This is copied from the SmileyLich End of the Millenium 1999-2000 page.
2X rules notes:
- Control systems
- "FLAGS" or "FLAGSHIP" (Flagship) boxes are FLAG boxes that can control your ship or a ship of same race (who presumably has lost control) within 18 hexes.
If the target ship is unwilling (for whatever reason), each ship rolls 1d6, the defender adding his BRDG boxes and the attacker adding his FLAGS boxes.
The winner wins the contest and controls the ship. (This is the same as the "Prefix Code" of Star Trek II)
- "SCTYS" or "SCTYSHIP" (Security-ship) boxes act as SCTY boxes which also can control the ship.
Each SCTY box adds 1 to the defending ship's Boarding Party actions on the ship.
2X ships never mutiny unless specifically mentioned on the SSD.
- 2X SpecSen breaks 1X Drones' lock-on on 1-5 instead of 1-4.
2X SpecSen breaks 0X Drones' lock-on on 1-6 instead of 1-4.
2X SpecScan does get such improvements for breaking lower tech plasma, however.
- A lot of the Shattered Universe ships have "SO" (Special Option) boxes.
These hold any system that is 0 space (not represented on the SSD as a box).
Examples include Cloaking Device, Mauler, Ability to Double Engines, Quadruple (and higher) sensor control, a Sensor/Scanner/DamCon track box.
An SO could instead hold a system which duplicates the effect of a single Legendary Officer, or could use the Custom Officer system from the SmileyLich Christmas page.
Like any option mount, you must buy the system using Option Allowance, where 1 BPV (listed in the Great Systems List) is 1 Opt Allowance.
You must multiply this cost by 1.5 for a 1X system, and an additional 1.5 (total multiplier 2.25) for a 2X system.
Legendary Officers placed in an SO can be 0X and still function normally.
SO boxes are hit on "Emer" hits and cost 10 to repair.
- General systems
- Repair boxes each produce 2 repair points per turn.
- Tran may be used twice per turn and have a maximum range of 8 hexes.
Some Tran have a number in the box. These Tran may be used up to that number of times per turn. Tran-3 is fairly common at 2X.
- Trac has a maximum range of 4 hexes.
Multiply energy by 2/(Range+1) to get Tractor beam strength, which is the energy needed to break the tractor.
Trac-H is a Heavy Tractor, multiply energy by 4/(range+1) to get Tractor beam strength.
Trac-HH is Super-Heavy Tractor (very rare), multiply energy by 6/(range+1) to get Tractor beam strength.
Trac-H and Trac-HH also include a Mech link for free.
The energy needed to break the Tractor does not depend on what type of Trac you have, in fact you may break a Trac link even if you have no Trac boxes.
- Some ships have "AO" (Any Option) boxes.
These boxes can hold any 1 space or higher system that isn't a weapon.
AO boxes are hit on "A Hull" hits and cost 6 to repair.
- Most 2X ships have "Hold" boxes.
Hold itself can be placed in an NWO or AO.
These act as Option Mounts that do not use Opt Allowance and cannot be changed during a scenario.
Hold can have one of the following:
Ana, Barr with 2 Boarding Parties, Btty-4, Cargo with 10 Opt Allowance, Comp, Hull, Intel, Lab, Mine Rack, Null (see below), Probe, Quar with 2 Crew or Passenger Units, Repair, Shuttle, Scty, Trac, Tran, Works with 2 Deck Crews.
Andromedans can put a Hangar-S (small satellite) instead of a Shtl.
Note specifically that Hold cannot carry Const, Fab, Fighters, or Trac-Mech.
Regardless of what it's carrying, Hold boxes are hit on "Cargo" hits and cost 4 to repair.
Hold is normally 2 space, but it can have Null and be considered 3 space for Construct purposes (so the Hold can be turned into a 3 space system).
- Power/Defensive systems
- TWARP and such do not exist in the Shattered Universe (except for the Tholians and some weird alien races).
A ship with TWARP may move up to 1/3 (round up) of its total movements in any single impulse.
Keep track of your remaining movements: if you're moving speed 11 and move 4 hexes on impulse 1, 4 hexes on impulse 2, and 3 hexes on impulse 3, you're not going to move the rest of the turn.
UWARP is very rare at 2X, for those (non-Shattered Universe) ships that have it, they can move any amount of movement in an impulse (assuming they have the movements remaining).
- HETs and EM cost 3 movements.
Ships have three -2 HET bonuses.
- Maximum acceleration/deceleration per turn is unlimited.
- Engine Doubling is a bit strange at 2X.
A lot of Shattered Universe ships have engine doubling, this does not mean that all 2X ships have this.
Ships may double as normal, each doubled engine destroys 1 box (regardless of ship's size class).
Ships may double an engine you've already doubled this turn, you add the energy the engine could currently produce, then destroy 1 more box than you did last time.
This may be done multiple times until the engine doesn't have enough boxes to double again.
Thus, an 11 box engine normally produces 11 energy.
It can double (adding 11 more energy), and you destroy 1 box. Total = 22 energy and 1 damage.
It can double again (adding 10 more energy), and you destroy 2 more boxes. Total = 32 energy and 3 damage.
It can double again (adding 8 more energy), and you destroy 3 more boxes. Total = 40 energy and 6 damage.
It can double again (adding 5 more energy), and you destroy 4 more boxes. Total = 45 energy and 10 damage.
It cannot double again as the 1 box engine cannot take 5 damage.
- There are five reactor types at 2X:
A3R (3 space / BPV 6), which produces 3 normal (non-Warp, non-Impulse) energy.
