SFB FREQUENTLY ASKED QUESTIONS I get a lot of email, and it seems the same questions pop up over and over again. To help you guys out, here's the answers to a lot of them. SSD QUESTIONS Q. How did you make all the pretty SSDs? [#1 most frequently asked question] A. I wrote a program called SSDPRINT way back in 1986 on a Radio Shack Color Computer 2. It was then ported to a 286, then finally to a Pentium. It has always been written in BASIC. Starting in 1995 it was able to output SSDs in .BMP format (which I convert to .GIF using LVIEW). It has a lot of smaller programs attached to it, such as the infamous Random Ship Generator. I had it on my web page, but not that many people tried it and those that did had some problems before they could get it to work (most dealing with QBASIC). I am going to write an executable version that doesn't require much knowledge about QBASIC to get it to run, which I'll put up someday. If you want to try it, let me know and I'll send you a ZIP of the relevant files and some sample SSDs already up on the web page. Q. I can't get SSDs to print on one page. They seem to wrap onto two pages somehow. A. You shouldn't print the SSDs from Internet Explorer or Navigator, they have a lot of trouble with page formatting. Instead, right click on the SSD (or the link), and "Save As" to your hard drive. You can then look at the SSD with any number of graphics applications (such as LView Pro or Paint Shop Pro). Select "File" then "Print Setup" then "Print as Landscape". I personally use LView, available (30 day trial period) at http://www.lview.com/ Q. Why no Life Support cost listed on the SSDs? A. My SFB group abandoned Life Support costs for everyone long ago. We assume that the engineer is clever enough to switch on Emergency Life Support before the ship becomes crippled. If you insist on using it, use the standard costs. Q. How did you calculate the BPVs of the ships? A. I have a huge file which lists every system I know of any what PV (Point Value) each system is. Simply add up the PV's of all the systems on the ship, and then divide by 2.5. Multiply the result by 1.5 for each tech level above 0X the ship is; e.g. a 2X ship you multiply by 1.5 * 1.5 = 2.25. Weapons cost more based on their arc; a 120 degree weapon is x1 cost but a 180 degree weapon is x1.25 and 360 degree weapon is x2. There's a chart explaining this in the Great Systems List. Q. What does a Breakdown rating of "6^2" mean? A. When rolling a breakdown, if you roll a "6", roll again. If you roll a "6" a second time, you suffer a breakdown. Thus, "6^5" means you have to roll five 6's in a row before you breakdown. A +1 bonus applied to any breakdown rating of 6 or better means you cannot breakdown. A -1 penalty reduces the number of dice needed by 1; e.g. "6^5" becomes "6^4"; "6^2" becomes "6"; and "6" becomes "5-6". Q. Wow, that's a big Explosion Strength. A. I have always believed the Explosion Strengths in standard SFB are nowhere near high enough. You frequently see a ship explode on film simply because it was too close to another ship that just exploded. How I calculate Explosion Strength is by adding all the internals on the ship that's in the ship outline (including also Klingon/Romulan Armor and Tholian Fighter boxes drawn outside the outline of the ship for artistic reasons), adding on ExcDam, 1 for each of Sensor, Scanner, and DamCon, then add on every Indestructible (!!) box that hasn't been counted before in this calculation. When a ship explodes, apply it's Explosion Strength to everything in that hex. Divide it by 4 (round up), this is the damage to everything 1 hex away. Divide that result by 4 (round up), this is the damage to everything 2 hexes away. Repeat this until you get to 1 damage, and that's as far as the explosion reaches. Thus, a ship with an Explosion Strength of 100 does the following damage: Range: 0 1 2 3 4 5+ Damage: 100 25 7 2 1 0 Q. What's "mega-boxes"? A. Some of my SSDs (in fact all 3X tech level ships and higher) have a strange hash-mark on each corner of the boxes on the SSD. These are "mega-boxes", each representing 10 normal SFB boxes. If the ship takes 23 normal damage, you would mark only 2 mega-boxes destroyed. Ships in mega-box scale have all of their damage amounts divided by 10 already, so you don't have to adjust if firing two mega-box ships on each other. Their power and movement systems are also divided by 10. This was done because SSDs were simply getting too large. The non-mega-box