2 2 2 2 2 4 4 4 4 4 4 4 4 4 2 2 2 2 2 2 0 3 2 2 4 4 4 4 4 4 4 2 2 2 2 2 2 0 0 4 2 2 2 4 4 4 4 4 2 2 2 2 2 2 0 0 0 5 2 2 2 2 4 4 4 2 2 2 2 2 2 0 0 0 0 6 2 2 2 2 2 4 2 2 2 2 2 2 0 0 0 0 0 Repair 19; 2 Spaces; hit on "Phaser". Phtn: Photon Torpedo. This weapon has an ammo limit of 50 {100}. This weapon is generally replaced with Quantum at 4X. Energy Energy Base Hit # at Range Photon to Fire to Hold Damage 0 1 2 3 4 5 6 7 8 9 Standard 2 1/2 8 7 6 5 4 3 2 1 0 -1 -2 Overload 4 1 16 7 6 5 3 1 -1 -3 N N N Proximity 2 1/2 4 9 8 7 6 5 4 3 2 1 0 Prox-Over 4 1 8 9 8 7 5 3 1 -1 -3 N N Level 6 3 1+1/2 2 * auto within range 10 (1 hex gross) There is also a "C-Phtn" weapon, this can combine all Photons in one grouping into one large hard hit if desired. (Phtn): Repair 10; 1 Space; hit on "Torp". (C-Phtn): Repair 12; 1 Space; hit on "Torp". PhtnB: Borg Photon Torpedo. Photon torpedo modified with Borg Nanites. It ignores Species 8472 Skin armor and does TRIPLE damage against their ships. Damage from PhtnBs cannot be repaired by Species 8472. PhtnH: Heavy Photon Torpedo. This weapon has an ammo limit of 25 {50}. This weapon uses depleted Trilithium which increases it's destructive power, but is slightly unstable. If fired at range 0, it does 1/2 damage to the firing ship. It cannot be held. Energy Base Hit # at Range Photon to Fire Damage 0 1 2 3 4 5 6 7 8 Standard 4 14 6 5 4 3 2 1 0 -1 -2 Overload 8 28 6 5 3 1 -1 -3 N N N Proximity 4 16 8 7 6 5 4 3 2 1 0 Prox-Over 8 32 8 7 5 3 1 -1 -3 N N Repair 25; 3 Space; hit on "Torp". PL-SX: Super Plasma Cannon Cost= 20/box, Fires 1/turn. All boxes are combined into one hard hit. Any number of boxes may be fired, but not seperately. It fires a Plasma torpedo (Size class 5 - ) at a speed of 30. It is mainly used to destroy planets and starbases and cannot target anything smaller than size class 0. Range 1 2 3 4 5 6 7 8 9 10 11 Warhead Nil Nil Nil 350 330 320 300 280 250 225 200 Repair 250/box; hit on "Phaser" Pl-V: Plasma-V Torpedo, also named Variable Plasma. See Pl-X for plasma rules. Energy Cost = any amount up to 4 {4+1/2}; Hold = 1/2 of Energy Cost. Enveloping: Increase Energy Cost by 50%; Hold Cost = Old Energy Cost. See Pl-X for Enveloping rules. Shotgun: Same as Enveloping for energy costs; Fires half the original Energy Cost (round down) in "1 Energy" torpedoes. The Pl-V may "bolt", see PL-X. Warhead at Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+ 1/2 Energy: 2 2 2 2 2 2 2 2 1 1 N N N N N N N N 1 Energy: 4 2 2 2 2 2 2 2 2 1 1 N N N N N N N 1+1/2 Energy: 6 4 2 2 2 2 2 2 2 2 1 1 N N N N N N 2 Energy: 8 6 4 2 2 2 2 2 2 2 2 1 1 N N N N N 2+1/2 Energy: 10 8 6 4 2 2 2 2 2 2 2 2 1 1 N N N N 3 Energy: 12 10 8 6 4 2 2 2 2 2 2 2 2 1 1 N N N 3+1/2 Energy: 14 12 10 8 6 4 2 2 2 2 2 2 2 2 1 1 N N 4 Energy: 16 14 12 10 8 6 4 2 2 2 2 2 2 2 2 1 1 N {4+1/2 Energy: 18 16 14 12 10 8 6 4 2 2 2 2 2 2 2 2 1 1} Bolt Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 N {At 4X, add 1 to all Hit #'s} Repair 40; 4 Spaces; hit on "Drone". {The first "N" at each Energy Level (except 4+1/2) becomes a "1".} Pl-X: Plasma-X Torpedo. This weapon fires during launch phase. The defending target may fire at the plasma as if it was at range 0. Any other unit may fire at the plasma as if it was in the defending target's hex, the attacking unit's hex, or any hex in between (most direct route possible). All Plasmas are Size Class 7. The plasma warhead is reduced by 1 for each 1 damage that it takes. Standard: 4 energy to fire, 2 energy to hold. Enveloping: 6 energy to fire, 4 energy to hold, warhead is doubled and does damage evenly across all hex facings of the target (the firing player assigns leftover damage up to 1 per shield). Shotgun: 6 energy to fire, 4 energy to hold, fires 4 small torpedoes that each have a warhead of 5 within range 8. These may be fired at the same target. Pl-X may "bolt" its weapon. In this case, the weapon fires during direct fire. The weapon does not seek and acts as a normal direct- fire weapon. The Warhead is halved (round up), which gives the damage the weapon does. All modes (Standard, Enveloping, etc.) may use bolt. Range 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Warhead 33 31 29 27 25 23 21 19 17 15 13 11 9 7 5 Bolt Hit # 7 6 6 5 5 4 4 3 3 2 2 N {At 4X, add 1 to all Hit #'s} Repair 50; 5 Spaces; hit on "Drone". {Add 6 to warhead at all ranges.