"Star Fleet Battles: The Next Generation" rules supplement (version 0.5) by Don Miller 1999 * Changes from 0.4 to 0.5 * 1. The systems from the "TNG Rules Expansion" have been merged into this file. 2. All of the systems listed on individual SSDs I had online (such as the new systems from Species 8472) are included. 3. Shield Reinforcement has changed (again!), now it's 1 reinforcement per 1 energy with no limit. This seems to be the most balanced version yet, even though it doesn't follow non-TNG "improving shield reinforcement with tech level" very well. Perhaps TNG (3X+) shields are already boosted to their maximum, and it's inefficient to go beyond that point. 4. AXR can now produce 2 normal power instead of 1 TransWarp power, in line with the non-TNG version. This will cause some "Total Power" calculations on the old SSDs to be incorrect, but that's OK because I'm redoing all the SSDs anyway. 5. BPVs for Warp Engines of all types have been completely redone. It is no longer more expensive to buy UWARP-3 than VWARP-3, when the latter is the better system. 6. TimeWARP has been added (it's very strange!), now every major warp engine type (except for the non-TNG's SWARP and WARP) has a rules entry. 7. Arming and holding costs for some weapons were halved, since some weapons produced only 1 damage per energy point (on average). -------------------------------------------------------------------------------- GENERAL RULES All rules for 3X units are in normal text. Rules for 4X rules are in braces {}. The scale of the game is multiplied by 10: 1 mega-box is 10 boxes in the normal game 1 mega-hex is 100,000 km across (100 million mega-hexes = 1 light year) 1 mega-damage point is 10 normal damage points -------------------------------------------------------------------------------- SEQUENCE OF PLAY FOR 1 TURN 1. Energy Allocation All ships pay 0 for Life Support and Fire Control. 2. Declare movement Ships that are self-destructing do so now. 3. Impulse Sequence: (repeat this 6 times) A. Movement Each ship (not each player) rolls 1d12 per tech level of the ship for initiative; then the ships move from lowest to highest initiative score. Initiative is rolled each impulse. B. Impulse Activity C. Seeking Weapons Launch D. Direct Weapons Fire Using the "me-too" system. E. Seeking Weapons Resolution 4. Damage Control -------------------------------------------------------------------------------- MOVEMENT Even though we are using mega-hexes, 1 power of impulse still provides 1 movement (this of course can still only be done once per turn). A ship with UWARP or VWARP can move any number of hexes each impulse; just keep a running total of remaining movements as per usual. Each turn mode has a divisor associated with it. Divide your speed by the divisor to see how many hexes you must travel before you can turn again (round fractions down): Turn Mode: M L K J I H G F E D C B A AA SF SW Divisor: 1.4 1.5 1.6 1.7 1.8 1.9 2 3 4 5 6 7 8 9 10 11 If a ship needs 0 hexes to travel before it can turn again, it may turn as many times as it likes each impulse, even if it is not moving that impulse. This replaces the ZET rules. All ships have a slip mode of 0; i.e. can perform multiple sideslips in a row. All ships may perform one warp tac per impulse at no cost. All ships may perform an HET once per impulse for the loss of 2 {1} movements. All ships may selectively decelerate at any time, losing from your remaining movements. The energy of the lost movements is placed into batteries. You may allocate energy from batteries in response to this in order to empty them; but of course the effects of that allocation may not occur until later in the impulse. Erratic Maneuvering: Costs half of your total movements for the turn to initiate, all fire against you is at +2 penalty, all of your fire is at a +2 penalty. Your turn mode gets worse by 2 places. You may turn this off during any movement phase, but you don't get the lost movements back. Docking: Two ships may dock by entering the same hex and declaring to dock (both ships must be willing). Crew units of all types, cargo, and power may be transferred freely. The shields of both ships combine. They are treated as having tractored each other for purposes of movement. Ramming: Any ship may ram any other ship by simply entering that ship's hex and declaring to ram. The actual ram does not occur until after Direct Weapons Fire, so the defending unit has the opportunity to use tractor beams or weapons to stop or destroy the ship before being hit (this procedure is similar to the one used by our group to intercept drones). The ramming ship may still use other ship functions normally. The effect of the ram is to deal X+1 times the ramming ship's explosion strength to both the defending and ramming ship, where X is the speed of the ramming ship divided by 10 (round down). Either or both of the ships could theoretically survive the damage. If a ship explodes, the explosion is handled normally (there is no "shielding" effect). If both ships survive, the ramming ship may force a dock on the defending ship (see docking above), but in this case only crew (and most importantly boarding parties) could be transferred. Going into Warp: During declaration of movement you may declare to be "going into warp". You add your new speed to your old speed this turn, and this is cumulative (next turn you will add your new speed to your old combined speed). Your "warp factor" is the cube root of your new combined speed, rounded down. You suffer a penalty to hit of +1 per warp factor, but other ships may hit you normally. There is a limit to how fast you can go, which depends on race and tech level, but for now lets say it is beyond the scope of the game. You cannot go into warp in reverse. And, no, you cannot ram someone while "in warp". -------------------------------------------------------------------------------- COMBAT 3X/4X Damage Allocation Chart (DAC) Roll 1d6 and 1d12. 1d6 gives the row ("R" below) and the direction. Uppercase means all of that system, lowercase means "underlined" (1 hit only). If you go off the left past 1, go to 12; if you go right beyond 12, go to 1. * means "any". "crew" means roll another 1d6: 1-2=Crew, 3-4=BrdP, 5=Deck, 6=Pass. If you go all the way around to the original system you hit, hit that system again, then (if there is still damage), score 1 Excess Damage and roll a new hit location. 1d12 roll R Dir 1 2 3 4 5 6 7 8 9 10 11 12 1 -> brdg FHULL CWARP lab PHAS ahull crew IMP *warp apr DRN btty 2 <- flag FHULL cwarp LAB phas ahull crew imp *WARP APR drn BTTY 3 -> emer AHULL LWARP shtl *WPN fhull sen imp rwarp TRAN *wpn BTTY 4 <- damc AHULL lwarp SHTL *wpn fhull sen IMP RWARP tran *WPN btty 5 -> damc *HULL RWARP trac PHAS *hull scan APR lwarp shtl torp CARGO 6 <- aux *HULL rwarp TRAC phas *hull scan apr LWARP TRAN TORP cargo This DAC is of course optional. The standard DAC will work fine for SFB:TNG. CONTROL SYSTEMS GENERAL NOTES: 1. Several systems can generate "Information Points". These can be spent to force the unit to reveal information about itself. Once the Information Points are spent they are lost but the information you gain is not. If you spend 1 point per tech level of the unit, you can look at the SSD of the unit. If you spend 2 points per tech level of the ship, you can look at the Energy Allocation of the unit, and know the arming status of the ship's weapons (including capacitors) and the charge status of it's batteries. Anti-Communication Field: This indicates the unit generates a large disruption in space that makes all subspace communications impossible. Within 200 hexes per tech level of the Field, the following occur: 1. All subspace communications are disabled. Ship-to-Ship, Internal, and Radio type transmissions still function. The effect of this makes calling for reinforcements or sending out distress signals impossible. Borg ships lose contact with the main Collective. 2. All SpecComm (of the tech level of the Field and lower) cease to function. Higher tech level SpecComm use 5 times normal energy. 3. All SpecSen, SpecScan, and S systems require 1 more energy than usual to operate. Wild Weasels and Wild Scouts have no effect. The ability to control seeking weapons (either from Sensor track or from SpecSen) is half normal. Breaking lock-ons of Drones and Plasmas are at +2 penalty (making them harder to break). 4. Weapons cannot maintain wave-locks, so PPDs must roll to hit for each pulse, SABOT are reset every impulse, PGL/PGH actually miss if they roll a "miss" result, and Cut beam is continually broken. Pulse weapons that do not use wave-lock (such as Ph-9 and P-Disr) are unaffected. Tractor Beams and Transporters operate normally. 5. All Phasing Devices (of the tech level of the Field and lower) cease to function, as they also require the use of subspace. Higher tech level Phasing Devices require 5 times normal energy. Construction: BPV 150 {225}; Repair NA; 20 Spaces; not hit in combat. AS: Anti-Sensor/Scanner. For 3 energy, all SEN, SCAN, and S boxes do not function in a hex within range 10 of your choice. Const: BPV 2500 (at 6X); Repair 30; 4 Spaces; hit on "Phaser"/"Torp". Aux AuxCon: Auxiliary Control. This functions as a normal control space. AuxCon can repair a DamCon box per day (not usable in combat terms). Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "AuxCon". Battle: Battle Bridge. This functions in all ways as a Bridge box. Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Bridge". Boarding Party: Boarding Party, about 30 people. Boarding Party combat is done each Impulse Activity phase; 1d6 is rolled for each Boarding Party, a hit means 1 enemy Boarding Party is destroyed. Combat between sides is simultaneous. If one side is on home territory, he gets to choose which mode he is in last. Boarding Party of this type needs Hit # Evasive Defensive Average Offensive Suicidal vs. Evasive N N N 0 1 Defensive N N 0 1 2 Average N 0 1 2 3 Offensive 0 1 2 3 4 Suicidal 1 2 3 4 5 The 5 tactic types are balanced when on neutral ground; the more offensive ones simply increase casualties for both sides. If you wish the combat to end quickly, pick an offensive mode. If you want the combat to drag out, pick a more defensive mode. Boarding Parties on their own ship gain a -1 bonus on attacks. Note that you gain a large advantage (2 to 1 odds) if you are Evasive (forcing your opponent to be Suicidal to affect you). Boarding Parties cannot attack the impulse they beam in, but can be attacked (thus will probably be "Evasive" the impulse they beam in). Boarding Parties can also attack control boxes such as Bridge. A control box acts as 1 (Evasive mode) Boarding Party, it can attack only if there are defending Boarding Parties on board. If a control box is hit by a Boarding Party, it is "captured". If all control boxes are captured and there are no defending boarding parties, the entire ship is considered captured. Boarding Parties may attack non-control boxes (which makes them considered inactive). These boxes can only defend (Defensive mode). Construction: BPV 5 {10}; Repair NA; 0 Space; hit on "BrdPrt". Boarding Robots: Same as a Boarding Party, just to clarify for Andros. Borg Units: The Borg act as Crew, Boarding Parties, and Deck Crews. In Boarding Party mode, they make 2 attacks per turn, one to kill (at Suicidal level) and one to assimilate (at Offensive level). If the assimilate attack hits, that unit will become a Borg Unit on the following impulse. Borg Units may make 1 attack (of either type) the turn they transport onto another ship. They defend at Suicidal level, so they are relatively easy to kill. After many turns of combat (not really in game terms), the Borg Units will start to adapt to the other race's weapons, and then they cannot be killed. Construction: BPV 30 (5X only); Repair NA; 0 Space; hit on "Crew". Brdg: Bridge, the main control space of a ship. If your ship has no active control spaces, it is considered uncontrolled. If you have no active Lab boxes, 1 Bridge box may also function as a Lab. Some Bridge boxes have a "%" in them; in this case, they can use any function of a SpecComm as well. Construction (no %): BPV 30 {45}; Repair 6; 1 Space; hit on "Bridge". Construction (%): BPV 170 {255}; Repair 34; 3 Spaces; hit on "Bridge". C&C: Command & Control, an offensive version of Flag, to be used against unwilling enemy units. This system only exists at the 4X level, and then only works against 3X (and lower tech) ships. Once per turn (during any impulse activity) C&C can disable a control box on any ship within 8 {12} hexes. If there are no control boxes to disable, the C&C generating ship gains control of that ship. A disabled control box cannot be directly repaired to get rid of this effect, but it could be destroyed (by the ship's own crew) and then repaired to remove the effect. A Flag function will also remove the effect on one box. Once control has been established, the ship acts as if it was under the control of the C&C generating ship, except (obviously) Deck Crew and similar commands are not likely to be followed. The C&C ship can order the controlled ship to self-destruct during the beginning of next turn, but the crew may attempt to disable (roll 1d6 for each crew unit, a "1" on any of them means the attempt has been stopped). The C&C ship could instead order the ship to ram a planet, lower it's shields, warp double it's engines away for no reason, or do some other suicidal/non-beneficial actions. Life Support cannot be terminated. The ISC (who invented the system) typically offer the crew to surrender once control has been established. Construction: BPV NA {150}; Repair 20; 1 Space; hit on "Flag". CCS: Combat Control System. Due to the UPF's poor Sensor technology, this system was developed long ago. As technology progressed (and the UPF got almost decent sensing equipment), CCS amplified this and gave the UPF a better sensing system than most races. This is a track listed on the SSD, and is only available to the UPF. The numbers on the track indicate die roll modifiers for weapons, the best (most negative) being the one currently used. If the entire track is destroyed, treat the number as being "+4" (terrible!). These modifiers only apply to UPF weaponry (DC, Seeker, T, LC, RB). Each CCS box is 1 Space and is hit on "Flag". Note that the entire CCS system on the UPF Command Cruiser costs a net of 0 BPV. Construction (-2): BPV 100; Repair 20. Construction (-1): BPV 50; Repair 10. Construction (0): BPV 0, only 1 per ship; Repair 4. Construction (+1): BPV -25, only 1 per ship; Repair 3. Construction (+2): BPV -50, only 1 per ship; Repair 2. Construction (+3): BPV -75, only 1 per ship; Repair 1. CO: Control Option. Any system in this section can be used here. Infinite Space; Quick-Changing; Allowance towards Options is 30 {45}. Construction: BPV 50 {75}; Repair 10; 1 Space; hit on "AuxCon". Commando Squad: An improved Boarding Party type. Commando Squads gain a -1 bonus on attacks and give everyone attacking them a +1 penalty. On a roll of 1 to 3 on 1d6, Commando Squads can attack the impulse they beam in. If Suicidal, they may choose to make 2 Average attacks at no bonus instead of the normal 1 Suicide attack. Note that an Evasive Commando Squad on their own ship or on neutral ground cannot be hit with normal Boarding Parties. Construction: BPV 10 {15}; Repair NA; 0 Space; hit on "BrdPrt". Comp: Computer, also listed as M-8, M-8A, M-9, M-10, M-11, M-12 on Federation ships. This box indicates the ship has a much more sophisticated computer than normal for it's tech level. A ship's Computer can act as a control space. A ship's Computer can give a -1 to hit bonus versus a target if you spend 10 Information Points per tech level of the target. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Bridge". Crew Unit: Crew Unit, about 100 people. If you have none of these and no computer, your ship is unmanned and ceases to do anything. Construction: BPV 1 {1}; Repair NA; 0 Space; hit on "Crew". Ctrl: Generic Control Space. Functions as a Bridge box. If the box has a "%" in it, it includes a SpecComm function. Construction (no %): BPV 30 {45}; Repair 6; 1 Space; hit on "Bridge". Construction (%): BPV 170 {255}; Repair 34; 3 Spaces; hit on "Bridge". Cylons: Drone Cylons act as Crew Units, except they can never change status to either "good", "legendary", or "poor"; and cannot be converted to Boarding Parties. Silver Cylons act as Boarding Parties. They always attack/defend as "average", with a +1 to hit penalty. Gold Cylons act as Boarding Parties. They always attack/defend as "offensive", with a -1 to hit bonus. Command Cylons act as a Legendary Marine Major and are not represented on the SSD as a box. They always provide the to hit bonus instead of forcing other units a penalty. If a Cylon unit (of any type) is destroyed, it can be repaired for 1 repair point. Construction (Drone): BPV 2; Repair 1; 0 Space; hit on "Crew". Construction (Silver): BPV 4; Repair 1; 0 Space; hit on "BrdPrt". Construction (Gold): BPV 8; Repair 1; 0 Space; hit on "BrdPrt". Construction (Command): BPV 16; Repair 1; 0 Space; not hit in combat. DamCon: Damage Control Track. The number in the highest box is how many repair points you generate on each Damage Control phase. If there is a "!!" in the track, all boxes to the right of the "!!" cannot be destroyed by combat damage. If all DamCon boxes are destroyed, the DamCon rating is "0". See "Lab" for Emer Damage Repair. Construction: "#"=BPV # {#}, "!!