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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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: ?
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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?
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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: ?
|
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
|
COMMANDO SQUAD
Full name: Commando Squad
?
Availability: All races
Source: ADB ?
Rule: ?
| Type: Control | BPV: 1 | Repair: 1 | Space: 0 | Hit on: 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
|
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
|
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)
|
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
|
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: ?
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Fabrication
See FAB
FAC
Full name: Federation Accelerator Cannon
This weapon is sort of an energized nuclear missile. It was used by the Federation for a brief period between sublight missles and photons.
Fires 1 per 3 turns. Energy = 1-1-1 swarp (standard); 2-2-2 warp (overload). Hold = 1 (standard), 2 (overload). Note overloads cannot be armed with SWARP energy.
Availability: Federation
Source: Don Miller (from FASA)
Ship: fed-nx01
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 1 | Hit on: Torpedo
|
FastWarp
See FWARP
Federation Accelerator Cannon
See FAC
Fighters
See FTR
FLAG
Full name: Flag
House Rule: Cannot control the ship.
Availability: All races except Klingon
Source: ADB Basic Set page 87
Rule: (G2.0)
| Type: Control | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Flag
|
FTR
Full name: Fighters
Each box holds one fighter. The statistics of fighters vary by race.
May launch or receive 1 fighter per bay per impulse (assuming 10 impulse system). Launch tubes increase this rate.
Sometimes SHTL and FTR boxes are mixed together, and labeled as SHTL. The boxes with the fighter symbols (usually big equals signs or little diamonds) are fighters.
House Rule: Considered only 1 space for option mounts (so you can put 1 FTR in 1 NWO box). A launch tube cannot be added to a FTR in an option mount.
House Rule: I do not distinguish between heavy weapon fighter boxes and normal fighters. I use the "equals sign" symbol on all of them.
Availability: Galactic races
Source: ADB Basic Set page 134
Rule: (J4.0)
| Type: Generic | BPV: 2 | Repair: 2 | Space: 2 | Hit on: Shuttle
|
FUEL
Full name: Fuel Storage
Stores 50 cargo units of fuel. Explosive ordinance is ignored, as the FUEL boxes are specially designed to carry fuel.
You can carry non-fuel items in a FUEL box, but you get only 25 cargo units of capacity (and your Romulan Ale might end up smelling like dilithium slush!).
Availability: All races
Source: Don Miller
Ship: hum-bota
| Type: Generic | BPV: 1.5 | Repair: 1.5 | Space: 2 | Hit on: Cargo
|
Fuel Storage
See FUEL
FUS
Abbreviations: FUS, FUSION
Full name: Fusion Beam
?
House Rule: No cooldown period.
Availability: Hydran
Source: ADB C1 page 3
Rule: (E7.0)
| Type: Weapon (Drone) | BPV: 2 | Repair: 2 | Space: 1 | Hit on: Drone
|
FUSB
Full name: Fusion Beam (Fleet Tactical Combat version)
Fires 1 per 2 turns. Energy = 2-2. Hold = 0.
Availability: Fleet Tactical Combat races
Source: Don Miller
Ship: ftc-uat
| Type: Weapon (Torpedo) | BPV: 4 | Repair: 4 | Space: 2 | Hit on: Torpedo
|
FUSION
See FUS
Fusion Beam
See FUS
Fusion Beam (Far Side version)
See FUSR
Fusion Beam (Fleet Tactical Combat version)
See FUSB
FUSR
Full name: Fusion Beam (Far Side version)
Treat as a Fusion Beam, except the table is different.
Availability: Hydran
Source: Don Miller
Ship: hyd-farh
| Type: Weapon (Drone) | BPV: 2.5 | Repair: 2.5 | Space: 1 | Hit on: Drone
|
FWARP
Abbreviations: FWARP, L FWARP, R FWARP, C FWARP
Full name: FastWarp
Acts as normal WARP.
In addition to your normal movement, you may move up to 1/20 of your max speed (round down) after all other movement (and after all HETs/TACs). Other ships cannot HET/TAC after this.
Availability: Swift
Source: Don Miller
Ship: swi-pbb
| Type: Power/Defensive | BPV: ? | Repair: ? | Space: ? | Hit on: Warp
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
HOLD
Full name: Hold
?
Availability: All races
Source: ADB Supplement #2
Rule: ?
| Type: Generic | BPV: 4 | Repair: 4 | Space: 2 | Hit on: Cargo
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
ISG
Full name: Ion Storm Generator
?
Availability: Vudar
Source: ADB ?
Rule: ?
| Type: Weapon (Drone) | BPV: 18 | Repair: 18 | Space: 3 | Hit on: Drone
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |