Great Encyclopedia of Systems (0X) [ALL]

Great Encyclopedia of Systems (0X) [ALL]

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A HULL
See HULL

A-M VENT
Full name: Anti-Matter Vent
Fires 1/impulse. Energy = 1 for the whole turn.
Each impulse, pick either LF or RF arc out to range 3. All units in those hexes take damage (see chart). Seeking weapons take damage of the appropriate type to damage them.
Any weapon firing through a A-M VENT hex (except the one at range 0) suffer -1 damage per A-M VENT box operating. This means it is very difficult to damage an Umgah ship through the A-M VENT (unless very large weapons are used).
Availability: Star Control Hierarchy
Source: Don Miller (from Star Control)
Ship: sch-umgd

Type: Weapon (Other) BPV: ? Repair: ? Space: ? Hit on: Phaser

A2BWR
See AW2B2R

A2WB2R
See AW2B2R

A2WBR
See AW2B2R

Aberration Missiles
See ABM

ABILITY TO DOUBLE ENGINES
Full name: Ability to Double Engines
House Rule: WYN ships can do this.
Availability: Orion, WYN
Source: ADB Basic Set page 116
Rule: (G15.2)
Type: Power/Defensive BPV: 1/box Repair: 0 Space: 0 Hit on: NA
See also: ABILITY TO DOUBLE REACTORS

ABILITY TO DOUBLE REACTORS
Full name: Ability to Double Reactors
Availability: Hydran, WYN
Source: Don Miller
Rule: ?
Type: Power/Defensive BPV: 1/box Repair: 0 Space: 0 Hit on: NA
See also: ABILITY TO DOUBLE ENGINES

ABM
Full name: Aberration Missiles
Fires 1/turn. Energy = 1. Cannot be held.
Availability: Aberration
Source: Don Miller
Ship: abe-int

Type: Weapon (Torpedo) BPV: 6 Repair: 6 Space: 1 Hit on: Torpedo

ABR
Full name: Auxiliary Power Reactor (w/ Battery)
Acts as both an APR and a 1 point battery.
Availability: All races
Source: Don Miller
Rule: ?
Type: Power/Defensive BPV: 3 Repair: 3 Space: 1 Hit on: APR
See also: APR , BTTY

ABWR
Abbreviations: ABWR, AWBR
Full name: Auxiliary Warp Reactor (w/ Battery)
Acts as both an AWR and a 1 point battery.
Availability: T'Kan
Source: Don Miller
Ship: tka-dde
Type: Power/Defensive BPV: 4 Repair: 4 Space: 1 Hit on: APR
See also: AWR , ABR

ADAPT
See ADAPTIVE SHIELD

ADAPTIVE SHIELD
Abbreviations: ADAPTIVE SHIELD, ADAPT
Full name: Adaptive Shield
Act similar to normal shields, but have odd facings.
On the first turn the Borg takes damage from a weapon, the damage is normal. The second turn the Borg take damage from a weapon, the damage is divided by 2 (round down). The third turn the Borg take damage from a weapon, the damage is divided by 3 (round down). This pattern continues.
Borg take full damage from weapons if no Adaptive Shield faces the damage.
Availability: Borg
Source: Don Miller
Ship: bor-0xsb
Type: Power/Defensive BPV: ? Repair: ? Space: 0 Hit on: Shield
See also: SHIELD

ADD
Full name: Anti-Drone Rack
Fires any number of times per turn.
Each hit destroys one drone or does 1d6 damage to a size 6 or 7 target.
Ammo limit of 6, 12, or 30 (depending on the rack; unlabeled ADDs are 6 ammo).
Availability: Federation, Klingon, Kzinti
Source: ADB Basic Set page 63
Rule: (E5.0)

Type: Weapon (Drone) BPV: 2 for ADD-6; 4 for ADD-12; 10 for ADD-30 Repair: Same as BPV Space: 1 for ADD-6 or ADD-12; 2 for ADD-30 Hit on: Drone

AEGIS
Full name: Aegis Fire Control
Allows up to 4 firings (allowing you to see results after each firing).
Can identify seeking weapons up to 6 times per turn. At range 0-3, automatic success. At range 4, 1-4 on 1d6 for success. At range 5, 1-3 on 1d6 for success. At range 6, 1 on 1d6 for success. At ranges 7 and up, automatic failure.
House Rule: Pretty meaningless for my group, since we use "me too" firing anyway.
Availability: All races
Source: ADB J1 page 5
Rule: (D13.0)
Type: Control BPV: 5 Repair: 5 Space: 0 Hit on: NA
See also: LIMITED AEGIS

Aegis Fire Control
See AEGIS

AFD
Full name: Anti-Fighter Defense
This is an ADD-12 and a PH-3 in the same box.
The firing arc applies only to the PH-3 component.
Availability: Frax, ISimC
Source: ADB ?
Rule: ?
Type: Weapon (Drone) BPV: 5 Repair: 5 Space: 2 Hit on: Drone
See also: ADD , PH-3

AFR
Full name: Auxiliary Fusion Reactor
Produces 2 power turn, which can be used only on fusion-based weapons (FUS, HB, NOVA, and their variants).
Availability: Hydran
Source: Don Miller
Ship: hyd-farh
Type: Power/Defensive BPV: ? Repair: ? Space: ? Hit on: APR
See also: APR , APlasR

AIR
Full name: Auxiliary Impulse Reactor
Produces 1 impulse power, but not for movement.
Availability: Federation, Vudar
Source: Don Miller (ADB also introduced later in ?)
Rule: ?
Type: Power/Defensive BPV: 2.5 Repair: 2.5 Space: 1 Hit on: APR
See also: APR

ANA
Full name: Analyze
Counts as two labs when gathering information on objects within the ship.
Counts as half a lab when gathering information on objects external to the ship.
Availability: All races
Source: Don Miller (some other authors have invented similar systems)
Rule: ?
Type: Generic BPV: 2.5 Repair: 2.5 Space: 1 Hit on: Lab
See also: LAB , INTEL

Analyze
See ANA

Anti-Drone Rack
See ADD

Anti-Fighter Defense
See AFD

Anti-Matter Vent
See A-M VENT

Anti-Transporter Field
See ATF

Any (Non-Weapon) Option
See AO

Any Mount
See XX

AO
Full name: Any (Non-Weapon) Option
Can hold 1 Generic, Control, or Power type system. Has only 1 space; multiple AOs in the same group may be combined for a larger system.
A pair of AOs may function as an SO.
House Rule: Gives 5 Option Allowance
Availability: Federation (Section 31)
Source: Don Miller
Ship: fed-s31i
Type: Generic BPV: 7 Repair: 7 Space: 1 Hit on: A Hull
See also: NWO , CO , PO

APlasR
Full name: Auxiliary Plasma Reactor
Produces 2 power only for plasma torpedoes, or 1/2 generic power.
Availability: Star Control Hierarchy
Source: Don Miller (from Star Control)
Ship: sch-mycp
Type: Power/Defensive BPV: ? Repair: ? Space: ? Hit on: APR
See also: APR , AFR

APR
Full name: Auxiliary Power Reactor
Produces 1 generic power.
Availability: All races except Orion
Source: ADB Basic Set page 120
Rule: (H4.0)
Type: Power/Defensive BPV: 2 Repair: 2 Space: 1 Hit on: APR
See also: AWR , A2R , APR* , ABR

APR*
Full name: Auxiliary Power Reactor (replaceable)
Acts as an APR. Each scenario, you may designate an APR* as operating in one of the following alternate modes: Cargo, Barracks, Repair, Battery-1, Shuttle, or Fighter.
House Rule: There is a rule that all APR* boxes in the same group must be emulating the same system. This rule is ignored.
House Rule: Does not use or generate Option Allowance; all options given cost 0 BPV.
Availability: All races
Source: ADB R6 page 3
Rule: (G33.2)
Type: Power/Defensive BPV: 3 Repair: 3 Space: 2 Hit on: APR
See also: APR , AWR* , LAB* , HOLD

AR
Full name: Assault Rocket
Fires 1/turn. Energy = 4 propel; Hold = 0.
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers)
Ship: sat-ftr

Type: Weapon (Torpedo) BPV: 4 Repair: 4 Space: 1 Hit on: Torpedo
See also: RB , T

ARMOR
Full name: Armor
Availability: All races
Source: ADB Basic Set
Rule: ?
Type: Generic BPV: 1.5 for 360 degree; 1 for less than 180 degree; 0.5 for 60 degree Repair: 15 (1 for Juggernaut/Jindarian races) Space: 1 Hit on: Armor
See also: E-ARMOR

Assault Rocket
See AR

ASSR
Full name: Auxiliary Slip-Stream Reactor
Produces 1 slip-stream power per turn. Can be used to maintain an active slip-stream, but not to accelerate or decelerate.
Availability: Opposition
Source: Don Miller
Ship: opp-ddmy
Type: Power/Defensive BPV: 7 Repair: 7 Space: 1 Hit on: APR
See also: SLIP-STREAM

ASWR
Full name: Auxiliary SemiWarp Reactor
Produces 1 semiwarp power, but not for movement.
Availability: All races
Source: Don Miller
Rule: (none)
Type: Power/Defensive BPV: 2.5 Repair: 2.5 Space: 1 Hit on: APR
See also: APR , AWR , SWARP

ATF
Full name: Anti-Transporter Field
?
Availability: Jindarian, Old Ones (Fleet Tactical Combat)
Source: ADB F1 page 13
Rule: (R16.1B)
Type: Generic BPV: 3 Repair: 3 Space: 1 Hit on: ?
See also: FLAG

