A3CR: Auxiliary Capacitor Reactor. Choose a mode: 1. Produce 1 Generic power. 2. Produce 3 Generic power which can only be placed in capacitors (phaser/ESG/disr). A4FR: Auxiliary Fusion Reactor. Pick one of three modes each turn: 1. Produce 1 generic power. 2. Produce 4 power only for fusion or hellbore type weapons. 3. Reduce the energy cost of all of your fusion and hellbore type weapons by 1 this turn (minimum 1). A6LR: Auxiliary Limited-Use Reactor. Produces 6 generic energy, but all power from the A6LR must be allocated to the same box on the SSD. Thus, you couldn't arm two BLAST with a single A6LR box. If the system requires less than 6 energy, the excess energy is lost. AB3R: Auxiliary Battery-3 Reactor. This is just a (1 point) APR with a 3 point battery in the same box. ABILITY TO DOUBLE BATTERIES: This odd ability allows you to temporarily store more in batteries than they can hold. To do this, declare a group of batteries to be "doubled". That group can hold double capacity until the end of next turn, at which time all the battery boxes will empty and have their (original) capacities reduced by 1. This reduction may be repaired at 1 repair point per battery. Note you must actually recharge the batteries this turn in order to have a useful benefit for next turn. If you start a scenario at Weapon Status III, you declare to have doubled (and filled) the batteries the previous turn, so you have lots of power for the first turn. You cannot double batteries more than once on the same group at the same time. ABILITY TO TRIPLE ENGINES: This is another crude form of 2X engine doubling. The engine produces an extra 2 sets of energy, then you destroy half of the engine's remaining boxes (round damage up). You may triple engines after doubling engines, this gives you an extra set of energy, then you destroy half of the engine's remaining boxes. Once you've tripled an engine, you can do nothing else to it (doubling or tripling) this turn. First Example: A ship triples a 14 box engine, giving a total of 42 energy and 7 damage. It cannot then double or triple that engine. Second Example: A ship doubles a 14 box engine, giving a total of 28 energy and 1 damage. The ship then later triples the engine, giving another 13 power (total 41 energy), and another 7 damage (total 8). AGR: Auxiliary Generic Reactor. Produces 2 generic power per turn, or 1 power of any type you know. Thus, if you knew HyperWarp, an AGR could produce 1 HyperWarp power. This power of course cannot be used for movement (since it came from a reactor). ALLOCATED QUADRUPLE REINFORCEMENT: This allows you to use quadruple specific shield reinforcement, but only during energy allocation. It does not affect your general reinforcement, or your specific reinforcement later in the turn (which is 2 for 1 as per usual at 1X). Improvements to the tech level of your shields (Legendary officers, WYN Bubblegum pods, etc.) do not help this system. Improvements which specifically increase your shield reinforcement multiplier would help (to my recollection, there is no such system available yet). APlasR: Auxiliary Plasma Reactor. Choose a mode each turn: 1. Produce 1 generic power. 2. Produce 10 generic power. All of this power must be applied to a single plasma weapon (Plasma torpedo or PPD). Any excess energy is lost. ARENA: The Klingons spend more time perfecting their physical skills than other races. Each day, roll 1d6 for one boarding party on the ship: 1. Embarassing Defeat: The boarding party is wounded, roll 1d6 for number of days. If you rolled a "6", the boarding party was killed. 2. Defeat: The boarding party is demoralized, and suffers -1 on actions for 1 day. It rolls at -1 next time on this table. 3. Average Result: Nothing happens. 4. Victory: The boarding party is inspired, and has +1 on actions for 1 day. It rolls at +1 next time on this table. 5. Glorious Victory: As 4, and the boarding party requires 2 hits to destroy for 1 day. 6. Great Insight: The boarding party has succeeded the test, and becomes an outstanding boarding party. ARMORED BOARDING PARTIES: The first hit on an Armored Boarding Party (either in boarding actions or as internals to the ship) does not kill it. Instead, destroy the armoring (turning it into a normal Boarding Party). Between scenarios the armoring may be replaced. ASSEMBLY: This is a combination CONST, REPAIR, and FAB box. Assembly produces 1 Construct, Repair, or Fab point per day (per turn in combat for temporary points), for the main ship. Assembly may instead produce 3 Construct, Repair, or Fab points for units the ship is working on in it's HANGAR boxes. AUTO: Automation Center. Each AUTO box does the following: 1. Reduces the minimum crew requirement by 1 (2 at 1X). 2. Functions as 1 deck crew (2 at 1X). 3. Boxes that are disabled get fixed faster. This includes things like WYN Radiation. Multiply times given by 0.9 (0.8 at 1X). AWIR: Auxiliary Warp/Impulse Reactor. Produces 1 Warp or 1 Impulse power per turn, which cannot be used for movement. AX: Any Mount. This is just like an AO, except the following. 1. The mount cannot be changed, except as an overhaul at a starbase. 2. It has infinite space, instead of 1 space (2 at 1X) that normal option types have. 3. The allowance for the mount is the same as the corresponding option type. AXR (revised): I have decided to weaken/clarify AXR slightly, as the BPV (5) is too low for what it does. The old version produced 2 Tranwarp power per turn (there was also an intermediate version which produced 1 Transwarp + 1 Generic, which is still too good). The new version produces 1 Transwarp, 1+1/2 Warp, or 2 Generic power per turn. AXR will still be counted as 2 power in non-TNG "Total Power" calculations, so the old SSD totals won't change (they are correct). To complicate matters, in TNG rules, AXR has (and will still be) counted as only 1 power. I did that because the uses for Generic power in the TNG rules is minimal. Sorry about the confusion, folks. The Great List of Systems already has an A2TWR system which produces 2 Transwarp power per turn. BATTLE: Battle Bridge. Treat this as a TACT box that can control the ship. Battle Bridge cannot be used as a LAB (like Bridge's function). BLINDER DEVICE: This bizarre device causes minor random fluctuations in the space-time continuum in the area. Use 1/turn. Costs N energy to use. Cannot be held. Has no effect on ships themselves, but weapons fire is partially disrupted. The following two effects occur within range N of the generating ship (including on the generating ship). These effects last for the rest of the turn. The