#"=BPV 10*# {10*#}, each box must be within 5 of the next lower box, only 1 box with # less than 5 per ship; Repair #; 1 Space; hit on "DamCon". DamSwi: Damage Switch Track. Each DamSwi box may (during any Impulse Activity or during Damage Control phases) fix any box on the SSD and damage another one (both boxes are the player's choice) once per turn. The damaged box must be a real internal (no shields, crew hits, tracks) but the fixed box can be anything (including crew). The fixed box must have been originally damaged due to combat damage, not due to warp doubling or Boarding Party actions. DamSwi requires no energy to operate. Construction: BPV 100 {150}; Repair 20; 2 Spaces; hit on "DamCon". Deck Crew: Deck Crews. Special crew units that move/manipulate units such as shuttles on your ship. All ships have 1 assumed Deck Crew for free as long as they have at least 1 Crew Unit. Construction: BPV 5 {5}; Repair NA; 0 Space; hit on "Deck". Defensive Boarding Parties: These can only be used on their home ship. Defensive Boarding Parties automatically hit once per impulse; but instead of killing the target boarding party they transport it back to their home unit if it is within 10 {15} hexes. This transport is instantaneous and works through all known defenses. If a "killed" boarding party is not within range of his home unit (or has doesn't have one), he it put into stasis until the defending ship can figure out what to do with them. There are no Commando/Heavy Weapons versions of this unit. Construction: BPV 10 {15}; Repair NA; 0 Space; hit on "BrdPrt". Emer: Emergency Bridge. This control space cannot be destroyed by combat damage if "off-line" on a given impulse. Construction: BPV 30 {45}; Repair 6; 0 Space; hit on "Emer". ExcDam: Excess Damage Track. If you have none of these and take an "ExcDam" hit, your ship is immediately destroyed. You can buy the Indestructible attribute for Sensor, Scanner, and DamCon, but not for ExcDam, as the unit would then be almost impossible to destroy! Construction: BPV 20 {30}, get Hull/3+1 for free; Repair 4000 {1000}; 1 Space; hit on "ExcDam". Flag: Flag Bridge. This control space may be used to control an uncontrolled ship on your side within 10 {15} hexes. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Flag". Halluc: Hallucinatory Device. This generates an exact image of the ship (sort of like an inverse cloak). The image can be within 15 {25} hexes of the main (real) ship. The image may move as it wishes and seemingly takes damage from weapons. If the image does something impossible (such as moving too fast or firing a weapon for no damage), the deception is immediately revealed to all. If a weapon hits the image, can still travel beyond the image at least 1 hex, and 1 Information Point is spent on the next Impulse Activity, the deception is revealed to the ship spending the Information Point. The Halluc effectively provides 1 impulse of "psuedo-cover" as any ship firing cannot guarantee whether it is hitting the ship or the image until the next Impulse Activity. Halluc requires no energy to operate. If a Halluc box is used, it cannot be used again in a given combat. Multiple Halluc boxes may be used at once. Construction: BPV 50 {75}; Repair 10; 2 Spaces; hit on "Scanner". Heavy Weapons Squad: Another variant of Boarding Parties, these have a -2 bonus on attacks but no defensive benefits over a normal Boarding Party. Theoretically a Boarding Party could have both the Commando and Heavy Weapons attributes; simply add the two modifiers and give them a BPV of 20 {30}. They would have the Commando's other abilities. Construction: BPV 10 {15}; Repair NA; 0 Space; hit on "BrdPrt". Kobold Units: Crew Units that cannot be destroyed by combat damage (indicated by a !! in front of the track). These cannot be converted to "indestructible" Boarding Parties or Deck Crews. Construction: BPV 10 {15}; Repair NA; 0 Space; not hit in combat. Legendary Officers: If you have more than 1 Legendary Officer only 1 will function at any given time. Captain, First Officer, and Admiral can assume the role of another officer and both function. Ace Pilot: (Fighters & Shuttles only) +2 speed, -1 to hit bonus, +1 damage bonus, +3 hit points. BPV 50. Admiral: Same as a Captain. Also acts as a Flag box. BPV 200. Captain: Can assume the role of any other Legendary Officer but spends 1 impulse as no function while switching. BPV 125. Chief Engineer: Can repair any one (non-crew) box on the SSD per turn, provides +4 power (from any source). BPV 75. Communications Officer: Acts as a SpecComm box at no energy cost. Other SpecComm boxes may be used twice per turn. BPV 35. Counselor: Can function as either a Doctor or a Marine Major on any given turn, but only on the Counselor's home ship. BPV 10. Diplomat: 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. BPV 50. Doctor: Cures 1 "killed" crew unit (of any type) per turn, counts as 1 Lab box. BPV 15. First Officer: Same as a Captain. BPV 150. Helmsman: Turn Mode better by 1 place, -1/2 on Movement Cost (if Move Cost is originally below 1, halve it instead). BPV 50. Inventer: Operates as 1 Const, 1 Fab, or 3 Repair. BPV 150. Marine Major: 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). BPV 40. Navigator: Adds 1d12 to your initiative roll. BPV 40. Psysicist: All boxes that provide Information Points provide 1 more than usual per turn. SpecSen cannot be "blinded". Can function as a Tractor Controller, Transporter Chief, Transporter Officer, Shield Officer, or Weapons Officer (only for "Phaser" weapons) but must spend 1 impulse switching roles. BPV 125. Science Officer: Counts as 3 Lab or 3 Repair boxes (only 1 function per turn). SpecScan boxes may be used twice per turn. BPV 30. Security Officer: When on his own ship, all enemies attacking his Boarding Parties are at -1 to hit. Counts as a Scty box. The ship may choose to Self-Destruct during any Impulse Activity. BPV 25. Shield Officer: Adds 6 (360 degree) shield boxes (at no energy cost) which are damaged and repaired normally. Minimum shields become half shields. Reinforcement is improved by 1 tech level. BPV 75. Tactical Officer: Can choose which hex your ship arrives in at start of scenario (gross in "White Hole"). Functions as 1 Flag box. BPV 100. Tractor Controller: All Trac ranges increased by 1, Trac strength is increased by 50% (round down). Can (instead of these functions for a turn) repair 1 Trac box. BPV 50. Transporter Chief: Can beam crew through shields or can increase the speed of Transporters by 1 use each per turn. BPV 30. Transporter Officer: All Tran ranges increased by 2. BPV 10. Weapons Innovator: +1 damage bonus for each weapon box (not per shot) that fires. Can also remove one +1 penalty to hit per turn. BPV 70. Weapons Officer: -1 to hit bonus will all weapons. SpecSen boxes may be used twice per turn. BPV 75. Orc Units: The Zeator are the natural enemies of the Hoshan, and appear as (in D&D terms) Orc-like creatures. An Orc Unit functions as either a Crew Unit or a Boarding Party. It can switch roles during any Energy Allocation phase. Construction: BPV 7 {12}; Repair NA; 0 Space; hit on "Crew"/"BrdPrt". Passenger: Passenger Unit, about 100 people. Has no real game function. Construction: BPV 1 {1}; Repair NA; 0 Space; hit on "Pass". Phased Boarding Parties: The Saurian's Boarding Parties are "phased out", giving them a large tactical advantage in combat. Phased Boarding Parties attack with a +1 to hit penalty, but non-Phased Boarding Parties normally cannot attack them at all. If the non-Phased Boarding Party side gains 50 Information Points, they can attack the Phased Boarding Parties with a +5 to hit penalty. Each 25 Information Points after that reduces the penalty by 1 until a minimum +1 penalty is reached. Phased Boarding Parties may turn their personal Phasing Devices "on" or "off" once per impulse. If the device is "off", they act as normal Boarding Parties. Phased Boarding Parties cannot steal objects as long as the device is "on". They could conduct Hit-and-Run raids. Construction: BPV 50 (5X only); Repair NA; 0 Space; hit on "BrdPrt". Regen ExcDam: Regenerating Excess Damage. Acts as normal ExcDam, except each impulse (before movement) all damaged ExcDam boxes are repaired. The ship can still be destroyed in a single impulse. Construction: BPV +80 {+120} over normal ExcDam; Repair 20000 {5000}; 1 space; hit on "ExcDam". Regenerating [crew unit type]: This is for the Seltorians, who may raise their reproductive levels to 1 generation every few minutes (!) during combat situations. This rule is optional; the Seltorians don't have to do this if they do not want (with advantages, see below). Each turn, on the home ship, 10% of the original crew units of each type (Crew Unit, Boarding Party, etc.) are created. If the new amount is greater than the capacity, the amount of crew is lowered to that amount unless the excess can be moved to another location. Each turn, on other units that Seltorians are on, 10% of the present crew units of each type are created (round up). In this case the capacity is determined by what unit the Seltorians are on. The regeneration occurs during Damage Control phase. There is no BPV adjustment, as the short life spans of the Seltorians in question leave no possibility for the crew to gain experience from the combat. Thus, no Legendary officers will be gained from the combat, and crew quality will not increase. For the Seltorians, this is often an acceptable price to pay. It has been mentioned that the Jem'Hadar could adopt this, if the Founders were to give them reproductive organs and increase their metabolism even further. Since the Jem'Hadar are mammals (as opposed to the insect Seltorians) the regeneration would only be 2.5%. Robot Controlled: This notation means the ship does not act intelligently, instead the ship follows a simple set of programmed rules. For energy allocation, priority is in the following order: raise shields, arm (non-overload) weapons, move at 1/2 max movement rate, arm (overloaded) weapons, move at full movement rate, allocate energy to every other system on the ship (such as Tran/Trac), reinforce shields. The ship will allocate in that order until it runs out of energy. For movement, count the number of opposing units within 100 hexes that are Size Class 5 or larger; roll on the chart to see which unit the ship moves toward this impulse: d12 roll # Opp 1 2 3 4 5 6 7 8 9 10 11 12 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 2 2 2 2 3 1 1 1 1 1 1 2 2 2 2 3 3 4 1 1 1 1 1 2 2 2 2 3 3 4 5 1 1 1 1 2 2 2 3 3 4 4 5 6 1 1 1 1 2 2 3 3 4 4 5 6 7 1 1 1 2 2 3 3 4 4 5 6 7 8 1 1 1 2 2 3 3 4 5 6 7 8 9 1 1 2 2 3 3 4 5 6 7 8 9 10 1 1 2 2 3 4 5 6 7 8 9 10 11 1 1 2 3 4 5 6 7 8 9 10 11 12+ 1 2 3 4 5 6 7 8 9 10 11 12 Read the numbers as closest to farthest away (i.e. if there are 6 units within range 100, unit #1 is closest, unit #2 is next closest, etc. If a "7" were rolled, the ship would move towards the 3rd closest unit). The Robot Controlled ship moves as if a drone, in an exact path towards the selected target. It will avoid obvious terrain such as planets. During weapons fire, roll a d6. A "1" indicates it fires nothing, a "2" to "4" indicates it fires half of its weapons, a "5" or greater indicates it fires all of its weapons. Apply a -1 to the roll if the target is outside range 5, and apply a +1 to the roll if the target is at range 2 or less. The ship will not fire weapons that have no chance of doing damage. The ship will fire unfired weapons as they are destroyed if possible. If there are any Size Class 6 or 7 units nearby and the ship has weapons available to destroy them, it will always destroy them. This "system" is not represented on the SSD as a box. Note this system is very crude; it is meant to be. It is designed to simulate "simple-thinking" units such as the Planet Crusher. Units that use "Super-Intelligent Computers" (such as the M-5 computer) do not use these rules, and are played normally by a human player. Construction: BPV -100 for Size Class 5, -200 for Size Class 4, -400 for Size Class 3, -800 for Size Class 2, -1600 for Size Class 1, -3200 for Size Class 0, this adjustment cannot reduce the total BPV of the ship by more than 50%; Repair NA; 0 Space; not hit in combat. S: Special Sensor/Scanner. This is both a Special Sensor and Special Scanner in one box. It can do one (and only one) function that either a Special Sensor or a Special Scanner can do per turn. Energy Cost is 1 for a SpecSen function, 2 for a SpecScan function. Construction: BPV 250 {375}; Repair 50; 3 Spaces; hit "Phaser"/"Torp". Scanner: Scanner Track. The number in the box is your adjustment to range when you fire. If you have no Scanner boxes, this number is "3". Each impulse you can scan 1 unit within (8 * your tech level) hexes. This scanning gives you 3-X Information Points on that unit, where X is the number in the highest Scanner box. Construction: "-5"=BPV 640 {960}, "-4"=BPV 320 {480}, "-3"=BPV 160 {240}, "-2"=BPV 80 {120}, "-1"=BPV 40 {60}, "0"=BPV 20 {30}, "1"=BPV 10 {15}, "2"=BPV 0 {0}, only 1 free Scanner box per ship; Repair BPV/5; 1 Space; hit on "Scanner". "!!" (Indestructible) available at 10 times BPV and Repair costs. Scty: Security Station. This box does not count as a control space for controlling a ship, but does count as one in Boarding Party combat. Scty can attack even if there are no allied Boarding Parties on board. A ship is not considered captured unless all Scty is captured. Note: There is no mutiny on any ship in this supplement; this system is slightly different than the standard tech Security Station. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Flag". Sensor: Sensor Track. Triple {Quadruple} of the number in the box is how many seeking weapons you can control at one time. All ships generate 1 Information Point per impulse naturally on all targets within a number of hexes equal to their highest Sensor box. If all Sensor boxes are destroyed, the Sensor rating is "0". Construction: "7"=BPV 40 {60}, "6"=BPV 20 {30}, "5"-"4"=BPV 10 {15}, "3"=BPV 10 {0}, "2"= BPV 0 {0}, only 1 free Sensor box per ship; Repair BPV/5; 1 Space; hit on "Sensor". "!!" (Indestructible) available at 10 times BPV and Repair costs. Sensor+Scanner: Combined Sensor and Scanner Track. One hit will destroy 1 box from both tracks. The upper number is the ship's Sensor rating, the lower number is the Scanner rating. Generates the 1 Information Point per impulse that Sensor does and has the scanning function of Scanner. If all Sensor+Scanner boxes are destroyed, the rating is "0/3". Construction: "7/0"=BPV 40 {60}; "6/0"=BPV 30 {45}; "5/1"-"3/1"=BPV 15 {25}; "3/2"=BPV 15 {0}; "2/2"=BPV 0 {0}, only 1 free box per ship; Repair BPV/5; 2 Spaces; hit on "Sensor"/"Scanner". Sky: Sky Bridge, used to conduct strategic planning and observation. Considered a control space, but cannot be used to control the ship. All Tactical Intelligence is improved by 1 level for each Sky; this applies to all units the ship is studying. All SpecScan (and "S" in SpecScan mode) require 1 energy to use instead of 2. One grouping of weapons using Selective Targetting (not in the SFB:TNG rules yet) does not get the +1 firing penalty. This can be done once per turn. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Flag". Slaves: Slave Unit. These have no game function. In a lower tech setting Slaves could generate a mutiny; but not at the 3X/4X level. Construction: BPV 1 {1}; Repair NA; 0 Space; hit on "Pass". SpecComm: Special Communications. Energy Cost = 1. Can be used once per turn. 1. Can intercept external transmissions within 60 {90} hexes. Note that Universal Translators (which all ships have but are not on the SSD as a system) will translate these. Special codes and encryptions require some number of Information Points to crack. Depending on the nature of the transmissions received, some Information Points may be gained. 2. Can instantly (in real time) communicate with any other SpecComm within 80 {120} light-years (8 {12} billion megahexes). 3. Can jam the external communications of any ship within 60 {90} hexes as long as they do not devote a SpecComm to clear up the jamming. 4. Can jam and receive the internal communications of any ship within 3 {4} hexes as long as 10 Information Points per tech level of the ship has been gained. The effect of this is the jammed player must always move and fire first, and the jamming player may receive some Information Points on the ship. 5. Can blind all SpecSen and SpecScan within 3 {4} hexes by sending out noise (even blinds the generating ship). A SpecComm can also clear up such noise within the same distance. Construction: BPV 150 {225}; Repair 30; 2 Spaces; hit on "Drone". SpecSen: Special Sensor. Energy Cost = 1. Can be used once per turn. 1. Can break Drones. One use of a SpecSen gives 4 attempts within 16 {24} hexes, a 1d6 roll of "1-5" stops a drone. 2. Gives 8 Information Points on any target within 80 {120} hexes. 3. Removes a +1 penalty to hit (from any source). This can either affect only you, or remove the source of the effect so all units do not have the penalty. 4. Can make all units firing at you have a +1 penalty to hit. If you fire any weapon other than those hit on "Phaser" hits, this is lost for the impulse. This is called a SpecSen being "blinded". 5. Can control an extra 6 seeking weapons. 6. Can generate a speed 20 {30} probe that transmits 1 Information Point per impulse on any target within 6 {7} hexes of the probe. This probe can function for many turns without degrading. Construction: BPV 100 {150}; Repair 20; 1 Space; hit on "Phaser". SpecScan: Special Scanner. Energy Cost = 2. Can be used once per turn. 1. Can break Plasma Torpedoes. One use of a SpecScan gives 2 attempts within 32 {48} hexes, a 1d6 roll of "1-3" stops a plasma. 2. Gives 4 Information Points on 1 target within 320 {480} hexes. 3. Removes a +1 penalty to range on your ship (from any source). Construction: BPV 200 {300}; Repair 40; 2 Spaces; hit on "Torp". Watched by the Prophets: The Prophets are an 8Xs tech level race that live in the permanent wormhole near the planet Bajor. Deep Space Nine is currently being watched by the Prophets, and gains a certain "luck" factor (that the crew are unaware of). Each source of Information Points on DS9 provides 1 extra Information Point per box. Whenever DS9 fires, it receives a -1 firing bonus. Whenever a ship fires at DS9, it receives a +1 firing penalty. SpecSen cannot remove this penalty (unless it is 7X tech or higher). When DS9 is involved in a roll for internals, one of the 2 dice may be adjusted by +/- 1 if the DS9 player sees fit. Finally, DS9 receives 1 indestructible ExcDam box (meaning it is almost impossible to destroy) as long as the wormhole is in place. This "system" is not represented on the SSD as a box. Construction: BPV 8000 (8X only); Repair NA; 0 Space; cannot be hit. HULL SYSTEMS 3-F 6-F 10-F: Three Forward, Six Forward, Ten Forward. These are large recreation areas that the Federation and the Mon Calamari use. They have no game function. Construction: BPV 10 {15}; Repair 2; 2 Spaces; hit on "F Hull". Ana: Analyze, a specialty form of Lab for smaller targets but with more detail. Analyze provides 3 Information Points on any Size Class 7 or smaller unit within 20 {30} hexes. If the unit is actually aboard the ship with Analyze, it instead provides 6 Information Points. Analyze gives only 1 Information Point on larger objects within range. Analyze can repair small systems (such as hand phasers and tricorders) which has no real game effect. Analyze could fix a Cloaking Device using a procedure similar to Lab's Emer Damage Control function. Construction: BPV 25 {40}; Repair 5; 1 Space; hit on "Lab". Armor: Armor Plating. A bulky and non-effecient means of defense. Armor is always hit first if the unit takes internals and the Armor is facing the correct way. Armor that is not facing the correct way is hit on "A Hull". Armor can be energy reinforced to help absorb damage. 