ATimeWR
Abbreviations: ATimeWR, ATiWR, ATW
Full name: Auxiliary TimeWarp Reactor
Produces 6 TimeWarp power per turn, which cannot be used for movement.
Can create a "Temporal Anomoly" for 6 TimeWarp energy. The Temporal Anomoly fills a hex for 4 impulses; anyone entering the hex has travelled to another time. Unwilling ships with Temporal Shields or Time/Reality Stability may ignore this effect.
Availability: Borg, Velron, Krenim
Source: Don Miller
Ship: bor-0xsb
Type: Power/Defensive BPV: ? Repair: ? Space: ? Hit on: APR
See also: TEMPORAL SHIELD

ATiWR
See ATimeWR

ATW
See ATimeWR

AUX
Abbreviations: AUX, AUXCON
Full name: Auxiliary Control
Availability: All races
Source: ADB Basic Set page 87
Rule: (G2.0)
Type: Control BPV: 3 Repair: 3 Space: 1 Hit on: AuxCon
See also: AUX-COMP

AUX-COMP
Abbreviations: AUX-COMP, AUXCON-COMP
Full name: Auxiliary Control-Computer
Combines the function of AUX and COMP.
Availability: Juggernaut
Source: Don Miller
Ship: jug-bs
Type: Control BPV: 5 Repair: 5 Space: 2 Hit on: AuxCon
See also: AUX , COMP

AUXCON
See AUX

AUXCON-COMP
See AUX-COMP

Auxiliary 2-point Warp Reactor (w/ Battery)
See AW2B2R

Auxiliary Control
See AUX

Auxiliary Control-Computer
See AUX-COMP

Auxiliary Fusion Reactor
See AFR

Auxiliary Impulse Reactor
See AIR

Auxiliary Plasma Reactor
See APlasR

Auxiliary Power Reactor
See APR

Auxiliary Power Reactor (replaceable)
See APR*

Auxiliary Power Reactor (w/ Battery)
See ABR

Auxiliary SemiWarp Reactor
See ASWR

Auxiliary Slip-Stream Reactor
See ASSR

Auxiliary TimeWarp Reactor
See ATimeWR

Auxiliary Warp Reactor
See AWR

Auxiliary Warp Reactor (replaceable)
See AWR*

Auxiliary Warp Reactor (w/ Battery)
See ABWR

AW2B2R
Abbreviations: AW2B2R, A2BWR, A2WBR, A2WB2R
Full name: Auxiliary 2-point Warp Reactor (w/ Battery)
Acts as both a 2-point AWR and a 2 point battery.
House Rule: The "A2BWR" and "A2WBR" terms are misnomers (it's not clear what the "2" applies to). The "AW2B2R" is the correct abbreviation.
Availability: Federation (Section 31)
Source: Don Miller
Ship: fed-s31i
Type: Power/Defensive BPV: 8 Repair: 8 Space: 3 Hit on: APR
See also: AWR , ABR

AWBR
See ABWR

AWR
Abbreviations: AWR, WARP REACTOR
Full name: Auxiliary Warp Reactor
Produces 1 warp power, but not for movement.
Availability: All races except Orion
Source: ADB Basic Set page 120
Rule: (H4.3)
Type: Power/Defensive BPV: 3 Repair: 3 Space: 1 Hit on: APR
See also: APR , A2WR , AWR* , ABWR

AWR*
Full name: Auxiliary Warp Reactor (replaceable)
Acts as an AWR. Each scenario, you may designate an AWR* as operating in one of the following alternate modes: Cargo, Barracks, Repair, Battery-1, Shuttle, or Fighter.
House Rule: There is a rule that all AWR* boxes in the same group must be emulating the same system. This rule is ignored.
House Rule: Does not use or generate Option Allowance; all options given cost 0 BPV.
Availability: Federation
Source: ADB R6 page 3
Rule: (G33.2)
Type: Power/Defensive BPV: 4 Repair: 4 Space: 2 Hit on: APR
See also: AWR , APR* , LAB* , HOLD

BALCONY AND TRACK SYSTEM
Full name: Balcony and Track System
Not represented on the SSD as a box.
The ship may launch and recover any number of shuttles per impuse. Shuttles in the external bay (i.e. ready to be launched) are destroyed on either SHTL and A HULL hits.
Availability: All races
Source: ADB Basic Set page 127
Rule: (J1.53)
Type: Generic BPV: ? Repair: ? Space: 0 Hit on: NA
See also: SHTL

BARR
Full name: Barracks
Gives the ship the capacity to hold 2 extra boarding parties.
Availability: All races
Source: ADB Advanced Missions page 83
Rule: (G28.0)
Type: Generic BPV: 1.5 Repair: 1.5 Space: 1 Hit on: F Hull?
See also: QUAR , WORKS , BOARDING PARTIES

Barracks
See BARR

BATT
See BTTY

Battery
See BTTY

BLANK BOXES
See UNLABELED BOXES

BLAST
Full name: Gorn Blaster
Fires 1/turn. Energy = 3. Hold = 1.
Availability: Gorn
Source: Don Miller
Ship: gor-fsco

Type: Weapon (Phaser) BPV: 3 Repair: 3 Space: 1 Hit on: Phaser

BOARDING PARTIES
Abbreviations: BOARDING PARTIES, BRDPRT
Full name: Boarding Parties
See also (D15.0) for Ground Combat.
House Rule: Boarding Parties listed on Andromedan SSDs are actually Boarding Robots.
Availability: All races
Source: ADB Basic Set page 50
Rule: (D7.0)
Type: Control BPV: 0.5 Repair: NA Space: 0 Hit on: Boarding Party
See also: PERSONNEL UNITS

BOARDING ROBOTS
Full name: Boarding Robots
Boarding Robots cannot be cured by Legendary Doctors.
House Rule: Boarding Robots can be repaired with Damage Control (Repair Cost 1).
House Rule: Boarding Parties listed on Andromedan SSDs are actually Boarding Robots.
Availability: Andromedan
Source: ADB Module C2
Rule: ?
Type: Control BPV: 0.5 Repair: 1 Space: 0 Hit on: Boarding Party

BOOM ENGINE
See E IMP

BORG BOARDING PARTIES
Full name: Borg Boarding Parties
Uses a special H&R procedure (see chart).
If attacking a non-guarded box, "BP RETURNS?" is always a "Yes".
Borg Boarding Parties cannot guard any box.
Availability: Borg
Source: Don Miller
Ship: bor-0xsb

Type: Control BPV: ? Repair: ? Space: 0 Hit on: Boarding Party
See also: BOARDING PARTY

BRDG
Full name: Bridge
A Bridge may act as a Lab.
Availability: All races
Source: ADB Basic Set page 87
Rule: (G2.0)
Type: Control BPV: 3 Repair: 3 Space: 1 Hit on: Bridge
See also: BRDG-COMP

BRDG-COMP
Full name: Bridge-Computer
Combines the function of BRDG and COMP.
Availability: Juggernaut
Source: Don Miller
Ship: jug-bs
Type: Control BPV: 5 Repair: 5 Space: 2 Hit on: Bridge
See also: BRDG , COMP

BRDG-SEN
Full name: Bridge-Sensor
Combines the function of BRDG and SEN.
Availability: Borg
Source: Don Miller
Ship: bor-0xsb
Type: Control BPV: 13 Repair: 13 Space: 2 Hit on: Bridge
See also: BRDG , SEN

BRDG-SPHERE
Full name: Bridge-Sphere
Combines the function of BRDG and a mech-link (for a Borg Sphere).
Availability: Borg
Source: Don Miller
Ship: bor-0xsb
Type: Control BPV: 3.5 Repair: 3.5 Space: 1 Hit on: Bridge
See also: BRDG , MECH

BRDPRT
See BOARDING PARTIES

Bridge
See BRDG

Bridge-Computer
See BRDG-COMP

Bridge-Sensor
See BRDG-SEN

Bridge-Sphere
See BRDG-SPHERE

BTTY
Abbreviations: BTTY, BATT
Full name: Battery
House Rule: The number in the box indicates what the capacity of the battery is.
Availability: All races
Source: ADB Basic Set page 120
Rule: (H5.0)
Type: Power/Defensive BPV: X+0.5 for "X" Repair: Same as BPV Space: 1 Hit on: Battery
See also: ABR

C ENGINE
See ENGINE

C FWARP
See FWARP

C HOVERWARP
See HOVERWARP

C HULL
See HULL

C MWARP
See MWARP

C REACTOR
See REACTOR

C SWARP
See SWARP

C WARP
See WARP

C WBP
See WBP

Cardassian Energy Torpedo
See CET

CARGO
Abbreviations: CARGO, CGO
Full name: Cargo
House Rule: Considered only 1 space for option mounts (so you can put 1 CARGO in 1 NWO box).
Availability: All races
Source: ADB Advanced Missions page 78
Rule: (G25.1)
Type: Generic BPV: 1.5 Repair: 1 Space: 2 Hit on: Cargo
See also: HOLD , FUEL , NWO

Cargo Shuttle
See SHTL-C

Cargo Shuttles
See SHTL-2C

CARGO-NWO
See NWO

CB
Full name: Compression Beam
Fires 1/turn. Energy = 1. Capacitor = 1.
Add +4 damage if there is a tractor link between the two ships. Add +4 damage if the target ship has no facing shields.
Availability: Cardassian
Source: Don Miller
Ship: car-dn

Type: Weapon (Phaser) BPV: 3 Repair: 3 Space: 1 Hit on: Phaser

CET
Full name: Cardassian Energy Torpedo
Fires 1/turn. Energy = 2*N. Hold = N.
Roll 1d6 for shield hit, apply 4 damage, go clockwise for N shields total.
Availability: Cardassian
Source: Don Miller
Ship: car-dn

Type: Weapon (Torpedo) BPV: 4.5 Repair: 4.5 Space: 1 Hit on: Torpedo

CGO
See CARGO

CGZ
Full name: Crew Growth Zones
Heals 1 Personnel Unit per turn.
Availability: Star Control Hierarchy
Source: Don Miller (from Star Control)
Ship: sch-mycp
Type: Generic BPV: ? Repair: ? Space: ? Hit on: F Hull?