SSD for the Enterprise-D (which I wrote a long time ago and perhaps I'll put it up to show you) completely fills a piece of paper. This is obviously unacceptable when you want to do things bigger than the Enterprise-D. Some SSDs (Death Star, new Borg Cube, V-Ger, WorldFleet Mist Monitor) now have two hash-marks on each corner. These are "super-boxes" and represent 100 normal boxes (or 10 mega-boxes). Q. I can't load the Borg Cube. What's up? A. The *entire* Borg Cube SSD is GIGANTIC; when printed it's a poster that's 5' x 5'. Since the web page moved, you can't access it right now anyway, I hope to put up an alternate Borg Cube using "Super Boxes" (each is 100 normal boxes) that is more printer-friendly (in addition to the old huge Borg Cube SSD). My basic response is if you can't load it, right-click on the link and "Save As" a file, then try using various graphics applications to see if you can look at it then. Q. What are all these "tech designations" (0Xl, 3X, 4Xe, etc.)? A. This is from my older "help file" (& updated): TECH LEVEL: DESCRIPTION: -2X: Inner-System or Orbital (Chemical) ships, such as the current-day Space Shuttle. -1X: Sublight (Impulse) ships, used in the old Romulan War. 0Xe: Early Years; you see a lot of Ph-2's and non-overloadable heavy weapons here. 0Xs: Standard Tech; before the Y171 refits, the Ph-1 is invented, overloads are invented. This is the time of the original Star Trek series, and of most of standard SFB. 0Xl: Late Tech; after the General War. Many of my late tech designs have semi-1X tech, such as 2 point batteries. 1X: First Generation X-Ships; the time of Star Treks I-IV; Ph-5 (a replacement for Ph-1) is invented. Ships such as the Reliant are 1X. Most ships have 3 point batteries. 2Xe: Second Generation (early); the time of Star Treks V-VI; TransWarp, multi-power APRs (such as the AXR) are invented. The Enterprise-A and the Excelsior are 2Xe ships. The "Trade Wars" of old SFB Expansion #2 uses 2Xe ships. 2Xs: Second Generation (standard); this is the first half of the nebulous time between old and new Star Trek series. The Enterprise-B is 2Xs. 2Xl: Second Generation (late); era of the Cardassian War. The Enterprise-C and the Stargazer are 2Xl. 3X: Third Generation; also called the Next Generation. UltraWarp, Holodecks, the Collimated Ph-7, and much more was invented here. The Enterprise-D and most ships in ST:TNG are 3X. 4Xe: Fourth Generation (early); Star Trek: First Contact and recent events in the two TV series (Deep Space Nine and Voyager) take place during this time. Pulse Phasers (Ph-9), Quantum Torpedoes, "Clean" UltraWarp (that doesn't damage space at high warp) and other things are invented here. The Federation is 4Xe at the current time in Star Trek history. 4Xs: Fourth Generation (standard); Most Dominion ships (including the Breen) are this tech level during the Fed-Dominion War. 4Xl: Fourth Generation (late). 5X: Fifth Generation. The Borg and some other nasties are 5X. You start to see weird things (Time Travel, Solid Neutronium Hull, Teleporting Phasers, etc.) here. 6Xe - 6Xl: Sixth Generation. Star Trek: Voyager has a couple of 6X races. A lot of the technology deals with Phasing and Time Continuum issues, combat does not seem very interesting as one side gets pummeled in a single impulse while the other side is being completely immune. It's almost like playing "Paper, Rock, Scissors" sometimes. 7X: Seventh Generation. Ships are generally either very small (Size Class 6) or very large (bigger than Size Class 0). Destroying entire solar systems and hopping galaxies is commonplace here. Indeed, the Galactic Barrier at the edge of the Milky Way Galaxy is a huge 7X Shield left over from an ancient Psionic War between galaxies long ago. 8Xe - 8Xl: Eighth Generation. People don't seem to use ships at all anymore by this tech level, they blink around and do things by thought. They may use individual tools, or have a physical domain that can be visited by others. The Prophets/Pah Wraiths from DS9 and V-Ger from Star Trek I are 8X. 9X: Ninth Generation. Truly ultra-powerful beings such as Q and the Masters are 9X. Going past 9X is simply a measure of relative strength, not any measure of ability. An 11X being is going be able to toast you just as easily as a 12X being can. The "e,s,l" letters after the even-numbered tech levels are only for detail; a 2Xe ship and a 2Xl are of the same basic tech level: 2X. Q. What's "Opt Allowance"? A. I don't use the BPV