1 unit of energy applied to an Armor box will allow it to stop 2 {3} extra points of damage. Note this is not as effecient as Shield reinforcement. Construction (120 deg): BPV 10 {15}; Repair 2; 1 Space; hit on "Armor". Construction (180 deg): BPV 10 {20}; Repair 2; 1 Space; hit on "Armor". Construction (360 deg): BPV 15 {25}; Repair 3; 1 Space; hit on "Armor". Armor-9: Jindarian Armor Plating. Each Armor-9 box can take 9 damage. Every 10th damage point is "leaked" before the existence of other Armor-9 boxes is checked. This leak damage may be absorbed by reinforcement or by normal (non-Jindarian) Armor. Const (60 deg): BPV 100 {150}; Repair 10; 1 Space; hit on "Armor". ATF: Anti-Transporter Field. Can be used in one of two modes (not both in same turn), turns on and off during Impulse Activity. Defensive Mode: No energy to use, no Transporters may be used to or from the generating unit. Offensive Mode: Costs 1/6 of an energy point per range (in hexes) per impulse; Targetted hex cannot generate or receive any Tran function for that impulse. In either mode ATF only affects Tran of equal Tech or lower, and does not affect Tran-F at all. Construction: 30 {45}; Repair 6; 1 Space; hit on "Tran". Back: BackUp. During each impulse activity a BackUp box may switch to any other box on the ship (regardless of BPV or number of Spaces) but the target box must be damaged. The BackUp then serves as that box. BackUp can still only be "used" once per turn, so if it was a Lab on impulse 1 and was used, it can switch but cannot use any other boxes' function. (This is similar to "being tapped" in MtG). It is legal to send a Boarding Party to purposely damage one of your own systems so BackUp can copy it (the World-Fleet often did this). Construction: BPV 60 {90}; Repair 12; 2 Spaces; hit on "Cargo". Barr: Barracks. Allows the ship to keep extra Boarding Parties on board during extended voyages. Has no game function in combat. Construction: BPV 15 {20}; Repair 3; 1 Space; hit on "A Hull". Cargo: Bulk Cargo Bays. May hold 1 of 3 things: 1. 50 Cargo Units of bulk cargo. 2. Provides 5 {10} Allowance towards Options points for other systems. 3. 50 spaces of drone reloads. These drones are free if using a Tournament or non-Campaign scenario. Construction: BPV 15 {20}; Repair 2; 2 Spaces; hit on "Cargo". Construct: Construction Facility. Outside of combat, this system is used to construct new systems and ships. During combat, Construct can be used to perform temporary modifications to your ship. Construct provides 5 {10} "Construct points" per turn, these are on the same scale as Repair points (Important: use the "Repair" entries for this rule, not BPV!). During Damage Control phase, you may build a new system by removing enough systems from your ship to keep the number of Spaces (as listed in the "Construction" data for each item) on your ship constant (i.e. if you add a 1 Space system, you need to remove a 1 Space system). Construct cannot add or remove the number of Spaces during combat. You pay the difference in Construct points if the new system has a higher Repair cost than the old one. You do not get Construct points back if the new system is cheaper than the old one. You cannot sell boxes for more Construct points; Construct and Legendary Inventer are the only sources of Construct points so far. Each box of Construct can only build one new box per turn. If the removed system was damaged, the new system will also be damaged. Construct cannot repair systems. New Batteries are obviously empty, and new weapons are uncharged (but do have their full Ammo). There is no restriction on which boxes can be replaced with other systems, it is possible (for example) to Construct away all your Hull boxes into other systems in time. Construct can indeed make other Construct boxes. Construct points carry over from turn to turn, so you can "save" up points to buy an expensive system. When at "Red Alert" (Weapon Status III) you can have 3 turns of Construct already finished before the scenario begins. (This also applies to "White Hole" games). At the end of combat, Construct-modified systems revert back to their normal form. It takes MANY Construct points to permanently change a system. When starting the scenario (or when a Construct box is created on a ship), any number of Construct boxes may be declared as being "single specialized". For each box pick a broad category of systems (Control, Hull, Power/Defense, or Weapons). For that category, that Construct box can either generate double the number of Construct points or it can convert 2 boxes per turn instead of 1. That Construct box cannot create systems in the other categories. Whether a given Construct box generates double points or converts 2 boxes instead of 1 can be changed each turn. When starting the scenario (or when a Construct box is created on a ship), any number of Construct boxes may be declared as being "double specialized". For each box pick a specific system (Brdg, Lab, AVR, etc.). Each chosen system must actually exist as a real system on your ship. For that system, that Construct box generates double the number of Construct points and it converts 2 boxes per turn instead of 1. That Construct box cannot create any other system. The sub- types of systems are also covered; i.e. if you pick "VWARP", the Construct box can make any sort of VWARP (Left/Right/Center as well as how much energy each box produces from 3 to 7, as long as a real box of the same type is available on the ship to copy). A Construct box may not be both single and double specialized. (5X Construct would give 15 Construct Points. BPV 135.) Construction: BPV 60 {90}; Repair 12; 2 Spaces; hit on "Cargo". DOGI: Pesky Doggie Breeder. Can be used once per turn, requires 16 energy. DOGIs are launced during Seeking Weapons Launch phase. DOGIs are represented as a counter and move 1 hex per impulse. They count against the Seeking Weapon limit. If a DOGI box has an active DOGI on the map, that DOGI box cannot be used again until the DOGI is destroyed. The firing ship may destroy his own DOGI at any time. If the DOGI is within a number of hexes equal to the number of undestroyed HFRs on the ship, the firing ship may (on a die roll of 1-3 on 1d6) choose how the DOGI moves this impulse. Otherwise, the DOGI moves randomly (roll 1d6 for direction). DOGIs have 8 hit points and are Size Class 6. If a DOGI is in the same hex as another unit, the firing ship may choose to have the DOGI "drain" the unit. The drained unit loses 10 power from either Batteries or Capacitors (defending ship's choice). If he cannot pay the energy, he loses half of what he cannot pay (round down) on next turn's energy allocation. Construction: BPV 270 {405}; Repair 54; 4 Spaces; hit on "Torp". Extended Allowance towards Options: The ship has more Allowance towards Options points than the sum of all of its various options boxes. This "system" is not represented on the SSD as a box. Construction (+X points): BPV X/2 {3*X/4}; Repair 0; 0 Space; cannot be hit in combat. X can be negative but cannot reduce the ship's Allowance towards Options below 0. Fab: Fabrication. This is the "micro-system" analogy to Construct in a similar way that Analyze is to Lab. Invented by the Orions, it was found to be actually more useful than Construct in combat. (!) Each turn (during Damage Control), for a cost of 10 cargo spaces of raw material (rock/debris is fine), Fab generates 10 {15} Allowance towards Options points which can used or saved for later. The cargo requirement is a campaign one; during combat it can be assumed that sufficient raw material is either already at hand or can be improvised (such as using the coffee lounge's furniture). These Allowance points are similar to temporary repairs from DamCon, they will not function after an extended amount of time (say a few hours). The replication patterns are unstable and deteriorate with time. During combat this makes no difference, but ships with Fab can only have a few turns of Allowance built up before a combat. The patterns for making the system must be known to that race. Fab cannot modify or create systems, it must have an exact pattern (the patterns of most systems in the game are stored on most ships' computers, the idea here is to disallow on-the-fly modifications). Fab can also make non-SFB items such as hand phasers and grenades, which normal Replicators cannot make. One Information Point will reveal a Fabricated system for what it is, which the Ferengi found most unfortunate. :) Construction: BPV 80 {120}; Repair 16; 2 Spaces; hit on "Cargo". When starting the scenario (or when a Fab box is created on a ship), any number of Fab boxes may be declared as "specialized". For each box pick a specific system (Brdg, Lab, AVR, etc.). The chosen system need not be on your ship. That Fab box produces double the number of Allowance towards Options points, but these points can only be used to make the chosen system. The sub-types of systems are also covered; i.e. if you pick "BTTY", any capacity of BTTY that is available to your race can be created. That Fab box can produce "generic" Allowance towards Options points, but does so at half rate. Ftr: Fighter Bay. Fighters are now included in the main ship's BPV. Fighter Bays function identically to Shuttle Bays for launching units. Fighters vary widely in their game statistics, here are some Ftr stats: Race Type hp sh spd phaser wpn torp wpn drone wpn other BPV Fed F-14M 4 2 14 1xPh-6 FX 1xPhtn FA 2xSingle 1 Prb 4 Hyd St-12 4 1 13 1xPh-6 FH 1xHB FA 2xFus FH -- 3 Hyd St-60 15 4 15 4xPh-7 FX 3x4X HB FA -- *3 SPACES* 12 And Garden-3 2 1PA 12 1xPh-6D FH 2xTRL FA -- -- 4 Sel Bug-3 5 0 16 2xPC FH -- 1xWB FA -- 3 UPF Ftr-2 7 0 5 1xLC FX 2xRB FA -- Propel 4 NewR AWing 6 2 18 2xTLAS FH -- -- -- 6 NewR BWing 6 4 9 2xTLAS FX 1xPRT FA 1xCM FA -- 7 NewR XWing 8 2 16 4xTLAS FH 2xPRT FA -- -- 8 NewR YWing 9 2 11 2xTLAS FP 2xPRT FP -- -- 6 12C Viper S 5 5 15 2xTLAS FA -- -- -- 9 12C Viper R 5 10 30 1xSen 1xScan -- 2xBarr 44 12C Viper A 6 12 20 3xTLAS FH -- -- -- 12 12C Viper X 7 21 25 4xTLAS FX 1xS 1xComm 4X Tech 55 Cyl Raider 4 0 12 2xTLAS FA -- -- Robot Ctrl 4 Cyl Shell F 4 0 16 -- ExpStr=12 -- Robot Ctrl 4 Emp TIE Ftr 6 0 13 2xTLAS FA -- -- -- 5 Emp TIE Int 7 3 17 4xTLAS FH -- -- -- 8 Emp TIE Bomb 8 3 8 2xTLAS FA 2xCM 360 1xMine RA -- 8 ID4 AlienFtr 5 36 1 3xPGL FA -- -- no PGL lock 3 UrQ Autonom 1 0 10 2xFus 360 -- -- Robot Ctrl 1 Wor Stone-4 3 0 10P 4xGravLS/RS -- 4xICM Propel 2 Fighters can overload "Phaser" but not "Torp" or "Drone" weapons. To make the game easy each Fighter box launches only 1 Fighter, even though this doesn't make a lot of sense since we are using mega-boxes and don't want Giant (10 times normal "human" size) Fighters. The swarm of 1 hit point Fighters that might be able to do 1 damage each isn't worth keeping track of. Some fighter boxes have a triangle on the outside (left or right) of the box. This indicates a "launch tube" which means any Size Class 6 unit may dock or land there once per impulse (beyond the bay's normal limit). Construction (no tube): BPV 20 {30}; Repair 4; 2 Spaces; hit on "Shtl". Construction (tube): BPV 25 {35}; Repair 5; 2 Spaces; hit on "Shtl". Fuel: Fuel Storage Tanks. These are not meant for the main ship, they are meant for the fighters the ship carries. How much fuel each ship or fighter uses is not discussed in SFB (or SFB:TNG); fuel may be used in F&E:TNG. For now, treat Fuel as a "free" hit. Construction: BPV 15 {25}; Repair 3; 1 Space; hit on "Cargo". Grap: Grapples. Actual (physical) grapples with trailing wires to attach to a ship. Grapples require no energy to fire, have a range of 0, an automatically hit (many physical grapples are fired each shot). Grapples have an ammo limit of 40 {60}. The two units are considered tractored, except the grappled unit cannot apply negative tractor. The grappling unit cannot rotate or move the other unit, but on the following Impulse Activity can "reel in" the grappled unit (or reel to it if the grappled unit is larger) and physically dock to it. All Grap boxes mave a "Mech" link capability. Grapple cannot "reel out", you need to break the Grapple if you wish to leave the grappled unit. A Grapple link has Tractor strength 1, so any HET will break it. Construction: BPV 15 {20}; Repair 3; 1 Space; hit on "Trac". Hangar: Hangar Bay, used only by the Andromedans and the World-Fleet. 2 Hangar boxes that have a "1/2C" notation means the two of them together can hold 1 Cruiser-sized ship (not included in BPV). A Hangar box with a "D" notation means it can hold a Destroyer (not included in BPV). A Hangar box with a "E" notation means it is holding an Energy Module (BPV is included). An Energy Module is simply 6 PAs. The "F" version of Hangar holds 1 {2} small fighter{s} (included in the ship's BPV), using the normal fighter rules. Hangar-F is extremely inefficent compared to Ftr, but it is the only fighter capability available to the Andromedans and the World-Fleet. A ship in a Hangar box may be released with a Transporter box (using 1 power which uses the Tran's function for the turn) or with a DD. They cannot be "launched" like a Shuttle can. Ships not native to the Hangar Bay cannot be Transported/DDed there. Construction ("1/2C"): BPV 360 {540}; Repair 72; 5 Spaces; hit on "Shtl" Construction ("D"): BPV 300 {450}; Repair 60; 4 Spaces; hit on "Shtl". Construction ("E"): BPV 240 {360}; Repair 48; 3 Spaces; hit on "Shtl". Construction ("F"): BPV 180 {240}; Repair 36; 2 Spaces; hit on "Shtl". Hangar-EX: Advanced Hangar Bay. Each box contains an advanced Energy Module, one which can use its power to aid others. These Energy Modules, if beamed next to a friendly ship, may dock to it and transfer their power (within a 25% limit per turn). They may also protect the ship as if there was 6 PAs; in this case, the Energy Module must pay a PA Cost of 1+3 per turn. Also the Energy Module can protect only 1 shield facing (chosen when the Energy Module first docks, or randomly if no such choice was made). Construction: BPV NA {400}; Repair 50; 3 Spaces; hit on "Shtl". Hangar-I: Offensive/Imprisonment Hangar. Any ship (willing or not) may be transported into the Hangar-I bay, using the normal rules for recovery of satellites. The target can do nothing about being transported except possibly use an ATF box in it's own hex. Each Hangar-I box can hold 1 ship of Size Class 1 or smaller. While inside, the unit can do nothing, as it is being stored as an energy pattern in the Hangar-I transporter buffer. The ship with the Hangar-I cannot directly damage the ship in its Hangar-I. It can "turn off" the Hangar-I (which would destroy the ship inside) but the captured ship first releases its Explosion Strength as energy, then explodes (releasing its Explosion Strength another two times due to the containment of the blast). Const: BPV 1500000 (7X only); Repair 60000; 30 Spaces; hit on "Shtl". Hold: Ship's Hold, a very advanced form of cargo bay with power link-ups, etc. One of the following systems can be installed in a Hold before the scenario begins. Hold is not Quick-Changing and does not use the Allowance towards Options system. Any one of these systems may be chosen at no cost. Allowed Systems: Hull, Lab, Trac, Quar, Repair, Tran, holo, Cargo, Shtl, Armor 360, Barr w/1 Boarding Party, Probe, Works, Ana, AXR (1 power only), Btty (capacity of 3 {4}), Scty, Comp. Hold can instead contain 20 {40} Allowance towards Options points for use on other systems. Construction: BPV 40 {60}; Repair 8; 2 Spaces; hit on "Cargo". holo: Holodeck. This system is written in lower-case so it isn't confused with "Hold" on the SSD. The number in the box is how many Holodeck "rooms" there are; this number is irrelevant for its combat uses. If 1 energy is applied to a Holodeck, it can function as a control space, a Lab, an Analyze, or an (empty) Barr/Quar box. Construction: BPV 20 {30}; Repair 8; 2 Spaces; hit on "Lab". Hull: Hull. Has no real game function. You may allocate energy to a hull box (for no reason), which "uses" it for a turn, but it has no effect. Construction ("F"): BPV 10 {15}; Repair 2; 1 Space; hit on "F Hull". Construction ("A"): BPV 10 {15}; Repair 2; 1 Space; hit on "A Hull". Construction ("C"): BPV 15 {20}; Repair 2; 1 Space; hit on "F Hull" or "A Hull". Lab: Lab. Can use one of the following functions per turn. All of the functions are used during Impulse Activity. 1. Provide 2 Information Points on any target within 100 {150} hexes. 2. (Emer Damage Control): Repair any single box on the SSD for 2 energy. Any single box on the DamCon track is destroyed when you do this. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Lab". Landing Pads: These are "inverse" Launch Tubes; i.e. the Shtl/Ftr bay can land 1 extra Shtl/Ftr each impulse for each Landing Pad the ship has. Landing Pads have the "Mech" (but not the Trac) function of Trac-Mech, but only for units of Size Class 4 or smaller. Construction: BPV 15 {25}; Repair 3; 2 Spaces; hit on "Shtl". Null: Null, no function. Null is actually basic rock, metal, or whatever. Null can be changed to Hull very easily (just make a few rooms and give them basic life support). It is presented because certain weapons (Alter, Strike) can give "Null" results. Construction: BPV 5 {5}; Repair 1; 1 Space; hit on "Hull". NWO: Non-Weapon Option. Allowance towards Options is 30 {45}. This can be any system from the "Hull" grouping of systems. Infinite Space; Quick-Changing. Construction: BPV 50 {75}; Repair 10; 1 Space; hit on "Cargo". Positional Stabilizer: Positional Stabilizer, a special device used on bases, etc. It requires 6 energy to activate a Positional Stabilizer, which must be maintained for 6 energy per turn. A unit with an active Positional Stabilizer cannot move or be moved by any means in the game. It is "locked" into that hex. Its movement cost does NOT become infinity; it simply cannot leave the hex. Certain weapons (such as Ph-8) require a Positional Stabilizer in order to fire. Positional Stabilizer cannot be destroyed in combat. Positional Stabilizer is not represented as a box on the SSD. Construction: BPV 100 {150}; Repair 20; 3 Spaces; not hit in combat. Prb: Probe Launcher. These are very rare starting at the 2X tech level due to the fact that SpecSen can generate probes. Prb has an ammo limit of 8 {9} and can fire 1 probe per impulse at no energy cost. Probes do not count towards Seeking Weapon control. If a Prb is empty, new ammo can be replicated at 1/2 energy per probe. Probes are speed 20 {30}, transmit 1 Information Point per impulse on any target within 6 {7} hexes. Probes can function for many turns without degrading. Probes are Size Class 7 and have 1 hit point. Probes are 1 Drone space for storage purposes. Construction: BPV 15 {25}; Repair 3; 1 Space; hit on "Drone" (or "Prb" if the older DAC is being used). Quar: Crew Quarters. Has no real game function. Construction: BPV 15 {20}; Repair 3; 1 Space; hit on "F Hull". Rec: Recreation. Has no real game function. Treat Rec as a "free" hit. Construction: BPV 10 {15}; Repair 2; 1 Space; hit on "F Hull". Reflective Hull: A defensive system used by the UPF. All "Phaser" weapons firing on a ship with Reflective Hull suffer a -1 to hit. Reflective Hull cannot itself be destroyed in combat. Reflective Hull is not represented as a box on the SSD. Construction: BPV 100 {150}; Repair 20; 8 Spaces; not hit in combat. Regenerating Armor: This functions as normal Armor, except during each Damage Control phase, 20% of the original Armor boxes in each grouping (round fractions up) are repaired. Repaired Armor boxes cannot be transferred from group to group. Construction (modify standard Armor): BPV +10 {+15}; Repair +1; +0 Space; hit on "Armor". Repair: Repair adds 5 {10} to your Damage Control rating per turn. (5X Repair would generate 15 Repair points per turn; BPV 80.) Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Cargo". Repair-9: Acts as a Repair box that adds 180 to your DamCon rating per turn. Construction: BPV 900 (6X only); Repair 54; 1 space; hit on "Cargo". Repul: Repulsor Beam. Max Range = 3 {4}. The strength of a Repulsor Beam is its total power divided by (range + 1). Repulsor Beams must be paid for each turn; strength does not carry over from turn to turn. A unit being "repulsored" may apply negative repulsor if the ship has a working Repulsor Beam (this does not use the Repul for the turn). If the amount of energy used for the negative repulsor is greater than the Repulsor Beam strength, the Repulsor link is broken. Movement costs combine in the same way as Trac. Whenever a unit in the link moves, the other unit moves AWAY from the other unit in the opposite direction. Thus, if a unit moves in direction "A" on the map, the other linked unit will move 1 hex in the "D" direction. The new range may exceed range 3 {4}, but the strength must be recalculated; if it goes below 1 the link is broken. The repulsoring unit may rotate the repulsored unit, same as Trac. The repulsoring unit may move the repulsored unit, same as Trac. The repulsored unit may attempt to escape using HET, same as Trac. If two units repulsor each other twice, it is the same as 1 link (combine the strengths); i.e. they do not move 2 hexes each time. Trac and Repul are "sort of" opposites of each other: for example, Ship "A" is tractored and repulsored to Ship "B". Ship "A" moves. Ship "B" moves with Ship "A" (because they are tractored) and then moves away 1 hex (because they are repulsored), putting it in its original hex. Thus Trac and Repul effectively cancel each other, but the links are still in place. TRHs and TRLs may function as Repulsor beams (suddenly giving the Andromedans a useful new system). There are no "Mech Link" or "Hard" version of Repulsor (yet). Construction: BPV 15 {25}; Repair 3; 1 Space; hit on "Trac". Shtl: Shuttle Bay. A Shtl box may hold anywhere from 4 to 15 shuttles (due to the fact we are using Mega-boxes), the exact number is not important because the military uses of shuttlecraft are minimal. 3X and 4X shuttles still use Ph-1/2/3s, which won't score even a single point of damage to a capital ship. A shuttle has 1 hit point, a 1 box shield, moves at speed 4 {6}, and can carry a very small amount of people (nowhere near a full crew unit or boarding party, but perhaps a Legendary officer). Shuttles launch during Seeking Weapon fire. A full box of shuttles will move 1 crew unit or 1 box worth of cargo. Construction: BPV 20 {30}; Repair 4; 2 Spaces; hit on "Shtl". Shtl-(1/4)B: Klingon Bird of Prey fighter box. 4 of these together holds 1 Bird of Prey (actually, any size class 2 ship). The BPV of the mother ship does not include the BPV of the BOPs. These boxes can be placed only on ships of Size Class 1 or larger. The shuttle "Crowding" rule can't be used to carry more BOPs. Construction: BPV 30 {45}; Repair 6; 4 Spaces; hit on "Shtl". Shtl-Ftr: This just indicates a combined Shuttle and Fighter bay. The boxes with "=" signs in them are Fighter boxes, the rest are Shuttles. The entire bay may be hit with a single hard hit (they are joined even though they are considered separate systems). Shtl-G: Ground Attack Shuttle. Can fire a Ph-5 {Ph-6} at ground targets; not supported in this version of the rules yet. Treat as a normal Shtl for now. Construction: BPV 25 {40}; Repair 5; 2 Spaces; hit on "Shtl". Shtl-P: Prospecting Shuttle. Used for mining and collecting minerals; the difference between Shtl and Shtl-P is not very important in SFB:TNG. Construction: BPV 20 {30}; Repair 4; 2 Spaces; hit on "Shtl". Shtl-R: Repair Shuttle. A 1-space shuttle that acts as a Repair box if docked to a ship. The shuttle, if docked, is inside the shields of the ship but can be selectively hit if the ship takes internals. Construction: BPV 25 {40}; Repair 5; 2 Spaces; hit on "Shtl". Shtl-W: Shuttle/Web Anchor Bay. This Shtl box holds 1 Web Anchor. A Web Anchor is a special shuttle (it used to be an immovable Buoy) that can "anchor" a chain of Web hexes (see Web Caster). If a Web Anchor is attached to a Web hex, it is considered "in that Web" so it is very difficult to destroy. The Web Anchor has 2 hit points, no shield, moves at speed 5 {8}, and can carry 1 or 2 people. Construction: BPV 80 {120}; Repair 16; 3 Spaces; hit on "Shtl". Skin: Species 8472 Skin. This ignores the first 1000 damage each turn for each Skin box operating. After that, apply the next 1000 damage to a Skin box, destroying it on the 1000th damage point. The 1001st damage point is then scored as an internal. The second 1000 damage is then applied to the second Skin box, and so on. Thus, if a Species 8472 Fighter (with 9 Skin) took 15000 damage, the first 9000 would be ignored, 4000 would destroy 4 Skin boxes, 4 would be scored as internals, and the remaining 996 would be scored on the 5th Skin box (which wouldn't destroy it and be cleared next turn). Held damage in Skin boxes is removed at the beginning of each turn, and the "Amount of Ignored Damage" counter is set back to 0. The "Ignored Damage" counter is applied only once per turn, thus the Fighter above would take more (Skin) damage if it damaged later during the same turn. Destroyed Skin remains destroyed until repaired (just like any other system), and reduces how much damage can be ignored each turn. In the example above, if the Fighter did not repair any Skin boxes, on the following turn it would ignore only 5000 damage before having to apply damage to the Skin. Skin also acts as an Energy Sheath (listed in Power/Defensive section). Construction: BPV 16000 (6X only); Repair 100; 1 Space; hit on "Armor". Solid Neutronium Hull: This notation means the ship is constructed of Solid Neutronium, an incredibly durable (and heavy mass) material. A ship constructed of Solid Neutronium is immune to all weapons of 3X tech level and lower (see special note for Planet Crusher below). Exception: LRG and WRG do full damage at all tech levels. At 4X, the following weapons do 1 damage per box per turn: Bolt, Cata, Grav, Ion, MLAS, Ph-10, Quan, Shard, Strike. These weapons do half normal damage at 5X. All other weapons at 4X do no damage. At 5X, the following weapons do 1 damage per box per turn: Cut, Drain, Flux, Ph-8, PGL. All other weapons at 5X not listed in this list or the previous one do no damage. All 6X and higher tech weapons do full damage (Solid Neutronium replaces Tritanium/Duranium as the standard hull material at 6X, so weapons were designed to have to deal with it). Ships constructed of Solid Neutronium cannot be tractored, repulsed, placed in stasis, or boarded by transporters (except Tran-F). They take no damage from ramming or explosions. If the Solid Neutronium ship rams, only the rammed ship takes damage. Ships constructed of Solid Neutronium ignore webs and terrain (except black holes) as if they weren't there. Thus, the ship could travel through a planet (boring a large hole through it) and would not be damaged (or even slow down from it). The planet would probably explode from the experience if the ship was Size Class 0 or larger. Ships constructed of Solid Neutronium use triple their Explosion Strength when calculating their Movement Cost and Turn Modes (this chart is not yet presented in SFB:TNG). They explode at their normal (non-tripled) Explosion Strength. All repair costs are tripled on a ship constructed of Solid Neutronium. This "system" is not represented on the SSD as a box. The Planet Crusher's Solid Neutronium only covers shield facings #2 to #6 (it does not cover facing #1). If firing on the Planet Crusher on it's #1 facing, you may choose to roll to hit at a penalty equal to the range to the Planet Crusher (i.e. at range 4 you are at +4 penalty). If you hit, you have shot it in the "mouth" and may damage it normally (even with 3X weapons). The Sun Crusher (from Star Wars; the SSD will be available in October) has Solid Neutronium all around. :) Construction (5 facings): BPV +(Explosion Str * 80), (6X only); Repair NA; (Explosion Str * 5/6) Spaces; not hit in combat. Construction (6 facings): BPV +(Explosion Str * 200), (6X only); Repair NA; (Explosion Str) Spaces; not hit in combat. Sys: Systems. Due to the fact SFB:TNG uses "mega-boxes", certain small units (such as the Federation Runabout) were difficult to make SSDs for. These units typically have only 1 transporter, for example, and thus do not "deserve" a full mega-box of Tran. Sys was designed to correct this difficulty. Sys is 1 mega-box that includes 10 "normal" (non-mega) box systems: 1 Transporter, moves 6 people for 0 energy once per turn, a SFB:TNG crew unit would take 16 turns to move. 1 Tractor Beam, cannot have a strength greater than 1. 1 Battery that can hold 1 point of power (in the SFB:TNG scale). This Battery cannot be "overdrained". 1 Cargo, holds 5 Cargo Units. 1 Probe Launcher with 3 probes. 1 Lab, provides 1/5 (one-fifth) of an Information Point per turn. 1 Quar/Hull/Rec, has no game function. 1 Aux/Emer, can control the ship if it is Size Class 5 or smaller. Two Sys boxes together can control a Size Class 4 ship. 1 Shtl, holds 1 normal-scale administrative shuttle if the ship is Size Class 4 or larger, otherwise it holds 1 escape pod. 1 Ph-1 360, no energy to fire, does 1 damage on a die roll of "1" or "2" at range 0. Fires once per turn, cannot be overloaded. Each sub-system above is independent of each other, using one of them does not "use" the entire Sys box for the turn. If the Sys box is hit, all 10 functions are lost until it is repaired. More than 1 Sys box may be on a ship, but there is a limit of 10 per ship (after that point it is better to have seperate systems). Sys may be placed in a Hold box. There are theoretically several versions of Sys; such as Sys-L (Lab/ Research Version: 1 "micro" SpecSen, 3 Lab, 1 Ana, 1 Comp, 1 Cargo, 1 Prb, 1 Tran, 1 Quar), Sys-R (Repair Version), and Sys-C (Cargo/Shtl Version). These may be developed in the future if the need arises. Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Lab". Tele: Teleporter; the AD&D Spelljammer version of Transporter. Can be used twice per turn, at an energy cost of 5 (must be from Helm), within range 30 {40} (actually the range is unlimited but for safety reasons it is best to transport somewhere the ship can actually see with short-ranged sensors). Moves 1 Crew Unit (of any type) per use. Teleportation is unsafe if the targetted location is moving at a speed greater than 1. If it is, 1d6 is rolled, if the result is less than the speed of the target, the item being Teleported instead appears somewhere else in the same hex (usually in the vacuum of space). Tele is blocked by ATF and Anti-Magic (not presented in SFB:TNG), but not by Shields, Solid Neutronium, or PAs. When a unit is Teleported, it is stunned (unable to move or act, and defends as Average) for that impulse and the next one, regardless of status (so being a Commando Squad doesn't help). The best way to avoid being attacked after Teleporting is to Teleport into a remote (non-occupied) location. {At 4X the unit is stunned as if a Tran was being used.} Construction: BPV 15 {25}; Repair 3; 1 Space; hit on "Tran". Trac: Tractor Beam. Max Range = 3 {4}. The strength of a Tractor Beam is its total power divided by (range + 1). Tractor Beams must be paid for each turn; strength does not carry over from turn to turn. A unit being tractored may apply negative tractor if the ship has a working Tractor Beam (this does not use the Trac for the turn). If the amount energy used for negative tractor is greater than the Tractor Beam strength, the Tractor link is broken. The two units have a new movement cost equal to the sum of their movement costs. This will probably lower how many movements the units have remaining. When either unit moves, the other unit moves with it, keeping the same distance and direction to the other. The tractoring unit may rotate the tractored unit one hex facing per impulse. The energy requirement is R*1 for Size Class 4, R*2 for Size Class 3, R*4 for Size Class 2, R*8 for Size Class 1, and R*16 for Size Class 0, where R is (range + 1). The tractoring unit may move the tractored unit 1 hex in any direction. It requires R*M energy to do this, where R is (range + 1) and M is the movement cost of the tractored unit. The strength of the Beam may be altered (or break if out of range) due to this. Both the tractored and the tractoring units have a -1 bonus to hit when firing at each other. If the tractored unit HETs, roll a 1d6 and add it to a running total. When the running total exceeds the strength of the tractor beam, the link is broken. The tractoring ship may of course tractor again with a different beam or increase the existing beam's strength. Some Trac boxes have a triangle shape in the box (called a Mech link), these Tractors can physically dock to unit if it is Tractored and at range 0. There is also a "Hard" Tractor (which always have a Mech link). Hard Tractors replace all occurances of (range + 1) with (range) above, (treat 0 as 1/2) making them have a higher strength per unit energy. Construction (no Mech): BPV 15 {25}; Repair 3; 1 Space; hit on "Trac". Construction (Mech): BPV 20 {30}; Repair 4; 2 Spaces; hit on "Trac". Construction (Hard): BPV 25 {35}; Repair 5; 3 Spaces; hit on "Trac". Trac (Borg): The Borg Tractor Beam has a range of 20 and cannot be anti- Tractored. It costs 1 energy per hex per turn to fire and maintain. The Trac box itself can of course be destroyed, releasing the tractored unit. Construction (5X Borg Trac): BPV 100 (5X only); Repair 10; 3 Spaces; hit on "Trac". Tran-Int: Interior Transporter. This is a transporter that can transport a unit from inside the transporting ship to another point within the same ship. The advantage to this system is that it ignores ATF and can be used 10 times per turn (energy cost = 1/10 per use). Note that Tran-Int could be very useful in defending a ship (as the many Tran-Int uses could beam enemy Boarding Parties to unfavorable locations on the ship). Tran-Int may be used between 2 docked ships; the important thing is for there to be a power connection between them. This could allow very fast cargo and personnel transfers. Construction: BPV 15 {25}; Repair 3; 1 Space; hit on "Tran". Tran: Transporter. Max Range = 3 {4}. Transporters may be used 3 {4} times per turn. Each use costs 1/6th {1/8th} of an energy point. A transporter will move any one crew unit type or 1 box worth of cargo. Transporters work through the operating ship's shields, but not through other shields (or PAs or whatever) unless the target is willing. There are Tran boxes with "5"'s in them, these can be used 5 times per turn but at a relatively expensive 1/5th of an energy point each. Construction (normal): BPV 15 {25}; Repair 3; 1 Space; hit on "Tran". Construction ("5"): BPV 20 {30}; Repair 4; 1 Space; hit on "Tran". Tran (Borg): Borg Transporters operate through shields. They may be used once per turn, cost 1 energy for 1 use, and have a range of 40. Construction (5X Borg Tran): BPV 80 (5X only); Repair 8; 2 Spaces; hit on "Tran". Tran-F: Ferengi special Transporter; operates as Tran except the following: Max Range = 2 {3} Light Years (or 200 {300} million hexes). Can be used once per turn at an energy cost of 10. Tran-F works through other unit's shields/PA panels (but not through an ATF or Web). Construction ("Tran-F"): BPV NA {40}; Repair 5; 1 Space; hit on "Tran". Works: Works, a factory/machinery area for mining or other heavy work. Can use 1 of 3 functions per turn: 1. Provide 1 Repair point; can only be used to fix "Generic" systems. 2. Provide 1 Deck Crew action. 3. Move 1 cargo unit of rock if the unit is docked to the mining area. Construction: BPV 15 {20}; Repair 3; 1 Space; hit on "A Hull". Wormhole: Wormhole Generator, an experimental system invented by the Gorns. The system generates a small unstable Wormhole, primarily meant for the ship's Plasma Torpedoes to travel through. Requires 3 energy to use; can be held for 1 energy. Activates on Impulse Activity. Select two hexes within 20 {30} hexes of the firing ship; the Wormhole is two-way so it is not necessary to indicate which is "in" and which is "out". The Wormhole will stay on the map (indicated by the two hexes) until the next Impulse Activity, then will dissipate. The firing ship may spend 1 per impulse to keep the Wormhole active for longer. Any unit entering a Wormhole hex may choose to enter the Wormhole (there is no way to force a unit through a Wormhole, even by using a tractor beam). The unit, if Size Class 5 or larger, takes 1 damage per distance between the Wormhole hexes and then is relocated to the other Wormhole hex. Each point of damage is allocated to a random shield facing. The unit is not "stunned" in any way from this effect. Using this effect, the Gorn's plasma torpedoes may travel through the Wormhole (assuming the other end is near its target) and strike the target with not nearly as much of a reduced warhead. Any unit may fire with direct-fire weapons through a Wormhole as if the hex being fired through was in fact the Wormhole's other hex. The unit suffers a +1 to hit penalty for every two hexes (round up) distance the two Wormholes hexes are apart. This was not the intended use of the Wormhole Generator. Construction: BPV 300 {450}; Repair 60; 4 Spaces; hit on "Flag". POWER AND DEFENSIVE SYSTEMS GENERAL NOTES: 1. UWarp, VWarp, and Propel have 2 numbers in them: a number at top and a number at the bottom. The number at the top is how many energy points each box provides. The number at the bottom is simply how many boxes are in the grouping. 