} Pl-Y: Plasma-Y Torpedo. This weapon fires during launch phase. See Pl-X on notes on Plasma usage. Standard: 2 energy to fire, 1/2 energy to hold. Enveloping: 3 energy to fire, 1 energy to hold, as per Pl-X. No Shotgun mode. May "bolt" like a PL-X. Range 0 1 2 3 4 5 6 7 8 Warhead 16 12 12 10 10 8 8 6 6 Bolt Hit # 7 6 6 5 5 4 4 3 3 {At 4X, add 1 to all Hit #'s} Repair 30; 3 Spaces; hit on "Drone". {Add 4 to warhead at all ranges.} Pl-Z: Plasma-Z Torpedo, invented by the Zeator and copied by the Hoshan & ISC Pl-Z is only available at the 4X (and later) tech level. This weapon fires during Launch phase, see Pl-X for plasma usage. Standard: 5 energy to fire, 1+1/2 energy to hold. Enveloping: 7+1/2 energy to fire, 2+1/2 energy to hold, as per Pl-X. Shotgun: 7+1/2 energy to fire, 2+1/2 energy to hold, fires 5 small torpedoes with warhead 5 (ranges 0-4), warhead 10 (ranges 5-8), warhead 5 (ranges 9-12). These may be fired at the same target. Proximity: 10 energy to fire, 5 energy to hold, has a warhead of 1 out to range 72. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+ Warhead 10 15 20 25 28 32 40 35 32 30 28 26 24 22 20 18 16 14 12 N Bolt Hit # 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 Proximity: 10 energy to fire, 5 energy to hold, has a warhead of 5 out to range 72. Range 0 1-8 9-16 17-24 25-32 33-40 41-48 49-56 57-64 65-72 Bolt Hit # 9 8 7 6 5 4 3 2 1 0 Note that Proximity does the same damage either launched or bolted. Repair 60; 6 Spaces; hit on "Drone". PM-6: Microphaser type 6 Concentrates it's power on a smaller area doing full force damage or none at all (miss). Fires 1/turn; Cost: 1/3 energy; 3 energy capacitor. RANGE DIE 0 1 2 3 4 5-7 ROLL 8 7 6 5 4 2 Damage 4 3 2 1 1 1 Repair 8; 1 Space; hit on "Phaser". PM-7: Microphaser type 7 Concentrates it's power on a smaller area doing full force damage or none at all (miss). Fires 1/turn; Cost: 1/2 energy; 6 energy capacitor. RANGE DIE 0 1 2 3 4 5-7 8-12 ROLL 6 6 6 5 4 3 3 Damage 6 5 4 4 3 2 1 Repair 10; 1 Space; hit on "Phaser". PPC: Particle Pulse Cannon Fires 6/turn, Max 2 shots/impulse. Cost: 1 (for entire turn), Hold Cost: 1/2 Damage: 1/shot Range 0-1 2 3-4 5 6-7 8 9-10 11 Hit # 7 6 5 4 3 2 1 0 Repair 8; 2 Spaces; hit on "Phaser". PPDC: Collimated Plasmatic Pulsar Device, used primarily by the ISC. Can fire up to 8 times per turn. If the weapon fires multiple times in one impulse versus the same target, the shots can be combined into one large hard hit. Once the weapon hits, all further shots from the same PPDC automatically hit the same target. Every shot costs 1 energy to fire and 1/4 energy to hold. The energy requirement may be spread (as 1-1) over 2 turns if desired. The damage "splashes" over 3 shield facings. The attacking player gets to decide where the splash damage goes in the 1+1+0 case. Range 0 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 2d6 Hit# 4 12 10 9 7 6 4 3 1 Damage 0+6+0 2+4+2 2+4+2 2+2+2 2+2+2 2+2+1 2+2+1 1+2+1 1+2+0 Repair 40; 2 Spaces; hit on "Torp". {Range brackets become 0,1-4,5-7,8-11,12-14,15-18,19-21,22-25,26-28.