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P-0
See PH-0
P-1
See PH-1
P-2
See PH-2
P-2K
See PH-2K
P-3
See PH-3
P-4
See PH-4
P-G
See PH-G
P-X
See PH-X
PA
Full name: Power Absorber Panels
Holds 6 damage on standard level, 10 on reinforced.
A destroyed PA "dumps" its energy as internal damage.
House Rule: During Damage Control Phase, you may move 25% of held energy into batteries, 10% to Energy Modules, and then dissipate 2 per panel into space.
House Rule: Disruptors "leak" when firing on PAs; 1 damage (standard) or 2 damage (overload) is automatically internals. Armor may block this leaked damage.
Availability: Andromedan Galaxy Races
Source: ADB Module C2 page 3
Rule: (D10.0)
| Type: Power/Defensive | BPV: 4 for 180 degree; 6 for 360 degree | Repair: Same as BPV | Space: 1 | Hit on: Drone |
PARAVIAN ENGINE DOUBLING
Full name: Paravian Engine Doubling
Spend a cargo box of fuel, once per turn per engine: An engine produces +50% power output this turn.
Unlike normal (Orion) Engine Doubling, this does not cause damage to the ship.
House Rule: Paravian Engine Doubling and normal (Orion) Engine Doubling cannot be done to the same engine on the same turn.
Availability: Paravian
Source: Don Miller
Rule: ?
| Type: Power/Defensive | BPV: ? | Repair: ? | Space: 0 | Hit on: NA |
PartG
Full name: Particle Gun
Fires 1 per 2 turns. Energy = 2-2. Hold = 0.
Availability: Earth (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-eca
| Type: Weapon (Torpedo) | BPV: 5 | Repair: 5 | Space: 3 | Hit on: Torpedo |
Particle Cannon
See PC
Particle Gun
See PartG
Passenger Units
See PASSENGERS
PASSENGERS
Full name: Passenger Units
This is passengers; about 10 per box.
No function in combat.
Availability: All races
Source: Unknown; several people (including myself) have introduced this concept. Passenger Units first appeared in an ADB product in Star Fleet Times #?.
Rule: ?
| Type: Control | BPV: 0.1 | Repair: NA | Space: 0 | Hit on: Passengers |
PC
Full name: Particle Cannon
?
House Rule: Some PCs are numbered instead of lettered. These are identical to normal PCs, but are destroyed on Phaser hits.
House Rule: Disruptors, Particle Cannons, and Photons are more or less interchangeable on Tholian ships. Photons cost 1 more BPV than the others.
Availability: Tholian, Seltorian
Source: ADB C3 page 7
Rule: (E17.0)
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Torpedo |
PD-1
Full name: Point Defense-1
Fires 5/turn, but not more than 1/impulse. Energy = 1/5 per shot. Hold = 0.
Availability: Earth (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-eca
| Type: Weapon (Phaser) | BPV: 1 | Repair: 1 | Space: 1 | Hit on: Phaser |
PD-2
Full name: Point Defense-2
Fires 10/turn, but not more than 1/impulse. Energy = 1/10 per shot. Hold = 0.
Availability: Old Ones (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-oo
| Type: Weapon (Phaser) | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Phaser |
PERSONNEL UNITS
Full name: Personnel Units
Each turn, you may allocate personnel units as follows: (1) 1 Crew Unit = 1 Personnel Unit (2) 1 Boarding Party = 2 Personnel Units (3) 1 Deck Crew = 2 Personnel Units (4) 1 Passenger = 1/2 Personnel Unit.
You must have minimum crew, or else you are undermanned.
Availability: Star Control Hierarchy
Source: Don Miller
Ship: sch-mycp
| Type: Control | BPV: 0.5? | Repair: NA | Space: 0 | Hit on: Crew Unit |
PH-0
Abbreviations: PH-0, P-0
Full name: Phaser-0
?
House Rule: Phasers without arc designations are 360-degree.
Availability: All races
Source: ADB Basic Set
Rule: ?
| Type: Weapon (Phaser) | BPV: 1 | Repair: 1 | Space: 1 | Hit on: Phaser |
PH-1
Abbreviations: PH-1, P-1
Full name: Phaser-1
Fires 1/turn. Energy = 1. Capacitor = 1.