adjustment system for Orion Option Mounts. Instead, I assume each ship has accumulated a certain number of systems to use in it's Option Mounts. How much BPV (or money, if you prefer) they have to spend is listed as "Opt Allowance" or "Allowance towards Options". Simply fill your Option Mounts with the systems you desire, using the costs given in the Great Systems List (it's the same values that BPV is based on). When you have spent your Opt Allowance in PV (Point Value), you can't have any more unless you raise the BPV of the ship by 1 for each PV beyond that you spend. Each Option Mount system provides some Opt Allowance, as calculated below: Option Type: OPT OPT-S OPT-W PH-OPT TORP-OPT DRN-OPT NWO CO PO SO at 0X: 5 5 4 3 5 5 3 3 4 10 at 1X: 8 8 6 5 8 8 5 5 6 15 at 2X: 12 12 9 8 12 12 8 8 9 23 Since a Hellbore is worth 8 (for example), and a 0X Option Mount only provides 5 Opt Allowance, you're probably going to run out of Opt Allowance if you go through and fill every OPT with Hellbore. This is OK, if you have some NWO's (for example) and fill them with 1 point Hull (gaining some of the loss back). Some ships (usually Orions and WYNs) have additional Opt Allowance included in the BPV. This is listed as "Opt Allowance = 48 (+24)" meaning the ship should only have 48 Opt Allowance, but has actually paid for 24 extra (giving the ship 72). One last word about Option mounts: They can only hold systems that are available to to the race that the system is on. For example, a non-Andromedan cannot put a TRH in a TORP-OPT. GENERAL SYSTEMS QUESTIONS Q. Lots of weird systems on your SSDs. May I ignore them or replace them? A. Of course! Feel free to mutilate or modify anything on my page for whatever set of house rules your group uses. Also feel free to ignore anything I say that seems stupid. Don't worry, I won't be offended. :) Q. Why do you have Armor on your ships (even some X-ships)? I thought Armor was obsolete. A. I use Armor to show that a certain ship is "tough", i.e. has an ability to absorb damage even when no shields are raised. For example, the Defiant of Deep Space Nine is clearly "tough" and the show even mentions the ship being armored from time to time. Q. Why do you have Scty (Security) on some non-Klingon ships? A. I treat Scty as being any large network of ship security (much more intense than Kirk's Enterprise of the old shows). Ships with Scty are not subject to mutiny simply because they have the system. I keep with the "non-X Klingons have mutiny" mentality that ADB has. Q. Why do you have Fab and Works on some non-Jindarian ships? A. Everyone should have access to Works, it's simply mining machinery. Fab changed meaning in our house rules, it produces small things (such as hand phasers and tricorders), and it can also produce 1 "Option Allowance" point (see above). Q. Why do you have Repair on some of your (non-PF carrying) ships? A. I feel that some ships should have an external repair bay that is not represented as DamCon. We use a simplified Repair rule that makes Repair add 1 to the ship's DamCon rating for each box. For example, a ship with a DamCon of 8 and 3 Repair boxes has an effective DamCon rating of 11. Q, I sometimes see strange numbers in the tracks (Sensor, Scanner, DamCon). "7" boxes (or higher) in Sensor, negative boxes in Scanner, and odd numbered boxes in DamCon. A. Sure, why not? I'm not sure why ADB doesn't do this too. A Sensor of 7 or higher works just like a normal (0-6) rating. For example, a ship with Double Sensor Control and a Sensor rating of 8 could control 16 seeking weapons. Negative Scanner boxes SUBTRACT to the effective range, thus if true range was 11 and you have a -2 Scanner box, effective range is 9. Odd numbered DamCon boxes break no rules at all as far as I know, use them as normal. Q. Your tracks (Sensor, Scanner, DamCon, Crew, ...) sometimes have an "!!" in there. What's that? A. Indestructible. All boxes lower than the !! cannot be destroyed. Thus, a ship with a Sensor track that looks like 6-6-6-5-4-!!