} Press: Pressor Beam, a highly focused (and damaging) version of Trac, but over a limited firing arc. Max Range = 6 {8}. Fires 1/turn. Any amount of energy may be spent in a Pressor Beam, but the weapon cannot be held. The Pressor strength is calculated by taking the total energy, multiply by 4, then divide by range. This weapon fires during Impulse Activity (an unusual time to fire). Pressor Beams automatically hit; the target has the opportunity to reduce the Pressor strength by expending energy, each point spent reduces the strength by 1. The ship must have an active Trac, TRH, or Press box to do this, but the box is not "used" for the turn. If the strength is lowered to 0 or less, the link is broken. If there is Pressor strength, a Tractor link is formed (see Trac). Each Impulse Activity (including the impulse it is fired), the targetted ship takes 1 damage per point of Pressor strength. Repair 6; 2 Spaces; hit on "Trac"/"Phaser". PRT: Proton Torpedo, used by the New Republic. Fires 1/turn, 1 energy to fire, can be held for 0. Range 0 1 2 3 4 5 Hit # 7 6 5 4 3 2 <- subtract 1 for each Size Class number Damage 10 8 6 4 4 2 above 4. Repair 8; 1 Space; hit on "Torp". QTALS: Quad Turbolaser Batter. Counts as 4 TLAS in one Space. Similar to PH-7G. Repair 24; 4 Space; hit on "Phaser". Quan: Quantum Torpedo. This weapon does not exist at 3X, all stats below are for 4X quantums. This weapon has no ammo limit like photons. Once a single shot has hit, all further shots versus that unit on this impulse will hit (even from other Quantums). Energy Energy Damage Range Quantum to Fire to Hold 0 1 2-3 4-6 7-12 13-24 Standard 3 1 12 8 7 6 5 4 3 Overload 6 2 24 8 7 6 4 3 -1 Proximity 3 1 8 10 9 8 7 6 5 Level 6 3 2 6 * range 20 Autohit Repair 20; 2 Spaces; hit on "Torp". RFPHTN : Rapid Fire Photon Torpedo Launcher. Acts as standard PHTN except can fire up to 4/turn. Repair 30; 3 Space; hit on "Torp". RFQUAN : Rapid Fire Quantum Torpedo Launcher. Acts as a standard QUAN except it can fire up to 4/turn. Repair 60; 5 Spaces; hit on "Torp". SA-DISR: Subatomic Disruptor Fires 1/impulse; Cost: 1 per shot. Damage: See below Range: 100 Hexes (megabox) The subatomic Disruptor ignores shields of lower than 7X tech level. Shields of 5X or less are immediately destroyed (all boxes are damaged) No other defensive systems of 6X or lower have any effect against it. Once the beam hits, it locks on to a ship doing 1 pt of damage each impulse (10 megabox damage) The lock cannot be broken unless the ship moves outside the range or outside of the timeline. The disruptor has the following secondary effects: -Sensors, Scanners, and Comm boxes do not function while a ship is being hit by the beam. -Transporters are disabled and nothing can transport into the target ship. Repair 30; 2 Spaces; Hit on "Phaser". SABOT: Shield Attenuated Boring Torpedoes, used by the Krebiz and on certain other Far Side ships. SABOTs have improved greatly over the years; they no longer need to establish a "beacon" to hit a desired shield. When a SABOT hits, the firing ship may declare which shield direction the SABOT damage is coming from (the true direction is irrelevant). Standard: Fires 1/turn, Energy Cost = 4, Hold Cost = 1. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 Damage 16 16 14 14 12 12 10 10 8 8 6 6 4 4 2 2 Overload: Fires 1/turn, Energy Cost = 7, Hold Cost = 3. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Hit # 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 Damage 28 26 24 22 20 18 16 14 12 10 8 6 4 2 Repair 16; 1 Space; hit on "Torp". Seeker: Seeker Missile Rack, similar to a Drone Rack. Fires 1/turn, ammo limit of 2, no energy to fire. Seeker acts as a 3 space drone with range 5, 5 hit points, and does 5 damage if it hits. Repair 10; 2 Spaces; hit on "Drone". SFG: Stasis Field Generator. This weapon fires during launch phase. Arc is always FA, range = 2, costs 5 energy to fire, has a "cumulative upkeep" of 5 energy per turn