May fire as a PH-3 for Energy = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: All races
Source: ADB Basic Set page 59
Rule: (E2.11)
| Type: Weapon (Phaser) | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Phaser |
PH-2
Abbreviations: PH-2, P-2
Full name: Phaser-2
Fires 1/turn. Energy = 1. Capacitor = 1.
May fire as a PH-3 for Energy = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: All races
Source: ADB Basic Set page 59
Rule: (E2.12)
| Type: Weapon (Phaser) | BPV: 1.5 | Repair: 1.5 | Space: 1 | Hit on: Phaser |
PH-2K
Abbreviations: PH-2K, P-2K
Full name: Phaser-2 (upgradeable)
Acts as PH-2. The "K" refit allows this phaser to be upgraded to a PH-1. If no cost is given, increase BPV by 1 per phaser converted.
Availability: Klingon
Source: ADB Basic Set page 59
Rule: (E2.13)
| Type: Weapon (Phaser) | BPV: 1.5 | Repair: 1.5 | Space: 1 | Hit on: Phaser |
PH-3
Abbreviations: PH-3, P-3
Full name: Phaser-3
Fires 1/turn. Energy = 1/2. Capacitor = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: All races
Source: ADB Basic Set page 59
Rule: (E2.14)
| Type: Weapon (Phaser) | BPV: 1 | Repair: 1 | Space: 1 | Hit on: Phaser |
PH-3R
Full name: Phaser-3R
Fires 1/turn. Energy = 1. Capacitor = 1.
May fire as a PH-3 for Energy = 1/2.
Can also fire in "stun" mode, if weapon does any internals, it instead knocks a single crew unit unconscious (random type).
Availability: Iotian
Source: Don Miller
Ship: iot-bc
| Type: Weapon (Phaser) | BPV: ? | Repair: ? | Space: ? | Hit on: Phaser |
PH-4
Abbreviations: PH-4, P-4
Full name: Phaser-4
Fires 1/turn. Energy = 2. Capacitor = 2.
Requires a positional stabilizer to fire. Juggernauts ignore this restriction.
May fire as a PH-1 or PH-2 for Energy = 1, or as a PH-3 for Energy = 1/2.
Availability: All races
Source: ADB Basic Set
Rule: ?
| Type: Weapon (Phaser) | BPV: 4 | Repair: 4 | Space: 2 | Hit on: Phaser |
PH-5
Full name: Phaser-5
Fires 1/turn. Energy = 2. Capacitor = 2.
May fire as a PH-1 or PH-2 for Energy = 1, or as a PH-3 for Energy = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: Vulcan
Source: Don Miller
Ship: vul-shca
| Type: Weapon (Phaser) | BPV: 5 | Repair: 5 | Space: 2 | Hit on: Phaser |
PH-8
Full name: Phaser-8
Fires 1/turn. Energy = 4. Capacitor = 4.
Requires a positional stabilizer to fire. Size 1 Juggernauts ignore this restriction.
May fire as a PH-4 for Energy = 2, PH-1 or PH-2 for Energy = 1, or as a PH-3 for Energy = 1/2.
Availability: Juggernaut
Source: Don Miller
Ship: jug-bs
| Type: Weapon (Phaser) | BPV: 8 | Repair: 8 | Space: 4 | Hit on: Phaser |
PH-B
Full name: Phaser-B
Fires 2/turn. Cannot fire 2 shots on the same impulse. Energy = 0.5 (first shot); 1 (second shot). Capacitor = 1.5.
Availability: ISimC
Source: Don Miller
Ship: isc-dsys
| Type: Weapon (Phaser) | BPV: ? | Repair: ? | Space: ? | Hit on: Phaser |
PH-D
Full name: Phaser-D
Fires 3/turn. Energy = 2/3 per shot. Capacitor = 2.
Each shot is a PH-2.
May fire as a PH-3 for Energy = 1/3.
House Rule: Phasers without arc designations are 360-degree.
Availability: Federation
Source: Don Miller
Rule: ?
| Type: Weapon (Phaser) | BPV: 4 | Repair: 4 | Space: 2 | Hit on: Phaser |
PH-G
Abbreviations: PH-G, P-G
Full name: Phaser-G (Gatling Phaser)
Fires 4/turn. Energy = 1/4 per shot. Capacitor = 1.
Each shot is a PH-3.
House Rule: Phasers without arc designations are 360-degree.