CIC
Full name: Combat Information Center
All fighters within 10 hexes get +1 DFR.
All shuttles within 5 hexes may breakaway from dogfighting.
House Rule: This is the early version of CIC. It gets better at 1X and 2X.
House Rule: The "ship" link below is my ship that uses this system. For an explanation of CIC, visit Jonathan S. McDermott's website.
Availability: Federation
Source: Jonathan S. McDermott
Ship: fed-sf1
Type: Control BPV: 5 Repair: 5 Space: 1 Hit on: Bridge

Cloaked Decoy
See SHTL-D

CLOAKING DEVICE
Full name: Cloaking Device
Not represented on the SSD as a box.
Availability: Romulan, Orion
Source: ADB Basic Set page 109
Rule: (G13.0)
Type: Power/Defensive BPV: 15 Repair: NA Space: 0 Hit on: NA

CMP
See COMP

CNST
See CONST

CO
Full name: Control Option
Can hold 1 Control type system. Has only 1 space; multiple COs in the same group may be combined for a larger system. Cannot hold a 0 space system.
Gives 3 Option Allowance
House Rule: An exception to the 0 space rule: Can hold tracks (Sensor, Scanner, DamCon, ExcDam)
Availability: All races
Source: Don Miller
Rule: (none)
Type: Control BPV: 5 Repair: 5 Space: 1 Hit on: ?
See also: NWCO , AO

COM
See COMM

Combat Information Center
See CIC

Combined Sensor+Scanner Track
See SENSOR+SCANNER

COMM
Abbreviations: COMM, COM
Full name: Special Communications
Availability: All races
Source: Don Miller
Rule: (none)
Type: Control BPV: 15 Repair: 15 Space: 2 Hit on: Drone
See also: C

COMMANDO SQUAD
Full name: Commando Squad
?
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 1 Repair: 1 Space: 0 Hit on: Boarding Party
See also: BOARDING PARTY

COMP
Abbreviations: COMP, CMP
Full name: Special Computer
Availability: All races
Source: Don Miller
Rule: (none)
Type: Control BPV: 2 Repair: 2 Space: 1 Hit on: Emer
See also: C , ReCOMP

Compression Beam
See CB

CONNECTOR
Full name: Connector
This allows all ships in the bays to fully combine shields and power.
Use all warp boxes together to calculate maximum speed in warp.
Availability: Generic (Sparse Universe)
Source: Don Miller
Ship: gen-2id4
Type: Power/Defensive BPV: 10 Repair: 10 Space: 6 Hit on: APR

CONST
Abbreviations: CONST, CNST
Full name: Construct
Availability: All races
Source: Don Miller
Rule: (none)
Type: Generic BPV: 6 Repair: 6 Space: 2 Hit on: Cargo

Construct
See CONST

Control
See CTRL

Control Mount
See CX

Control Option
See CO

Control-Computer
See CTRL-COMP

Crew Growth Zones
See CGZ

CREW UNITS
Full name: Crew Units
See (G21.0) for Crew Quality.
Availability: All races
Source: ADB Basic Set page 101
Rule: (G9.0)
Type: Control BPV: 0.1 Repair: NA Space: 0 Hit on: Crew Unit
See also: PERSONNEL UNITS

Cryogenic Quarters
See QUAR-CR

CTRL
Full name: Control
Controls the ship. Does not have the lab function of BRDG (or any other special function).
Some CTRL boxes have a "L" and "R" designation. The "L" boxes are hit on bridge, the "R" boxes are hit on auxcon.
Availability: WorldFleet, Star Control Hierarchy, Opposition
Source: Don Miller (from Star Control)
Ship: sch-mycp
Type: Control BPV: 2 Repair: 2 Space: 1 Hit on: Bridge (L or no marking); AuxCon (R)
See also: BRDG

CTRL-COMP
Full name: Control-Computer
Combines the function of CTRL and COMP.
Availability: Star Wars Trade Federation
Source: Don Miller
Ship: swr-ftrs
Type: Control BPV: 5 Repair: 5 Space: ? Hit on: Bridge
See also: CTRL , COMP , BRDG

CUT
Full name: Cutter Beam
Fires 1/turn. Energy = 2. Capacitor = 2.
Treat as a Phaser.
Availability: Borg
Source: Don Miller
Ship: bor-0xsb

Type: Weapon (Phaser) BPV: ? Repair: ? Space: ? Hit on: Phaser

Cutter Beam
See CUT

CX
Full name: Control Mount
This is similar to a CO.
The mount cannot be changed, except as an overhaul in a starbase. It has infinite space, instead of 1 space that normal option types have. The allowance for the mount is the same as the corresponding option type.
House Rule: Gives 3 Option Allowance
Availability: Generic (Sparse Universe)
Source: Don Miller (from Star Control)
Ship: gen-2id4
Type: Control BPV: ? Repair: ? Space: ? Hit on: ?
See also: CO

Damage Control Track
See DAMCON

DAMC
See DAMCON

DAMCON
Abbreviations: DAMCON, DAMC
Full name: Damage Control Track
See also (D14.0) for Emergency Damage Repair.
House Rule: Costs no energy or labs to use.
Availability: All races
Source: ADB Basic Set page 55
Rule: (D9.0)
Type: Control BPV: X for "X" Repair: Same as BPV Space: 0 Hit on: Damage Control
See also: INDESTRUCTIBLE DAMCON

DD
Abbreviations: DD, DISDEV
Full name: Displacement Device
Availability: Andromedan Galaxy Races
Source: ADB C2 page 19
Rule: (G18.0)

Type: Power/Defensive BPV: 18 Repair: 18 Space: 2 Hit on: Flag
See also: SCTY

DDISR
Full name: Dorrian Disruptor
Fires 1/turn. Energy = 1. Hold = 0.
Availability: Dorrian (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-dca

Type: Weapon (Torpedo) BPV: 4 Repair: 4 Space: 2 Hit on: Torpedo
See also: DISR

DECK CREWS
Full name: Deck Crews
Availability: All races
Source: ADB Basic Set page 137
Rule: (J4.81)
Type: Control BPV: 0.5 Repair: NA Space: 0 Hit on: Deck Crew
See also: PERSONNEL UNITS

DERFACS
Full name: Disruptor Extended Range Fire Attenuation Control System
Not an internal box on the SSD.
Availability: Klingon, Kzinti, Tholian, Lyran, WYN, LDR
Source: ADB Basic Set page 61
Rule: (E3.62)
Type: Control BPV: 3 Repair: 3 Space: 0 Hit on: NA
See also: UIM

DISB
Full name: Disruptor Beam
Fires 1/turn. Energy = 1 (standard); 2 (overload); 3 (double overload). Capacitor = 1.
Availability: New Kings
Source: Don Miller
Ship: new-j7

Type: Weapon (Phaser) BPV: 5 Repair: 5 Space: 1 Hit on: Phaser
See also: DISR

DISDEV
See DD

Displacement Device
See DD

DISR
Full name: Disruptor
Fires 1/turn. Energy = 2 (standard); 4 (overload). Cannot be held.
The disruptor tables on my SSDs almost always have the UIM and DERFACS lines, even if the ship does not have UIM/DERFACS. I do this because we frequently assume all disruptor-armed ships have UIM/DERFACS in my games.
All disruptors are range 40.
House Rule: Numbered disruptors are hit on Phaser instead of Torpedo hits. Numbered disruptors may hold a standard (not overload) shot for 0 energy. Overloads must spend the full 4 energy to upgrade from a held standard shot.
Availability: Klingon, Kzinti, Tholian, Lyran, WYN, LDR, Canadi'en (also my FASA Romulans)
Source: ADB Basic Set page 60
Rule: (E3.0)

Type: Weapon (Torpedo or Phaser) BPV: 4 Repair: 4 Space: 1 Hit on: Torpedo or Phaser
See also: ReDISR , HDISR , RDISR , DDISR

Disruptor
See DISR

Disruptor Beam
See DISB

Disruptor Extended Range Fire Attenuation Control System
See DERFACS

DOP
Full name: Drone Opposition
Launches 1/turn. Energy = 2 slip-stream. Ammo limit of 7.
Choose speed (S) and warhead (W). S*W = 600.
The damage is temporal, disruptive, out of phase, pulse, and non-adaptable. The drone cannot be tractored, weaseled, scannered, stasised, displaced, or damaged by weapons fire.
House Rule: If using my direct-fire drone rules, speed must equal or exceed range*10 to hit this impulse.
Availability: Opposition
Source: Don Miller
Ship: opp-ddmy
Type: Weapon (Drone) BPV: 14 Repair: 14 Space: 2 Hit on: Drone
See also: POP , TOP , SOP , OOP

Dorrian Disruptor
See DDISR

DOUBLE SENSOR CONTROL
Full name: Double Sensor Control
Not represented on the SSD as a box.
Availability: All races
Source: ADB Basic Set
Rule: ?
Type: Control? BPV: ? Repair: NA Space: 0 Hit on: NA
See also: TRIPLE SENSOR CONTROL , QUADRUPLE SENSOR CONTROL