thereafter. The unit maintaining the SFG can only move at impulse speeds, and must keep the target in FA arc within range 2 or the field is broken. SFG places the unit in temporal stasis, which means the unit cannot affect or be affected by anything, including another SFG. SFG does not affect size class 0 or larger objects, nor does it affect units with an active positional stabilizer. Repair 40; 2 Spaces; hit on "Drone". Snare: Snare Caster, a very weak version of the WC (Web Caster). All rules for WC apply for Snare, except Snare has a max energy capacity of 1. Snares have exceedingly strange arcs (such as LR+L+R or LQR+RQF) due to their defensive uses; the arcs are not a typo. Repair 12; 1 Space; hit on "Drone". SPWD: Spiral Wave Disruptor, used by the Cardassians. Can fire up to 5 times per turn. If the weapon fires multiple times in one impulse versus the same target, the shots can be combined into one large hard hit. Once the weapon hits, all further shots from the same SPWD automatically hit the same target. Every shot costs 1 energy to fire and 1/4 energy to hold. The energy requirement may be spread (as 1-1) over 2 turns if desired. Range 0 1-4 5-8 9-11 12-14 15-18 19-21 22-25 26-28 2d6 Hit# 4 12 10 9 7 6 4 3 1 Damage 5 4 4 3 3 2 2 1 1 Repair 40; 2 Spaces; hit on "Torp". Stat: Static Torpedo, a weapon favored by the Ferengi. The weapon causes extra damage versus shields (to make boarding operations easier) but does not damage cargo or hold areas. Fires 1/turn, 7 energy to fire, 2 energy to hold. Range 0 1 2 3 4 5 6 7 8 9 Hit # 7 6 6 5 4 4 3 2 2 1 Warhead 26 24 20 18 16 12 10 8 4 2 If the weapon strikes shields, each 2 damage to a shield causes 1 extra point of damage to that shield (which cannot do an internal). The same effect occurs if the weapons strikes a PA, REF, or EAC. If the weapon causes a "Cargo", "Shuttle", "Hold", or "NWO" hit, the system is not marked as destroyed (but allocate the rest of the damage as if that system was destroyed). This weapon has no overload or proximity modes. Repair 22; 2 Spaces; hit on "Torp". {Energy to fire is now 6; Add 2 to all Warhead ratings.} STORP: Singularity Torpedo The singularity torpedo was developed by the Romulans in response to the creation of the Quantum torpedo by the Federation. It works by creating an incredibly small and short lived singularity. Once created, it is very difficult to contain (hence the increasing hold cost) Energy to Fire-8 Hold Cost: 5+1 per turn (cumulative) Damage: 25 Range 0 1 2-3 4-6 7-12 13-24 Hit# 10 9 8 7 6 4 Repair 24; 2 Spaces; hit on "Torp". SwB: Swarm Beam Fires 1/turn; Cost: 1/2 per shot. If it strikes an unprotected hull (no shields/PA/Ref/etc) each point of damage also causes the loss of 1 energy on the next energy allocation phase. Each Point drained in this way can be stored in the Swarm's batteries. (Swarm ships start with empty batteries) Die Damage at Range Roll 1-3 4-6 7-8 1-2 2 2 1 3-4 2 1 1 5-6 1 1 0 Repair 3; 1 Spaces; Hit on "Phaser". Therm: Thermite Missiles, an auxiliary weapon of the Twelve Colonies. Fires 2 spaces/turn, ammo limit of 16 spaces, no energy cost to fire. This weapon fires a drone-like weapon during Launch Phase. These act as drones, but have different statistics. Therm cannot carry any standard drone type, and standard drone racks cannot carry Therm ammo. There are 4 types of Therm missiles, as follows: Type Spaces HitPts Damage Notes Micro 1 1 6 Range is 5 Tylium 2 6 12 Range is 15 Thermite 2 4 24 Range is 10 All others in hex take 2 dmg Solium 2 2 36 Range is 5 All others in hex take 6 dmg Repair 9; 1 Space; hit on "Drone". TIB: Temporal Incursion Beam, an experimental weapon used by the Krenim. Fires 1/turn; Energy Cost = 120 TimeWarp; Cannot be held. Considered Temporal damage and can affect Out of Phase or Cloaked units normally. If this weapon does internals, mark the internals as "Incursed" rather than damaged. Already damaged boxes can be hit by TIB, but not already Incursed boxes (think of it as a different type of damage marker for each box). Incursed boxes still function normally. If the ship "explodes" from Incursion damage, it is instead must roll for Temporal Paradox Breakdown (see TimeWarp). Each additional point of damage beyond the last ExcDam remaining is 1 Breakdown roll. If the ship fails any of the Breakdown rolls, it is permanently erased from history forwards and backwards through time. Everything it ever did is undone, and history may change dramatically based on the unit never existing. The Krenim carefully study their targets before firing a TIB at it to make sure that history does not change in an unpredictable way. A box status of "Incursed" cannot be repaired, but it does wear off after about 1 year. Does 10 times indicated damage versus non-Shielded targets. Does 1/10th damage versus Temporal Shielded targets. Die Range Roll 0-1 2 3 4 5 6 1 30 29 27 24 20 15 2 30 28 25 21 16 10 3 30 27 23 18 12 6 4 30 26 21 15 8 0 5 30 25 19 12 4 0 6 30 24 17 9 0 0 This weapon suffers no penalty if using Selective Targetting. Note this weapon is very accurate at short range. The real use of this weapon is to find which object you wish to remove from history (using computer models) and then delicately remove that singular object. (6X only); Repair 1200; 6 Spaces; hit on "Phaser". TLAS: TurboLaser, used by the New Rebublic (the Rebellion) and the Empire. Each TLAS box may fire 4 times per turn, but not more than twice per impulse. Each shot costs 1/2 energy to fire. For each shot, 2d6 is rolled, if the result is greater (not less than like most hit numbers) than the combined range and (hull size * 2) of the target, the weapon hits for 3 damage. If you roll the exact number, the weapon hits for 1 damage. Repair 6; 1 Space; hit on "Phaser". Torp: Can mean either Torpedo Option (see Torp-Opt) or Gorn Torpedo. If the weapon is on an SSD for any race other than Gorn, see Torp-Opt. The Gorn Torpedo is a weak (but low energy) form of the Photon Torpedo. The torpedo casings are precharged, which means it cannot effectively be used on ships with radiation-vulnerable crews. Fires 1/turn, Ammo limit of 10 {15}. Energy Energy Base Hit at Range Torp to Fire to Hold Damage 0 1 2 3 4 5 6 Standard 1 0 6 6 5 4 3 2 1 0 Overload 2 1 12 6 4 2 0 N N N Repair 8; 3 Spaces; hit on "Torp". {Add 1 to all Hit at Range Numbers, Range does not increase beyond 6} Torp-Opt: Torpedo-Option. Any torpedo weapon may be placed here. The current list is: Bolt, CET, Disr (but not P-Disr), Phtn, PPDC, Stat, Torp, TRH, Quan, WC. Other equipment allowed in Torp-Opt: Ftr, Ref, RG, Shtl (but not Hangar), Shtl-W, SD, SpecScan. Infinite space; Allowance towards Options is 60 {90}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Torp-Opt can be used as PO, but then provides only 20 {30} points. Repair 16; 1 Space; hit on "Torp". {4X Torp-Opt can hold a Cloak, and can use alien technology at double Allowance costs.} TRH: Tractor/Repulsor (Heavy). A beam weapon used only by the Andromedans. Fires 1/turn. Has 4 modes: Light, Heavy, Overload, and Trac. Light is 1 energy to fire and holds for 1/2. Die Range Roll 0-1 2-3 4-5 6-7 8-9 10-11 1-2 4 4 4 2 2 2 3-4 4 4 2 2 2 1 5-6 4 2 2 2 1 0 Heavy is 3 energy to fire and holds for 1/2. Die Range Roll 0 1 2 3 4 5 6 7 8 9 1-2 8 8 6 6 6 4 4 4 2 2 3-4 8 6 6 6 4 4 4 2 2 1 5-6 6 6 6 4 4 4 2 2 2 0 Overload is 4 energy to fire and holds for 2. Die Range Roll 0 1 2 3 4 5 6 7 1-2 12 10 8 8 6 5 4 3 3-4 10 10 8 6 6 4 3 2 5-6 10 8 8 6 4 4 2 1 Trac functions as a normal Tractor Beam, which does not count against the fire per turn limit. {4X TRH can fire 4 Light, 