effect does not move with the generating ship. All weapon arcs of ships in the area are reduced as shown by the following examples: Old Arc FA FH FX 360 LS LS+RF LP/RP New Arc LP/RP FA FH FA+RA L L+LF DF Read "LP/RP" as "intersection of LP and RP arcs" and "DF" as "Directly Front". When any ship fires into, out of, or through the effect, they add 1 die of penalty to the hit roll. (So if you fire a phaser, roll 2d6 and add the results). If you are using a COMP to make the hit roll "1", add 1d6 to the "1". You may spend 2 energy and use a COMM (not COMP) box to make the second penalty die a 0. You may spend 1 energy and use a SPECSEN to reduce the penalties by 1 for this impulse. When any ship fires from the effect at another target within the effect, add TWO penalty dice. BTTY-A: Battery (Any). Holds any type of power indefinately. You can even move from power that comes from a BTTY-A box (assuming warp power was placed into the BTTY-A). Once per turn, each BTTY-A can convert 1 point of energy from weapon capacitors into 1 generic energy in the BTTY-A. BTTY-M: Movement Battery. Does not store energy at all, instead, BTTY-M stores movements. Each point taken from BTTY-M increases your maximum, current, and remaining movement for the turn by 1. You recharge a point in a BTTY-M by losing a point of maximum, current, and remaining movement for the turn. BWARP: Burst Warp. Using my 10 impulse system, instead of the -1/+2 limit on what you can move each impulse, instead it's -1/+1. Each BWARP box has a 1 point battery in addition to producing 1 warp power per turn; this battery *may* be used for movement or any warp-related function. During your movement in any movement phase, you may do the following: Declare a direction, with a regular interval of sideslips if desired. Spend N movements to move Nd6 hexes in that direction. You may not turn, TAC, or HET during that movement. If you strike a web or other terrain, your effective speed is the result of the roll times 10. CABAL: This is the Kzinti version of a Prime Team (G32.0). They do not have the Heavy Weapons (G32.312) function, but they do count as three labs instead of two in (G32.35). Also, Kzinti Cabals may unlock Drones instead of Phasers on a captured ship using (G32.36). CALL: Control All. This can be used as any of the following systems: Auto *, AuxCon, Bridge, Coord *, Emer, Flag, ObsScty *, Scty, Sky, War *. (Items maked with * are on other SSDs from the Independence Day page). For +2 BPV, a CALL can be upgraded to include the COMP function. For +15 BPV, a CALL can be upgraded to include the COMM function. CDISR: Collimated Disruptor. Fires 1/turn. Energy Cost = 2. Has a 2 point capacitor. CDISR gets +1 damage for each other CDISR in the same group firing at the same target within range 8. (Example: A group of 6 CDISR would each get +5 damage if all were firing at the same target within range 8.) If multiple CDISR in the same group fire at the same target, you may combine that damage into one large "hard hit". No overload mode. Treat as disruptive damage. RANGE 0 1 2 3 4-5 6-8 9-12 13-18 19-27 28-41 HIT, STD 1-5 1-5 1-4 1-4 1-3 1-3 1-2 1-2 1 1 HIT, UIM 1-5 1-5 1-5 1-5 1-5 1-5 1-4 1-3 1-2 1 DAMAGE 6 5 5 4 4 3 3 2 2 1 COMMAND-D: Command Disruption. This is an alternate (and weaker) form of the C&C (Command & Control) system the ISC invent in the TNG era. Use 1/turn. Energy Cost = 1 (to Disrupt) or 3 (to Control). A Command-D usage can be blocked by any other ship within range 30 by using a COMM box. Roll 3d6 (no modifiers), and compare to the range R to the target: Roll Disrupt Result >=R One random box on the target's SSD is marked as "used" for the turn. >=R+5 One random box on the target's SSD is disabled (repair for 1/2 cost). >=R+10 Choose one box on the target's SSD to be disabled. >=R+15 As R+10 above, or you may have one random group of boxes disabled. Roll Command Result >=R One random box on the target's SSD is controlled by you for the rest of this impulse. >=R+5 One random box on the target's SSD is controlled by you for the rest of the turn. >=R+10 Choose one box on the target's SSD to be controlled by you for the rest of the turn. >=R+15 As R+10 above, or you may have one random group of boxes controlled for the rest of the turn. CONTAINMENT ARMOR: This "captures" damage energy and explodes it away from the ship (sort of like a crude PA panel). When a weapon does damage beyond shields, it destroys one Containment Armor box and (if it does at least 2 damage) does another internal. The weapon is considered dealt with at that point. You cannot choose to bypass Containment Armor if you take internals (saving it for later), but you may take Armor hits of other types first. COORD: Fighter Coordinator. This is a specialized FLAG box used for fighter combat. Use 1/turn, choose a function: 1. All allied fighters are at +1 initiative this turn. 2. All allied fighters are at +1 DFR this turn. 3. Target fighter does not take double damage from warp packs this turn. 4. Target crippled fighter is considered uncrippled this impulse. CSO: Control/Special Option. Gives 10 Option Allowance (13 at 1X). This can hold any 0, 1, or 2 space system that a CO or SO could hold. A big group of CSO boxes can spread the space around, i.e. a group of 3 CSOs could hold two 0 space and one 6 space system. CX: Control Mount. This is just like a CO, except for the differences noted in the AX system description. DCA: Drone Control Array. Use 1/turn. Energy Cost = 1. Pick a target hex. You may retarget all of your drones in that hex, so they switch (or regain) tracking. This even works on drones which have lost tracking (due to SpecSen or whatever). This also works to manually force the drones to ignore a Wild Weasel. DBL-OPT: Double Option Mount. This is a full (centerline) OPT mount which holds one 1 or 2 space system (like a normal 1X OPT). However, if the system it's holding fires at least once a turn, it's firing rate is increased by 1. Thus, a DISR in a DBL-OPT could fire twice a turn, or a PH-G could fire 5 times instead of 4. The holding capability is *not* improved, so the second shot must be armed from scratch or drawn from capacitors (if it's a capacitor weapon). If the system requires more than one turn to arm, it instead has the number of turns to arm reduced by one (e.g. A plasma requires two turns to arm at 1X. In a DBL-OPT, it could be fired once every turn.) You still must pay the total energy cost for the weapon, of course. Non-weapon systems generally don't benefit from DBL-OPT, unless they are systems that directly affect other ships (TRAC and DD would get the increase). DDS: Displacement Device (Scatter). Can be used 1/turn. Energy = N warp. N can be at most 18. Hold = 1. When used, all units within radius N (including the DDS-using ship) are displaced randomly. For each unit, roll 1d6 for direction and 1d6 for distance, do this a total of three times (so each unit could displace as much as 18 hexes). All units are "summoning sicknessed" and cannot fire (except at Size 6 or 7 units) this impulse. DISR-XR: X-ray Disruptor. Fires 1/turn. Energy = 2 (standard), 4 (overload). Can be held for half cost. Range 0 1 2 3-4 5-8 9-14 15-20 21-27 Hit # 1-6 1-5 1-5 1-5 1-5 1-4 1-3 1-2 Std Damage 2+2 3+1 2+1 2+1 1+1 1+1 1+0 1+0 Over Damage 4+5 4+4 4+3 4+2 4+1 NA NA NA The first number in damage is regular damage. The second number is internals. Armor may be applied to the internal damage. DRN-R: Reconfigurable drone rack. At the end of each turn, you may reconfigure your drone racks. Each DRN-R may have 2 "letters" (B,C,G) in addition to the X-refit at 1X. Thus, a DRN-R functions as a DRN-BBX, DRN-BCX, DRN-CGX, etc. The basic rack has 6 ammo, fires 1/turn. Each "B" adds +2 ammo (empty, you need to reload) and gives the rack the ability to fire triple-space drones. Each "C" adds +1 to fire rate. Each "G" adds an ADD mode, adding it twice means it may ADD twice in one impulse (in the 32 impulse system). DRN-R has 20 spaces of reloads. DRN-S: Reconfigurable drone rack (refit). This is the same as DRN-R, except it may have 3 "letters" instead of 2. DRN-S has 24 spaces of reloads. DRNREP: Drone Replicator. Use 1/turn. Costs no energy to use. Spend 1 cargo unit to build a 1 space (or 1/2 space) drone. The constructed drone may be any special type you know. Multiple DRNREP boxes can work together to build bigger drones. E-DUP: Electromagnetic Doppleganger. Use 1/turn. Energy Cost = 5. This allows you to appear to be another race to long-range scanners (a few hundred hexes or more away). Your size and speed are not masked, only your apparent race. When combined with a COMM box for 2 energy per turn, you also send off a false identity beacon as if you were a member of that race, and can communicate in such a way to make others believe you are indeed that race. When further combined with a SKY box (no energy), the false identity beacon can be verified as real even to members of the race you are duplicating (you are in fact using a real ship's ID number or whatever). The exact believability of the deception of course depends on your understanding of the race (posing as an Andromedan is not a good idea). Also some races are easier to duplicate than others (Klingons/Gorns are easy, Romulans/Tholians are hard). If another ship scans you are medium range (200 hexes or so) or less, the deception is immediately revealed. EJ: Escape Jump. Use 1/turn during Impulse Activity. Costs no energy to use. You displace 4m6 (four six-sided dice multiplied together) hexes in a random direction. After you displace, you cannot move, turn, or fire for the rest of the turn. The following turn, all power systems cannot be used, except for Auxiliary Reactors and Batteries. ELRS: Extreme long range scanners. Use 1/turn. Energy Cost = 2. Pick one of the following functions when used: 1. The highest range bracket on all your weapons this impulse doubles. A 31-40 bracket (for DISR) would become 31-80. 2. If firing a group of drones at one target, you may use an ELRS to control all of them (regardless of how many there are). 3. Reduce a multiplier on range by 1 (minimum 1). For example, you can reduce a x3+8 shift due to 1X Cloak to x2+8. EPPD12: Enveloping PPD (12 shot model). Fires 6/turn (standard) or 12/turn (overload). Energy = 9 (standard), 18 (overload). Hold = 3 (standard), 6 (overload). RANGE 0-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 HIT, STD (3d6) - 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 HIT, OVER (3d6) - 17 15 12 7 - - - - - - - - - - - Once an EPPD12 hits, you have "wave lock" and all further pulses hit. Each pulse does "1+1+1+1+1+1" splash damage (i.e. one damage to each shield facing), regardless of range. Note the maximum overload range is 11. EREC: Educational Recreation Rooms. The Federation seems to enjoy having educational/enrichening games and such. Every 10 days, an EREC box turns 1 crew unit into an Outstanding crew unit. It does not affect boarding parties or other crew unit types. ESG1H: Expanding Sphere Generator (1 hex). Use 1/turn. Energy Cost = 0-7. Has a 10 point capacitor. Pick a radius (0-4), a single hex at that radius, and one of "clockwise", "counterclockwise", "non-rotating". When generated, there is an ESG field in that single hex. The ESG1H effect moves with you (just like any other ESG). If you chose "clockwise", the ESG1H field moves clockwise 1 hex each impulse at that radius from you. (Similar for "counterclockwise".) If you chose "non-rotating", the ESG1H does not move in relation to you, it keeps the effect in the same relative hex. ENERGY RADIUS 1 2 3 4 5 6 7 0 5 10 15 20 25 30 35 1 4 9 14 19 24 29 34 2 2 7 12 17 22 27 32 3 0 4 9 14 19 24 29 4 0 0 5 10 15 20 25 FH-9: A FASA style phaser. Fires 1/turn. Energy = N (from 1 to 4). Capacitor = 4 at 1X. Die Range Roll 0-3 4-6 7-9 10-12 13-18 19-22 1 N+7 N+5 N+3 N+1 N N 2 N+6 N+4 N+2 N N 0 3 N+6 N+4 N+2 N 0 0 4 N+6 N+4 N+1 0 0 0 5 N+6 N+3 0 0 0 0 6 N+5 0 0 0 0 0 If you spend an extra N warp energy, the weapon does double damage (no range limit). The extra warp energy cannot be held in the capacitor system. FP-6: A FASA style photon. Fires 1/turn. Energy = 1 (does not have to be warp). Cannot be held. Range 0-1 2-4 5-7 8-10 11-12 13-14 Hit # 1-6 1-5 1-4 1-3 1-2 1 Damage 12 12 12 12 12 12 No overload or proximity mode. Ammo limit of 30 at 1X. FTR+TRAN: This is a fighter box with a built-in linked transporter. Use 1/turn, costs 1 energy to use, choose a function: 1. Beam a fighter in the FTR+TRAN box up to 8 hexes away. 2. Beam an allied fighter within 8 hexes into the (empty) FTR+TRAN box. 3. Beam a crew unit (of any type) up to 12 hexes (either to or from the FTR+TRAN ship). Any of these functions can be used through the ship's shields. Anything transported has "summoning sickness" and cannot be used this impulse. FUSEBORE: Fires 1/turn. Energy = 2 (std), 4 (overload), 7 (suicide). Hold = 1 (std), 2 (over), 5 (suicide). Before Direct Fire phase, compare the shield hit with the target's other shields. (Note: The weapon still fires during regular Direct Fire. This is just to establish which are the weakest shields.) Half of the damage is done to the facing shield. The other half