Availability: Federation, Orion, Hydran, LDR
Source: ADB Basic Set page 59
Rule: (E2.15)
| Type: Weapon (Phaser) | BPV: 3 | Repair: 3 | Space: 1 | Hit on: Phaser |
PH-M
Abbreviations: PH-M, MEGAPHASER
Full name: Phaser-M (Megaphaser)
Fires 1/turn. Energy = 2. Capacitor = 2.
May fire as a PH-1 or PH-2 for Energy = 1, or as a PH-3 for Energy = 1/2.
House Rule: Phaser-Ms without arc designations use the mauler arc to the front.
Availability: All races
Source: ADB P6?
Rule: ?
| Type: Weapon (Phaser) | BPV: 8 | Repair: 8 | Space: 2 | Hit on: Phaser |
PH-MP
Full name: Phaser-MP
Fires 1/turn. Energy = 1. Capacitor = 1.
May fire as a PH-SR for Energy = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: Bolaar, Corporate Aggressors
Source: CG ?
Rule: ?
| Type: Weapon (Phaser) | BPV: 3 | Repair: 3 | Space: 1 | Hit on: Phaser |
PH-MR
Full name: Phaser-MR
Fires 1/turn. Energy = 1. Capacitor = 1.
Cannot fire as a PH-SR or a lesser type.
House Rule: Phasers without arc designations are 360-degree.
Availability: Bolaar, Corporate Aggressors
Source: CG ?
Rule: ?
| Type: Weapon (Phaser) | BPV: 2.5 | Repair: 2.5 | Space: 1 | Hit on: Phaser |
PH-ND
Full name: Phaser-ND
Fires 3/turn. Energy = 2/3 per shot. Capacitor = 2.
Cannot fire as a PH-SR or a lesser type.
House Rule: Phasers without arc designations are 360-degree.
Availability: Federation (Section 31)
Source: Don Miller
Ship: fed-s31i
| Type: Weapon (Phaser) | BPV: 4.5 | Repair: 4.5 | Space: 2 | Hit on: Phaser |
PH-NP
Full name: Phaser-NP
Fires 1/turn. Energy = 1. Capacitor = 1.
Cannot fire as a PH-SR or a lesser type.
House Rule: Phasers without arc designations are 360-degree.
Availability: Hydran, Bolaar, Corporate Aggressors
Source: Don Miller
Ship: hyd-farh
| Type: Weapon (Phaser) | BPV: 2.5 | Repair: 2.5 | Space: 1 | Hit on: Phaser |
PH-NR
Full name: Phaser-NR
Fires 1/turn. Energy = 1. Capacitor = 1.
Cannot fire as a PH-SR or a lesser type.
House Rule: Phasers without arc designations are 360-degree.
Availability: Hydran, Bolaar, Corporate Aggressors
Source: Don Miller
Ship: hyd-farh
| Type: Weapon (Phaser) | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Phaser |
PH-OPT
Full name: Phaser Option Mount
Can hold any system hit on "Phaser", except 0 space systems.
Each PH-OPT holds 1 space, multiple PH-OPT boxes are needed to hold a multiple space system.
House Rule: Gives 3 Option Allowance.
House Rule: The original PH-OPT was 8 BPV/Repair and gave 5 Option Allowance. This was too large (as there were hardly any 1 space phasers that required so much allowance), so I toned it down.
Availability: Orion, WYN, Bolaar
Source: Don Miller (Companion Games has a similar system)
Ship: ori-ncm
| Type: Weapon (Phaser) | BPV: 5 | Repair: 5 | Space: 1 | Hit on: Phaser |
PH-R1
Full name: Phaser-R1
Fires 1/turn. Energy = 1. Capacitor = 1.
May fire as a PH-R3 for Energy = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: Gorn, Omega races
Source: ADB Omega-1
Rule: ?
| Type: Weapon (Phaser) | BPV: 2? | Repair: 2? | Space: 1? | Hit on: Phaser |
PH-R3
Full name: Phaser-R3
Fires 1/turn. Energy = 1/2. Capacitor = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: Gorn, Omega races
Source: ADB Omega-1
Rule: ?
| Type: Weapon (Phaser) | BPV: 1? | Repair: 1? | Space: 1? | Hit on: Phaser |
PH-SG
Full name: Phaser-SG
Fires up to 4/turn. Energy = 1/4 per shot. Capacitor = 1.
Each firing is a PH-SR shot.
House Rule: Phasers without arc designations are 360-degree.