-3-2-1-0 will never have the "3" box (or anything lower than it) destroyed in combat. This includes hit-and-run raids. Indestructible ExcDam would make a ship almost immune to being destroyed, so I generally don't do that on my ships. Q. What are "Passenger Units" hit on? A. This question leads to a rather large house rule that my group uses: an alternate DAC roll. We roll 1d12 instead of 2d6 on the DAC, and if the result is "1", the following new row is used (all entries A-L are "underlined"): A B C D E F G H I J K L M 1 Crew Crew BrdPrt Crew Crew BrdPrt DeckCr Crew Crew BrdPrt DeckCr Pass ExcDam Because of this rule, we don't use normal crew casualties. This rule allows ships to take heavy crew losses (or none at all), instead of a unrealistic constant rate. Q. Why do some of your Trac boxes have an "H" in them? A. That's a "Heavy" or "Hard" Tractor Beam - when you calculate the Tractor Beam strength, double it at the end. A ship with Trac needs twice as much energy as normal to counter a link from a ship with Trac-H. POWER SYSTEMS QUESTIONS Q. What's SWARP? TWARP? UWARP? VWARP? ... (etc.) A. Here's the rundown on Warp Engine types, in order of tech: Warp Type Tech BPV Explanation SWarp 0Xe 3 SemiWarp, no Disengage by Acceleration or "Going into Warp" Warp 0Xs 4 Warp, the normal run-of-the-mill warp engine. TWarp 2Xe 6 (old) TransWarp, can move 1/3 of full movement on any given impulse instead of using standard movement tables UWarp 3X 80 UltraWarp, can move any amount of your movement on any given impulse VWarp 4Xe 200 Clean UltraWarp that doesn't damage the fabric of space HWarp 5X 400 HyperWarp, what TNG and Voyager call "TransWarp" PWarp 6Xe 1000 PhaseWarp, you are out of Phase as you travel TimeWarp 7X 20000 TimeWarp, can travel through time as well as space The Tech Levels vary greatly, for example the ships of Star Wars The Phantom Menace use HWarp but they are only 2Xl. There are other faster-than-light travel methods besides warp, these include Propel and Slip-Stream. Details on such things can be found in the various rules packets. Q. What's the numbers in the Battery boxes? A. How much power that Battery holds. I do not number the Battery groups on Mauler ships like ADB does, I find that not to be a very useful notation. Q. What's Reactor Doubling? A. Sort of like a weak Engine Doubling for APRs and AWRs. It is listed on the SSDs of some WYN and Hydran ships. You may double a grouping of reactor boxes at any time, if you do, each box gives 1 extra power this turn, and 1 less power next turn. A reactor grouping cannot be doubled again until it has recovered from the "1 less power" turn. Thus, a grouping of AXR boxes (each which normally produce 2 power) can be doubled so each produces 3 power total, but then they produce only 1 power next turn. The "1 less power" state is not damage and cannot be repaired, you have to wait. WEAPON SYSTEMS QUESTIONS Q. Your Photons seem to hit a lot. A. My 0Xl (late tech) Photon table has a +1 to hit bonus everywhere, so for example it is 1-4 to hit (instead of 1-3) at ranges 5-8. This makes the poor Federation facing the UIM Klingon have choices other than "Close to range 4 (or 2) and dump." My 1X Photons increase the base damage from 8 to 10, further improving the weapon. Q. What are all these weird arcs (LQF, LQR, RQF, RQR, DF, DR) I sometimes see on the SSDs? A. LQF = Left Quadrant Front (the overlap of FH and LS) RQF = Right Quadrant Front (the overlap of FH and RS) LQR = Left Quadrant Rear (the overlap of RH and LS) RQR = Right Quadrant Rear (the overlap of RH and RS) DF = Directly Front (the hex row directly ahead of the ship) DR = Directly Rear (the hex row directly behind the ship) Q. I should mention you use some pretty wide arcs for Photons and Ph-Ms. Also, your ISC rear firing Pl-Fs frequently use swivels (LPR, RPR) which is illegal. A. Yes, I know. I have broken standard SFB guidelines/rules for arcs when I don't think they make sense. Feel free to put them back to a more standard arc if you like. I also don't use Klingon cross-deck arcs, I replace them with more standard arcs. NEW SYSTEMS QUESTIONS Q. What's a [insert system name here]? A. This question is so vast I provide only a quick and dirty guideline below. More specific rules for these systems appear (or will appear) in the Rules Supplement. I'm afraid I probably won't ever write "real" SFB rules for them, as that would take too long and wouldn't work well anyway (since I already break so many rules). If the ship is 3X+ or a weird race, I recommend reading the Rules Supplement or the TNG rules, since most of the systems are new anyway. A2R: An APR that produces 2 generic power per turn instead of 1. AIR: An APR that produces 1 point of Impulse energy per turn (not for movement). I admit the only real use seems to be for the Vudar. ANA: Analyze, a variant of Lab. Provides twice as much information on objects which can be studied on board, but half for