A2WR (2 space / BPV 5), which produces 2 Warp energy.
ATWR (1 space / BPV 4), which produces 1 Transwarp energy (non- Shattered Universe).
AXR (2 space / BPV 5), which produces 1 Transwarp and 1 normal energy (non- Shattered Universe).
A2B4R (3 space / BPV 8), which produces 2 normal energy and has a 4 point battery capacity.
- Batteries vary in capacity from 4 points to 9 points per box, as shown on the SSDs.
Batteries may be "overburned" for 1 additional energy, this destroys the battery box.
- Shield Reinforcement is 2 reinforcement for 1 energy for both general and specific reinforcement.
Note that specific reinforcement is hardly ever used in the 2X era.
- Minimum Shields is half the original strength of the shield, or 15 boxes (whichever is higher).
Each turn, the Minimum Shield is "reset" on each shield facing to include as many undamaged boxes as possible.
If a 60 box shield on minimum (30 active boxes) took 3 damage, on the following turn the shield still has 3 damaged boxes, but 30 of the undamaged boxes are now active.
- Cloaking Devices multiply effective range by 5 and add 18. (Thus range 2 becomes range 28).
If using my 10 impulse system, a ship may fire the same impulse it uncloaks, but must remain uncloaked until the following impulse activity.
- Displacement Devices do not cause "stun", a ship may fire the same impulse it displaces.
- Weapon systems
- All ships have full Aegis.
- Can control seeking weapons equal to triple sensor rating.
- The combined total of ECM and ECCM has a maximum of 18.
- If using my Selective Targetting rule, the ship generates only 1 ECM per each target and row combination he selects for the turn.
- Phasers have triple capacitor, i.e. enough to fire a standard shot three times.
- Most heavy weapons may overload out to range 12 instead of 8.
Most weapons do more damage than their 0X/1X counterparts, but have the same energy/hold cost.
Some weapons (notably ESG and WC) have larger ranges and effects, see the relevant tables.
- No weapon (unless specifically stated on the SSD or weapon description) takes longer than 1 turn to arm or has a cooldown period.
- Disruptors have a 6 point capacitor, and has a "Double Overload" mode.
This is simply an overload that costs 6 energy for between x2 - x3 damage (see table).
Note the capacitor means that "numbered" and "lettered" disruptors are the same, except for their hit location.
- Photons (in fact all 2X weapons) are always safe if fast-loaded in 1 turn.
- Fusion Beams on suicide mode destroy only the Fusion box itself.
- Plasmas in Shotgun mode fire PL-L's (not PL-F's).
Plasmas may bolt in enveloping or shotgun mode.
A bolted envelope does full (non-doubled) normal damage, divided among the 6 shield facings.
A bolted shotgun simply does half PL-L damage to each target that it hits.
- Hellbores in Direct-Fire mode do full damage.
- All PPDs give 8 pulses in overload mode.
There is a system called "PPD8" which gives 8 pulses at any tech level (even 0X).
PPD and PPD8 are the same system at 2X.
- Web Casters can generate 7 hexes of web.
Snares are Web Casters with a maximum energy of 3 (no other difference or restriction).
- Drone rack types are mentioned in the non-TNG rules supplement on my web page.
Drone racks reload themselves at 1 space per turn.
Ships with at least minimum crew also generate 6 deck crew actions for free in addition to their deck crews.
Drone racks may be reloaded the same turn they are firing.
- Drones are speed 64. Drone types:
Type XI: 1/2 space, Endurance 3, Warhead 10, hp 5.
Type XII: 1 space, Endurance 6, Warhead 24, hp 8.
Type XIII: 2 space, Endurance 6, Warhead 48, hp 10.
Type XIII-M: 2 space, Endurance 6, Warhead 36 + 1 space module, hp 10.
Type XIV: 3 space, Endurance 8, Warhead 72, hp 12.
Type XIV-Exo: 3 space, Endurance 6, Warhead 100, hp 8.
Type XV: 4 space, Endurance 8, Warhead 96, hp 14.
- Option Mounts can hold infinite space, i.e. any system in the game that is at least 1 space can be placed in a single option mount.
Option Mount selection is limited to common systems of the race with the Option Mount, except ANY 0X system that race knows (even foreign/extra-galactic tech) may be placed in an Option Mount.
Thus, a Fed could put a 0X Displacement Device in an Option Mount and use it, but would be "stunned" (and cannot fire) the impulse it is used (just like a normal 0X tech DD).
During Energy Alloction, you may drop what's in an Option Mount and start putting another system into it.
When you have accumulated 100*N deck crew actions, where N is the repair cost of the new system, you may then use the new system.
This of course assumes you have purchases the system in question using your Option Allowance (see non-TNG rules).
- Variant Option Mount type: Orions, WYN, Barbarians, Corporate Aggressors, Bolaar, and Enclave may use this variant Option Mount type instead of the above.
The Variant Option Mount holds only 3 spaces (not infinite space), but it can be switched with only N (instead of 100*N) deck crew actions.
These Variant Option Mounts are not shown on the SSD, you may pick to use either (or a mix) at the beginning of the scenario.
- Side Options (OPT-S) can hold any (1 space or more) system that's a weapon.
This differs from normal OPT in that OPT can hold *any* system (even non-weapon).
- Wing Options (OPT-W) can hold any (1 space or more) system that's a weapon hit on "Drone" or "Phaser" hits.
Note it is not correct to say OPT-W is simply a combined PH-OPT & DRN-OPT, as those systems can hold non-weapon boxes (you can put a SpecSen in a PH-OPT but not in a OPT-W).
Drop me an email if you like.
Click here to go back to my SFB page.