Availability: Hydran
Source: Don Miller
Ship: hyd-farh
| Type: Weapon (Phaser) | BPV: 3.5 | Repair: 3.5 | Space: 1 | Hit on: Phaser |
PH-SR
Full name: Phaser-SR
Fires 1/turn. Energy = 1/2. Capacitor = 1/2.
House Rule: Phasers without arc designations are 360-degree.
Availability: Bolaar, Corporate Aggressors
Source: CG ?
Rule: ?
| Type: Weapon (Phaser) | BPV: 1.5 | Repair: 1.5 | Space: 1 | Hit on: Phaser |
PH-X
Abbreviations: PH-X, P-X
Full name: Phaser Hard Point
Can carry any phaser (at least 1 space). Has "infinite space" (may carry a large phaser type in one box).
House Rule: Phasers without arc designations are 360-degree.
Availability: Generic
Source: ADB R1?
Rule: ?
| Type: Weapon (Phaser) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Phaser |
PH-Z1
Abbreviations: PH-Z1, ZAGAN PHASER
Full name: Phaser-Z1
Fires 1/turn. Energy = 1 (standard). Capacitor = 1.
Availability: Dystressian
Source: Don Miller
Ship: dys-ca
| Type: Weapon (Phaser) | BPV: 2.5 | Repair: 3 | Space: 1 | Hit on: Phaser |
Phase Cannon
See PhaseC
PhaseC
Full name: Phase Cannon
Fires 1/turn. Energy = 3. Hold = 0.
Availability: Earth (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-eca
| Type: Weapon (Phaser) | BPV: 5 | Repair: 5 | Space: 4 | Hit on: Phaser |
PHASER CAPACITOR
Full name: Extra Phaser Capacitor
This is extra capacitor energy.
Availability: Bolaar
Source: ?
Rule: ?
| Type: Power/Defensive | BPV: 1 per point | Repair: NA | Space: NA | Hit on: NA |
Phaser Hard Point
See PH-X
Phaser Opposition
See POP
Phaser Option Mount
See PH-OPT
Phaser-0
See PH-0
Phaser-1
See PH-1
Phaser-2
See PH-2
Phaser-2 (upgradeable)
See PH-2K
Phaser-3
See PH-3
Phaser-3R
See PH-3R
Phaser-4
See PH-4
Phaser-5
See PH-5
Phaser-8
See PH-8
Phaser-B
See PH-B
Phaser-D
See PH-D
Phaser-G (Gatling Phaser)
See PH-G
Phaser-M (Megaphaser)
See PH-M
Phaser-MP
See PH-MP
Phaser-MR
See PH-MR
Phaser-ND
See PH-ND
Phaser-NP
See PH-NP
Phaser-NR
See PH-NR
Phaser-R1
See PH-R1
Phaser-R3
See PH-R3
Phaser-SG
See PH-SG
Phaser-SR
See PH-SR
Phaser-Z1
See PH-Z1
Photon Torpedo
See PHTN
Photon Torpedo (D & H Refits)
See PHTN-DH
Photon Torpedo (D Refit)
See PHTN-D
Photonic Pulsar Device
See PhPD
PhPD
Full name: Photonic Pulsar Device
Arms and is fired just like a PPD.
Does not splash; all damage goes on the facing shield.
Each pulse that hits causes the enemy to lose 1 energy on it's next energy allocation.
Availability: ISimC
Source: Don Miller
Ship: isc-dsys
| Type: Weapon (Torpedo) | BPV: 22 | Repair: 22 | Space: 2 | Hit on: Torpedo |
PHTN
Full name: Photon Torpedo
Fires 1 per 2 turns. Energy = 2-2 warp (standard/proximity); 4-4 warp (overload). Hold = 1 (standard/proximity); 2 (overload)
House Rule: D Refit: Makes base damage 5 for proximity, 10 for standard, and 20 for overload. Energy cost does not increase. Increases BPV by 1.
House Rule: H Refit: Gives a +1 to hit bonus at all ranges for all modes. Increases BPV by 1.
Availability: Federation, Orion (also my FASA Klingons and Romulans)
Source: ADB Basic Set page 61
Rule: (E4.0)
| Type: Weapon (Torpedo) | BPV: 5 | Repair: 5 | Space: 1 | Hit on: Torpedo |
PHTN-D
Full name: Photon Torpedo (D Refit)
Fires 1 per 2 turns. Energy = 2-2 warp (standard/proximity); 4-4 warp (overload). Hold = 1 (standard/proximity); 2 (overload)
House Rule: H Refit: Gives a +1 to hit bonus at all ranges for all modes. Increases BPV by 1.