things outside the ship. ATWR: An APR that produces 1 TransWarp energy per turn (not for movement). AXR: An APR that produces 2 TransWarp energy per turn (not for movement). BATTLE: Battle Bridge. Treat it like an AUX box. CO: Control Option. Similar to a NWO or PO, can only be used for "Control-like" boxes. In standard SFB, that's BRDG, FLAG, SCTY, AUX, or Special Sensor. COMM (%): Special Communications. Can jam communications delaying enemy reinforcements or can listen into internal communications of a ship to gain information. COMP (@): Ship's Computer. Theoretically has some information point and strategic effect, but the rules for it haven't been written yet. CONST: Construct. Each turn, during Damage Control step, you may change 1 box into 1 box of any other system. The difference in Repair costs cannot exceed the number of Construct boxes used. The system must also be in the same general category of system (Control vs. General vs. Power vs. Weapon), thus you can't turn a HULL box into a PH-1, but you could turn a PH-1 into a PHTN. Construct can also build new boxes outside of combat (takes a long time). DRN-OPT: Drone Option, holds any system hit on "Drone". DRN-X: Drone Option, as DRN-OPTION but cannot be changed except at a starbase. ESGC: ESG Caster. Can create an ESG field centered on a hex at some distance (30 hexes at 2X) rather than around yourself. If cast, the ESG doesn't move. FAC: Federation Accelerator Cannon, a really weak Photon. FLUX: TransWarp Flux, a very strange weapon seen on some 2X Fed ships. See the Rules Supplement for details. HOLD: Ship's Hold, appears in the old Supplement #2 (X-ships). It is very similar to a NWO (and you can treat it as such until you read my rules). INTEL: Thanks to ??? M-6 (@): Also M-3, M-4, M-7, etc. Just a COMP used by the Federation. The higher the number, the better (except for M-5). NULL: Solid metal or rock, has no function. This is used as a distinction from "Hull", which does actually include rooms and other such things. OPT-S: Side Option (like the WYN use). OPT-W: Wing Option (like the Orion use). PH-0: Phaser Zero, an early tech weapon. 1 energy to arm, does 1/2 the damage of a Ph-3 (round down). PH-5: Also Ph-6, Ph-7, etc. These are all high tech phasers, see the rules. PH-D: Don Phaser, an improved PH-G. 2 energy to arm, fires 3 Ph-2's per turn. PH-OPT: Phaser Option, holds any Phaser type or a Disruptor or Fusion. PH-X: Phaser Option, as PH-OPT but cannot be changed except at a starbase. PPD8: 8 shot PPD. Exactly like a normal PPD, except overload is 8 pulses, not 6. QUAR: Crew Quarters. Extra room for Crew and Passengers, in a similar way that BARR holds extra Boarding Parties. SCAN (#): Special Scanner. Can break Plasma Torpedo lock-ons (3 attempts at 1-3 success each), or can counter a +1 penalty to effective range. SKY: Sky Bridge. Provides 1 Information Point per turn about all enemy ships within 100 hexes. SO: Special Option. Holds any system that isn't represented in SFB as a box. Examples: Cloak, UIM, Double Engines, Double Sensor Control, Aegis. SWARP: SemiWarp, see "Power Systems Questions" above. TORP-OPT: Torpedo Weapon, holds any weapon that TWARP: TransWarp, see "Power Systems Questions" above. WPN: Weapon, holds any weapon system that an Option mount can. RACE QUESTIONS Q. You have some Klingon ships without Phasers, and they have *numbered* Disruptors. Huh? (Such Klingons also seem to have Plasmas and/or Photons.) A. Some of my Fed/Klingon/Romulan/Gorn designs are loosely based on the old FASA Star Trek game (which has been out of print for a long time now). In that game, Klingons don't have Phasers; their beam weapon is the Disruptor and they use Plasmas or Photons as torpedo weapons. I seem to agree more with this, as the green beams that Klingon Birds of Prey fire from their wings are referenced as "Disruptors" (not "Phasers") on film. Thus, I have Klingons with numbered Disruptors (which are hit on "Phaser" hits on the DAC) and no Phasers. These Disruptors function the same as standard Disr in every way (except for their DAC hit location). Most of the Klingon ships are designed to be able to fire all of their Disruptors in Standard (non-Overload) mode. When overloading, these ships sometimes face severe power problems. Some of my Gorns look weird (and have "Blasters") for the same reason. I have considered introducing the "Romulan Beam Weapon" from time to time, but I haven't gotten around to it yet. Q. Most of your WYN ships