DRAIN
Full name: Drain Bolt
Fires 1/turn. Energy = 4. Cannot be held.
There are three modes: "Damage", "Shield", and "Movement". Damage Mode is just normal damage. Shield Mode: Each point is 2 shield damage, or 1/2 of an internal. Movement Mode: Target has a penalty on his speed equal to the damage given. No actual damage is scored.
Availability: Borg
Source: Don Miller
Ship: bor-0xsb

Type: Weapon (Torpedo) BPV: ? Repair: ? Space: ? Hit on: Torpedo

Drain Bolt
See DRAIN

DRN
Abbreviations: DRN, DRONE
Full name: Drone Rack (type unspecified)
Look at the ammunition for the drone rack, which should indicate it's type. If it doesn't, the assumed drone rack types are: B for Klingons & WYN, C for Kzinti & Orion, G for Federation, and A for everyone else.
Availability: All races
Source: ADB Basic
Rule: (FD3.0)
Type: Weapon (Drone) BPV: varies Repair: varies Space: varies Hit on: Drone
See also: DRN-A , DRN-B , DRN-C , DRN-G

DRN-A
Full name: Drone Rack Type A
Launches 1 drone per turn. May launch single, double, or triple space drones.
Ammo limit of 4.
Availability: Federation, Klingon, Kzinti, Orion, WYN
Source: ADB Basic Set page 75
Rule: (FD3.1)
Type: Weapon (Drone) BPV: 4 Repair: 4 Space: 1 Hit on: Drone
See also: DRN-F , DRN-B , DRN-C , DRN-G

DRN-B
Full name: Drone Rack Type B
Launches 1 drone per turn. May launch single, double, or triple space drones.
Ammo limit of 6.
Availability: Federation, Klingon, Kzinti, Orion, WYN
Source: ADB Basic Set page 75
Rule: (FD3.2)
Type: Weapon (Drone) BPV: 5 Repair: 5 Space: 1 Hit on: Drone
See also: DRN-A , HVDRN-B

DRN-BBC
Full name: Drone Rack Type BBC
Launches 2 drones per turn. May launch single, double, or triple space drones.
Ammo limit of 8.
Availability: Kzinti, New Kings
Source: Don Miller
Ship: new-j7
Type: Weapon (Drone) BPV: 7 Repair: 7 Space: 2 Hit on: Drone
See also: DRN-A , DRN-B , DRN-C

DRN-BCG
Full name: Drone Rack Type BCG
Launches 2 drones per turn. May launch half, single, double, or triple space drones.
Ammo limit of 6.
Has an ADD mode. Each ADD is half a space.
Availability: Kzinti, Federation (Section 31)
Source: Don Miller
Ship: fed-s31i
Type: Weapon (Drone) BPV: 8 Repair: 8 Space: 2 Hit on: Drone
See also: DRN-B , DRN-C , DRN-G

DRN-C
Full name: Drone Rack Type C
Launches 2 drones per turn. May launch single or double space drones.
Ammo limit of 4.
Availability: Kzinti, Orion, WYN
Source: ADB Basic Set page 75
Rule: (FD3.3)
Type: Weapon (Drone) BPV: 5 Repair: 5 Space: 1 Hit on: Drone
See also: DRN-A , HVDRN-C

DRN-D
Full name: Drone Rack Type D
Launches 1 drone per turn. May launch single, double, or triple space drones.
Ammo limit of 12.
Has an ADD mode. Each ADD is half a space.
House Rule: May be represented on the SSD as three boxes (fairly common) or one box (rarely).
Availability: Federation, Klingon, Kzinti, Orion, WYN
Source: ADB Basic Set page 75
Rule: (FD3.4)
Type: Weapon (Drone) BPV: 9 Repair: 9 Space: 3 Hit on: Drone
See also: DRN-H

DRN-E
Full name: Drone Rack Type E
Launches 1 drone per turn. May launch half space drones.
Ammo limit of 4.
Availability: Federation, Klingon, Kzinti, Orion, WYN
Source: ADB Basic Set page 75
Rule: (FD3.5)
Type: Weapon (Drone) BPV: 6 Repair: 6 Space: 1 Hit on: Drone

DRN-F
Full name: Drone Rack Type F
Launches 1 drone per turn. May launch single or double space drones.
Ammo limit of 4.
House Rule: A fairly common refit is to replace a SHTL with a DRN-F (for +1 BPV). This may be done once per shuttle bay.
Availability: Galactic races
Source: ADB Basic Set page 75
Rule: (FD3.6)
Type: Weapon (Drone) BPV: 3 Repair: 3 Space: 1 Hit on: Drone
See also: DRN-A

DRN-G
Full name: Drone Rack Type G
Launches 1 drone per turn. May launch half, single or double space drones.
Ammo limit of 4.
Has an ADD mode. Each ADD is half a space.
Availability: Federation, Kzinti
Source: ADB Basic Set page 75
Rule: (FD3.7)
Type: Weapon (Drone) BPV: 6 Repair: 6 Space: 1 Hit on: Drone

DRN-H
Full name: Drone Rack Type H
Launches 1 drone per turn. May launch single, double, or triple space drones.
Ammo limit of 20.
Has an ADD mode. Each ADD is half a space.
House Rule: May be represented on the SSD as five boxes (fairly common) or one box (rarely).
Availability: Federation, Klingon, Kzinti, Orion, WYN
Source: ADB Basic Set page 76
Rule: (FD3.8)
Type: Weapon (Drone) BPV: 20 Repair: 20 Space: 5 Hit on: Drone
See also: DRN-D

DRN-OPT
Full name: Drone-Option Mount
Can hold any system hit on "Drone", except 0 space systems.
Each DRN-OPT holds 1 space, multiple DRN-OPT boxes are needed to hold a multiple space system.
House Rule: Gives 5 Option Allowance. Note this is not enough for a DRN-G (unless an option point is taken from another option mount).
House Rule: Many DRN-OPT boxes do not have an arc (as most Drone-type weapons don't need it). Any weapon placed in an unlabeled DRN-OPT is 360-degree.
Availability: Kzinti, Orion, WYN
Source: Don Miller
Ship: ori-ncm
Type: Weapon (Drone) BPV: 7 Repair: 7 Space: 1 Hit on: Drone
See also: OPT , OPT-S , OPT-W

DRN-X
Full name: Drone Rack Hard Point
Can carry any Drone-type weapon. Has "infinite space" (may carry a large phaser type in one box).
House Rule: Gives 5 Option Allowance
Availability: Generic
Source: Don Miller
Rule: ?
Type: Weapon (Drone) BPV: ? Repair: ? Space: ? Hit on: Drone
See also: DRN-OPT

DROID
Full name: Droid
?
Availability: Star Wars Rebellion
Source: Don Miller
Ship: swr-ftrs
Type: Control BPV: ? Repair: ? Space: ? Hit on: ?

DRONE
See DRN

Drone Opposition
See DOP

Drone Rack (type unspecified)
See DRN

Drone Rack Hard Point
See DRN-X

Drone Rack Type A
See DRN-A

Drone Rack Type B
See DRN-B

Drone Rack Type BBC
See DRN-BBC

Drone Rack Type BCG
See DRN-BCG

Drone Rack Type C
See DRN-C

Drone Rack Type D
See DRN-D

Drone Rack Type E
See DRN-E

Drone Rack Type F
See DRN-F

Drone Rack Type G
See DRN-G

Drone Rack Type H
See DRN-H

Drone-Option Mount
See DRN-OPT

E IMP
Abbreviations: E IMP, EMER IMP, BOOM ENGINE
Full name: Emergency Impulse
If the EMER box is "turned off", it cannot be destroyed in combat.
Availability: Klingon
Source: ADB Advanced Missions page 57
Rule: (G12.102)
Type: Power/Defensive BPV: 4 Repair: 3 Space: 1 Hit on: Impulse
See also: IMP , EMER

E WARP
Abbreviations: E WARP, EMER WARP
Full name: Emergency Warp Engine
If the EMER box is "turned off", it cannot be destroyed in combat.
Availability: Klingon
Source: ADB Basic Set page 119
Rule: (H2.5)
Type: Power/Defensive BPV: 5 for L/R, 6 for C Repair: 4 Space: 1 Hit on: Warp
See also: WARP , E IMP

E-ARMOR
Full name: Energizable Armor
Acts as armor which can be reinforced like a shield. Each 1 energy produces 1 reinforcement.
Availability: Federation, Star Control Hierarchy
Source: Don Miller
Ship: fed-nx01
Type: Generic BPV: 2 for 360 degree; 1.5 for less than 180 degree; 1 for 60 degree Repair: 15 Space: 2? Hit on: Armor
See also: ARMOR

ECM
Full name: ECM Generator
Can be used 1/turn. Energy = 1.
Each ECM box generates 3 ECM (no limit).
Availability: Kzinti (on the weird 300 space drone SSD)
Source: Don Miller
Ship: kzi-drn
Type: Control BPV: ? Repair: ? Space: ? Hit on: Bridge
See also: SEN

ECM Generator
See ECM

ELECTROMAG DEFENSE
Full name: Electromagnetic Defense
This is similar to shields, with slightly unusual arcs.
Each grouping requires at least 1 energy to raise. For each N energy applied to a group, each box in that group requires N damage to destroy. You must destroy a box in a group before moving on to another box in that group.
The energy used to raise each group must be within 1 of each other between adjacent groups (so 1-2-3-2-1-0 is legal, but 1-1-3-1-1-1 is not).
Availability: Iotian
Source: Don Miller
Ship: iot-bc
Type: Power/Defensive BPV: ? Repair: ? Space: 0 Hit on: Shield
See also: SHIELD