3 Heavy, or 2 Overload shots per turn. Each time an individual TRH box fires at a unit in the same impulse, it gains a -1 to hit bonus for each time it has hit it before in the same impulse}. Repair 24; 2 Spaces; hit on "Torp". TRX: Tractor/Repulsor (Advanced). Meant to help friendly units as well as damage enemies. Can operate as one of the following each turn: 1. TRH 2. TRAC 3. REPUL 4. P-MEND: Fires 4 standard MEND shots, Energy=2/shot, Hold=1/shot. 5. FLUX of 1 tech level lower. Use the relevant rules for whatever system the TRX is acting as. Repair 50; 4 Spaces; hit on "Torp". Trilithium Augmented Phasers: A power-expensive way to improve phaser damage. Phasers that use Trilithium Augmentation require warp energy to use, and require 3 times the normal energy per shot. Capacitors for these weapons may hold warp energy, but are not increased in size. Each shot does double normal damage. This is cumulative with normal multipliers, so (for example) an Overloaded Ph-6 shot does four times normal damage (it would cost 1+1/2 energy to fire). Augmented Phasers cannot fire normal (non-Augmented) shots. Augmented and non-Augmented Phasers may be combined on the same ship, but in this case the capacitors could not transfer energy. Ph-8, Ph-10, and the upcoming Ph-YR cannot use Trilithium Augmentation. Repair double; +0 Space; the Augmentation itself cannot be hit in combat. TS: Tractor/Stasis. An extremely weak form of SFG used by the Ferengi and copied (but not extensively used) by the Andromedans. This weapon causes the energy-generating systems of the target to slowly fail. Fires 1/turn; Energy Cost = 3 + active tractor link; Cannot be held. In order for this weapon to fire, there must be an active tractor link from the firing ship to the defending player. This weapon can be used as a normal tractor beam in addition to its weapon function. Range: 0 1 2 3 4+ {Range: 0 1 2 3 4 5+} Hit #: 6 5 3 0 N {Hit #: 7 6 5 3 1 N} Once the weapon hits, it can be maintained for 1 energy (plus the energy needed to maintain the tractor beam). The lock is broken if the tractor is broken, the defending ship somehow ends up beyond range 3 {4} or out of arc, or if the TS box is destroyed. Trac/Stas, unlike SFG, can fire again even if it is maintaining links. Only 1 active tractor beam is needed, regardless of the number of links. The defending ship loses 1 power from a battery or a capacitor during impulse activity each impulse. Each Energy Allocation the defending ship must subtract 1 (cumulative) energy from his available energy; so the first turn after being hit by the TS he loses 1 energy, the second turn he loses 2 etc. Each link subtracts energy separately. In large numbers (or if the weapon could fire multiple times per turn), the TS could have been useful. In the quantities the Ferengi and Andromedans use them (only 1 or 2 per ship, if any) the TS is not very effective and is usually just an amusement. Repair 32; 2 Spaces; hit on "Drone". UB: Ultritium Blaster Cost: 4 points to activate per box; Range up to 5 hexes Damage: Does 3 points of damage per active box to every target (players choice) within 5 hexes. Repair 100; 3 Spaces; Hit on 'Phaser'. VT-DISR: Veron-T Disruptor. Large, powerful version of the Veron-T built for the Klingon dreadnought. The entire group of boxes is considered a single weapon. Individual boxes are used to calculate damage. Fires 1 every 2 turns; 9 energy to fire, does 20 damage per box fired. Can only fire at one target per turn and may fire any number of boxes. It does 1 internal hit in addition to normal damage per firing. If target has no shields, it does 1 internal damage per 2 boxes fired in addition to damage. Range 0 1 2 3 4-6 7-9 10-12 13-15 Hit# 8 7 6 5 4 3 2 1 Repair 30; 4 Spaces; hit on "Phaser". Wave: Amplification