have Orion Warp Doubling. Why? A. In my opinion, no race can claim to both (1) need and (2) have the ability to use Warp Doubling more than the WYNs. They are always close to their bases, they design their ships to strike an enemy quickly before the radiation effects wear off, and they have very few ships (forming a necessity to resort to such drastic measures). If you don't like the WYN having Warp Doubling, simply ignore it and lower their BPVs by about 10%. Q. Just exactly who are the [insert race name here], anyway? A. Well, let's run through them real quick by race number. ! means they come from a real source, but hardly anyone else is making SSDs for them. I seem to be pioneering them for SFB. * means the race has no basis from any real source at all, I made them up completely. 1-17 Standard races, you should know these. (17 is Vudar if you didn't know) 20-34 ! These are various races seen on film. TOS: First Federation TNG: Ferengi, Cardassian, Borg, Tamarian, Son'a DS9: Dominion, Maquis, Breen VOY: Kazon, Saurian, Species 8472, Krenim, Hirogen, The Swarm Some other people on the net have made Cardassian and Borg SSDs, so my ! notation does not apply to them. 40-49 Companion Games races 50-60 Module C4 and other minor official races 61-69 New Galaxy Games races 70-71 ! Star Control (it's a Computer Game, a fun one too) 72-73 ! Star Frontiers (old TSR sci-fi game) 74-75 ! Star Wars 76 ! Battlestar Galactica (TV show) 78 ! Micro Machines. These are cute little starship toys that have outrageous sounding weapon and power system names on the back of the packages. I converted them as minor races for SFB (mostly guesswork). I started with the Galoob toys, but then started converting similar toys from other companies. 79 ! Delta Vee (old sci-fi game) 80-81 ! Hoshan and Zeator, from Star Trek novel "Chain of Attack", I have greatly expanded the race concepts well beyond the scope of the novel. 82 * Xarian, an enemy of the Hoshan/Zeator, use variations on mauler technology 83 * Star Embassy, lost Federation ships who form their own empire in "Beyond the Alpha Quadrant Part Three". 84 * Teckla, a vicious little race using strange shielding. 85 * World-Fleet, an invading force from an alternate future timeline, uses very strange technology (almost no normal systems). 86 * Randomites, a race created by the Masters as opponents in their arenas. Uses the Random Ship Generator program I wrote. 87 * Opposition, a race who survived a Borg Invasion and are now looking for a new home world in the Alpha Quadrant, very strange technology. 88 * Cyclix, a race whose ships can move in a different direction then they face 89 * Zerraman, a mediocre (kind of boring) phaser-based race 90 ! Independence Day (Movie) 91 ! Traveller (sci-fi game) 92 Babylon 5 (TV show). Actually, converting Babylon 5 Wars to SFB is fairly easy once you have a baseline set up (I made the Humans a 1X race, the other younger races 2X, and the Shadows/Vorlons 4X). I didn't put a ! here because it is so easy to do (the games are very similar). 93 ! Blake's 7 (TV show) 94 ! Buck Rogers (TV show) 95 * Skarace, a race who were erased from time due to a paradox, but somehow survived. Very strange technology, they use "Poly" (multi-use) systems. 96 ! Spelljammer (AD&D) 97 ! Mirror Universe. This is what you see in TOS and DS9. 98 * Alternate Universe. This is a completely different Alternate Universe than the one in (R97). The Klingons are friendly, the Orions are like the Borg, the Federation are (of course) insane power-hungry lunatics. 99 Monsters & Unique ships. The two there now are from TOS. 100 Joke/Parody ships. Spaceballs, The Josers, Mighty Morphin Power Rangers, Project A-ko, Futurama, Battletech, Star Blazers, Descent, anything else that is weird, humorous, or way outside of SFB will be thrown into here. 102 ! T'kan Empire. I made bogus SSDs based on the small amount of info from TNG. 103 ! Old Kings. I made bogus SSDs based on the small amount of info from ADB. 106 ! Baku. I made bogus SSDs based on the small amount of info from Insurrection. 107 ! Star Control Precursors. The computer game again. 108 ! Hurck. I made bogus SSDs based on the small amount of info from DS9. 110 Juggernaut. I made the Juggernaut from Captain's Log #1 a real race, they come from another galaxy to invade ours (like the Andromedans). 111-120 Various races from people off the net. Thanks guys! 121-130 Pinwheel Galaxy races. 131-149 Omega Sector races. 150-169 PHD Bureau races.