Availability: Federation
Source: Don Miller
Rule: (none)
| Type: Weapon (Torpedo) | BPV: 6 | Repair: 5 | Space: 1 | Hit on: Torpedo |
PHTN-DH
Full name: Photon Torpedo (D & H Refits)
Fires 1 per 2 turns. Energy = 2-2 warp (standard/proximity); 4-4 warp (overload). Hold = 1 (standard/proximity); 2 (overload)
Availability: Federation
Source: Don Miller
Rule: (none)
| Type: Weapon (Torpedo) | BPV: 7 | Repair: 7 | Space: 1 | Hit on: Torpedo |
PL-@
See PL-GA
PL-A
Full name: Plasma Launcher Type A
Fires 1 per 3 turns. Energy = 2-2-4 (standard S/SS/SL); 2-2-8 (shotgun/envelope S/SS/SL); 2-2-3 (standard G/GS/GL); 2-2-6 (shotgun/envelope G/GS/GL); 1-1-3 (standard F). Hold = 2 (standard S/SS/SL); 6 (shotgun/envelope S/SS/SL); 1 (standard G/GS/GL); 4 (shotgun/envelope G/GS/GL); 0 (standard F).
Availability: Triaxian, ISimC
Source: ADB C4?
Rule: ?
| Type: Weapon (Torpedo) | BPV: 18 | Repair: 18 | Space: 2 | Hit on: Torpedo |
PL-D
Abbreviations: PL-D, PLAS-D
Full name: Plasma Rack Type D
Fires 1 per turn. Energy = 1.
Cannot shotgun or envelope.
Ammo limit of 4.
Availability: Romulan, Gorn, ISC
Source: ADB Advanced Missions page 53
Rule: (FP10.0)
| Type: Weapon (Drone) | BPV: 8 | Repair: 8 | Space: 1? | Hit on: Drone |
PL-DC
Full name: Plasma Rack Type DC
Fires 2 per turn. Energy = 1 per shot.
Cannot shotgun or envelope.
Ammo limit of 4.
Availability: Romulan
Source: Don Miller
Ship: rom-skyf
| Type: Weapon (Drone) | BPV: 10 | Repair: 10 | Space: 2 | Hit on: Drone |
PL-DL
Full name: Plasma Launcher Type D
Fires 1 per 3 turns. Energy = 1-1-1. Hold = 0.
Cannot shotgun or envelope.
No ammo limit.
Availability: Romulan, Gorn, ISC
Source: Don Miller
Rule: ?
| Type: Weapon (Torpedo) | BPV: 3 | Repair: 3 | Space: 1 | Hit on: Torpedo |
PL-F
Abbreviations: PL-F, PLAS-F
Full name: Plasma Launcher Type G
Fires 1 per 3 turns. Energy = 1-1-3 (standard). Hold = 0 (standard)
Cannot shotgun or envelope.
Availability: Federation, Romulan, Gorn, ISC
Source: ADB Basic Set page 81
Rule: (FP2.4)
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Torpedo |
PL-G
Abbreviations: PL-G, PLAS-G
Full name: Plasma Launcher Type G
Fires 1 per 3 turns. Energy = 2-2-3 (standard); 2-2-6 (shotgun/envelope). Hold = 1 (standard); 4 (shotgun/envelope)
Availability: Romulan, Gorn, ISC
Source: ADB Basic Set page 81
Rule: (FP2.3)
| Type: Weapon (Torpedo) | BPV: 10 | Repair: 10 | Space: 2 | Hit on: Torpedo |
PL-GA
Abbreviations: PL-GA, PL-@
Full name: Plasma Launcher Type GA
Fires 1 per 3 turns. Energy = 2-2-3 (standard G/GS/GL); 2-2-6 (shotgun/envelope G/GS/GL); 1-1-3 (standard F). Hold = 1 (standard G/GS/GL); 4 (shotgun/envelope G/GS/GL); 0 (standard F).
