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F HULL
See HULL
FAB
Full name: Fabrication
House Rule: ?
Availability: Jindarian, later All races
Source: ADB F1 page 14
Rule: (R16.1C2)
| Type: Generic | BPV: 8 | Repair: 8 | Space: 2? | Hit on: Lab |
Fabrication
See FAB
FAC
Full name: Federation Accelerator Cannon
This weapon is sort of an energized nuclear missile. It was used by the Federation for a brief period between sublight missles and photons.
Fires 1 per 3 turns. Energy = 1-1-1 swarp (standard); 2-2-2 warp (overload). Hold = 1 (standard), 2 (overload). Note overloads cannot be armed with SWARP energy.
Availability: Federation
Source: Don Miller (from FASA)
Ship: fed-nx01
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Torpedo |
FastWarp
See FWARP
Federation Accelerator Cannon
See FAC
Fighters
See FTR
FLAG
Full name: Flag
House Rule: Cannot control the ship.
Availability: All races except Klingon
Source: ADB Basic Set page 87
Rule: (G2.0)
| Type: Control | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Flag |
FTR
Full name: Fighters
Each box holds one fighter. The statistics of fighters vary by race.
May launch or receive 1 fighter per bay per impulse (assuming 10 impulse system). Launch tubes increase this rate.
Sometimes SHTL and FTR boxes are mixed together, and labeled as SHTL. The boxes with the fighter symbols (usually big equals signs or little diamonds) are fighters.
House Rule: Considered only 1 space for option mounts (so you can put 1 FTR in 1 NWO box). A launch tube cannot be added to a FTR in an option mount.
House Rule: I do not distinguish between heavy weapon fighter boxes and normal fighters. I use the "equals sign" symbol on all of them.
Availability: Galactic races
Source: ADB Basic Set page 134
Rule: (J4.0)
| Type: Generic | BPV: 2 | Repair: 2 | Space: 2 | Hit on: Shuttle |
FUEL
Full name: Fuel Storage
Stores 50 cargo units of fuel. Explosive ordinance is ignored, as the FUEL boxes are specially designed to carry fuel.
You can carry non-fuel items in a FUEL box, but you get only 25 cargo units of capacity (and your Romulan Ale might end up smelling like dilithium slush!).
Availability: All races
Source: Don Miller
Ship: hum-bota
| Type: Generic | BPV: 1.5 | Repair: 1.5 | Space: 2 | Hit on: Cargo |
Fuel Storage
See FUEL
FUS
Abbreviations: FUS, FUSION
Full name: Fusion Beam
?
House Rule: No cooldown period.
Availability: Hydran
Source: ADB C1 page 3
Rule: (E7.0)
| Type: Weapon (Drone) | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Drone |
FUSB
Full name: Fusion Beam (Fleet Tactical Combat version)
Fires 1 per 2 turns. Energy = 2-2. Hold = 0.
Availability: Fleet Tactical Combat races
Source: Don Miller
Ship: ftc-uat
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 2 | Hit on: Torpedo |
FUSION
See FUS
Fusion Beam
See FUS
Fusion Beam (Far Side version)
See FUSR
Fusion Beam (Fleet Tactical Combat version)
See FUSB
FUSR
Full name: Fusion Beam (Far Side version)
Treat as a Fusion Beam, except the table is different.
Availability: Hydran
Source: Don Miller
Ship: hyd-farh
| Type: Weapon (Drone) | BPV: 2.5 | Repair: 2.5 | Space: 1 | Hit on: Drone |
FWARP
Abbreviations: FWARP, L FWARP, R FWARP, C FWARP
Full name: FastWarp
Acts as normal WARP.
In addition to your normal movement, you may move up to 1/20 of your max speed (round down) after all other movement (and after all HETs/TACs). Other ships cannot HET/TAC after this.
Availability: Swift
Source: Don Miller
Ship: swi-pbb
| Type: Power/Defensive | BPV: ? | Repair: ? | Space: ? | Hit on: Warp |
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