Electromagnetic Defense
See ELECTROMAG DEFENSE

EMER
Full name: Emergency Control
House Rule: If the EMER box is "turned off", it cannot be destroyed in combat.
Availability: All races
Source: ADB Basic Set page 87
Rule: (G2.0)
Type: Control BPV: 3 Repair: 3 Space: 1 Hit on: Emer
See also: EMER-COMP

EMER IMP
See E IMP

EMER WARP
See E WARP

EMER-COMP
Full name: Emergency Control-Computer
Combines the function of EMER and COMP.
Availability: Juggernaut; Kzinti (on the weird 300 space drone SSD)
Source: Don Miller
Ship: jug-bs
Type: Control BPV: 5 Repair: 5 Space: 2 Hit on: Emer
See also: EMER , COMP

Emergency Control
See EMER

Emergency Control-Computer
See EMER-COMP

Emergency Impulse
See E IMP

Emergency Warp Engine
See E WARP

Energizable Armor
See E-ARMOR

ENGINE
Abbreviations: ENGINE, L ENGINE, R ENGINE, C ENGINE
Full name: Engine
Treat as Warp.
House Rule: The power ENGINE produces is technically not warp, so warp-related systems (e.g. PHTN) cannot be used.
Availability: Juggernaut
Source: ADB CL?
Rule: ?
Type: Power/Defensive BPV: 5 for L/R/C Repair: 5 Space: 2 Hit on: Warp
See also: WARP

Enveloping Ray
See ER

EnvR
See ER

ER
Abbreviations: ER, EnvR
Full name: Enveloping Ray
Fires 1 per 2 turns. Energy = 5-5. Hold = 0.
The first number is damage per hit. The second number is number of hits; determine the shield facing struck by rolling 1d6 per hit. A shield facing may be hit more than once.
Availability: Old Ones (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-oo

Type: Weapon (Torpedo) BPV: 20 Repair: 20 Space: 8 Hit on: Torpedo
See also: SC , CET

ESG
Full name: Expanding Sphere Generator
Fires 1/turn. Energy = N (max 5). Capacitor = 7.
House Rule: No cooldown period.
Availability: Lyran, LDR
Source: ADB C1 page 9
Rule: (G23.0)

Type: Weapon (Drone) BPV: 8 Repair: 8 Space: 2 Hit on: Drone
See also: HESG , LESG , IHSG

EXCD
See EXCDAM

EXCDAM
Abbreviations: EXCDAM, EXCD
Full name: Excess Damage Track
House Rule: Every 3 added HULL boxes add 1 to the Excess Damage track.
Availability: All races
Source: ADB Basic Set
Rule: ?
Type: Control BPV: 2? Repair: 200? Space: 0 Hit on: Excess Damage

Excess Damage Track
See EXCDAM

Expanding Sphere Generator
See ESG

Extra Phaser Capacitor
See PHASER CAPACITOR

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
See also: CONST

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
See also: PHTN , MISSILE

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
See also: SHTL , LAUNCH TUBE , LANDING PAD

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
See also: 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
See also: LFUS , HFUS , FUSB , FUSR

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
See also: FUS

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
See also: FUS

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
See also: WARP

GARDEN
Full name: Gardens
Plantlife. Whee.
Availability: Federation
Source: Don Miller
Ship: hum-bota
Type: Generic BPV: 1.5 Repair: 2 Space: 2 Hit on: Cargo

Gardens
See GARDEN

GIGALAS
Abbreviations: GIGALAS, GLAS
Full name: Gigalaser
Fires 1/impulse. Energy = 1/2 per shot.
Collimated weapon.
Availability: Star Control Hierarchy
Source: Don Miller (from Star Control)
Ship: sch-vuxi

Type: Weapon (Phaser) BPV: 10 Repair: 10 Space: 5 Hit on: Phaser

Gigalaser
See GIGALAS

GLAS
See GIGALAS

Gorn Blaster
See BLAST

Gorn Plasmatic Pulsar Device
See GPPD

GPPD
Full name: Gorn 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.
Note the damage splashes over 5 (or 4) shields.
Availability: Gorn
Source: Don Miller
Ship: gor-ppdc

Type: Weapon (Torpedo) BPV: 20 Repair: 20 Space: 3 Hit on: Torpedo
See also: PPD

GRAP
Full name: Grappels
Treat as a TRAC; range 0 max, 1 strength, no energy cost.
Can be anti-tractored normally.
Availability: All races (early tech), UPF, Sathar
Source: Don Miller (from Star Frontiers)
Ship: fed-nx01
Type: Generic BPV: 1.5 Repair: 1.5 Space: 1 Hit on: Tractor
See also: TRAC

Grappels
See GRAP

GRID
Full name: Grid Defense
Energy = 2 per box.
For each GRID, choose "Phaser", "Drone", "Torpedo", or "Other". Weapons of the chosen type do less damage to you, as seen in the table.
House Rule: In my campaigns, I added "Teleporting" (e.g. PH-10), "Temporal" (e.g. Chronoton Torpedo) and "Psionic" (e.g. C&C) as other weapon types, giving a total of 7 different main types of weapons (you need a lot of GRID!).
Availability: Opposition
Source: Don Miller
Ship: opp-ddmy

Type: Power/Defensive BPV: 40 Repair: 40 Space: 7 Hit on: Emer

Grid Defense
See GRID

Ground Attack Shuttle
See SHTL-G

HANGAR
Full name: Hangar
Availability: Andromedan Galaxy Races
Source: ADB C2 page 23
Rule: (G19.0)
Type: Generic BPV: 30 Repair: 30 Space: 4 Hit on: Shuttle

HB
Full name: Hellbore
Fires 1 per 2 turns. Energy = 3-3 (standard); 3-6 or 6-3 (overload). Has a rolling delay (if not fired, 2nd turn becomes 1st turn).
Availability: Hydran
Source: ADB C1 page 5
Rule: (E10.0)

Type: Weapon (Torpedo) BPV: 8 Repair: 8 Space: 1 Hit on: Torpedo
See also: HHB , LHB , HELL

HDISR
Full name: Heavy Disruptor
Fires 1 per turn. Energy = 6 (standard); 9 (overload). Cannot be held.
Availability: Klingon
Source: Don Miller
Ship: kli-ldw

Type: Weapon (Torpedo) BPV: 6 Repair: 6 Space: 2 Hit on: Torpedo
See also: DISR

HDRN
Full name: Hyperdrone Rack
Represented on the SSD as three boxes.
Availability: Flivver
Source: ADB C4?
Rule: ?
Type: Weapon (Drone) BPV: 15 Repair: 9 Space: 3 Hit on: Drone

HDRN-B
See HVDRN-B

HDRN-C
See HVDRN-C

Heavy Disruptor
See HDISR

Heavy Drone Rack Type B
See HVDRN-B

Heavy Drone Rack Type C
See HVDRN-C

Heavy Expanding Sphere Generator
See HESG

Heavy Fusion Beam
See HFUS

Heavy Hellbore
See HHB

Heavy Option Mount
See HOPT

Heavy Particle Cannon
See HPC

Heavy Phaser-2
See HPH-2

Heavy Photon (also MegaPhoton)
See HPHTN

Heavy Plasma-F Launcher
See HPL-F

Heavy Plasma-G Launcher
See HPL-G

Heavy Plasma-S Launcher
See HPL-S

Heavy Plasmatic Pulsar Device
See HPPD

Heavy Tractor Beam
See TRAC-H

Heavy Tractor/Repulsor (Heavy)
See HTRH

Heavy Web Caster
See HWC

HELL
Full name: Hellbeam
Fires 1 per 2 turns. Energy = 3-3. Hold = 0.
First number is normal damage; the second number is applied to the opposite shield facing.
Availability: Kulak (Fleet Tactical Combat)
Source: Don Miller
Ship: ftc-kca

Type: Weapon (Torpedo) BPV: 8 Repair: 8 Space: 4 Hit on: Torpedo
See also: HB

Hellbeam
See HELL

Hellbore
See HB

HESG
Full name: Heavy Expanding Sphere Generator
Fires 1/turn. Energy = N, in multiples of 1.5 (max 7.5). Capacitor = 12.
House Rule: No cooldown period.
Availability: Lyran
Source: Don Miller
Ship: lyr-ldw

Type: Weapon (Drone) BPV: 12 Repair: 12 Space: 3 Hit on: Drone
See also: ESG

HFUS
Full name: Heavy Fusion Beam
Fires 1/turn. Energy = 3 (standard); 6 (overload); 10.5 (suicide overload). Hold = 1.5 (standard); 3 (overload); 7.5 (suicide overload).
House Rule: No cooldown period.
Availability: Hydran
Source: Don Miller
Ship: hyd-ncm

Type: Weapon (Drone) BPV: 3 Repair: 3 Space: 2 Hit on: Drone
See also: FUS

HHB
Full name: Heavy Hellbore
Fires 1 per 2 turns. Energy = 3-6 or 6-3 (standard); 6-6 (overload). Has a rolling delay (if not fired, 2nd turn becomes 1st turn).
Availability: Hydran
Source: Don Miller
Ship: hyd-ldw

Type: Weapon (Torpedo) BPV: 12 Repair: 12 Space: 2 Hit on: Torpedo
See also: HB

HOLD
Full name: Hold
?
Availability: All races
Source: ADB Supplement #2
Rule: ?
Type: Generic BPV: 4 Repair: 4 Space: 2 Hit on: Cargo
See also: CARGO , APR* , LAB*

HOPT
Full name: Heavy Option Mount
Can hold any system, except 0 space systems.
Each HOPT holds 2 space, multiple HOPT boxes are needed to hold a system of greater than 2 spaces.
House Rule: Gives 8 Option Allowance
Availability: Orion
Source: Don Miller
Ship: ori-ldw
Type: Weapon (Torpedo) BPV: 13.5 Repair: 13.5 Space: 2 Hit on: Torpedo
See also: OPT