2. The "order" of warp types (from least to most advanced) is: SWarp (SemiWarp), Warp (Ordinary Warp), TWarp (TransWarp), Propel, UWarp (UltraWarp), VWarp (Clean UltraWarp), HWarp (HyperWarp), PWarp (PhaseWarp), TimeWarp. 3. Units may move in reverse at the same costs as moving forward. Ships with Propel/Inertia must go all the way down to 0 before reversing direction. 4. I wish to clarify two different timelines about the "types" of Warp that exist. The FASA timeline (the one I have been using) states that the Excelsior's TransWarp experiment was a success; by the time of ST:TNG, the Federation (and just about every other major race around them) has had TranwWarp for decades. The Galaxy Class Starship uses "UltraWarp", an improved version of TransWarp. The "Official" timeline was silent about the existence or non-existence of TransWarp until the Next Generation Tech Manual came out; there it clearly states that Excelsior was a failure, and TransWarp is far out of the reach of Federation technology. This statement has gotten stronger over the years; from the "TransWarp conduits" the Borg ship creates ("Descent"), to Chakotay's "great achievement of having TransWarp" speech he gave to the Saurians. It appears the latter timeline is the more correct one, even though the former makes more sense (if the Enterprise-D has normal warp, it takes years to cross the Federation at speeds as "slow" as Warp 5). If you wish to use the latter timeline, TWARP, UWARP, and VWARP still exist but are not "called" that. Both HWARP and PWARP can be called "TransWarp" (in the newer sense). TimeWarp is still named TimeWarp. All of this makes no difference in how the game mechanics work; it is just to clarify the merging of two different definitions of TransWarp. Now, if I can only get a good definition of Trilithium. :) 5. Optional Rule: It has been commented by several people that the various AUR/AVR/etc. rules are too complicated, as it is difficult sometimes to keep track of what power came from where. The optional rule is to let any power be used for any function, with the possible exception that only Warp/Propel power can be used for movement. This greatly simplifies matters; just make sure everyone else you are playing with agree to the rule. A4VR: Auxiliary UltraWarp Reactor (the experimental version). Provides 4 power per turn for any purpose except movement. Provides another 4 power per turn for any purpose except movement or weapons (cannot be used to hold). A4VR can be "hastily repaired" to AVR or AUR. Construction: BPV 150 {225}; Repair 30; 4 Spaces; hit on "APR". A6UR: Auxiliary UltraWarp Reactor (for Bases). This system acts as UWARP-2 if the ship does not have an active Positional Stabilizer. Provides 6 power for any purpose except movement. Provides 6 power for any purpose except movement and weapons. Construction: BPV 195 {295}; Repair 19; 3 Spaces; hit on "APR". AHR: Auxiliary HyperWarp Reactor. This is available only to ships with HWarp. Provides 3 power per turn for any purpose except movement. Provides another 6 (not 3!) power per turn for any purpose except movement or weapons (cannot be used to hold). Construction: BPV 300 {450}; Repair 60; 3 Spaces; hit on "APR". APWR: Auxiliary PhaseWarp Reactor. Provides 5 power per turn for any purpose except movement. Provides another 15 power per turn for any purpose except movement and weapons (cannot be used to hold). APWR can generate a network of "TransWarp conduits", locations where you can effectively "teleport" your ship tens of light-years in a matter of seconds. These conduits must be set up ahead of time and are not very useful in the scope of SFB:TNG. Construction: BPV 500 {750}; Repair 100; 5 Spaces; hit on "APR". APX: Advanced PhaseWarp Reactor. Provides 30 PhaseWarp power per turn for any purpose except movement. With 36 APX boxes (possibly using several ships in the same hex), you can use the 1080 PhaseWarp power to create a "Singularity" from any one point to any other point in the universe (even across galaxies). The singularity lasts for 1 turn, and any units in the area may use it in either direction. The source and destination locations must be well known. This can be done only with APX boxes, not with PWARP or APWR. Construction: BPV 7000 (6X only); Repair 10; 1 Space; hit on "APR". ASG: Adaptive Shield Generator, used by the Borg. The Borg adapt to certain weapons; each weapon has a "rating" as to how well the Borg can adapt to it: FULL: Flux, HFR, Mauler, P-Disr, Ph-9, Ph-10, PPDC, Quan. HALF: Fus, Ion, Mend, Pl-V, TRH. ONE: Blast, CM, ESGC, Grav, PC, Pl-X, Pl-Y, Snare, Stat, TLAS, TS, WB, WC. NONE: Beam, Bolt, CB, CET, DC, Disr, Drn-B, Drn-C, HB, ICM, LC, Mine, Ph-6, Ph-6D, Ph-7, Ph-7G, Ph-8, Ph-LR, Phtn, PRT, RB, Seeker, Shard, T, Torp, WFDG. All weapons start off as "Full", meaning they do full damage. After a weapon has fired for 1 impulse, the above chart is consulted. If the weapon's above rating is lower on the list than the current rating, the current rating is lowered by 1. "Half" means the weapon does half damage. "One" means the weapon does 1 damage per box per turn. "None" means the weapon does no damage (versus the Borg only, of course the weapons act normally against other targets). Note that the weapons listed as "Full" above will always do full damage. A ship may attempt to remodulate/modify their weapons to compensate for the adaptation (requiring a number of Information Points equal to the Repair cost of the weapon), this will move the current status of the weapon upwards one rating. If the Borg adapt again the weapon cannot achieve that status ever again. The Borg does not use the DAC, instead, the firing ship gets to choose where on the Cube (or Scout, or whatever) he wishes to hit. A grouping on the edge of the Cube is selected and 1d6 is rolled, 1-2 indicates the shot is off to the left (or up), 5-6 indicates the shot is off to the right (or down). If the shot is off, at range 0 it is off by 1d6 boxes, at range 1 it is off by 1d12 boxes, at range 2 it is off by 1d6 x 1d6 boxes, at range 3 it is off by 1d12 x 1d12 boxes, and at range 4 and greater the location is random. Once the grouping that will be hit has been found, the following procedure is used until all of the unresolved damage has been allocated. If the grouping has undamaged boxes, those are damaged first. If the grouping has all damaged boxes but there are undamaged systems connected to that grouping by line segments, the undamaged systems are damaged (in any order the firing ship pleases). The systems in question must be directly connected to the current grouping in order to be hit. If the grouping has all damaged boxes and all connecting systems also have all damaged boxes, you may move inwards one grouping via a line segment and repeat the above procedure. Enveloping weapons: These do not actually envelop the Cube, instead, only external systems (at the firing ship's choice) will be hit. Veron-T weapons: You may select a system up to 3 groupings deep instead of one on the edge. The Borg Cube has it's ExcDam at the center, once these are destroyed the Cube explodes. The Borg Scout has it's ExcDam at the normal place (at the bottom of the SSD), all of the Scout's internals must be damaged before ExcDam is hit. Construction: BPV 2000 (5X only); Repair 400; 8 spaces; hit on special. ATimeWR: Auxiliary TimeWarp Reactor. Produces 60 TimeWarp energy which cannot be used for movement. Even though ATimeWR cannot directly be used for time travel (which is simply TimeWarp movement - see TimeWarp), N TimeWarp energy can be used to create a "Temporal Fissure or Portal" which acts as a gate to another time within N years. This portal lasts for 1 turn, and any units in the area may use it in either direction. Const: BPV 1000 (5X), 1500 (6X); Repair 50; 1 Space; hit on "APR". AUR: Auxiliary UltraWarp Reactor (the older version). Has a "1" in the box so it is easier to distinguish from AVR. Provides 1 power per turn for any purpose except movement. Provides another 1 power per turn for any purpose except movement or weapons (cannot be used to hold). Construction: BPV 65 {100}; Repair 13; 1 Space; hit on "APR". AVR: Auxiliary UltraWarp Reactor (the newer version). Has a "2" in the box so it is easier to distinguish from AUR. Provides 2 power per turn for any purpose except movement. Provides another 2 power per turn for any purpose except movement or weapons (cannot be used to hold). AVR is not attached with VWarp (indeed, AVR was available long before VWarp existed). AVR may be "hastily repaired" to an AUR. Construction: BPV 100 {150}; Repair 20; 2 Spaces; hit on "APR". AXR: Auxiliary TransWarp Reactor (the latest version). Occasionally old AXR systems from the 2X era are used on smaller/independent ships. Provides 1 power per turn for any purpose except movement, or 1 power which can be used for any purpose except movement and weapons. OR (not "AND" like the other reactor types) Provides 2 power per turn for any purpose except movement and weapons (cannot be used to hold). AXR may be "hastily repaired" (for 8) to an ATWR which has only the first function above. Construction: BPV 50 {50}; Repair 10; 1 Space; hit on "APR". Btty: Batteries. 2X and later batteries can hold warp energy (of the current type) indefinately, which means you can move with Battery power (but you still cannot move faster than your max allocated speed which is determined solely by the size of your Warp Engines and 1 Impulse). The number in the Battery is that Battery's capacity. A Battery may be "hastily repaired" to a lower capacity. Batteries may be "overdrained", which means they give 1 more energy than usual, but then the Battery cannot be recharged this combat (this situation may be repaired for 5 Repair points). "Mega-Battery" rule: If a ship with a Positional Stabilizer keeps it operating for a long time (at least a couple of months), all of the Batteries on the ship may hold 10 times the normal energy. This benefit is immediately lost if the Stabilizer is turned off. Construction {"6"}: BPV 65 {95}; Repair 6; 1 Space; hit on "Btty". Construction {"7"}: BPV 75 {110}; Repair 7; 1 Space; hit on "Btty". Construction {"8"}: BPV 85 {125}; Repair 8; 1 Space; hit on "Btty". Construction {"9"}: BPV 95 {140}; Repair 9; 1 Space; hit on "Btty". Construction {"10"}: BPV 105 {155}; Repair 10; 1 Space; hit on "Btty". Construction {"11"}: BPV 115 {160}; Repair 11; 1 Space; hit on "Btty". Cloaking Device: Cloaking Device. Cloaks turn off and on during impulse activity. There is no "phase in/phase out" time; you can fire the impulse you uncloak. Cloaking energy cost is simply the ship's Explosion Strength divided by 7 {6, yes it becomes more expensive to cloak a 4X ship}, round up. Most 3X cloaked ships cannot have shields up. Romulan 3X ships and all 4X ships can have shields up while cloaked. A cloaked ship cannot fire. The "super-cloak" from Star Trek VI, which does allow you to fire, is available for double energy costs and the Construction data below. Cloaked ships may use any other system. When firing at a cloaked Romulan ship, multiply range by 3 and add 1 {multiply range by 4 and add 2} to get effective range. When firing at a cloaked non-Romulan ship, multiply range by 2 {multiply range by 3 and add 1}. Cloak is not hidden counter. Gross effects (e.g. Maulers) use true range and ignore the adjustment. Construction (non-super): BPV 150 {225}; Repair 30; 0 Space; cannot be hit in combat. Construction (super): BPV 1500 {2250}; Repair 300 (!); 3 Spaces; hit on "Flag". DD: Displacement Device, a system used only by the Andromedans. Displacement is a microsecond burst of PWarp, the effect of which is make the displaced unit "teleport" up to 8 {12} hexes away. Requires 4 energy to use, may be held for 1. DD activates on Launch phase. Only 1 DD may be used per unit per turn. DD no longer causes "summoning sickness" for any unit involved. If the DD is used on the DD's ship, the ship selects a general direction he will be moving. 1d6 is rolled, if the result is "1" to "5", the displacement was safe and the ship may relocate up to 8 {12} hexes away. If the result was "6", another 1d6 is rolled and the ship displaces randomly 1d6+2 {2d6} hexes away in that direction, unless the direction rolled was the direction desired, in that case, the ship does not move at all. If the DD is used on a willing target, 1d6 is rolled with a to hit number of 7 - range/2 (round target number up). If hit, the unit is displaced as above, but only 6 {9} hexes away (roll 1d6 {1d6+2} hexes in the random case). If the DD is used on a unwilling target, 1d6 is rolled with a to hit number of 7 - range. If hit, the firing ship chooses a direction. 1d6 is rolled, if the result is in the opposite direction of the chosen one, the result becomes the chosen one. The unit is displaced 1d6-1 {1d6} hexes in the resultant direction. DD cannot be used on a unit with an activated Positional Stabilizer, or on any unit of Size Class 0 or larger. Construction: BPV 180 {270}; Repair 54; 2 Spaces; hit on "Flag". Deresolution Device: A variant of Cloaking Device that does not make the ship invisible, instead, it alters it appearance so it looks like something else. The Jindarians use this system to make their Asteroid ships look like normal Asteroids to avoid contact, but they are well aware the system has offensive uses. The image the Deresolution Device projects is very accurate, but very specific requests cannot be made ("make me look like a Federation Scout" is acceptable, but "make me look like the USS Pasteur" isn't). The image can appear to be damaged, stuck in a web, etc. as desired, as long as the request is not elaborate ("a jammed shuttle bay door and missing the port warp nacelle" would be considered elaborate). The desired image must be of course at least as large as the real ship; a Federation Scout the size of a Jindarian Asteriod Ship would not be very believable. Size Class -1 and larger objects cannot be requested (no moons, planets, etc.). The Device can only mask, it cannot Cloak, so invisible/transparent requests will be ignored. The image appears real on visual as well as on Sensors/Scanners. Energy is also masked, so the "normal looking Asteroid" can have full shields raised and onlookers are not even aware of it. Communications are not copied, but most ship's computers can fake it. A ship using Deresolution Device can use systems normally, but it will probably reveal the deception. Physical contact (such as docking) reveals a deception, but the true appearance of the unit is still unknown. Ships attempting to use Selective Targetting or Non-Violent Combat on a ship with an active Deresolution Device automatically fail. Tactical Intelligence is useless, except that the object's true location and mass can be calculated using gravitic sensors (the Device cannot defy the laws of gravity). Personnel beaming aboard a ship with an active Deresolution Device that do not know its true nature must roll 1d6 for each crew unit (of any type) transporting. On a "1" or "2", the unit has beamed into a bulkhead or other solid object and is slain. On a "3" or "4" the attempt simply fails (no transport was made). On a "5" the unit beams to a location where the image is but the real ship is not (i.e. empty space). On a "6" the unit has beamed to a random location aboard the ship. Note the Jindarian ship also uses ATFs, so using Tran will probably be impossible. The image may be changed during Impulse Activity, but it takes 1 full turn for the changes to finalize (the ship appears to "morph" from one image to another). The device can be turned completely off. If turned on from an off state, the image still takes 1 turn to form. {At 4X, the changes only take 5 impulses.} This system is not represented on the SSD as a box. Construction: BPV 200 {300}; Repair 40; 10 Spaces; not hit in combat. Double Engines: Ability to Double Engines, an ability that the Orions, WYN, and Bolaar have. The ability is misnamed in the 3X/4X period as it does more than just double the engines. At any time, a ship may add an engine's current normal power output as energy, then destroy 1 box. This may be done more than once per engine, even in the same phase. It can also be done in response to engine damage to add energy for shield reinforcement (which can also be done immediately before allocating other weapons' damage). For example, a 6 box (2 energy per box) U Warp normally provides 12 power. "Doubled" once, it would produce 24 power and be down to 5 boxes. "Doubled" again, it now produce 34 power (as one box is gone this doubling only gives 10 power), and would be down to 4 boxes. Then it could go to 42 power and 3 boxes, 48 power and 2 boxes, 52 power and 1 box, and then finally to 54 power and 0 boxes. Thus the engine provided more than four times its normal output. Note that if this had been a 12 box (1 energy per box) UWarp, it would have provided much more power (90) before being destroyed. Boxes may be repaired on a UWarp during a turn by various means before doubling again; the energy added is always what the engine could produce at the moment it is doubled. This "system" is not represented on the SSD as a box. Construction: BPV +20 per box {+30}; Repair NA; 0 Space; cannot be hit. The following ships presented in the original group of 50 designs have Double Engines included in their BPVs: ORION 4Xe Cutpurse Class Light Cruiser (R8.401) ORION 4Xe Cutthroat Class Battleship (R8.402) WYN 3X/4Xe Mongrel Link-Caravan (R12.301) BOLAAR 4Xe Super Raider (R51.401) HOSHAN 4Xl Crookshank Class Heavy Cruiser (R56.401) ALTERNATE UNIVERSE Federation 3X Enterprise-L (R61.301) DTD: Deflection/Transfer Device. DTD requires 1 energy to use and can be used up to 6 times per turn (once per impulse). When a DTD is used, all of the defender's Shields/PAs/other Defensive systems become 360 degree (all systems face all shield facings). The DTD can also be set to "suicide" mode, which causes all damage that impulse versus your ship to be halved. This destroys the DTD. Construction: BPV 120 {180}; Repair 24; 2 Spaces; not hit in combat. EAC: Energy Absorption Crystals, the defensive system of the Chenjesu. Each EAC box requires 1/2 energy to activate for the turn. Each EAC box can take 7 points of damage from any source and from any direction before being filled. EAC does block Transporters. If all EACs are full, then the ship takes internals as normal. If an EAC takes a hit, 3 more internals are generated on the ship, the other 4 damage is dissipated into space. Each EAC box can dissipate 1 damage being held per turn. A Repair point will also remove 1 damage. The damage cannot be used/moved in any other way (unlike PAs). EAC cannot be combined with PAs, Ref, or normal Shields because the EAC would absorb the energy of the other defense. Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Drone". Electron Screen: A defensive system used by the UPF and the Sathar. Ammo limit of 5, requires 1 energy to use, each use lasts 1 full turn. The following weapons suffer a +1 to hit penalty: all weapons hit on "Phaser" (except those listed below), Bolt, Flux, Force Beam, Fus, WB, WRG. The following weapons suffer a +2 to hit penalty: Ion, PC, PGL, PGH. The following weapons suffer a +3 to hit penalty: Anti-Proton Beam, EB. The following weapons gain a -1 to hit bonus: PB, Proton Torpedo, Stat. Electron Screen is not cumulative with itself. Electron Screen is cumulative with Masking Screen and Stasis Screen. Electron Screen and Proton Screen destroy each other if both raised. Construction: BPV 50 {75}; Repair 10; 2 Spaces; not hit in combat. Emer [power system]: Emergency [power system]. If this system is turned off and not used, this system cannot be damaged in combat. This system may be turned on or off during Impulse Activity. The system may be "hastily repaired" to not include the Emer function. Construction: BPV +10 {+15} over normal system; Repair +2; +0 Space. Energy Sheath: A weak form of Cloaking Device, incorporated into the hull. Energy Sheath can be turned off or on during Impulse Activity. A ship using Energy Sheath suffers a +2 range penalty with all weapons and systems (such as Trac and Tran). This penalty may be countered with SpecScan; each SpecScan use counters a +1 adjustment. All other units affecting the Energy Sheathed ship are at double range for all systems (this includes Tactical Intelligence). The range can be reduced by 1 per SpecScan use, but obviously not below true range. The Energy Sheathed ship may disengage by seperation as if it was at double the true range. None of these effects are cumulative with normal Cloak. Energy Sheath cannot be used with PA panels (the PAs absorb it). This system is not represented on the SSD as a box. Construction: BPV 75 {115}; Repair 15; (8-Size Class) Spaces; not hit in combat. H WARP: HyperWarp, a very advanced form of warp travel. Only a few 3X and 4X ships have it; it is generally a 5X item. HWarp can also function as Impulse, so many HWarp ships no longer have Impulse engines. A ship with HWarp always wins Initiative versus ships with VWarp or lower technology. HWarp boxes are hit on the appropriate "Warp" hit. Construction ("1-L/R/C"): BPV 120 {180}; Repair 24; 1 Space. Construction ("2-L/R/C"): BPV 180 {270}; Repair 36; 2 Spaces. Construction ("3-L/R/C"): BPV 240 {360}; Repair 48; 3 Spaces. Construction ("4-L/R/C"): BPV 300 {450}; Repair 60; 4 Spaces. Construction ("5-L/R/C"): BPV 360 {540}; Repair 72; 5 Spaces. Construction ("6-L/R/C"): BPV 420 {630}; Repair 84; 6 Spaces. Construction ("7-L/R/C"): BPV 480 {720}; Repair 96; 7 Spaces. H WARP-0: HyperWarp Motivator, a very fuel-hungry way of moving a ship. This system provides no power. If 1 energy is allocated to a HWARP box, that 1 power may be used to move the ship. Only 1 power may be allocated to each HWARP box. Construction: BPV 100 {150}; Repair 20; 1 Space; hit on "Warp". Halve Engines: An amusing ability developed by Baron Thi'meq, an Alternate Universe Orion starship engineer. At any time, if the ship has damage to its warp engines, it may spend X energy to repair 1 warp box (of any type), where X is equal to what the engine could produce if it had one box repaired. For example, if a ship has a 7 box VWARP-4, and 2 of the boxes are currently destroyed, the ship may spend 24 energy (5 boxes remaining plus 1 more, times 4) to fix 1 of the boxes. It could then fix the next box for 28 energy. Energy may be allocated to this in advance in anticipation of damage. Note that the Ability to Halve Engines is identically opposite of Ability to Double Engines, i.e. if you Double then Halve (or Halve then Double) there is no net effect. From a tactical viewpoint, this system is useful if large numbers of reactors (such as A4VRs) are available, but is not considered to be as generally useful as Doubling Engines. This system is not represented on the SSD as a box. Construction: BPV +20 {+30} per box; Repair NA; 0 Space; cannot be hit. Helm: Spelljamming Helm, the main power source of the AD&D ships. Minor, Major, and Grand Helms are presented here; there are other types. Helm acts similarly to VWARP; the difference being Helm uses spell energy for fuel instead of antimatter and dilithium crystals. It is assumed there are pilots/mages aboard operating the Helm, unless the ship is captured by a non-AD&D race, in which case the Helm would stop functioning. Ships may move using Helm power as if it was Warp power. Helm does not actually provide "VWARP" power, so systems that require Warp power cannot be powered by Helm. Similarly, systems that use Helm power cannot be powered by any sort of Warp. Minor Helms are 4 boxes, each box provides 1 power per turn. Major Helms are 6 boxes, each box provides 3 power per turn. Grand Helms are 8 boxes, each box provides 6 power per turn. All Helms are damaged on "CWarp" hits. Construction (Minor, "1", per box): BPV 40 {60}; Repair 8; 1 Space. Construction (Major, "3", per box): BPV 120 {180}; Repair 24; 2 Spaces. Construction (Grand, "6", per box): BPV 240 {360}; Repair 48; 3 Spaces. Imp: Impulse, used for sublight travel. Impulse has not improved much from the sublight era all the way to 4X; 1 box of Impulse provides 1 movement (only one box of Impulse may be used for movement per turn). If not used for movement, 1 box of Impulse provides 1 power. Construction: BPV 30 {35}; Repair 6; 1 Space; hit on "Impulse". Inertia: Inertia, a variant of impulse. If you did not move with Inertia last turn, you may move 1 this turn for 1 Inertia (this combines with Propel movement). If you moved 1 with Inertia last turn, you may move 1 again this turn (for no energy cost unlike Impulse) or you may move 0 (for 1 Inertia). Inertia by itself cannot generate a speed of 2 or higher. If not used for movement, 1 box of Inertia provides 1 power. If a ship has both Impulse and Inertia, it may move at speed 2 (one from each source). Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Impulse". Inverse Cloak Field: The Alternate Universe Orions do not like Cloaking Devices so they developed a system to nullify it. The Inverse Cloak may be turned "on" or "off" during any Launch phase. A radius range "R" is selected, the energy cost is 4*R per turn. All Cloaking Devices within the selected radius are voided. Ships under Cloak have all the restrictions of Cloak, but none of the benefits. Note the timing on Inverse Cloak (during Launch), so a Cloaked ship needs to anticipate when the Field will be activated, as the Cloak can be turned "off" only during Impulse Activity. This system also has the (unanticipated) ability to counter Halluc and Deresolution Device effects in the same way. This system is not represented on the SSD as a box. Construction: BPV 220 {330}; Repair 44; 1 Space; not hit in combat. M-AM-CONV: Matter/Antimatter Energy Converter; the main power source of the Planet Crusher. Each M-AM-CONV can convert 11 "fuel units" of rubble per turn at range 0; each fuel unit is converted to 1 power unit for the batteries. An asteroid hex can provide 20 fuel units. A small moon can provide 50 fuel units. A small planet can provide 1000 fuel units. M-AM-CONV requires the rubble to be in fairly small pieces (say no more than 1 km across), so Force Beams (or something similar) are needed to slice up the object. Construction: BPV 350 {525}; Repair 70; 4 Spaces; hit on "APR". Masking Screen: Masking Screen, a defensive system used by the UPF. Ammo limit of 3, requires 1 energy to use, each use lasts for 1 turn. Each Masking Screen box may be used once per turn. All weapons fired at the ship are at +1 to hit penalty and -1 damage per box. Construction: BPV 90 {135}; Repair 18; 4 Spaces; not hit in combat. Mobile Shields: The Barbarian's alternative to the "3 facing" shields most other races employ at the 3X tech level. Mobile Shields function as normal shields except as follows. When raised, the Shield boxes raise as evenly as possible among the 6 shield facings (the Barbarian CA has 144 Shield boxes, so it ends up with 24 towards each facing). If the shields are lowered and then raised again in the same turn, you must pay the Shield Cost again (this is unlike normal Shields). See "toggling" below for the uses of this. Each of the 6 groupings of Shields can block damage only from the appropriate facing (i.e. they are all "1 facing" Shields). During Impulse Activity, any number of Mobile Shield boxes may be moved 1 shield facing in either direction. For example, the Barbarian CA above could move its #2 and #6 boxes to #1, its #3 boxes to #2, its #5 boxes to #6, and split its #4 boxes (12 to #3, 12 to #5). It would end up with 72 boxes facing #1, 24 boxes facing #2, 24 boxes facing #6, 12 boxes facing #3, 12 boxes facing #5, and 0 boxes facing #4. Note the Barbarian could have all of its Mobile Shield boxes facing #1 in two more impulses. If a Mobile Shield box is destroyed, it is effectively "lowered" and has no facing (i.e. don't keep track of where destroyed boxes are). As boxes are repaired, they are raised to the smallest facing. Thus, if a ship has a large #1 shield and raises 15 new boxes, 3 will appear in each of the #2 through #6 facings. This limitation is part of the Mobile Shield system and cannot be "corrected". Tactical Note: The Barbarians employ a "toggling" trick to effectively move a lot of Mobile Shield boxes quickly in the case of an overrun attack or if a ship displaces in a unusual location. During Impulse Activity, completely lower Shields, then raise them again. Since you have re-raised shields, you have "reset" the system and your Shields come in evenly distributed across the 6 facings. Since it is still Impulse Activity, you can even move some of the boxes right away. Construction: BPV 10 {+15}; Repair 1; 0 Space; hit on "Shield". P WARP: PhaseWarp, an even more advanced form of warp travel than HyperWarp. Only a few 5X ships have it; it is generally a 6X item. PWarp includes Impulse (same as HWarp). PWarp includes a Phasing Device, the energy requirement is 1 per box of PWarp. It does not include a Cloaking Device, but a Cloak could be bought as per normal. A ship with PWarp always wins initiative versus ships with HWarp or lower technology. Construction ("7"): BPV 1120 (5X), 1680 (6X); Repair 112; 4 Spaces. Construction ("8"): BPV 1420 (5X), 2130 (6X); Repair 126; 4 Spaces. Construction ("9"): BPV 1715 (5X), 2575 (6X); Repair 140; 5 Spaces. Construction ("10"): BPV 2015 (5X), 3020 (6X); Repair 154; 5 Spaces. Construction ("11"): BPV 2310 (5X), 3465 (6X); Repair 168; 6 Spaces. PA: Power Absorber Panels, the defensive system used by the Andromedans. Each PA panel costs 1/2 energy to use for standard mode and 1 energy to use for reinforced mode. Standard mode PAs can hold 12 damage, reinforced can hold 20 damage. Note these numbers are simply double that of standard tech Andromedans. Each damage point that strikes the Andromedan from the appropriate direction is put into the PA panels. When the PA panels are full, the ship takes internals as normal. PAs block Transporters going in, but not out. If a full PA panel is destroyed, it empties all of its damage onto the ship as 1 hard hit. Disruptors are a special case. A Disruptor hit on an Andromedan will have its first damage point absorbed by a PA, then all further damage from that Disruptor box this impulse is internals. P-Disr uses the same rules. During Damage Control phase, PA panels may transfer up to 25% (round up) of the damage as energy points to the Batteries. The Batteries are not required to clear enough capacity (as in the standard rules), as energy can always be wasted for no reason. There does, however, need to be enough undestroyed Battery boxes, or only what you have in total Battery capacity can be removed from the PA panels. Also during Damage Control phase (presumably after the above), PA panels can dissipate 4 damage per panel into space. Damage may not be moved from front to back (or vice versa) per se. A ship with full PA panels in one direction may lower their PAs to standard, the extra 8 damage per panel would then be absorbed by the other set of PAs, and then the ship could raise the PAs back to reinforced. This trick is called "toggling" and is perfectly legal. Construction (180 degree): BPV 40 {60}; Repair 8; 1 Space; hit on "Drone". Construction (360 degree): BPV 60 {90}; Repair 8; 1 Space; hit on "Drone". Phasing Device: A device, similar to the cloaking device, that instead of making the unit invisible it makes the unit "phased out", which means it can pass through normal matter with no harm. Weapons and Units cannot normally damage a unit that is "phased out"; they must be fired in a special mode (with "Phase Discriminators") to affect the phased unit. If firing with Phase Discriminators, you must use the "Standard" mode of the weapon; you cannot use Overload, etc. The following weapons can use Phase Discriminators (unlisted weapons do no damage): At Half Damage (round up): Beam, Drain, Drn (spearfish), Grav, PC, all Phasers, Phtn, Quan, SFG, Shard, TS, WB, WFDG. At Quarter Damage (round up): Blast, Bolt, CET, Cut, ESGC, Fus, HFR, Ion, Mauler, P-Disr, PPDC, PRT, Snare, Stat, TLAS, TRH, WC. The phased ship can also fire (by having its weapons "resolidify" after they fire), at the same rate as above. Other systems do not function between states. Two phased ships may affect each other as if they were non-phased; there are "different phase states" but it is assumed a ship equipped with a Phasing Device can shift states to affect the other ship. Construction: BPV 400 {600}; Repair 80; 0 Space; not hit in combat. PO: Power Option. Any system in the "Power/Defensive" section may be used. Infinite Space; Quick-Changing; Allowance towards Options is 80 {120}. Most ships have the "unlimited" version of PO. The "limited" version of PO can only use systems in the "Power/Defensive" section that provide power (making the Defensive systems unavailable). Construction (unlimited): BPV 100 {150}; Repair 20; 1 Space; hit on "APR". Construction (limited): BPV 90 {135}; Repair 18; 1 Space; hit on "APR". Positron Flywheel: A special form of capacitor for movement the Federation developed. A similar system to this one was made during the 0Xs tech period, but the item was never mass produced until 4Xl. The system operates in a similar manner to a phaser capacitor; it stores movement points instead of energy. The maximum movement points the Flywheel can hold is equal to the maximum allocated speed the ship can generate (not including Impulse if it has any). The ship may take movement points from the capacitor at any time, the ship may move faster than its maximum allocated speed by combining Flywheel and Allocated movement points. At the end of the turn, calculate the actual energy (Flywheel movements do not count for this) the ship allocated to movement over the turn. This energy is stored as the appropriate number of movements in the Flywheel at no cost. This is the only way to actually gain movements into the Flywheel; Emer Decel still goes to Btty as per normal. Note the effect of the Flywheel is to basically halve the movement cost of the ship during normal operations, and tactically it gives some reserve movements to escape after a large exchange of fire. A ship cannot be fitted with 2 or more Positron Flywheels. This system is not represented on the SSD as a box. Construction: BPV +10 {+15} per warp box (of any type) on ship; Repair 24; 4 Spaces; not hit in combat. Propel: Propel, a variant of warp. A ship with Propel uses the speed of last turn then either adds or subtracts to that speed with Propel. Thus if a ship with Propel is moving speed 20, it will continue to move speed 20 (at no energy cost) every turn until Propel is used to slow down (or if the unit is stopped by other means). A unit with Propel cannot use emergency deceleration, which means it may take a long time to stop if it is moving fast. It could tractor something to slow down, or activate a Positional Stabilizer to stop. A unit with Propel may move any number of hexes per impulse (just like UWarp) but with a minimum of its speed divided by 10 (round down). It must move all of its remaining movements on Impulse 6. A unit with Propel cannot use "going into warp", it already has an improved version of that function. Propel does not have the "L/R/C" designations that warp has; any "Warp" hit will hit Propel (making it slightly more vulnerable than warp). Propel does not "blow off" if an entire grouping is filled in, but a ship with no Propel and no DamCon moving at high speed could be in a whole lot of trouble. :) Construction ("1"): BPV 60 {90}; Repair 12; 1 Space; hit on "Warp". Construction ("2"): BPV 120 {180}; Repair 24; 2 Spaces; hit on "Warp". Construction ("3"): BPV 180 {270}; Repair 36; 3 Spaces; hit on "Warp". Construction ("4"): BPV 240 {360}; Repair 48; 4 Spaces; hit on "Warp". Proton Screen: A defensive system used by the UPF and the Sathar. Ammo limit of 5, requires 1 energy to use, each use lasts 1 full turn. The following weapons suffer a +1 to hit penalty: all weapons hit on "Phaser" (except those listed below), Bolt, Flux, Force Beam, Fus, WB, WRG. The following weapons suffer a +2 to hit penalty: Ion, PC, PGL, PGH. The following weapons suffer a +3 to hit penalty: PB, Proton Torpedo. The following weapons gain a -1 to hit bonus: Anti-Proton Beam, EB, Stat. Proton Screen is not cumulative with itself. Proton Screen is cumulative with Masking Screen and Stasis Screen. Proton Screen and Electron Screen destroy each other if both raised. Construction: BPV 50 {75}; Repair 10; 2 Spaces; not hit in combat. Ref: Refactor Panel, the primary defensive system used by the World-Fleet. Ref acts as Armor, except it also blocks Transporters and can use Specific Reinforcement (3 {4} points per energy). Ref itself costs no energy to use. See Shield entry for limits on Reinforcement. 