Availability: Triaxian, ISimC
Source: Don Miller
Ship: isc-dsys
| Type: Weapon (Torpedo) | BPV: 13 | Repair: 13 | Space: 2 | Hit on: Torpedo |
PL-HF
See HPL-F
PL-HG
See HPL-G
PL-HS
See HPL-S
PL-Mycon
Full name: Plasma Launcher (Mycon)
Fires 1 per 3 turns. Energy = 6-6-6 (standard); 6-6-12 (envelope). Hold = 0.
Bolting does half damage; you may bolt an enveloped plasma.
Cannot shotgun.
Availability: Star Control Hierarchy
Source: Don Miller (from Star Control)
Ship: sch-mycp
| Type: Weapon (Torpedo) | BPV: ? | Repair: ? | Space: ? | Hit on: Torpedo |
PL-R
Abbreviations: PL-R, PLAS-R, TORP
Full name: Plasma Launcher Type R
Fires 1 per 3 turns. Energy = 2-2-5 (standard); 2-2-10 (shotgun/envelope). Hold = 4 (standard); 9 (shotgun/envelope)
House Rule: "TORP" on an SSD can mean either PL-R (old ADB SSDs), TORP-X (Generic race SSDs), or Gorn Torpedo (Gorn race SSDs).
Availability: Romulan, Gorn
Source: ADB Basic Set page 81
Rule: (FP2.1)
| Type: Weapon (Torpedo) | BPV: 20 | Repair: 20 | Space: 4 | Hit on: Torpedo |
PL-S
Abbreviations: PL-S, PLAS-S
Full name: Plasma Launcher Type S
Fires 1 per 3 turns. Energy = 2-2-4 (standard); 2-2-8 (shotgun/envelope). Hold = 2 (standard); 6 (shotgun/envelope)
Availability: Romulan, Gorn, ISC (also my FASA Klingons)
Source: ADB Basic Set page 81
Rule: (FP2.2)
| Type: Weapon (Torpedo) | BPV: 15 | Repair: 15 | Space: 2 | Hit on: Torpedo |
PL-V
See V-PLAS
PLAS-D
See PL-D
PLAS-F
See PL-F
PLAS-G
See PL-G
PLAS-R
See PL-R
PLAS-S
See PL-S
Plasma Launcher (Mycon)
See PL-Mycon
Plasma Launcher Type A
See PL-A
Plasma Launcher Type D
See PL-DL
Plasma Launcher Type G
See PL-F
Plasma Launcher Type G
See PL-G
Plasma Launcher Type GA
See PL-GA
Plasma Launcher Type R
See PL-R
Plasma Launcher Type S
See PL-S
Plasma Rack Type D
See PL-D
Plasma Rack Type DC
See PL-DC
Plasmatic Pulsar Device
See PPD
Plasmatic Pulsar Device (3 pulses)
See PPD3
Plasmatic Pulsar Device (8 pulses)
See PPD8
Plasmatic Pulsar Device (9 pulses)
See PPD9
PO
Full name: Power Option
Can hold 1 Power/Defensive type system. Has only 1 space; multiple POs in the same group may be combined for a larger system. Cannot hold a 0 space system.
House Rule: Gives 4 Option Allowance
Availability: All races
Source: ADB Module C4?
Rule: ?
| Type: Power/Defensive | BPV: 6 | Repair: 6 | Space: 1 | Hit on: ? |
Point Defense-1
See PD-1
Point Defense-2
See PD-2
POOR CREW
Full name: Poor Crew Units
Availability: All races
Source: ADB Advanced Missions page 57
Rule: (G21.1)
| Type: Control | BPV: 0.05 | Repair: NA | Space: 0 | Hit on: Crew Unit |
Poor Crew Units
See POOR CREW
POP
Full name: Phaser Opposition
Fires 1/turn. Energy = 1 slip-stream. Capacitor = 1.
Damage = 22 - range*2.
First POP does normal damage. Second POP leaks 1 point. Third POP leaks 2 points, etc. This leak trend resets to 0 each turn.
Availability: Opposition
Source: Don Miller
Ship: opp-ddmy
| Type: Weapon (Phaser) | BPV: 7 | Repair: 7 | Space: 1 | Hit on: Phaser |
POSITIONAL BATTERIES
See MEGABATTERIES
POSITIONAL REACTORS
Full name: Positional Reactors
This isn't actually a system; it's just a notation that this ship's reactors produce x5 normal power while the positional stabilizer is running.
