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V-PLAS
Abbreviations: V-PLAS, VPLAS, PL-V
Full name: Variable Plasma Launcher
Fires 1 per turn (or 1 per 3 turns). Energy = N (max=10). Hold = N/2.
If N is 8 or less, there is no cooldown period. If N is 9 or more, there is a two turn cooldown period.
Has an ammo limit of 16. Each N spent reduces ammo by N (i.e. if you do an 8 point plasma, you lose 8 ammo).
House Rule: There is a maximum of 10 charges used per any 2 turn period, which my group ignores.
Availability: Corporate Aggressors
Source: CG ?
Rule: ?
| Type: Weapon (Torpedo) | BPV: 20 | Repair: 10 | Space: 3 | Hit on: Torpedo |
Variable Plasma Launcher
See V-PLAS
VIP
Full name: VIP Quarters
Treat as QUAR.
Availability: All races
Source: ADB ?
Rule: ?
| Type: Generic | BPV: 1.5 | Repair: 1 | Space: 1 | Hit on: F Hull |
VIP Quarters
See VIP
VNW
Full name: Vulcan Neutralizing Weapon
Fires 1 per 2 turns. Energy = 2-2 warp (standard/proximity); 4-4 warp (overload). Hold = 2 (standard/proximity); 4 (overload).
Divide damage by firing ship's speed (treat speed 0 as 1).
Does double internal damage vs. weapons and power hits.
Availability: Vulcan
Source: Don Miller
Ship: vul-shca
| Type: Weapon (Torpedo) | BPV: ? | Repair: ? | Space: ? | Hit on: Torpedo |
VPLAS
See V-PLAS
Vulcan Neutralizing Weapon
See VNW
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