is allocated among the weakest shield(s) as the defending player sees fit. Note if the weakest shield is also the facing shield, all damage is done to that shield. Suicide is double standard damage, and destroys the FUSEBORE box. STANDARD FUSEBORE DIE RANGE ROLL 0-1 2-3 4-5 6-14 15-20 21-30 1 21 15 10 6 3 1 2 20 14 9 5 2 1 3 19 13 8 4 1 0 4 18 12 7 3 1 0 5 17 11 6 2 0 0 6 16 10 5 1 0 0 OVERLOAD FUSEBORE DIE RANGE ROLL 0-1 2-3 4-5 6-10 1 31 22 15 9 2 30 21 13 7 3 28 19 12 6 4 27 18 10 4 5 25 16 9 3 6 24 15 7 1 GO: General Option. This can hold any 1 or 2 space system that an NWO can hold (i.e. any 1 or 2 space Generic system). The GO can in fact hold any number of such systems. Once per turn (and it can be when you actually use the GO), you decide which system you are using. Only that system can be used from the GO for the rest of the turn. If the system can only be used once per turn (e.g. TRAN), the GO can only use it once. You may allocate energy to the GO ahead of time without declaring what the energy is specifically for. The energy is available when you use the GO, for whatever function you are using. If you don't use the energy, it is wasted. Two GO's in the same group can work together. Treat this as a single GO which can hold 3 or 4 space generic systems (it cannot hold smaller systems). Similarly, three GO's can work together for 5 or 6 space systems, and so on. Gives 10 option allowance at 1X. HELLBEAM: Fires 1/turn. Energy = 3 (std), 6 (overload). Hold = 3. Before Direct Fire phase, compare the shield hit with the target's other shields. (Note: The weapon still fires during regular Direct Fire. This is just to establish which are the weakest shields.) If it's the weakest, use the "WEAK" line. If it's tied for the weakest (or if you're firing on an Andromedan), use the "TIED" line. Otherwise, use the "NOT" line. All damage is done to the facing shield. A number after a plus (such as 16+1) is internal damage. You may "direct fire" the weapon, in this case, use half of the "WEAK" line to the facing shield. RANGE 0-2 3-4 5-7 8-10 11-18 19-26 27-45 HIT (2d6) 12 11 10 9 8 7 6 DMG, STD, WEAK 24 20 16 12 8 4 2 DMG, STD, TIED 16+1 13 10 7 4 2 1 DMG, STD, NOT 8+2 6+1 4 2 1 0 0 DMG, OVER, WEAK 36 31 26 21 0 0 0 DMG, OVER, TIED 24+2 20+1 16 12 0 0 0 DMG, OVER, NOT 12+4 9+3 6+2 3+1 0 0 0 HTORP-DH: Heavy Gorn Torpedo, with the Federation "D" and "H" refits. Fires 1/turn. Energy = 4+1/2 (std), 9 (over). Hold = 1+1/2 (std), 3 (over). Requires warp energy to arm, but not to hold. RANGE 0 1-3 4-6 7-9 10-12 13-18 19-24 HIT, STD 1-8 1-7 1-6 1-5 1-4 1-3 1-2 HIT, OVER 1-8 1-6 1-4 1-2 NA NA NA DMG, STD 11 11 11 11 11 11 11 DMG, OVER 22 22 22 22 0 0 0 HULL-2: 2 point Hull, due to strong construction. Each hull box takes 2 damage to destroy, but still costs only 1 to repair. IMPROPER SLOTTING: This allows you to place any option pattern in any type of option mount. (Thus, you could put an AWR pattern in an NWO.) The system still requires full power to use, but operates at only 1/2 normal effect. IRIS MAULER: This is a Variable Mauler beam. Choose an arc: Directly Forward only A=1 Original Mauler arc A=2 Intersection of LP+RP A=3 FA A=4 FH A=5 FX A=6 360 degree A=7 Choose a maximum range, call this M. When firing, do the following calculation. R is current range, E is energy spent. At 0X, Damage = 40 * E / (3*A*R + A*M). At 1X, Damage = 60 * E / (3*A*R + A*M). JUNK: Junk/Spare Parts. This is a large room full of spare parts, which can be cobbled together to make temporary equipment. Once per turn, you may spend 1 Deck Crew action to attempt to have the JUNK box duplicate a system you know. Roll 1d6, if the roll exceeds the BPV of the system, the JUNK box acts as that system this turn. Multiple JUNK boxes may work together to try to emulate a larger system (you add the 1d6 rolls together). KP-4: A FASA style photon. Fires 1/turn. Energy = 2 (does not have to be warp). Cannot be held. Range 0 1-3 4-6 7-9 10-11 12-14 Hit # 1-6 1-5 1-4 1-3 1-2 1 Damage 18 18 18 18 18 18 No overload or proximity mode. Ammo limit of 24 at 1X. LEGENDARY JUNK DEALER: This has the following effects: 1. You get 10% more money for ship components you sell, and buy components at 10% less than listed prices. (Note this does not generate infinite money as I typically have the players sell for 1/3 to 1/2 value.) 2. Add 50% to cargo transfer rates. 50% of the time you can avoid cargo exploding due to Explosive Ordinance. 3. All 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. LOOT: Looting Sensors. These are fine resolution sensors, good for specific piracy jobs. Use 1/turn. Energy Cost = N (minimum 3). Use one of the following functions on a hex within range N: 1. Locate a specific object, system, or person in a hex (such as in a ship or on a planet surface). You must have some detailed information about the object/person (a physical description isn't enough, you need a previous scan or know something unique about the target). If the target is shrouded somehow (cloak/phase), this doesn't work. 2. Locate the most advanced technological item/system in a hex. This works only if the item has some (even minor) external effect which can be detected. This does not work if the item is turned off, cloaked/phased, or 6X+ tech level. 3. List all regions in the hex which is protected (shielded/shrouded/cloaked/phased) in some way. This of course doesn't tell you what's there; it just tells you that something is deceptive and where it is. This also tells you if a ship/area is using a Deresolution device, but doesn't let you know what the true form is. M-2: Federation M-2 Computer. This is the same as a COMP box. M-3: Federation M-3 Computer. This is the same as a COMP box, but has one added function: (1). Can be used as a ANA box. M-4: Federation M-4 Computer. This is the same as an M-3 box, but has one added function: (2). Can be used as an LAB box. M-5: Federation M-5 Computer. This has the functions of M-4, plus acts as a Super-Intelligent Computer (G11.0). M-5A: Federation M-5A Computer. This is an M-5 with no chance of failure. This exists only in strange alternate universes. M-6: Federation M-6 Computer. This is the same as an M-4 box, but has one added function: (3). Can be used to make all your LAB, ANA, and INTEL boxes each produce +1 Information Point this turn. MODIFY: Modification. This allows you to modify option allowance patterns. MODIFY produces T+1 "modify" points per day, where T is tech level. You may upgrade a pattern with modify points in the same way that CONST modifies real boxes. So converting an APR (2 opt allowance) into an AXR (5 opt allowance) costs 3 modify points. The system can be in use in an option mount; you don't have to remove it. If you turn a system into one that is hit on a different hit location (e.g. turning a PH-5 into a PHTN), you lose half the opt allowance of the system (round the loss down). You of course must remove the system from the option mount if it cannot be legally there (PHTN in an OPT-W). You cannot turn one system into another of a completely different type (Control vs. General vs. Power/Defensive vs. Weapon) at all. MSYS: MultiSystem. Can be used once per turn. When you use the MSYS, pick one of the following: APR, CTRL, DRN-A (one 1 space normal drone), LAB, PH-3 (360 degree), PRB, REPAIR, TRAC, TRAN, WORKS. The PRB and DRN-A function have 1 space of ammo, but you must pay 2 energy to generate it. 10 crew units may "teach" an MSYS box a new system in 1 week. The new system must be one on your SSD, and is limited to 3 BPV or less systems. NEGATIVE SHIELD GENERATOR: Use 1/turn. Energy Cost = N. Cannot be held. All units within range N (including the generating ship) are reduced to minimum shields. These shields can be reinforced only to equal the shield strength (minimum shields is usually 10 at 1X, so the most you can reinforce is 10 in any direction). PAs are reduced to standard (non-reinforced) levels, and only 1 GRID box can be used per damage type. NWX: Non-Weapon Mount. This is just like an NWO, except for the differences noted in the AX system description. OBSSCTY: Observational Security. Acts as a SCTY box. It also has 3 other functions: 1. All boxes on your SSD are considered guarded. 2. The chance of a Mutiny is reduced by 50%. 3. An OBSSCTY box may be used once per turn (for 1 energy) to destroy any 1 crew unit (of any type) on the ship. OPT-VT: Variable Tech Option Mount. Treat this as an OPT-S, but during Energy Allocation roll 1d12 for each OPT-VT: 1: Roll 1d6 on this chart, add -1 tech level to the result. 2: -2 tech levels 3-4: -1 tech level 5-8: Normal tech level 9-10: +1 tech level 11: +2 tech levels 12: Roll 1d6+6 on this chart, add +1 tech level to the result. This is the adjustment to the tech level of the system (so a 1X Photon with +1 tech would become a 2X Photon). If a capacitor becomes smaller than the energy in it, you may use that excess energy to charge the weapon; any energy beyond that is lost. Most weapons have known effects and tables for 0X to 2X, outside this range use the 0X table and modify as follows: For nX with "n" lower than 0: Cannot overload, have +n to hit and damage penalty, and have a maximum range of 9+3*n (minimum 0). For nX with "n" higher than 2: Divide effective range by (n-1), increase base damage by 25*n% (round down), and you may "double overload" (spend triple energy for double damage). OTHER-X: "Other Weapon" Mount. This holds an "Other" type weapon. "Other" type weapons are weapons that aren't hit on Phaser/Torp/Drone, or are very strange. The "very strange" term is sort of vague; if a weapon does no damage at all, it's usually a good indicator. "Other" type weapons includes the following: DR (Decimation Radiants), FLUX, MAULER (and it's variants), MEND, OFFENSIVE SHIELDS, OFFENSIVE SENSORS, PRB (fired as weapon), PRESS, RAM PLATE, SFG, SLOW, SSW (Subspace Weaponry), TS (Tractor/Stasis), WFDG This list is also useful for the Opposition, as they didn't have a list for "Other" systems for their GRID boxes. PAO: Power Absorber Option. Has the normal 6/10 capacity, unlike normal PA's this does not improve at 1X. In addition, each combat pick Phaser, Torpedo, Drone, or Other. Each PAO has an additional 5/8 capacity vs. weapons of that type. This one choice applies to all your PAO's, you do not pick different weapon types for each PAO box. PCG: Gatling Particle Cannon. This is similar to the PPC (Pulse Particle Cannon) invented in the 4X era. Fires 1/impulse (assuming 10 impulse system). The weapon fires one PC shot every impulse. If there is no target you wish to fire at, the shot is wasted. Energy Cost = 5 (or 10, see below) which pays for all the shots. You cannot spend less than 5 to get fewer shots. Normally PCG fires standard PC shots. If you spent 10, you have the option of firing overloaded shots. Capacitor = 10, which loses 1 point per turn if holding 1-5, or 2 points if holding 6-10. PH-S1: Short-ranged PH-1. Treat as a PH-1, but it has a different table: DIE RANGE 6- 9- 16- DIE OVERLOAD RANGE ROLL 0 1 2 3 4 5 8 15 25 ROLL 0 1 2 3 4 5 1 18 13 9 6 4 3 2 1 1 1 27 19 13 9 6 4 2 16 12 8 5 4 3 2 1 0 2 24 18 12 7 6 4 3 14 8 7 4 3 3 1 0 0 3 21 12 10 6 4 4 4 12 7 5 4 3 2 1 0 0 4 18 10 7 6 4 3 5 10 7 5 4 3 2 1 0 0 5 15 10 7 6 4 3 6 8 6 4 3 2 1 0 0 0 6 12 9 6 4 3 1 PH-S6: Short-ranged PH-6. Treat as a PH-6, but it has a different table: DIE RANGE 13- 25- 49- ROLL 0 1 2 3 4 5 6 7 8 9 10 11 12 24 48 72 1 14 13 11 10 8 6 5 5 4 4 3 3 2 2 1 1 2 14 13 11 10 8 5 5 4 4 3 3 2 2 1 1 0 3 14 12 11 9 7 5 4 4 3 3 2 2 1 1 0 0 4 14 12 10 8 7 4 4 3 3 2 2 1 1 0 0 0 5 14 12 10 8 6 4 3 3 2 2 1 1 0 0 0 0 6 14 11 9 7 6 3 3 2 2 1 1 0 0 0 0 0 DIE OVERLOAD RANGE ROLL 0 1 2 3 4 5 6 7 8 9 10 11 12 1 21 19 16 15 12 9 7 7 6 6 4 4 3 2 21 19 16 15 12 7 7 6 6 4 4 3 3 3 21 18 16 13 10 7 6 6 4 4 3 3 1 4 21 18 15 12 10 6 6 4 4 3 3 1 1 5 21 18 15 12 9 6 4 4 3 3 1 1 0 6 21 16 13 10 9 4 4 3 3 1 1 0 0 PH-V: Variable Phaser. Fires 1/turn. 3 point capacitor (6 at 1X). Range 0 1 2-3 4-7 8-15 16-31 32-63 Mult. x1 x2 x3 x4 x5 x6 x7 During Impulse Activity each turn, set up a PH-V table. All your PH-Vs use the same table this turn. To set up a PH-V table, fill in numbers for each hit result (1-6) for each range. Then, sum up the damage for each range, and multiply by the constant given at the bottom. Sum all the totals, and the result must be 500 (750 at 1X) or less in order to be valid. The table does not have to be decreasing with range (it can be like a Far Side phaser). However, it must be decreasing with hit result (you cannot have higher damage for rolling a "5" to hit instead of a "2"). Take the highest number on the table, halve it, take the square root, and round down to the nearest half-point. This is the energy cost of the PH-V. So, if your highest number is "10", halved is 5, and square root gives you an energy cost of 2. PH-V's may overload (for x1.5 damage) out to range 7 at 1X. PL-I: Gross-effect plasma (large). Fires once per 2 turns. Energy Cost = 4-6. Hold Cost = 5. No envelope or shotgun modes. RANGE 0-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25 PL-I (same hex, enveloping) 72 66 60 54 48 42 36 30 24 18 12 6 1 PL-I (1 hex away, direct) 12 11 10 9 8 7 6 5 4 3 