1 undamaged Ref box can repair another one during Damage Control phase, regardless of the facing(s) of the boxes. Thus, a ship with Ref generally doubles its defenses each turn if it is heavily damaged. The true power of Ref does not come into play until RG is activated (see below). Ref can be used on a ship with active shields. Ref "weighs" a full box, so a ship equipped with Ref instead of Shields will be rather sluggish (hence the use of Propel to help this). Construction (180 degree): BPV 10 {15}; Repair 2; 1 Space; hit on "Shield". RG: Refract Field Generator, a system that charges Refractor Panels so the ship is more heavily defended. Each RG box may be used once per turn. RG is used during an Impulse Activity and costs 1 energy. The effects last until the next Impulse Activity. During this time, each Ref on the ship can take 2 damage (rather than 1) before being destoyed. Odd points of damage are combined on any given phase, but a final odd point of damage at the end of a phase is lost. The effect lasts for the stated time even if the RG box is destroyed. If RG is used on a ship with active shields, the shields drop and cannot be raised for the rest of the turn, and the RG effect is dissipated. If the shields were already dropped, they cannot be raised for the rest of the turn (but there are no other bad effects). Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Flag". SD: Self-Destruction Device, connected directly to Propel of World-Fleet ships. SD has two modes: "On" and "Off". If "Off", the system cannot be damaged in combat (just like Emer Impulse on Klingon ships). If "On", the system acts as sort of an "Auxiliary Propel Reactor", providing 1 power which cannot be used for weapons or movement. SD allows the ship to self-destruct during any phase of the turn. Each SD box adds the entire Propel engine size an extra time to the explosion strength of the ship. Each undestroyed Propel box adds yet another point to the explosion strength. Do not multiply the explosion strength by 1/2 for each hex, instead, multiply by 2/3 for 1 SD box and by 3/4 for 2 SD boxes. The self-destruct function of SD functions whether it is "on" or "off". If providing power, the SD can be hit on "APR" hits. The World-Fleet ship must decide at the time the SD box is hit whether he wishes to self-destruct, if he does, the SD box is still considered undestroyed at the time of the explosion. If he does not, the SD modifiers to explosion strength will be lost until the SD is repaired. Construction: BPV 130 {195}; Repair 26; 3 Spaces; hit on "APR" but has the "Emer [system]" option. Sh Gen: External Shield Generators. Each Sh Gen box increases the effective tech level of the ship's Shields by 1, so they can be reinforced for greater amounts for less energy. The effective tech level of any ship's Shields cannot be increased beyond 10X. If a ship with Sh Gen has a Sh Gen box destroyed, one of the 6 facings cannot be covered at all by any shield until the Sh Gen is repaired. The facing lost is determined by a 1d6 roll (roll again if that facing has already been lost). Sh Gen, being a large, bulky system on the outside of the ship, is extremely easy to hit. If a ship with Sh Gen takes internals and has no Armor remaining, the firing ship may opt to hit Sh Gen boxes as if they were Armor (stripping the defending ship of Sh Gen). Construction: BPV 0; Repair 50; 12 Spaces; hit on "Armor". Shield: Shields, the primary defensive system used by most races. Note that Shields cover more than 1 (usually 3) "shield facings". More than one Shield may be used to block a large single amount of damage (such as a Mauler hit), they are not in separate "groupings". Shields reinforce at 1 {1} shield reinforcement per energy unit. This is general (360 degree) reinforcement. Specific reinforcement provides the same as general, so it is not often used. There no longer is a limit to how much a shield can be reinforced. Instead, the efficiency of such reinforcement has been reduced. The energy requirement for Shields is usually 1 power per 6 {10} boxes on the average-sized Shield, rounded down. All Shields are 1 Repair, 0 Space, hit on "Shield". Construction (1 or 2 facings): BPV 5 {5}. Construction (3 facings): BPV 5 {10}. Construction (4 facings): BPV 10 {10}. Construction (5 or 6 facings): BPV 10 {15}. Shroud: Shroud, a variant of the Strobe (not presented here but is the same as a Shroud but vs. Scanner boxes). Shroud costs 4+X energy to use, where X can be any number from 1 to 6 {8}, and can be held for 1/2*X. A Shroud may be used once per turn, during Impulse Activity. For this impulse and the next 5 impulses, there is a Shroud field centered on the generating ship's current hex. The field does not move. All ships within X hexes of the Shroud field have X-R boxes of their Sensor track temporarily considered non-functional, where R is the range to the center of the Shroud field. The ship that created the Shroud field is immune to the effect. A single SpecComm use will disable an entire Shroud field. A SpecSen use can make one unit immune to the field. Shroud is not represented on the SSD as a box. Construction: BPV 90 {135}; Repair 18; 2 Spaces; not hit in combat. Stasis Screen: Stasis Screen, a defensive system used by the UPF. Ammo limit of 5, requires 2 energy to use, each use can be maintained the following turn for 2 more energy cumulative (4 energy the 2nd turn, 6 energy the 3rd turn, etc.). Each Stasis Screen box can active (i.e. start) a screen once per turn. Any number of screens can be maintained by a single Stasis Screen. All "Phaser" weapons fired at the ship are at +2 penalty to hit and -2 damage per box. All "Torpedo" and "Drone" weapons fired at the ship are at -1 bonus to hit (no adjustment to damage). Construction: BPV 70 {105}; Repair 14; 2 Spaces; not hit in combat. T WARP: TransWarp, an old form of faster than light travel, generally a 2X system. A ship with TransWarp can use in an impulse a maximum of 1/3 of its movement for a turn (round up), so a ship moving at speed 10 could move 0-4 hexes on a given impulse. Construction ("1-L/R"): BPV 60 {90}; Repair 12; 2 spaces. Construction ("1-C"): BPV 70 {105}; Repair 12; 2 spaces. Construction ("2-L/R"): BPV 90 {135}; Repair 18; 3 spaces. Construction ("2-C"): BPV 100 {150}; Repair 20; 3 spaces. Temporal Exclusion Device (TED): This is basically a "super" phasing device that removes the unit from the space-time continuum. The affected unit cannot be damaged by physical means, even by those weapons fitted with "Phase Discriminators". The affected unit can be damaged by Chronoton or Temporal energy (and can still suffer a Temporal Paradox Breakdown, see TIB & TimeWarp). The affected unit can also be attacked by a psionic creature (if said creature can detect objects outside of the space-time continuum). Two ships using TEDs may attack each other with normal weapons only if *both* ships are willing (they go to the same pseudo-reality plane). Size Class: 6 5 4 3 2 1 0 TimeWarp Energy Cost /turn: 1 2 3 5 10 20 40 Const: BPV 450000 (6X only); Repair 9000; 10 Spaces; not hit in combat. Temporal Shields: This is a modification of normal Shields to allow it to absorb Chronoton/Temporal energy. Each weapon of these types describes the effects of Temporal Shields (usually 1/10 dmg). If a unit with Temporal Shields suffers a Temporal Paradox Breakdown (see TIB and TimeWarp); it may adjust the die roll (after rolling) by 1 by taking 100 damage on its Temporal Shields. If it does not have enough Temporal Shields, it still suffers the breakdown. This adjustment may be done several times (at -1 per 100 dmg). Construction: BPV x20 normal cost; Repair x2; all other data the same. TimeWARP: Used by 6X and higher tech races, this includes the "Phasing" of P Warp, plus the ship has the ability to travel through time. Each movement point is 1 year in the future or past, so a ship with TimeWarp could expend 20 movement to move 20 years. In terms of space combat, a ship that has travelled through time is simply removed from the map. In this case, one of two things will occur: 1. If there are other ships with TimeWARP, they may scan the area (using a 6X+ SEN, SCAN, or S box) during Impulse Activity and follow next impulse if possible. If the following ships can move the necessary amount of Time movement within the following impulse, play continues with the first (original) ship having 1 impulse to move or do whatever before the others arrive (possibly moving through time again to avoid them, in which case this step repeats until one side has given up). 2. If no one follows the ship that left, the time-travelling ship may take an infinite amount of turns repairing and arming weapons, then return to the battle if desired. The ship may return to the battle during the next impulse, or later if desired. The ship *could* return to the battle before it even left (requiring the battle to be "undone" back to that point to see what happens), but most time-travellers do not do this because of the possibility of a time paradox (see below). The ship that left the battle does not have to return, and if it decides not to, the battle continues as normal. The ship that left must declare (in writing) whether or not it wishes to return before play resumes, as the player could gain information he should not have if he chooses to watch the battle occuring in his absence, then decide to return later. Whenever a ship travels through time, it must roll a "Temporal Paradox Breakdown". A d6 is rolled, and if the result (modified below) is greater than the tech level of the TimeWarp drive, a time paradox has occurred and the ship is erased from history forwards and backwards through time (as if it was temporally incursed - see TIB in the weapons section). The die roll is adjusted by +1 for each occurance of time travel the ship has taken within the last 24 hours (relative to the people inside the ship). It is adjusted by +1 if the ship is landing in a spot in time where the same ship exists somewhere else (for example, travelling backwards 1 minute in time to stop something from happening to yourself). In this case, it is adjusted by a further +1 if the previous version of itself can detect or see the new version, and know what it is (itself from the future). A Temporal Paradox Breakdown might be avoidable by using Temporal Shields, see rules on that system. This is the last type of engine commonly found (most 8X and higher races do not use physical machinery to travel), and is the basis for many variants, including AWARP (Alternate Timeline Warp), AntiTimeWARP (Anti-Time Warp), and LWARP (Loop Warp). What these variant systems do is beyond the scope of these rules. Const ("10"): BPV 2970 (6X), 4455 (7X); Repair 176; 1 space. Const ("25"): BPV 7020 (6X), 10530 (7X); Repair 416; 1 space. Const ("50"): BPV 13770 (6X), 20655 (7X); Repair 816; 1 space. Const ("100"): BPV 27270 (6X), 40905 (7X); Repair 1616; 1 space. U WARP: UltraWarp, the standard engine type of the 3X era. A unit with UWarp can move any number of hexes in any given impulse (assuming movements have been paid for). UWarp boxes are hit on the appropriate "Warp" hit. A ship with UWarp/VWarp always wins Initiative versus ships with TWarp or lower technology. Construction ("1-L/R"): BPV 80 {120}; Repair 20; 1 Space. Construction ("1-C"): BPV 90 {135}; Repair 20; 1 Space. Construction ("2-L/R"): BPV 120 {180}; Repair 30; 2 Spaces. Construction ("2-C"): BPV 130 {195}; Repair 30; 2 Spaces. Construction ("3-L/R"): BPV 160 {240}; Repair 40; 3 Spaces. Construction ("3-C"): BPV 170 {255}; Repair 40; 3 Spaces. V WARP: "Clean" UltraWarp, i.e. U Warp that does not damage the fabric of space-time with extended use. Most races converted their U Warp ships to this by the 4Xe era. Construction ("3-L/R"): BPV 200 {300}; Repair 40; 3 Spaces. Construction ("3-C"): BPV 210 {315}; Repair 40; 3 Spaces. Construction ("4-L/R"): BPV 250 {375}; Repair 50; 4 Spaces. Construction ("4-C"): BPV 260 {390}; Repair 50; 4 Spaces. Construction ("5-L/R"): BPV 300 {450}; Repair 60; 5 Spaces. Construction ("5-C"): BPV 310 {465}; Repair 60; 5 Spaces. Wing: Wing Engines, an inefficient form of FTL travel used by the Elven race (in AD&D Spelljammer) to supplement the Helm. In general, Wing are much more costly than U/VWarp in terms of BPV and Space, but are easier to repair. Wing Engines operate in all ways as VWARP except they do not provide actual "Warp" power. The power can be used for movement. Wing Engines are hit on the appropriate (L or R) "Warp" hit. Wing Engines cannot be mounted in the center. Construction ("1-L/R"): BPV 90 {135}; Repair 6; 2 Spaces. Construction ("2-L/R"): BPV 180 {270}; Repair 12; 3 Spaces. Construction ("3-L/R"): BPV 270 {405}; Repair 18; 4 Spaces. Construction ("4-L/R"): BPV {540} (4X only); Repair 24; 5 Spaces. WEAPON SYSTEMS GENERAL NOTES: 1. "N" means "this weapon cannot fire at this range". All ranges that aren't listed are considered "N". 2. If a weapon can fire more than once per turn, it can fire all of its shots in a single impulse unless noted. 3. "Hit #" means "need to roll this or less on 1d6 to hit." A note is made if the weapon uses 2d6 instead of 1d6. 4. BPV assumes a 120 degree arc unless noted. Use these multipliers for other arcs (round all BPV's up): Arc 0 30 60 90 120 150 180 Mult. x0.5 x0.625 x0.75 x0.875 x1 x1.125 x1.25 Arc 210 240 270 300 330 360 Mult. x1.375 x1.5 x1.675 x1.75 x1.875 x2 Some weapons (such as Drones) do not use arcs at all. 5. Size Class is mentioned repeatedly, for convenience: Size Class 8 = People (Size "M" in AD&D) Size Class 7 = Seeking Weapons (Size "L") Size Class 6 = Shuttles; 1 Box on an SSD (Size "H") Size Class 5 = PFs; Very Small Ships; 1 MegaBox ("G") Size Class 4 = Frigates; Destroyers Size Class 3 = Cruisers Size Class 2 = Dreadnoughts; Battleships; Small Bases Size Class 1 = Very Large Ships; Medium Bases Size Class 0 = Giant Ships; Large Bases; Small Moons Size Class -1 = Earth-sized Planets; Large Moons Size Class -2 = Uranus/Neptune-sized Planets Size Class -3 = Saturn/Jupiter-sized Planets Size Class -4 = Small Stars Size Class -5 = Medium Stars (like the Sun) Size Class -6 = Large Stars Note that 3X/4X ships are usually 1 Size Class larger than their 2X and earlier counterparts. 6. There is mention of "Allowance towards Options". This is how much BPV you have to spend on systems for your Option mounts. If you have multiple boxes that provide this Allowance, it is all merged into one pool. Any amount you spend over this raises the BPV of the ship, but you can never spend more than double your Allowance. Any amount you spend below this lowers the BPV of the ship. Note that having multiple systems ready for the "quick changing" option can be quite expensive. Alter: The Probe's system that can alter a planet's surface in order so evolution from basic lifeforms can begin again. Weather patterns, local terrain, even continents may be altered with time. Alter requires 8 energy to fire and can be maintained for 2 per turn. This system does no damage to ships unless the target is Size Class 0 or larger. Against larger ships, the Probe rolls 4d6-range every impulse for each Alter affecting a ship. This is the number of internals that get turned into "Null" permanently (shields and the like do not help in this regard). Construction: BPV 500 (5X only); Repair 12; 5 Spaces; hit on "Torp". AMPB: Anti-Matter Plasma Beam. Main weapon used by Species 8472. Fires 1/turn; Energy Cost = 9; Hold Cost = 0. Has a Die Roll modifier of +(Target Size Class)-2. Is a 360 degree weapon, but does less damage away from the FA arc. Does full damage in FA firing arc, 2/3 damage in L or R arc, or 1/3 damage in RA arc. Does 1/10th adjusted damage if the target has Solid Neutronium Hull. This weapon can also be "combined" between multiple ships; the weapon uses a single die roll and the damage is raised to the power of the number of ships firing; i.e. if 9 Species 8472 fighters all combine and fire their AMPB's together, the combined damage of all 81 beams is taken to the ninth power. Die Damage at Range Roll 0-9 10-18 19-36 37-72 73-144 1 450 360 270 180 90 2 360 270 180 90 9 3 270 180 90 9 3 4 180 90 9 3 0 5 90 9 3 0 0 6 9 3 0 0 0 Const: BPV 60000 (6X only); Repair 40; 3 Spaces; hit on "Phaser". Anti-Proton Beam: This weapon requires Solid Neutronium Hull, or else the weapon will cause 1 internal to the firing ship for each shot. It was designed to be the "point defense" weapon of the Planet Crusher. Fires 6/turn, each shot costs 1 energy to fire, the weapon may hold up to 6 shots ready for 0 energy. Each box of Anti-Proton Beam cannot fire at the same target more than one shot per turn. If a target is Size Class 1 or larger, this limit does not apply. This weapon cannot have its "to hit" die modified; it always uses the true die roll. Die Range Roll 0 1 2 3 4 5 6 7 8 9 1 4 3 3 2 2 2 1 1 1 1 2 3 3 2 2 2 1 1 1 1 0 3 2 2 2 2 1 1 1 1 0 0 4 1 1 1 1 1 1 1 0 0 0 5-6 0 0 0 0 0 0 0 0 0 0 Construction: BPV 130 {195}; Repair 26; 3 Spaces; hit on "Phaser". Bal: Ballista, available only to the various AD&D Spelljammer races. It fires giant versions of normal spells at the target. Fires 1/turn. Bolt: Energy Cost = 0, uses the following chart: Range 0 1 2 3 4 5 6 7 8 9 10 Hit # 7 6 6 5 5 4 4 3 3 2 2 Damage 6 5 5 4 4 3 3 2 2 1 1 Magic Missile: Energy Cost = 1, uses the following chart: Range 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 Hit # 9 8 8 7 7 6 6 5 Damage 4 4 3 3 2 2 1 1 Acid Arrow: Energy Cost = 3. If this weapon causes internals, that ship takes an equal number of extra internals the following impulse during Impulse Activity. Range 0 1-2 3-5 6-9 10-14 Hit # 5 4 3 2 1 Damage 9 7 5 3 1 Lightning Bolt: Requires 2 Bal boxes to fire, Energy Cost = 4. A hex at range 4 is targetted and a line (that is as straight as possible) of hexes between the firing ship and targetted hex is noted. All units in those hexes take the following damage: Range 0 1 2 3 4 Damage 4d6 3d6 2d6 1d6 1 Construction: BPV 60 {90}; Repair 12; 2 Spaces; hit on "Phaser". Beam: Dominion/Jem'Hadar Beam. Fires 2/turn {3/turn}, cannot fire more than once per impulse. All Beams in one group may be combined into one hard hit if desired. Costs 2 energy to fire, cannot be held. Range 0-2 3-5 6-8 9-11 12-14 15-17 18-20 Hit # 8 7 6 5 4 3 2 Damage 7 6 5 4 3 2 1 Construction: BPV 130 {195}; Repair 26; 3 Spaces; hit on "Phaser". Blast: Blaster, a particle/beam weapon favored by the Gorns. Normal Mode: Fires 1/turn, Energy Cost = 3, Hold Cost = 1/2. Die Range Roll 0 1 2 3 4 5 1 6 5 4 3 2 1 <- This chart can be abbreviated 2 5 4 3 2 1 0 by saying: 3 4 3 2 1 0 0 Damage = 7 - Range - 1d6. 