SFB Computer Functions: COMP (@) boxes have been ignored on SSDs because there have been no rules to show what they can do. This quick rules set hopes to correct this problem. Computers appear on the SSD as a COMP, M-1, M-2, M-3, M-4, M-6, M-7, or M-8. A "C" (@%) box can function as a COMM or a COMP. Sometimes you see a control space or a LAB with a "@" in the box, these can be used as a COMP instead of their normal function. A COMP could also be placed in a CO, NWCO, or AO. From here on, I will call a computer box as COMP, regardless of what it's actually called on the SSD. COMP normally requires 1 energy to use in the following functions below. Each COMP box can be used once per turn for one function. 1. Gain twice the information points as a LAB on a target, assuming the target race is familiar to yours. This does not work on monsters, but if a monster has been seen by your race at least once before, you know how to defeat it. 2. Reduce the repair of a specific system type by 1 on your ship for a turn. Thus, if you pick "Phaser-1", *all* PH-1's cost 1 less to repair for this turn. The minimum repair cost for any system using these rules is 1/2. 3. Ignore 1 hex of asteroids or light terrain (dust, nebula, etc.). You can maneuver through the hex and fire through it as if it was clear terrain. Planets, stars, black holes, moons, and webs are *not* light terrain. 4. Roll a natural "1" to hit on an entire bank of weapons. A bank of weapons is a group of connected boxes on the SSD. If the weapon requires 2d6 to be rolled to hit, you rolled "1" on one of them (roll the other 1d6). 5. Delay the takeover of your ship by boarding parties by 1 turn. If your ship has been captured, you may use your COMP boxes to force the ship to be inert for 1 turn for each COMP box. 6. If using my initiative system, +1d6 on your initiative roll for one impulse. Multiple COMP boxes may be used on the same impulse, but you must decide how many COMP boxes to use before rolling. Finally, the following special combination ability can be used. Use 1 SEN + 1 SCAN + 1 COMM + 1 COMP + 6*X energy to do the following: Roll Xd6, if the result is equal to or greater than range to a target, you can see that target's Energy Allocation. This "uses up" the function of the four boxes (SEN, SCAN, COMM, COMP) for the turn.