Availability: All races
Source: Don Miller
Ship: jug-bs
| Type: Power/Defensive | BPV: NA | Repair: NA | Space: NA | Hit on: NA |
POSITIONAL STABILIZER
Full name: Positional Stabilizer
Not represented on the SSD as a box.
Availability: All races
Source: ADB Advanced Missions page 83
Rule: (G29.0)
| Type: Power/Defensive | BPV: 10 | Repair: 100 | Space: 0 | Hit on: NA |
Power Absorber Panels
See PA
Power Option
See PO
PPD
Full name: Plasmatic Pulsar Device
Fires 1 per 2 turns. Energy = 4-4 (standard); 4-8 (overload). Hold = 2 (standard); 4 (overload).
Standard is 4 pulses; Overload is 6 pulses.
Availability: ISC
Source: ADB C2 page 11
Rule: (E11.0)
| Type: Weapon (Torpedo) | BPV: 20 | Repair: 20 | Space: 2 | Hit on: Torpedo |
PPD3
Full name: Plasmatic Pulsar Device (3 pulses)
Fires 1 per 2 turns. Energy = 2-2 (standard); 2-4 (overload). Hold = 1 (standard); 2 (overload).
Standard is 2 pulses; Overload is 3 pulses.
Availability: ISC
Source: Don Miller
Ship: isc-lff
| Type: Weapon (Torpedo) | BPV: 10 | Repair: 10 | Space: 1 | Hit on: Torpedo |
PPD8
Full name: Plasmatic Pulsar Device (8 pulses)
Fires 1 per 2 turns. Energy = 4-4 (standard); 4-8 (overload). Hold = 2 (standard); 4 (overload).
Standard is 4 pulses; Overload is 8 pulses.
Availability: ISC
Source: Don Miller
Ship: isc-ffi
| Type: Weapon (Torpedo) | BPV: 25 | Repair: 25 | Space: 3 | Hit on: Torpedo |
PPD9
Full name: Plasmatic Pulsar Device (9 pulses)
Fires 1 per 2 turns. Energy = 6-6 (standard); 6-12 (overload). Hold = 3 (standard); 6 (overload).
Standard is 6 pulses; Overload is 9 pulses.
Availability: ISC
Source: Don Miller
Ship: isc-ldw
| Type: Weapon (Torpedo) | BPV: 30 | Repair: 30 | Space: 3 | Hit on: Torpedo |
PR-BP
See PROPEL-BP
PRB
Full name: Probe Launcher
Ammo limit of 5 (common), 10 (rarely), or 30 (very rarely).
Availability: All races
Source: ADB Basic Set page 89
Rule: (G5.0)
| Type: Generic | BPV: 2 for PRB-5, 3 for PRB-10, 7 for PRB-30 | Repair: 2 for PRB-5 or PRB-10; 4 for PRB-30 | Space: 1 for PRB-5 or PRB-10; 2 for PRB-30 | Hit on: Probe |
PRIME TEAM
Full name: Prime Team
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Availability: All races except Andromedans
Source: ADB ?
Rule: ?
| Type: Control | BPV: 25 | Repair: NA | Space: NA | Hit on: Boarding Party |
Probe Launcher
See PRB
PROP
See PROPEL
PROP-BP
See PROPEL-BP
PROPEL
Abbreviations: PROPEL, PROP
Full name: Propel
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.
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers "ADF" concept)
Rule: (none)
| Type: Power/Defensive | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Warp |
Propel Booster Packs
See PROPEL-BP
PROPEL-BP
Abbreviations: PROPEL-BP, PROP-BP, PR-BP
Full name: Propel Booster Packs
Same as Propel, but if a Propel-BP box is destroyed, 1d6 boxes are actually destroyed.
Availability: Sathar
Source: Don Miller
Ship: sat-ftr
| Type: Power/Defensive | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Warp |
Prospecting Shuttle
See SHTL-P
PROT
Abbreviations: PROT, PRT
Full name: Proton Torpedo
Fires 1/turn. Energy = 2 (standard/proximity); 4 (overload); 6 (suicide). Hold = 0 (standard/proximity/overload); 2 (suicide). Add 0 to Energy and Hold costs for "Chain" mode. Add 1 to Energy and Hold costs for "Hot" or "Grape" mode.
Availability: Hispaniolan, Star Wars Rebellion, ISimC, Andorian
Source: Don Miller
Ship: isc-dsys
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Torpedo |
Proton Torpedo
See PROT
PRT
See PROT
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