HOVERWARP
Abbreviations: HOVERWARP, L HOVERWARP, R HOVERWARP, C HOVERWARP
Full name: Hoverwarp
Sometimes listed as "WARP" on Flivver SSDs. All Flivver ships have Hoverwarp.
Availability: Flivver
Source: ADB C4?
Rule: ?
Type: Power/Defensive BPV: 6 Repair: 6 Space: 1 Hit on: Warp
See also: WARP

HPC
Full name: Heavy Particle Cannon
Fires up to 2/turn. Energy = 1+1/2 per shot (standard); 3 per shot (overload). Capacitor = 5, leaks 1 per turn.
Availability: Tholian
Source: Don Miller
Ship: tho-bcdm

Type: Weapon (Torpedo) BPV: 6 Repair: 6 Space: 2 Hit on: Torpedo
See also: PC

HPH-2
Full name: Heavy Phaser-2
Fires 1/turn. Energy = 3/2. Capacitor = 3/2.
Can fire as a HPH-3 for 3/4 energy or as as LPH-2 for 1/2 energy.
Availability: Andromedan
Source: Don Miller
Ship: and-ncm

Type: Weapon (Phaser) BPV: 2 Repair: 2 Space: 2 Hit on: Phaser
See also: PH-2 , HPH-3

HPHTN
Abbreviations: HPHTN, MPHTN
Full name: Heavy Photon (also MegaPhoton)
Fires 1 per 2 turns. Energy = 3-3 warp (standard/proximity); 6-6 warp (overload). Hold = 1+1/2 (standard/proximity); 3 (overload).
Availability: Federation
Source: ADB P6?
Rule: ?

Type: Weapon (Torpedo) BPV: 7.5 Repair: 7.5 Space: 2 Hit on: Torpedo
See also: PHTN

HPL-F
Abbreviations: HPL-F, PL-HF
Full name: Heavy Plasma-F Launcher
Fires 1 per 3 turns. Energy = 3/2-3/2-9/2. Hold = 0.
Cannot shotgun or envelope.
House Rule: There is an alternate version (on the ISC NCM) which claims an arming cost of 1-1-5.
Availability: Romulan, ISC
Source: Don Miller
Ship: rom-ldw

Type: Weapon (Torpedo) BPV: 6 Repair: 6 Space: 2 Hit on: Torpedo
See also: PL-F

HPL-G
Abbreviations: HPL-G, PL-HG
Full name: Heavy Plasma-G Launcher
Fires 1 per 3 turns. Energy = 3-3-9/2 (standard); 3-3-9 (envelope/shotgun). Hold = 3/2 (standard); 6 (envelope/shotgun).
Shotguns as 2 HPL-F.
Availability: Gorn
Source: Don Miller
Ship: gor-ldw

Type: Weapon (Torpedo) BPV: 15 Repair: 15 Space: 3 Hit on: Torpedo
See also: PL-G , HPL-S , HPL-F

HPL-S
Abbreviations: HPL-S, PL-HS
Full name: Heavy Plasma-S Launcher
Fires 1 per 3 turns. Energy = 3-3-6 (standard); 3-3-12 (envelope/shotgun). Hold = 3 (standard); 9 (envelope/shotgun).
Shotguns as 3 HPL-F.
Availability: Gorn
Source: Don Miller
Ship: gor-ldw

Type: Weapon (Torpedo) BPV: 22.5 Repair: 22.5 Space: 4 Hit on: Torpedo
See also: PL-S , HPL-G , HPL-F

HPPD
Full name: Heavy Plasmatic Pulsar Device
Fires 1 per 2 turns. Energy = 6-6 (standard); 6-12 (overload). Hold = 3 (standard); 6 (overload).
Standard is 4 pulses; Overload is 6 pulses.
Availability: ISC
Source: Don Miller
Ship: isc-ldw

Type: Weapon (Torpedo) BPV: 30 Repair: 30 Space: 3 Hit on: Torpedo
See also: PPD , LPPD

HTRH
Full name: Heavy Tractor/Repulsor (Heavy)
Fires 1 per 2 turns. Energy = 9/2-9/2. Hold = 3/2.
Availability: Andromedan
Source: Don Miller
Ship: and-ldw

Type: Weapon (Torpedo) BPV: 18 Repair: 18 Space: 3 Hit on: Torpedo
See also: TRH

HULL
Abbreviations: HULL, F HULL, A HULL, C HULL
Full name: Hull
House Rule: Every 3 added HULL boxes add 1 to the Excess Damage track.
House Rule: Unlabeled hull is Center. The terms "R HULL" (Rear Hull) and "A HULL" (Aft Hull) are interchangeable.
Availability: All races
Source: ADB Basic Set page 87
Rule: (G3.0)
Type: Generic BPV: 1 for F/A, 1.5 for C Repair: 1 Space: 1 Hit on: Hull

HVDRN-B
Abbreviations: HVDRN-B, HDRN-B
Full name: Heavy Drone Rack Type B
Launches 1 drone per turn. May launch single, double, or triple space drones.
Ammo limit of 9.
House Rule: I avoid the "HDRN" designation, to avoid confusion with the HyperDrone system.
Availability: Kzinti
Source: Don Miller
Ship: kzi-ldw
Type: Weapon (Drone) BPV: 7.5 Repair: 7.5 Space: 2 Hit on: Drone
See also: DRN-B

HVDRN-C
Abbreviations: HVDRN-C, HDRN-C
Full name: Heavy Drone Rack Type C
Launches 2 drones per turn. May launch single or double space drones.
Ammo limit of 6.
House Rule: I avoid the "HDRN" designation, to avoid confusion with the HyperDrone system.
Availability: Kzinti
Source: Don Miller
Ship: kzi-ldw
Type: Weapon (Drone) BPV: 7.5 Repair: 7.5 Space: 2 Hit on: Drone
See also: DRN-C

HWC
Full name: Heavy Web Caster
Availability: Tholian
Source: Don Miller
Ship: tho-ldw

Type: Weapon (Drone) BPV: 22.5 Repair: 22.5 Space: 3 Hit on: Drone
See also: WC

HyperCharger Control Track
See HYPERCON

HYPERCON
Full name: HyperCharger Control Track
Each turn, each hypercon box can be assigned to any other undamaged box on the SSD. That box may be used twice this turn. A weapon could fire twice this turn, but you need to pay the energy cost for each firing. A power box would produce 2 power this turn.
Availability: Iotian
Source: Don Miller
Ship: iot-bc
Type: Control BPV: ? Repair: ? Space: 0 Hit on: Damage Control

Hyperdrone Rack
See HDRN

ICMs
Full name: Interceptor Missiles
Each ICM may be used 1/scenario. Energy = 0.
Each ICM causes 10 damage to a drone (automatically hits), or causes one direct-fire weapon hit on Torp or Drone to have a +1 fire penalty. ICMs are cumulative with themselves. You must announce ICM fire after the opponent has declared his fire, but before he has rolled to hit.
House Rule: Some SSDs have the vague expression "Each ICM stops a drone". I replaced that with the 10 damage rating.
House Rule: If the opponent narrow salvoes his weapons, the ICMs still affect only the weapons they are targetted at.
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers)
Ship: sat-dd
Type: Weapon (Drone) BPV: 4 Repair: 4 Space: 0 Hit on: NA
See also: ADD

IHSG
Full name: Inertial Hemisphere Generator
Similar to an ESG. Energy = N (max=5).
Produces only FH arc field (RH if moving in reverse). Choose a radius from 0 to 4 when activated. Strength = (speed) / (radius), with a maximum of (N+1)*(N+1). Treat radius 0 as 1.
Availability: Lyran (Golden Fang County)
Source: Don Miller (from Star Frontiers)
Ship: lyr-gfcc
Type: Weapon (Drone) BPV: ? Repair: ? Space: ? Hit on: Drone
See also: ESG

IMMUNE TO WYN RADIATION
Full name: Immune to WYN Radiation
You are immune to the effects of the WYN zone.
Availability: Lyran, WYN
Source: Don Miller
Rule: ?
Type: Power/Defensive BPV: 30 Repair: 30 Space: 0 Hit on: NA

IMP
Full name: Impulse
House Rule: We used to have a house rule where if you lose all your impulse engines, you cannot perform a regular turn. You may still HET or Warp TAC.
Availability: All races
Source: ADB Basic Set page 119
Rule: (H3.0)
Type: Power/Defensive BPV: 3 Repair: 3 Space: 1 Hit on: Impulse
See also: E IMP

Improved Quantum Wave Torpedo
See IQWT

Impulse
See IMP

INDESTRUCTIBLE CREW UNITS
Full name: Indestructible Crew Units
This is crew that cannot be killed by combat damage.
Availability: Opposition
Source: Don Miller
Ship: opp-ddmy
Type: Control BPV: 1 Repair: NA Space: NA Hit on: NA
See also: CREW UNITS , KOBOLD UNITS

Indestructible Damage Control Track
See INDESTRUCTIBLE DAMCON

INDESTRUCTIBLE DAMCON
Full name: Indestructible Damage Control Track
Appears as "!!" before DAMCON boxes. The boxes after the "!!" cannot be destroyed unless the whole ship is destroyed.
Availability: Cardassian, Swift
Source: Don Miller
Ship: car-dn
Type: Control BPV: X*10 for "X"; 5 for "0" Repair: Same as BPV Space: 0 Hit on: NA
See also: DAMCON