2 1 0 BOLT 1-6 1-5 1-5 1-4 1-4 1-4 1-3 1-3 1-3 1-2 1-2 1-2 1 When PL-I strikes a target, all units in the target's hex take the "same hex" damage above, as enveloping damage. All units 1 hex away from the target take the "1 hex away" damage, on the shield facing the target's hex. You may fire phasers at an incoming PL-I; each 3 damage causes a +1 range penalty to the PL-I. PL-J: Gross-effect plasma (small). Fires once per 2 turns. Energy Cost = 2-3. Hold Cost = 0. No envelope or shotgun modes. RANGE 0-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25 PL-J (same hex, enveloping) 36 33 30 27 24 21 18 15 12 9 6 3 0 PL-J (1 hex away, direct) 6 5 5 4 4 3 3 2 2 1 1 0 0 BOLT 1-6 1-5 1-5 1-4 1-4 1-4 1-3 1-3 1-3 1-2 1-2 1-2 1 All other notes as per PL-I. PL-U: Unlimited Plasma Torpedo. Energy Cost = N (no limit). Hold Cost = N/2. RANGE 0-5 6-10 11-15 16-20 21-25 26-30 DAMAGE N*6 N*5 N*4 N*3 N*2 N BOLT 1-6 1-5 1-4 1-3 1-2 1 You may envelope or shotgun by spending N*3/2 energy to arm. Shotgun gives N/2 (round down) torpedoes with energy 4 each. POSITRON COMPENSATOR: During impulse activity, you may spend 10 movements to move 1 hex. This may be done as much as you want (as long as you have remaining movements). You may sideslip, but cannot turn, TAC, or HET using this system. POSITRON GUN: Fires 1/turn. Costs no energy to fire, instead spend 5 movements. May be held by losing 1 movement at beginning of turn. Range 0-4 5-9 10-14 15-19 20-24 25-29 Hit # 1-6 1-5 1-4 1-3 1-2 1 Damage 10 9 8 7 6 5 You may reduce the effective range by 1 by spending an extra movement (you may do this as much as you like). Considered an "Other" type weapon. POWER CANNON: This is not a weapon, instead, it's a way of firing energy at another ship. Fires 1/turn during Impulse Activity. Energy Cost = 10. Cannot be held. Range 0 1 2 3 4 5 6 7 8 9 Hit (2d6) 11 10 9 8 7 6 5 4 3 2 Energy 10 9 8 7 6 5 4 3 2 1 If you miss, the system actually didn't fire, and you can try again next impulse. If the target has Klingon shields, it gains the Energy result immediately as energy (of the same type that was use to arm the Power Cannon). Otherwise, it gains the Energy result as Energy which can only be used to reinforce that shield or for general reinforcement. If a Power Cannon strikes a PA panel, that PA panel takes the Energy result in damage. PRB "A": Assassin Probe. Fires 1/turn during launch phase. Ammo limit of 8. Treat as a speed 80 (8 hexes per impulse) drone with 10 hit points. Each impulse the assassin probe is at range 0 to the target, it returns one Information Point back to the firing ship. In addition, the assassin probe may function in one of the following modes (chosen each impulse): 1. The probe causes the target to suffer a +1 firing penalty with "Torpedo" type weapons. 2. The probe does 1d6 damage to a random shield facing. 3. The probe drains 1 energy point from the target's batteries. PSEUDO DRONE: This is a 1/2 space drone. Any launcher may fire pseudo drones. They do not count against the launch limit for the drone rack, but a drone rack cannot launch anything else (even other pseudo drones) in the same impulse. They appear to all systems to be whatever type of drone you like, emulating space and speed. One point of damage destroys a pseudo drone. PX: Power Mount. This is just like a PO, except for the differences noted in the AX system description. RANGE-A: Range Attenuator. Can be used once per turn. Energy Cost = N. The effective range between you and one target either increases or decreases by N for this turn. This is both directions, so if you decrease range by 5, he fires at you (and you fire at him) at 5 less range. Assistance mode: Spend 2*N instead of N. Two targets within range 50 have their effective ranges to each other either raised or lowered by N. This does not affect your ship in any way. R-2M: Romulan R-2M Computer. This is the same as a COMP box. R-3M: Romulan R-3M Computer. This is the same as an R-2M box, but has one added function: (1). Can be used as a SKY box. R-4M: Romulan R-4M Computer. This is the same as an R-3M box, but has one added function: (2). Can be used as an INTEL box. R-5M: Romulan R-5M Computer. This is the same as an R-4M box, but has one added function: (3). Can be used to make one specific weapon type on the ship roll twice to hit (choose the better result). R-6M: Romulan R-6M Computer. This is the same as an R-5M box, but has one added function: (4). Can be used to envelope or shotgun one plasma without paying any extra energy. This does nothing for a PL-D or PL-F launcher. For an RPL style plasma, this reduces the power cost: RPL-1 is 8, RPL-2 is 12, RPL-3 is 7. RPL-#: Romulan plasma torpedoes. Each fires 1/turn. Range Type Energy Hold 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 RPL-1 10 1 24+12 20+10 16+8 12+6 8+4 4+2 0+0 0+0 RPL-2 15 4 32+16 28+14 24+12 20+10 16+8 12+6 8+4 4+2 RPL-3 8 7 28+14 25+12 22+10 19+8 16+6 13+4 10+2 7+0 Bolt: 1-6 1-5 1-5 1-4 1-3 1-3 1-2 1 The first number is damage to the facing shield. The second number is damage to all five of the other shield facings. Instead of the standard phaser rule: for each 10 phaser damage the plasma takes, increase the effective range by 1. SALVAGE: This allows you to turn an option pattern back into Option Allowance which can be spent on another system. It takes N impulses to salvage an N Opt Allowance system. Divide the Opt Allowance by 1d6 (round down); this is how much Option Allowance you get. This Option Allowance may be spent immediately for new systems (but you cannot use them immediately unless you have quick-changing option mounts). SBW&CG: Spit, Bailing Wire, and Chewing Gum. There is normally a limit to how far you can modify your ship. Each of the following things below counts as an "offense". 1. Too Far Gone: Exceeding the limits in my Ship Modification Rules on my web page. Each limit you exceed is one offense. 2. Slosh Horror: Incorporating truly alien (Andro, Tholian, etc.) technology into your ship. Each such race is one offense. 3. Pod Pig: Using more than 10-2*(Size Class) pods. Each extra pod is one offense. 4. Hull-less: Having less than 5% of your Explosion Strength in Hull. Each box below this is one offense. 5. Really Asymmetrical: Every 10 boxes of asymmetry is one offense. 6. Slantedness: Having more than 50% of your ship being one single system type is one offense. It's two offenses if it's all one grouping. 7. Tech Terror: Each tech level you are above your normal race is one offense. 8. Noxious Nacelles: Each warp engine beyond four is one offense. 