Great Encyclopedia of Systems (0X) [P]

Great Encyclopedia of Systems (0X) [P]

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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/DefensiveBPV: 4 for 180 degree; 6 for 360 degreeRepair: Same as BPVSpace: 1Hit on: Drone
See also: SPA

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/DefensiveBPV: ?Repair: ?Space: 0Hit on: NA
See also: ABILITY TO DOUBLE ENGINES

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: 5Repair: 5Space: 3Hit on: Torpedo
See also: PC , PhaseC

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: ControlBPV: 0.1Repair: NASpace: 0Hit on: Passengers
See also: PERSONNEL UNITS , STASIS FROZEN 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: 4Repair: 4Space: 1Hit on: Torpedo
See also: DISR , HPC , PartG

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: 1Repair: 1Space: 1Hit on: Phaser
See also: L-1 , PD-2

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: 2Repair: 2Space: 1Hit on: Phaser
See also: L-1 , PD-2

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: ControlBPV: 0.5?Repair: NASpace: 0Hit on: Crew Unit
See also: CREW UNITS , BOARDING PARTIES , DECK CREWS , PASSENGERS

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: 1Repair: 1Space: 1Hit on: Phaser
See also: PH-3

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: 2Repair: 2Space: 1Hit on: Phaser
See also: TH-1 , LPH-1 , LG-1

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: 1.5Repair: 1.5Space: 1Hit on: Phaser
See also: PH-1 , PH-D , PH-2K , HPH-2

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: 1.5Repair: 1.5Space: 1Hit on: Phaser
See also: PH-2 , PH-1

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: 1Repair: 1Space: 1Hit on: Phaser
See also: PH-G , TH-3 , LPH-3

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
See also: PH-3

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: 4Repair: 4Space: 2Hit on: Phaser
See also: PH-8

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: 5Repair: 5Space: 2Hit on: Phaser
See also: PH-1 , LPH-5 , LPH-5G

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: 8Repair: 8Space: 4Hit on: Phaser
See also: PH-4

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: 4Repair: 4Space: 2Hit on: Phaser
See also: PH-2 , PH-G

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: 3Repair: 3Space: 1Hit on: Phaser
See also: PH-3 , PH-D , PH-SG

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: 8Repair: 8Space: 2Hit on: Phaser
See also: PH-1 , TH-M

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: 3Repair: 3Space: 1Hit on: Phaser
See also: PH-SR , PH-MR

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: 2.5Repair: 2.5Space: 1Hit on: Phaser
See also: PH-SR , PH-MP , PH-NR

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: 4.5Repair: 4.5Space: 2Hit on: Phaser
See also: PH-NR , PH-NP

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: 2.5Repair: 2.5Space: 1Hit on: Phaser
See also: PH-NR , PH-MR , PH-ND

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: 2Repair: 2Space: 1Hit on: Phaser
See also: PH-NP , PH-MR , PH-ND

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: 5Repair: 5Space: 1Hit on: Phaser
See also: PH-X , OPT-W

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
See also: PH-1 , PH-R3

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
See also: PH-3 , PH-R1

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: 3.5Repair: 3.5Space: 1Hit on: Phaser
See also: PH-SR , PH-G

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: 1.5Repair: 1.5Space: 1Hit on: Phaser
See also: PH-MR , PH-MP

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: 4Repair: 4Space: 1Hit 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: 2.5Repair: 3Space: 1Hit 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: 5Repair: 5Space: 4Hit on: Phaser
See also: PartG

PHASER CAPACITOR
Full name: Extra Phaser Capacitor
This is extra capacitor energy.
Availability: Bolaar
Source: ?
Rule: ?
Type: Power/DefensiveBPV: 1 per pointRepair: NASpace: NAHit 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: 22Repair: 22Space: 2Hit on: Torpedo
See also: PPD

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: 5Repair: 5Space: 1Hit on: Torpedo
See also: PHTN-DH , LPHTN , HPHTN , FAC

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: 6Repair: 5Space: 1Hit on: Torpedo
See also: PHTN , PHTN-H , PHTN-DH

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: 7Repair: 7Space: 1Hit on: Torpedo
See also: PHTN , PHTN-D , PHTN-H

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: 18Repair: 18Space: 2Hit on: Torpedo
See also: PL-GA , V-PLAS

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: 8Repair: 8Space: 1?Hit on: Drone
See also: PL-DL , PL-DC

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: 10Repair: 10Space: 2Hit on: Drone
See also: PL-D

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: 3Repair: 3Space: 1Hit on: Torpedo
See also: PL-D

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: 4Repair: 4Space: 1Hit on: Torpedo
See also: LPL-F , HPL-F

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: 10Repair: 10Space: 2Hit on: Torpedo
See also: PL-S , LPL-G , HPL-G

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: 13Repair: 13Space: 2Hit on: Torpedo
See also: PL-A

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: 20Repair: 20Space: 4Hit on: Torpedo
See also: RePL-R , LPL-R

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: 15Repair: 15Space: 2Hit on: Torpedo
See also: PL-G , LPL-S , HPL-S

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/DefensiveBPV: 6Repair: 6Space: 1Hit on: ?
See also: AO

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: ControlBPV: 0.05Repair: NASpace: 0Hit on: Crew Unit
See also: CREW UNITS

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: 7Repair: 7Space: 1Hit on: Phaser
See also: DOP , TOP , SOP , OOP

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/DefensiveBPV: NARepair: NASpace: NAHit on: NA
See also: POSITIONAL STABILIZER , MEGABATTERIES

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/DefensiveBPV: 10Repair: 100Space: 0Hit on: NA
See also: POSITIONAL REACTORS , MEGABATTERIES

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: 20Repair: 20Space: 2Hit on: Torpedo
See also: HPPD , GPPD , PhPD , PPD8

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: 10Repair: 10Space: 1Hit on: Torpedo
See also: PPD , PPD8 , PPD9

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: 25Repair: 25Space: 3Hit on: Torpedo
See also: PPD , PPD3 , PPD9

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: 30Repair: 30Space: 3Hit on: Torpedo
See also: PPD , PPD3 , PPD8

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: GenericBPV: 2 for PRB-5, 3 for PRB-10, 7 for PRB-30Repair: 2 for PRB-5 or PRB-10; 4 for PRB-30Space: 1 for PRB-5 or PRB-10; 2 for PRB-30Hit on: Probe
See also: RePRB

PRIME TEAM
Full name: Prime Team
?
Availability: All races except Andromedans
Source: ADB ?
Rule: ?
Type: ControlBPV: 25Repair: NASpace: NAHit on: Boarding Party
See also: INVADER TEAM

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/DefensiveBPV: 4Repair: 4Space: 1Hit on: Warp
See also: SD

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/DefensiveBPV: 2Repair: 2Space: 1Hit on: Warp
See also: PROPEL

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: 4Repair: 4Space: 1Hit on: Torpedo

Proton Torpedo
See PROT

PRT
See PROT

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