INDESTRUCTIBLE SCANNER
Full name: Indestructible Scanner Track
Appears as "!!" before SCANNER boxes. The boxes after the "!!" cannot be destroyed unless the whole ship is destroyed.
Availability: Kzinti (on the weird 300 space drone SSD)
Source: Don Miller
Ship: kzi-drn
Type: Control BPV: 20 for "0"; 10 for "1" to "8"; 5 for "9"; each rating better than "0" is double cost Repair: Same as BPV Space: 0 Hit on: NA
See also: SCANNER

Indestructible Scanner Track
See INDESTRUCTIBLE SCANNER

INDESTRUCTIBLE SENSOR
Full name: Indestructible Sensor Track
Appears as "!!" before SENSOR boxes. The boxes after the "!!" cannot be destroyed unless the whole ship is destroyed.
Availability: Kzinti (on the weird 300 space drone SSD)
Source: Don Miller
Ship: kzi-drn
Type: Control BPV: 20 for "6"; 10 for "5" to "1"; 5 for "0"; each rating above "6" is double cost Repair: Same as BPV Space: 0 Hit on: NA
See also: SENSOR

Indestructible Sensor Track
See INDESTRUCTIBLE SENSOR

INER
See INERTIA

INERTIA
Abbreviations: INERTIA, INER
Full name: Inertia
Treat as Impulse, with the following rulings: If you did not move with Inertia last turn, you may spend 1 Inertia to move speed 1 this turn. If you moved with Inertia last turn, you will move again with Inertia this turn at no energy cost, unless you spend 1 Inertia energy to slow down.
Like Impulse, Inertia has a maximum speed of 1 (before adding for warp/propel).
Inertia cannot be used as Impulse energy (no ion cannons, impulse TACs, etc.).
House Rule: Inertia and Impulse may be combined to give a speed of 2 (before warp/propel).
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers)
Rule: ?
Type: Power/Defensive BPV: 3 Repair: 3 Space: 1 Hit on: Impulse
See also: IMP

Inertial Hemisphere Generator
See IHSG

INTEL
Full name: Intel
Counts as two labs when gathering information on objects outside of the ship.
Counts as half a lab when gathering information on objects inside the ship.
Availability: All races
Source: Don Miller (some other authors have invented similar systems)
Rule: ?
Type: Generic BPV: 2.5 Repair: 2.5 Space: 1 Hit on: Lab
See also: LAB , ANA

Interceptor Missiles
See ICMs

INVADER TEAM
Full name: Invader Team
A robotic version of Prime Teams.
Availability: Andromedan
Source: ADB R6 page 24
Rule: (R10.M2)
Type: Control BPV: ? Repair: ? Space: 0 Hit on: Boarding Party
See also: PRIME TEAM

ION
Full name: Ion Cannon
?
Availability: Vudar, Star Wars races
Source: ADB P6?
Rule: ?

Type: Weapon (Torpedo) BPV: 6 Repair: 6 Space: 1 Hit on: Torpedo
See also: IPG , ISG

Ion Cannon
See ION

Ion Pulse Generator
See IPG

Ion Storm Generator
See ISG

IOT-T
Full name: Iotian Torpedo
Fires 1 per turn or 1 per 2 turns. Energy = 2 swarp or 1-1 swarp. Hold = 1.
If fired in 2 turns, the firing ship suffers 1 random internal of damage. If fired in 1 turn, the firing ship suffers 2 random internals of damage.
When a IOT-T hits, add the amount you hit by to the damage (e.g. if the chance to hit is "1-5" and you roll a "3", add 2 to the damage.)
Availability: Iotian
Source: Don Miller
Ship: iot-bc

Type: Weapon (Torpedo) BPV: ? Repair: ? Space: ? Hit on: Torpedo

Iotian Torpedo
See IOT-T

IPG
Full name: Ion Pulse Generator
?
Availability: Vudar
Source: ADB P6?
Rule: ?
Type: Weapon (Drone) BPV: 6 Repair: 6 Space: 1 Hit on: Drone
See also: ION , ISG

IQWT
Full name: Improved Quantum Wave Torpedo
?
Availability: Paravian
Source: Don Miller
Ship: par-bch1

Type: Weapon (Torpedo) BPV: 10 Repair: 10 Space: 2 Hit on: Torpedo
See also: QWT

ISG
Full name: Ion Storm Generator
?
Availability: Vudar
Source: ADB ?
Rule: ?
Type: Weapon (Drone) BPV: 18 Repair: 18 Space: 3 Hit on: Drone
See also: ION , IPG

L ENGINE
See ENGINE

L FWARP
See FWARP

L HOVERWARP
See HOVERWARP

L MWARP
See MWARP

L REACTOR
See REACTOR

L SWARP
See SWARP

L THR NAC
See THR NAC

L WARP
See WARP

L WBP
See WBP

L-1
Full name: Laser-1
Fires 2/turn (not on the same impulse). Energy = 1/2 per shot. Hold = 0.
Availability: Fleet Tactical Combat races
Source: Don Miller
Ship: ftc-dca

Type: Weapon (Phaser) BPV: 1 Repair: 1 Space: 1 Hit on: Phaser
See also: LASER , L-2 , L-3

L-2
Full name: Laser-2
Fires 1/turn. Energy = 2. Hold = 0.
Availability: Fleet Tactical Combat races
Source: Don Miller
Ship: ftc-dca

Type: Weapon (Phaser) BPV: 2 Repair: 2 Space: 2 Hit on: Phaser
See also: LASER , L-1 , L-3

L-3
Full name: Laser-3
Fires 1/turn. Energy = 3. Hold = 0.
Availability: Fleet Tactical Combat races
Source: Don Miller
Ship: ftc-kca

Type: Weapon (Phaser) BPV: 3 Repair: 3 Space: 3 Hit on: Phaser
See also: LASER , L-1 , L-2

LAB
Full name: Laboratory
Availability: All races
Source: ADB Basic Set page 88
Rule: (G4.0)
Type: Generic BPV: 2 Repair: 2 Space: 1 Hit on: Lab
See also: LAB* , ReLAB

LAB*
Full name: Laboratory (Replaceable)
Acts as an LAB. Each scenario, you may designate an APR* as operating in one of the following alternate modes: ?
Availability: Federation
Source: ADB R?
Rule: ?
Type: Generic BPV: 3 Repair: 3 Space: 2 Hit on: Lab
See also: LAB , APR* , HOLD

Laboratory
See LAB

Laboratory (Replaceable)
See LAB*

LANCE
Full name: Warp Lance
Fires 1/turn. Energy = 4 warp (standard); 6 warp (overload). Hold = 2 (standard); 3 (overload). If TimeWarp energy is available, the Energy cost is halved.
House Rule: This weapon is quite a bit different from the original LANCE from the Velrons.
Availability: Velron
Source: Pinwheel Galaxy
Rule: ?

Type: Weapon (Torpedo) BPV: 12 Repair: 12 Space: 2 Hit on: Torpedo

LANDING PAD
Full name: Landing Pad
Usually not represented on the SSD as a box. Sometimes, a group of boxes are labeled "Landing Pads". These are SHTL boxes each with the landing pad function (unless the boxes have fighter symbols in them, in which case they are fighters).
There is no standard representation for landing pads on the SSD. A reverse Launch Tube symbol (with the point towards the shuttle box) might be a possibility.
Availability: All races
Source: ADB Basic Set
Rule: ?
Type: Generic BPV: 1 Repair: NA Space: 0 Hit on: NA
See also: SHTL , FTR , LAUNCH TUBE

LASER
Full name: Laser
Fires 1/turn. Energy = 1/2. Capacitor = 1/2.
Availability: All races (early tech)
Source: Don Miller (ADB had a similar system in the sub-light rules)
Ship: fed-nx01

Type: Weapon (Phaser) BPV: 1 Repair: 2 Space: 2 Hit on: Phaser
See also: PH-0 , LASER (-2X version) , L-1 , L-2

LASER (-2X version)
Full name: Laser (-2X version)
Fires 1/turn. Energy = 1. Hold = 1/2.
Availability: All races (sublight)
Source: Don Miller
Ship: hum-bota

Type: Weapon (Phaser) BPV: 1 Repair: 1 Space: 1 Hit on: Phaser
See also: LASER

Laser Battery
See LB

Laser Cannon
See LC

Laser-1
See L-1

Laser-2
See L-2

Laser-3
See L-3

LAUNCH TUBE
Full name: Launch Tube
Not represented on the SSD as a box.
Each launch tube increases the launch rate of a shuttle/fighter bay by 1 per impulse (assuming 10 impulse system).
House Rule: A launch tube placed on a drone rack increases its fire rate by 1 per turn.
Availability: All races
Source: ADB Basic Set page 127
Rule: (J1.54)
Type: Generic BPV: 1 Repair: NA Space: 0 Hit on: NA
See also: SHTL , FTR , LANDING PAD

LB
Full name: Laser Battery
Fires 1/turn. Energy = 2. Hold = 0.
House Rule: In one of my campaigns I required LB and LC to use propel energy.
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers)
Ship: sat-cva

Type: Weapon (Phaser) BPV: 4 Repair: 4 Space: 1 Hit on: Phaser
See also: LC , LLB

LC
Full name: Laser Cannon
Fires 1/turn. Energy = 4. Hold = 0.
House Rule: In one of my campaigns I required LB and LC to use propel energy.
Availability: UPF, Sathar
Source: Don Miller (from Star Frontiers)
Ship: sat-dd

Type: Weapon (Phaser) BPV: 8 Repair: 8 Space: 2 Hit on: Phaser
See also: LB , PhC , LLC