Wave, the main weapon of the Probe. X energy is spent to the Wave each Energy Allocation, and the effects occur over the turn. X can be any amount of energy up to 5 per box of Wave (i.e. the Probe with its 29 Wave boxes can have X as high as 145, assuming all of the Wave boxes are available and undamaged). Each impulse, during impulse activity, each unit within X hexes of the Probe takes X-R "psuedo-damage", where R is the range of the unit from the Probe. Wave completely ignores Shields but not PAs or REF. Each point of psuedo-damage is allocated normally, except instead of damaging systems, psuedo-damage marks the system as "non-functional". This means the system cannot be used for any purpose. The system can be repaired at half normal repair costs. Psuedo-damage ignores a system that is already Psuedo-damaged (proceed to the next entry on the DAC). Normal (real) damage may hit Psuedo- damaged systems. For every 10 points of psuedo-damage that Wave deals, 1 real point of damage is scored. If all of a ship's ExcDam is psuedo-damaged, and the ship takes another point of psuedo-damage, it is considered dead in space (all ship functions cease) and the ship will lose 1 crew unit per hour due to lack of Life Support. (5X only); Repair 40; 1 Space; hit on "Drone". WB: Web Breaker. This weapon can only be used by Tholian and Seltorian units. This weapon is also known as the "Shield Cracker". Fires 1/turn; Energy Cost = 2; Hold Cost = 1. This weapon is a gross effect over an entire hex, which must be within 8 {10} hexes of the firing ship. The weapon automatically hits. This weapon can fire through any web hexes at no penalty. Any web in the target hex is destroyed. All web within 1 hex of the target hex have their strength halved {divided by 3} (round down, destroyed if new strength is 0). All tractor beams that originate or terminate at the target hex (but not through) suffer 3d6 {4d6} points of negative tractor energy. For each unit in the target hex, the firing ship chooses a hex facing. Each unit takes 4d6 {4d6+2} damage on that facing to their defensive Systems (Shields, PAs, REFs, EACs, but not Armor). Any internal damage is ignored. If the defending player can take the damage on a defensive system, he must do so (but does not need to spend battery power to reinforce if he could). This weapon cannot generate internal damage (with the partial exception of overloaded PAs "dumping" on the defending ship). Repair 12; 1 Space; hit on "Drone". WC: Web Caster. This weapon can only be used by Tholian and Seltorian units. If a non-Tholian, non-Seltorian unit enters a Web hexes, that unit is "stuck" in the web and must expend 1 movement per strength point of the web to escape. "Stuck" units cannot fire any weapon. No weapon (other than Tholian phasers, Seltorian phasers, and the Web Breaker weapon) can fire through or into a web hex. Weapons that can fire through or into a web hex gets a +1 penalty to hit per 3 web strength points they pass through (round up for each such hex). Webs now move at a speed equal to their strength points. If 2 Web segments enter a hex they "merge" forming a stronger (sum the two strengths) web. The ship that created the Web hex controls it as if it was an (old-style) free-moving drone (but with no targets). Webs lose 2 strength points per turn. If the Web is "anchored" (i.e. at least one end of a chain of Web hexes ends on a solid object such as a ship or an asteroid), all Webs in the chain lose only 1 strength point per turn. A Tholian/Seltorian ship with an operable Web Generator/Snare/Caster can add 1 to the strength of a web hex for each energy point he spends (does not count towards firing limit). Webs are Size Class -1. Webs can be operated on different "frequencies" if (supposedly hostile) two web-using ships wished