9. Unreal: If more than 50% your ship is option mounts (any type), it's one offense. If more than 50% of your Legendary Officers are patterns in SO's, it's one offense. 10. Mutating Beast: If more than 5% of your ship is Construct, it's one offense. Repeat for Fab, Modify, and Assembly. If you have more offenses than Legendary Engineers available (Legendary Captains and such do count), your ship is considered "Really Dubious Engineering". Ships using Really Dubious Engineering cannot "go into warp", and generally can't function. Don't go there. SBW&CG is represented as 3 boxes on the SSD. Each SBW&CG group reduces your number of offenses by TL+1, where TL is tech level. A SBW&CG option pattern would require two option mounts (even infinite space) that can hold a generic system (e.g. NWO) and one SO. SFB: Stasis Field Bolt. Fires 1/turn during Impulse Activity. Energy Cost = 5. Cannot be held. Range 0 1 2 3 4 5 6 Hit # 1-3 1-6 1-5 1-4 1-3 1-2 1 Unlike SFG, you do not need to slow down to fire SFB. Fire at one target. If you hit, it is placed in stasis until the following Impulse Activity. It is not disoriented after that time, and can act and fire normally. Note that the target will not move (or turn) next impulse, so you can set up an attack how you like. SHADOW DEVICE: This is a Phasing Device with a maximum speed of 1 (from Impulse). If the ship attempts to move faster than speed 1, the Phasing effect ends. SHIELD-FASA: Each energy point raises a group of shield boxes (usually 12 or 16). A ship with SHIELD-FASA boxes would require a large amount of energy to raise all its shield boxes, but it has a higher than normal maximum number of boxes. Normally a ship with SHIELD-FASA boxes raises only 2 or 3 directions of shields. Reinforcement is different too: Spend an extra 2 energy on a group, and each box in that group takes 2 damage. Spend an extra 3 energy (past the first 1 and 2) on a group, and each box in that group takes 3 damage. This pattern continues. SHTL "1/4 M": MegaShuttles. These shuttles occupy 4 shuttle boxes each. They have 30 hit points, and a speed of 13 (26 with warp packs). They are armed with 1 BLAST FX, 2 PH-5-360, and a PL-L-FP. Each can carry 6 crew units of any type (such as boarding parties). They also have a TRAN and a micro PRB launcher with 3 probes. SLAY: Slaying Reconfiguration. Andromedans are masters of duplicating alien races' systems, and reconfiguring their systems to best fight that alien race. If an Andromedan ship knows it will be in combat with a certain race, it may use SLAY to prepare for that combat. It takes 14-(Size Class)-(# SLAY boxes) days to complete the reconfiguration. After reconfiguration is complete, the Andromedan deals double damage to that race, and takes half damage from that race. However, any other race the Andromedan fights is reverse effect (deal half damage, take double damage). It takes the same amount of time to undo the reconfiguration. SLOPED ARMOR: Functions as normal armor, but you do not have to hit it when taking internals. When a weapon hits you, you may "use" a sloped armor box (and spend 1 point of energy) to take only half damage from that weapon (round down). This works even on gross-effect weapons (such as maulers). A used sloped armor box may still take 1 point of damage if you wish. SPEC DAMCON: Special Damage Control. This can be used once per turn. Choose a function: 1. Repair any 1 box on the SSD, except crew of various types. 2. Repair all boxes of repair cost 1 on the SSD. N Spec DamCon boxes may combine to repair all boxes of repair cost N on the SSD. This does not repair boxes of repair cost less than N. 3. Treat one grouping of boxes as indestructible for the rest of the turn. SPEC EXCDAM: Special Excess Damage. While you have an undestroyed Spec ExcDam box, your ExcDam track cannot be hit it combat. If you get an "ExcDam" result on the DAC, simply reroll (the ship is not destroyed). The Spec ExcDam boxes themselves are hit on Probe. STCART: Stellar Cartography. This is essentially a giant computerized map room. 1. If a terrain feature has been catalogued (or it can be studied for 1 day), damage or ill effects from that terrain feature are reduced by 50%. 2. The speed you can travel through an asteroid field without damage is increased by 100%. 3. If displaced or teleported a great distance, you can determine your location in 1 turn (as opposed to many hours or even days without a STCART box). In the Milky Way Galaxy, this determination is exact. Within the Local Group, you know what general area you are in (within 10 light-years error). Outside of the Local Group, you know which galaxy you are in (this cannot be determined at all without a STCART box). 4. If you have travelled through time (but have stayed in the Milky Way Galaxy), you can determine your exact point in time in 1 turn. 5. If you have travelled to an alternate (mirror) universe, you recognize this in 1 turn *if* there are planets and/or stars which are missing in this universe (or are there and shouldn't be). STEALTH DRONE: This is a 1 space drone module. The drone cannot be broken by SpecSen. Weapons fire at the drone at triple range. STUDY: This is a LAB variant which allows you to understand foreign and alien technology faster. Let N be the BPV of the system being studied. Multiply N by 3 if the system is truly alien (Andro, Tholian, etc.). You usually require an actual box (or option pattern) of the system available to study. Multiply N by 2 if the box is in your fleet but not on the ship with the Study boxes. Multiply N by 10 if you don't have the box; all you have are the complete plans to the system (sent via COMM or whatever). You cannot study a system if all you have is incomplete plans or have only seen the system in operation. Each STUDY box produces T+1 "Study" points per day, where T is tech level. It requires N Study points to understand how to operate and repair the given system, and how to incorporate it into your ship. It requires another N Study points to know how to copy the system in the same form you found it (either as a real box or an option pattern). It requires another N Study points to know how to copy the system in the other form, if that's possible at all. Legendary Scientists and Inventers each produce 1 Study point per day. ANA produces 1 Study point per day for option pattern systems. INTEL produces 1 Study point per day for real box systems. SUPERCHARGER: This places a combination warp bubble / shield around a fighter before launch, improving it's performance temporarily. Use up to 1/impulse, costs 2 energy to use. One fighter (in a linked FTR box) gets +4 speed (so 12[24] becomes 16[28]), +1 to hit bonus with weapons, and an 8 box temporary shield. These effects last for 1 turn. Using a supercharged fighter requires an experienced pilot; if the fighter has a green pilot, it loses the speed and hit bonus, and it's turn mode gets worse by 1. You may supercharge a single fighter more than once (using several SUPERCH boxes or over several impulses), the second supercharging costs 4 more energy, the third costs 6 more, etc. SX: Special Mount. This is just like a SO, except for the differences noted in the AX system description. SX's have one advantage over SO's: Any number of Shield boxes can be places in an SX (SO's are limited to 1). TACT: Tactical Systems. This gives +1 initiative each impulse. You may use 1 INTEL box per impulse to give an extra +1 initiative that impulse. This may be done once per TACT box. TACT cannot be used to control the ship. TRAC-G: Gorn Super Tractor. Unlimited range. The strength of the tractor is (Energy)^2 - (Range)^3. Each successful TRAC-G link gives you a +1 to hit that target. TRAC-MM: Microlinks. Treat as a TRAC-MECH, except it holds two half-sized PFs (or two fighters). TRAC-MM may generate two separate tractor beams at the same time; the second beam can be at max 1 energy. TRAN-L: Lyran Transporter. Can be used as a normal TRAN. TRAN-L can transport crew units (of any kind) between allied ships without either allied ship dropping shields. UNSTABLE BOARDING ROBOTS: These are slightly insane robots carried by later Andromedan ships. These function as normal Boarding Robots, except roll 2d6 each impulse they are on another ship: 2. Robot explodes, destroying it and doing 1 internal damage to the ship. 3. Robot goes on a killing frenzy, destroy 1d6-1 crew units and the robot is inactive for 1 turn. 4. Robot fires randomly at the corridor walls; 1 in 6 chance of doing 1 internal. 5. Robot forgets which side it is on; roll 1d2 to see which side it fights for. 6. Robot stands there and does nothing (not even normal boarding actions). 7. Robot twitches and starts to act strangely; use 1d6+1 instead of 2d6 next roll. 8.-9. Robot acts normally. 10.-11. Robot is acting stable; use 1d6+6 instead of 2d6 next roll. 12. Robot acts as a Heavy Weapons Commando this action; use 1d6+6 instead of 2d6 next roll. UNUSUAL STONE CONSTRUCTION: Ships constructed of stone (Tholian and Jindarian) sometimes are constructed of unusual material, as follows: Material type Tech BPV ExpStr Notes Regular Stone -1X +0 x1 Normal effect Crystal 0Xe +E*2 x0.6 You take and deliver x1.5 damage with weapons Amber 0Xs +E x0.7 Crew (of all types) not damaged by weapons fire Granite 0Xs +E/2 x1.3 Your armor takes 6 damage to destroy each Quartz 0Xs +E*3 x0.7 +50% storage capacity (Shtl, Cargo, Btty, Capacitors) Diamond 0Xl +E*5 x1.4 All your boxes take 2 hits to destroy Maledrith 1X +E*3 x0.9 Immune to Tractor beams, displacement Concussion Crystal 2Xe +E*4 x0.5 You take and deliver x2 damage with weapons Moonstone 2Xs +E*6 x0.8 Immune to psionic/mental/domination powers Sunstone 2Xs +E*6 x0.7 All your power systems produce +1 power /turn Gravanium 3X +E*3 x0.1 Immune to gravity, black holes Midnight Sunstone 4Xs +E*12 x0.6 All your power systems produce +2 power /turn Solid Neutronium 6Xe +E*80 x3 See TNG rules BPV: E here is your original Explosion Strength (before modifying). So you would add 2*E to your BPV (adjusted by tech) if you have Crystal construction. ExpStr: Multiply your Explosion Strength by this number to get a new effective Explosion Strength. This even applies to your movement cost / turn mode calculation. There are of course other materials ships could be made of, and I could give more detailed notes (and some more minor side-effects), but you get the idea. WAR: War Room. This is a BATTLE box with three extra functions (pick 1/turn): 1. Can be used as a FLAG box. 2. A Legendary Officer's abilities can be used remotely on another allied ship within 50 hexes. 3. Increase the Weapon Status by 1 of all allied ships within range 50. WARP+1: Treat this as normal WARP. If all of your WARP boxes are WARP+1, you get the following effects: 1. If using my 10 impulse system, the amount you can move in a impulse is increased by 1 in both directions; e.g. -1/+2 becomes -2/+3. 2. You get +1 initiative. 3. You get +1 to the maximum warp factor you can move at while "in warp". 4. The energy cost of an HET is reduced by 1. 5. Add +1 to breakdown rolls that are movement based. There is also WARP+2, which provides the above bonuses twice, and so on. WARP+IMP: Warp/Impulse. Each box can be used as either a WARP or an IMP box each turn (not both). Each WARP+IMP box counts as full IMP for purposes of calculating your turn mode. WFWD: Web Firing Window Detector. This system looks for small windows (gaps) in Web fields, giving the Tholian an opportunity to fire non-Phaser weapons through. Use 1/turn. No energy cost. Roll 1d6, if the result is greater than the web strength divided by 10, you have succeeded. You may fire weapons hit on "Phaser" through that hex, at a +1 penalty. You may fire weapons hit on "Torpedo" through that hex, at a +3 penalty. If fired at, the targetted ship may attempt to find the gap and fire back this same impulse. It may use LAB (1 in 6 success), INTEL (2 in 6 success), or SPECSEN (3 in 6 success) boxes (during weapons fire phase) to find the gap. If it succeeds, it may fire weapons hit on "Phaser" with a +6 penalty, -1 per box beyond the first that succeeded (minimum penalty +2). The gap disappears the following impulse, even if both ships do not move (gaps in Webs change all the time). XWARP: Advanced TWARP. An improved TWARP which falls short of 2 point (or 1+1/2 point) TWARP. XWARP also parallels the new AXR description. Each XWARP box produces 1 Transwarp, 1+1/2 Warp, or 2 Generic power per turn. Generic power produced from XWARP cannot be used for movement or any warp-related function. ZD-2: Klingon ZD-2 Computer. This is the same as a COMP box. ZD-3: Klingon ZD-3 Computer. This is the same as a COMP box, but has one added function: (1). Can be used as a SCTY box. ZD-4: Klingon ZD-4 Computer. This is the same as a ZD-3 box, but has one added function: (2). Can be used to give all your boarding parties on your ship a +1 bonus. ZD-5: Klingon ZD-5 Computer. This is the same as a ZD-4 box, but has one added function: (3). Can be used to increase the range of all your TRAN by 1 this turn. ZD-6: Klingon ZD-6 Computer. This is the same as a ZD-5 box, but has one added function: (4). Can be used to repair an entire group of DISR boxes. ------------