LDISR
Full name: Light Disruptor
Fires 1/turn. Energy = 1 (standard); 2 (overload). Cannot be held.
Availability: Klingon, Kzinti, Tholian, WYN
Source: Don Miller
Ship: kli-lff

Type: Weapon (Torpedo) BPV: 2 Repair: 2 Space: 1 Hit on: Torpedo
See also: DISR

LDRN-B
Full name: Light Drone Rack Type B
Launches 1 drone per turn. May launch single or double space drones.
Ammo limit of 3.
Availability: Kzinti
Source: Don Miller
Ship: kzi-lff
Type: Weapon (Drone) BPV: 2.5 Repair: 2.5 Space: 1 Hit on: Drone
See also: DRN-B

LDRN-C
Full name: Light Drone Rack Type C
Launches 2 drones per turn. May launch single space drones only.
Ammo limit of 2.
Availability: Kzinti
Source: Don Miller
Ship: kzi-lff
Type: Weapon (Drone) BPV: 2.5 Repair: 2.5 Space: 1 Hit on: Drone
See also: DRN-C

Legendary Ace Crew
Full name: Legendary Ace Crew
Not represented on the SSD as a box.
(For PFs)
Availability: All races
Source: ADB K1 page 18
Rule: (K8.4)
Type: Control BPV: 5 Repair: NA Space: 0 Hit on: NA

Legendary Ace Pilot
Full name: Legendary Ace Pilot
Not represented on the SSD as a box.
(Fighters & Shuttles only) +2 speed, -1 to hit bonus, +1 damage bonus, +3 hit points.
Availability: All races
Source: ADB J1 page 11
Rule: (J6.4)
Type: Control BPV: 5 Repair: NA Space: 0 Hit on: NA

Legendary Admiral
Full name: Legendary Admiral
Not represented on the SSD as a box.
Same as a Captain. Also acts as a Flag box.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 20 Repair: NA Space: 0 Hit on: NA

Legendary Base Commander
Full name: Legendary Base Commander
Not represented on the SSD as a box.
Same as a Captain, but only on bases. +1 Tac intel level. Can place big modules in small bays. +10% repair points to all Repair boxes.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 15 Repair: NA Space: 0 Hit on: NA

Legendary Boarding Party
Full name: Legendary Boarding Party
Not represented on the SSD as a box.
This is a boarding party with double outstanding bonus, i.e. +2.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 1.5 Repair: NA Space: 0 Hit on: NA

Legendary Bolting Officer
Full name: Legendary Bolting Officer
Not represented on the SSD as a box.
This gives +2 TH with reduced-effect bolted weapons (Plasma, Hellbore direct-fire, WC fist, etc.)
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 8 Repair: NA Space: 0 Hit on: NA

Legendary Bolting Operator
Full name: Legendary Bolting Operator
Not represented on the SSD as a box.
This causes bolted weapons to do full damage.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 12 Repair: NA Space: 0 Hit on: NA

Legendary Captain
Full name: Legendary Captain
Not represented on the SSD as a box.
Can assume the role of any other Legendary Officer but spends 1 impulse as no function while switching.
Availability: All races
Source: ADB Basic Set page 70
Rule: (G22.2)
Type: Control BPV: 12.5 Repair: NA Space: 0 Hit on: NA

Legendary Cargo Officer
Full name: Legendary Cargo Officer
Not represented on the SSD as a box.
Adds +20% cargo capacity (so Cargo-50 becomes Cargo-60). +25% transfer rate. +50% shuttle capacity.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 10 Repair: NA Space: 0 Hit on: NA

Legendary Chief Engineer
Abbreviations: Legendary Chief Engineer, Legendary Engineer
Full name: Legendary Chief Engineer
Not represented on the SSD as a box.
Can repair any one (non-crew) box on the SSD per turn, provides +4 power (from any source).
Availability: All races
Source: ADB Basic Set page 70
Rule: (G22.4)
Type: Control BPV: 7.5 Repair: NA Space: 0 Hit on: NA

Legendary Commando Squad
Full name: Legendary Commando Squad
Not represented on the SSD as a box.
This is a commando squad with double outstanding bonus, i.e. +2 attack, +3 defense.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 2 Repair: NA Space: 0 Hit on: NA

Legendary Commodore
Full name: Legendary Commodore
Not represented on the SSD as a box.
Same as a Captain. Also acts as an Intel or Sky box.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 30 Repair: NA Space: 0 Hit on: NA

Legendary Communications Officer
Full name: Legendary Communications Officer
Not represented on the SSD as a box.
Acts as a SpecComm box at no energy cost. SpecComm boxes may be used twice per turn.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 3.5 Repair: NA Space: 0 Hit on: NA

Legendary Counselor
Full name: Legendary Counselor
Not represented on the SSD as a box.
Can function as either a Doctor or a Marine Major on any given turn, but only on the Counselor's home ship.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 1 Repair: NA Space: 0 Hit on: NA

Legendary Crew Unit
Full name: Legendary Crew Unit
Not represented on the SSD as a box.
Calculate the average value of your crew, using regular=0, outstanding=1, and legendary=2 per unit. If you have 1 (but below 1.75), you have outstanding bonus. If you have 1.75, you have legendary bonus (double outstanding bonus).
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 10 Repair: NA Space: 0 Hit on: NA

Legendary Deck Crew
Full name: Legendary Deck Crew
Not represented on the SSD as a box.
Can do three deck crew actions a round.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 1.5 Repair: NA Space: 0 Hit on: NA

Legendary Diplomat
Full name: Legendary Diplomat
Not represented on the SSD as a box.
Can influence which target a ship will fire at once per turn. On a roll of 1-2 on 1d6, the influence is successful, which means if the affected ship fires, at least half of the weapon boxes must be fires at a target of the Diplomat's choice. Cannot force a ship to fire on a friendly unit, and the influence only affects 1 impulse of fire.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 5 Repair: NA Space: 0 Hit on: NA

Legendary Doctor
Abbreviations: Legendary Doctor, Legendary Ship's Doctor
Full name: Legendary Doctor
Not represented on the SSD as a box.
Cures 1 "killed" crew unit (of any type) per turn, counts as 1 Lab box.
Availability: All races
Source: ADB Basic Set page 71
Rule: (G22.6)
Type: Control BPV: 2 Repair: NA Space: 0 Hit on: NA

Legendary Engineer
See Legendary Chief Engineer

Legendary Fast Reloader
Full name: Legendary Fast Reloader
Not represented on the SSD as a box.
Can reload (but not fire) weapons the same turn they are fired.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 7 Repair: NA Space: 0 Hit on: NA

Legendary First Officer
Full name: Legendary First Officer
Not represented on the SSD as a box.
Same as a Captain.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 15 Repair: NA Space: 0 Hit on: NA

Legendary Heavy Weapons Squad
Full name: Legendary Heavy Weapons Squad
Not represented on the SSD as a box.
This is a heavy weapons squad with double outstanding bonus, i.e. +3 attack, +2 defense.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 2 Repair: NA Space: 0 Hit on: NA

Legendary Helmsman
Full name: Legendary Helmsman
Not represented on the SSD as a box.
Turn Mode better by 1 place, -1/2 on Movement Cost (if Move Cost is originally below 1, halve it instead).
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 5 Repair: NA Space: 0 Hit on: NA

Legendary Inventer
Full name: Legendary Inventer
Not represented on the SSD as a box.
Operates as 1 Const, 1 Fab, or 3 Repair.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 15 Repair: NA Space: 0 Hit on: NA

Legendary Junk Dealer
Full name: Legendary Junk Dealer
Not represented on the SSD as a box.
Adds +10% money for selling ship components, buy components at 10% less than listed prices, +50% cargo transfer rates, 50% of the time you can avoid cargo exploding due to Explosive Ordinance, your JUNK boxes roll at +1, apply a -1 to the SALVAGE roll (minimum 1). The Legendary Captains of various types cannot duplicate a Legendary Junk Dealer's function.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 17 Repair: NA Space: 0 Hit on: NA

Legendary Major of Marines
See Legendary Marine Major

Legendary Marine Major
Abbreviations: Legendary Marine Major, Legendary Major of Marines
Full name: Legendary Marine Major
Not represented on the SSD as a box.
All your Boarding Parties receive a -1 to hit bonus or give all other Boarding Parties a +1 to hit penalty (can change each impulse).
Availability: All races
Source: ADB Basic Set page 71
Rule: (G22.5)
Type: Control BPV: 4 Repair: NA Space: 0 Hit on: NA

Legendary Mauler Officer
Full name: Legendary Mauler Officer
Not represented on the SSD as a box.
This improves the mauler effect by one range bracket on the table.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 5 Repair: NA Space: 0 Hit on: NA

Legendary Mine Control Officer
Full name: Legendary Mine Control Officer
Not represented on the SSD as a box.
Adds +2 mine detection range. +1 mine location range. +25% to mine-laying rate.
Availability: All races
Source: ADB ?
Rule: ?
Type: Control BPV: 10 Repair: NA Space: 0 Hit on: NA

Legendary Navigator
Full name: Legendary Navigator
Not represented on the SSD as a box.
Adds 1d12 to your initiative roll.
Availability: All races
Source: ADB Basic Set page 72
Rule: (G22.8)
Type: Control BPV: 4 Repair: NA Space: 0 Hit on: NA

Legendary Professor
Full name: Legendary Professor
Not represented on the SSD as a box.
Increases the odds of officers turning into Legendary officers: +1 to (G22.111) roll. Increases the odds of a crew becoming outstanding or legendary: x1.25 to crew XP. +50% to boarding party and deck crew capacity. +1 to weapon status.
Availability: All races
Source: ADB ?
Rule: ?
Type: Contro