to affect each other as if they were not web-using. This can generate some strange effects, such as 2 web hexes being caught by each other and the like. Web Casters fire 1/turn, have a max energy capacity of 7 {8} which loses 1 energy point per turn (effectively making the weapon have a hold cost of 1). There are two modes: Cast Web and Web Fist. Cast Web shows the strength of each web hex for the energy used at the given range. Web Fist shows chance to hit and damage. Energy used Cast Web Web Fist at Range # of Web Hexes (no webs, just damage) 0-2 3-5 6-8 9-11 1 2 3 Hit # Damage N N 2 5 1 0 0 2 1 N 1 3 6 2 1 0 3 2 1 2 4 7 3 1 1 4 3 2 3 5 {8} 4 2 1 5 4 3 4 6 N 5 2 1 6 5 4 5 7 N 6 3 2 6 {7} 6 5 6 {8} N 7 3 2 5 {6} 7 6 7 N N 8 4 2 4 {5} 8 7 {8} N N 9 4 3 3 {4} 9 {8} N N N 10 5 3 N {3} 10 Repair 30; 2 Spaces; hit on "Torp". WFDG: Warp Field Destabilization Gun. A weapon that slows the target instead of damaging it. Corporate Aggressors ships almost always have one. Can fire any number of times per turn; Energy Cost can be any amount of warp energy up to a limit of 18 {24}; cannot be Held. When the weapon fires, the firing ship declares how much energy will be used before rolling to hit (the remainder of the energy, if any, is used for later firings this turn). The total speed of the unit for this turn is used in the chart below to see if the WFDG hits. If the weapon hits, divide the energy used by the movement cost of the target ship. This is how many movements the target ship loses from its remaining movement pool. If the result is 0 or less, the result becomes 0. The target ship may of course use Emer Deceleration to convert movements to energy before the WFDG hits. WFDG will affect movement from any source (such as Impulse or Propel). Speed of Hit # at Range Target 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 32+ 6 5 4 3 2 1 0 N N N N N N N N N N N N 24-31 6 6 5 4 4 3 2 2 1 0 N N N N N N N N N 16-23 6 6 5 5 4 4 3 3 2 2 1 1 0 N N N N N N 12-15 6 6 6 5 5 4 4 4 3 3 2 2 2 1 1 0 N N N 8-11 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 0 4-7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 1-3 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 Speed of Hit # at Range Target 19 20-23 24 25-29 30 31+ 8+ N N N N N N 4-7 2 1 0 N N N 1-3 3 2 2 1 0 N Repair 24; 3 Spaces; hit on "Torp". Wpn: A hard point for weapons, cannot be changed like an Option Mount can. Same restrictions as a standard Option Mount for what can be placed. Infinite space; Allowance toward Options is 90 {135} points. Repair 20; 1 Space; hit on "Torp". WRG: UltraWarp Rail Gun Fires 1/turn, Energy Cost = 3, Hold Cost = 1. WRG (and LRG) completely ignores Solid Neutronium Hull. 1/2 of the damage done by this weapon (round down) is automatic internals; i.e. Shields, PA, and REF do not block the damage. Standard Mode: Fires 1 large shot as follows: Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hit # 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 Damage 22 20 20 18 16 16 14 12 12 10 8 8 6 4 4 2 Pulse Mode: Fires 4 LRG shots. No more than 1 shot may be fired at the same target on the same impulse. Repair 18; 6 Spaces; hit on "Torp". X-DISR: A modified version of the H-DISR Standard: 6 energy to fire, 15 damage. Overload: 12 energy to fire, 30 damage, max range = 5 12 energy capacitor. Range 0 1 2 3-4 5-7 8-10 11-13 14-15 Hit# 8 7 6 5 4 3 2 1 It has a secondary effect of disrupting power systems, disabling 2d6 engines and reactor boxes (3d6 boxes on overload) It passes through 3X and lower shields. (It will ignore 4X shields of any race that has not encountered it before; The Federation, Klingons, Romulans, Dominion, and Cardassians have adapted. Use your own judgement on how long it takes a particular race to adapt) Repair 15; 1 space; hit on "Phaser"