4 3 2 1 0 0 0 5 2 1 0 0 0 0 6 1 0 0 0 0 0 Pulse Mode: Fires 3/turn, Energy Cost = 4, Hold Cost = 1+1/2 (for all 3 shots). Die Range Roll 0 1 2 1 3 2 1 <- This chart can be abbreviated 2 2 1 0 by saying: 3 1 0 0 Damage = 4 - Range - 1d6. 4-6 0 0 0 Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Phaser". {Normal Mode becomes 8-Range-1d6, Pulse Mode becomes 5-Range-1d6, Energy Cost is reduced by 1 for both modes.} Bolt: Bolt (sometimes called the "Death Bolt"). Only available to World-Fleet. Fires 1/turn; Energy Cost = 6 Propel-specific energy; Hold Cost = 2. Internal damage done by Bolt require 10 times normal repair costs to repair (the systems have been disintegrated). Die Damage at Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 1 13 12 11 10 9 8 7 6 5 4 3 2 2 12 11 10 9 8 7 6 5 4 3 2 0 3 11 10 9 8 7 6 5 4 3 2 0 0 4 9 8 7 6 5 4 3 2 0 0 0 0 5 8 7 6 5 4 3 2 0 0 0 0 0 6 6 5 4 3 2 0 0 0 0 0 0 0 Construction: BPV 120 {180}; Repair 24; 3 Spaces; hit on "Torp". {Add 2 to damage for all results other than "0", to a maximum of 13 damage. If the weapon would have done damage with a -1 bonus to hit, it does 2 damage. Hold Cost = 1.} CATA: Catapult, available only to the various AD&D Spelljammer races. It fires giant versions of normal spells at the target. All energy costs require "Wing" energy. Fires 1/turn. Stone: Energy Cost = 0, uses the following chart: Range 0-1 2-3 4-5 6-7 8-9 10-12 13-16 Hit # 4 5 4 3 2 1 0 Damage 2 5 5 5 5 4 3 Fireball: Energy Cost = 6, one hex is targeted, all units in that hex take damage as follows: Range 0-1 2-4 5-7 8-10 11-13 14-16 Damage 2d6 5d6 4d6 3d6 2d6 1d6 Clenched Fist: Requires 2 CATA boxes to fire, Energy Cost = 4. If the target is struck it is linked to the firing ship by a Repulsor Beam of the strength given below: Range 0 1 2 3 4 5 6 7 8+ Hit # 5 6 5 5 4 4 3 3 N Damage 6 14 12 10 8 6 4 2 N Repul 4 7 6 5 4 3 2 1 N Meteor Swarm: Requires 4 CATA boxes to fire, Energy Cost = 1 + 2*N, where N is the number of desired meteors (with a max of 8). A target hex is selected. All meteors must be fired in one impulse at a unit within 8 hexes of the targetted hex; the same unit may be hit with more than 1 meteor. Each meteor uses the following chart: Range 0-4 5-8 9-12 13-16 17-20 21-24 Hit # 4 5 4 3 2 1 Damage 4 8 8 8 4 4 Construction: BPV 100 {150}; Repair 20; 3 Spaces; hit on "Torp". CB: Compression Beam. Favored by the Cardassians, this weapon does extra damage to a ship if it does not have shields up. Fires 2/turn {3/t}; Energy Cost = 1 per shot; 6 {9} energy capacitor. Does 1 damage, +1 more damage if there is an active tractor link between the firing and targetted ships, +1 more damage if the targetted ship has no facing shields (PAs and REFs do not help in this regard). Range: 0-1 2 3 4 5 6 7 8 9+ Hit #: 7 6 5 4 3 2 1 0 N Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Phaser". CET: Cardassian Energy Torpedo. Has a "splash" effect similar to PPDs. This weapon can be "underloaded", meaning the damage per shield is 1, not 2 as indicated on the chart below. The Energy to Arm is halved, but the Energy to Hold is the same. In the 2+2 and 2+2+2+2 cases, the firing ship gets to choose where the splash facing is (to the left or right of the facing direction). Firing Energy Energy Base Hit # at Range Mode to Arm to Hold Damage 0 1 2 3 4 5 6 7+ 1 facing 1 1/2 2 6 6 6 5 4 3 2 N 2 facings 2 1 2+2 6 6 5 4 3 2 1 N 3 facings 3 1+1/2 2+2+2 6 5 4 3 2 1 0 N 4 facings 4 2 2+2+2+2 5 4 3 2 1 0 N N 5 facings 5 2+1/2 2+2+2+2+2 4 3 2 1 0 N N N 6 facings 6 3 2+2+2+2+2+2 3 2 1 0 N N N N Construction: BPV 45 {70}; Repair 9; 1 Space; hit on "Torp". {Can be "overloaded": multiply Energy to Arm by 1.5 and Base Damage is 3 per shield. Energy to Hold is the same.} ChrT: Chronoton Torpedo. Fires 1/turn; Energy Cost = 10 TimeWarp; Hold Cost = 3 TimeWarp. Considered Chronoton damage and can affect Out of Phase or Cloaked objects normally. Does 10 times indicated damage versus non-Shielded targets. Does 1/10th damage versus Temporal Shielded targets. "T" below is "Tech Level of the ChrT". 4X Range: 0-3 4-6 7-9 10-12 13-15 16-18 5X Range: 0-4 5-8 9-12 13-16 17-20 21-24 6X Range: 0-5 6-10 11-15 16-20 21-25 26-30 Hit #: 8 7 6 5 4 3 Damage: 6*T 5*T 4*T 3*T 2*T 1*T Construction: BPV NA {800}; Repair 80; 3 Spaces; hit on "Torp". CM: Concussion Missile, a weapon used by the New Republic. Fires 1/turn, 1 energy to fire, can be held for 0. Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 <- subtract 1 for each Size Class Damage 4 3 3 3 3 3 3 2 number smaller than 4. Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Drone". CSC: Cosmic String Caster, a weapon similar to WC that fires Cosmic Strings instead of Webs. It is available only at 5X tech and later. Cosmic Strings do not disrupt or hinder any system. Physical objects (such as Drones and Plasmas) that travel through a Cosmic String hex are destroyed. If a non-Saurian vessel enters a Cosmic String hex, roll 1 die. This is the number of six-sided dice of damage the ship takes (in other words, you are rolling (1d6)d6 for damage). This destroys the Cosmic String in the hex if the vessel is Size Class 4 or larger. Repeat this procedure if multiple Cosmic Strings are in the same hex. Ships may leave a Cosmic String hex with no interaction with the String as long as the ship is moving at least speed 2. Cosmic Strings move 1 hex per turn in any direction the generating ship desires. If a Cosmic String enters a Web hex, the String is destroyed and the Web loses (1d6)d6 strength points. Cosmic Strings are Size Class -1. They can be fired on, but cannot be destroyed. Exception: Mend will destroy a Cosmic String if it hits. Cosmic Strings could be operated on "different frequencies" so 2 Saurian vessels could affect each other. CSCs fire 1/turn and require 6 energy to fire. They have a 10 point capacitor. CSC fires on Direct Fire. It creates a Cosmic String in any hex within range 50. If the desired hex has ships in it, the CSC firing ship may attempt to hit one of them (this is called Cosmic String Fist). Range 0-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Hit # 1 3 5 7 6 5 4 3 2 1 Any unit in the hex not directly hit by the Fist is unaffected, and can leave the hex with no damage (assuming speed 2). Construction: BPV 400 (5X only); Repair 35; 3 Spaces; hit on "Torp". Cut: Borg Cutter Beam; 10 Energy to fire, Fires 1/turn, cannot be held. The first number in the damage below is normal damage, the second number is permanent damage. Permanent damage can only be repaired by Construct with enough Construct points equal to the repair cost of the system. If hit by a Cutter beam, each further box in that grouping will auto- matically be fired at the unit with a -5 range bonus each turn (raising negative ranges to 0). The defending ship may modulate Shield Frequency Mutations, each 1 energy gives a +2 range penalty on the Cutter beam. If the range goes beyond 70, the weapon lock has been broken and will not be restablished. Die Damage at Range Roll 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-70 1 16+6 14+5 12+4 10+3 8+2 6+1 4+0 2+0 1+0 2 15+5 13+4 11+3 9+2 7+1 5+0 3+0 1+0 0+0 3 14+4 12+3 10+2 8+1 6+0 4+0 2+0 0+0 0+0 4 13+3 11+2 9+1 7+0 5+0 3+0 1+0 0+0 0+0 5 12+2 10+1 8+0 6+0 4+0 2+0 0+0 0+0 0+0 6 11+1 9+0 7+0 5+0 3+0 1+0 0+0 0+0 0+0 Construction: BPV 1000 (5X only), Repair 200, 6 spaces, hit on "Phaser". DC: Disruptor Beam Cannon, a variant of the Disruptor used by the UPF. Has only 1 mode (Standard): 2 energy to fire, 6 energy capacitor. Range 0 1-2 3 4-5 6 7 8 9 Hit # 6 5 5 4 4 3 2 2 Damage 3 3 2 2 1 1 1 1 Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Phaser". Disr: Disruptor. This weapon is generally replaced with P-Disr at 4X. Standard: 1 energy to fire, 1 damage. Overload: 2 energy to fire, 2 damage, max range = 3 {4}. Double-Overload: 3 energy to fire, 3 damage, max range = 2 {3}. Triple-Overload: 4 energy to fire, 4 damage, max range = 1 {2}. 6 {8} energy capacitor. The old "UIM" and "DERFACS" are assumed and included in the chart below. Range 0 1 2 3-4 5-6 7-8 9-10 Hit # 7 6 5 4 3 2 1 Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Phaser"/"Torp". Double Weapons: A very strange ability used only the Federation Defiant Class War Cruiser. At any time, you may declare that you are "doubling your weapons". All weapons on your SSD are considered to have not fired yet this turn, even if they may have already. One weapon box in each grouping is destroyed and cannot fire. Double Weapons is not represented on the SSD as a box. Construction: BPV 20 {30} per weapon box on the SSD; Repair NA; 0 Space; cannot be hit in combat. Drain: Borg Drain Bolt; 20 Energy to fire, Fires 1/turn, cannot be held. If fired as Drain-S (Shield), each point of raw damage will do 1d6 shield damage (roll for each point) until internals are reached, then take the remaining raw damage (not rolling 1d6 each time) and divide by 3 as internals. Shield reinforcement cannot be used when internals are taken. If fired as Drain-M (Movement), each point of raw damage will cause the target to lose 2 from his remaining movements until 0 remaining movements has been reached, then divide the remainder by 2 as normal damage. If fired as Drain-D (Damage), each point of raw damage is a point of normal damage. Die Damage at Range Roll 0-10 11-20 21-30 31-40 41-50 51-60 61-70 1 15 12 9 6 3 2 1 2 13 10 7 4 1 0 0 3 11 8 5 2 0 0 0 4 9 6 3 0 0 0 0 5 7 4 1 0 0 0 0 6 5 2 0 0 0 0 0 Construction: BPV 1000 (5X only), Repair 200, 8 spaces, hit on "Torp". Drn-B: Drone Rack Type B. Ammo limit of 12 {14} spaces. Fires 2/turn. Can fire 1 & 2 & 3 {& 4} space drones each shot. Note that Drn-B cannot fire 1/2 space drones. Drones fire during launch phase. If they not destroyed by end of direct fire, they strike their target if the target is within range 10 {12}, otherwise they move that number of hexes. Any ship may fire on a drone as if it was in any hex in a direct line from the drone to it's target. All drones are Size Class 7. If Drone A is targetted on Drone B which is targetted on Ship C, the drone closer to it's target will strike first, with Drone A striking Drone B first in the case of a tie. Mode Spaces HitPts Damage Notes single 1 1 2 - double 2 2 4 - triple 3 3 6 - {quadruple 4 4 8 4Xe and later only} half 1/2 1 1 Range is 5 {6} swordfish 1 1 0 Fires a ph-6 (non-overloaded) once spearfish 2 2 2 One of the hits is an auto internal multiwarhead 3 1(x4) 1(x4) Splits into 4 half drones when shot armored 2 4 2 - longrange 1 1 1 Range is 15 {18} hammerhead 3 2 0 Warhead is a Small Mine (see Mines) probe 1 1 0 probe (see Probes in "Hull" section) Construction: BPV 50 {75}; Repair 10; 1 Space; hit on "Drone". Drn-C: Drone Rack Type C. Ammo limit of 10 {12} spaces. Fires 4/turn {5/turn}. Can fire 1/2 & 1 & 2 space drones each shot. See Drn-B for drone rules. Also has ADD mode: Can fire any number of 1/2 space ADDs each impulse (not against shots per turn limit). Each ADD will destroy any drone within range 21 {35} before it strike its target. An ADD will do 1 damage versus any Size Class 6 or smaller target, but does no damage to larger units. Construction: BPV 50 {75}; Repair 10; 1 Space; hit on "Drone". Drn-G: Drone Rack Type G. Ammo limit of 10 {12} spaces. Fires 2/turn. Can fire a 1, 2, or 3 space drone per shot or two 1/2 space drones per shot. See Drn-B for drone rules. Also has ADD mode as per Drn-C. Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Drone". Drn-Opt: Drone-Option. Any drone/seeking weapon may be placed here. The current list is: Drn-B, Drn-C, ESGC, ICM, Mine, Pl-X, Pl-Y, Pl-Z, SFG, Shard, Snare, WB. Other equipment allowed in Drn-Opt: DD, DOGI, PA, Prb, SpecComm, Wormhole. Infinite space; Allowance towards Options is 50 {75}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. If Drn-Opt has no firing arc on the SSD, it is 360 degree. Drn-Opt can be used as NWO, but then only provides 30 {45} points. Note that Drn-Opt gives different Allowances than Ph-Opt/Torp-Opt. Construction: BPV 70 {105}; Repair 14; 1 Space; hit on "Drone". {4X Drn-Opt can hold a Positional Stabilizer, and can use alien technology at double Allowance costs.} EB: Electron Beam Battery, a weapon used by the UPF and the Sathar. Fires 1/turn, 1 energy to fire, 2 energy capacitor. Die Range Roll 0-2 3-6 7-10 1-3 1 1 1 4-5 1 1 0 6 1 0 0 Construction: BPV 25 {40}; Repair 5; 1 Space; hit on "Phaser". ESGC: Expanding Sphere Generator/Caster. The Lyrans invented this nasty form of ESG which can project a sphere at a distance away from the ship. Fires 1/turn; Energy Cost = 1 to 4 {5} (variable) 6 {8} energy capacitor. This weapon fires during launch phase. The weapon can either be centered on the firing ship (Non-Cast) or projected at a distance of up to 6 {7} hexes (Cast). It can be set to radius 0 (which means it affects 1 hex) or to radius 1 (it affects 6 hexes, note the ESG is "hollow"). This weapon can fire through other ESGs (in fact, all weapons may fire through an ESG at no penalty). During launch and direct fire phase, ships may fire at the ESG as it forms. Each point of damage reduces the ESG strength by 1. At the end of direct fire, if there are unit(s) in the area of the ESG, one of the units (decided by firing ship) is struck by the ESG, taking damage equal to the remaining ESG strength and destroying the ESG. If there is no unit in the area of the ESG, the ESG will remain on the map, moving with the firing ship if it is Non-Cast, staying in place if Cast, until a unit strikes it. The ESG loses 1 point of strength at the end of each impulse. Energy Used: 1 2 3 4 {5} Non-Cast, Radius 0: 2 4 6 8 {10} Cast, Radius 0: 1 3 5 7 {9} Non-Cast, Radius 1: 1 2 3 4 {5} Cast, Radius 1: 0 0 1 2 {3} {Non-Cast, Radius 2: 0 1 1 2 2} If two ESGs perfectly overlap and were created by the same firing ship, they "merge" and form a (single) combined strength ESG. ESGs are Size Class -2 for Radius 0, Size Class -3 for Radius 1 and 2. {At 4Xs the Lyrans discovered they could generate a Cast ESG that moves with the firing ship, maintaining relative distance and direction to the firing ship. This strange form of ESG, called Relatively Cast, loses 2 points of strength per impulse.} Construction: BPV 80 {120}; Repair 16; 2 Spaces; hit on "Drone". FB: Fusion Blast, the primary weapon of the Ur-Quan. Fires 1/turn, Energy Cost = 9, Hold Cost = 3. Range 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 (2d6)Hit# 12 10 8 6 5 4 3 2 Damage 4d6+13 3d6+13 2d6+13 1d6+13 1d6+9 1d6+5 1d6+1 1 Construction: BPV 140 {210}; Repair 28; 5 Spaces; hit on "Torp". Flux: Flux Beam, a weapon that mutates systems into other systems. The Alternate Universe Klingons, who have no damaging weapons, use these to neutralize a troublesome ship. Fires 1/turn, 6 warp energy to fire, can be held for 1. Range 0 1 2 3 4 5 6 7 8 9 10 11+ Hit (2d6) 11 10 9 8 7 6 5 4 3 2 1 N # of Sys 5 4 3 3 2 2 2 1 1 1 1 N If Flux strikes a Shield, roll 1d6 for each "# of Sys" above; the total is the number of Shield boxes that are disabled. Disabled boxes cannot be used until repaired at half normal costs. Flux completely ignores Shield Reinforcement, it only cares about real Shield boxes. If Flux strikes a unit without active shields (PAs and REFs do not help in this regard), they get "Fluxed". Do the following for each of the "# of Sys" above: 1. Roll on the DAC. If the ship has none of that system (destroyed or not), or if the system is Sen, Scan, DamCon, DamSwi, Halluc, Crew, BrdPrt, Deck, or Pass, proceed to the next system. If ExcDam is hit, see below. 2. The defending player selects one grouping of boxes that can be hit by that DAC result. That system will be getting "Fluxed". 3. Roll again on the DAC, with the same conditions as step 1, except the "Fluxed" grouping doesn't count. 4. The firing player selects one grouping of boxes that can be hit by the second DAC result. 5. The "Fluxed" system becomes the second system. If it becomes a weapon, that weapon is 360 degree. The "used this turn" status of the system is kept; so if an "unused" Hull box becomes a Battery, that Battery is charged. If it becomes a weapon, that weapon has not been used this turn (but it is also unarmed and you would need to spend energy; it is not "holding" shots). If ExcDam is hit, treat the result as "Any Hit on the SSD except for the ones excluded in Step 1.". Note that the "Fluxed" grouping is now lost to the defending ship, which means it may have one less system type overall. Eventually if a ship is Fluxed enough it will become all of one system. Thus a ship consisting only of Lab (or Brdg, or whatever) is possible. The Flux effect is temporary, and (just like temporary repairs and construct) the systems will mutate back to their old forms with time. {Add 1 to all hit numbers, add 1 to all # of Sys results at Range 8 and less, add a new bracket at range 11 which is 1 TH for 1 # of Sys.} Construction: BPV 120 {180}; Repair 24; 3 Spaces; hit on "Torp". Force Beam: The system the Planet Crusher uses to chop planets into rubble for easy consumption. Requires 1 energy to fire and can fire 1/turn. It has a range of 5. Each Force Beam usage creates 2d6 "Fuel units" (see M-AM-CONV) of rubble, assuming the targetted hex can provide that much rubble. Force Beam has no effect on ships unless it is firing at a ship of Size Class 0 or larger. Versus those ships, each Force Beam hits automatically within range 5 and deals (2d6-range) times 10 million damage. (!) Force Beam requires Solid Neutronium Hull in order to fire; otherwise the firing ship takes 2d6 times 100 damage each time Force Beam fires. Construction: BPV 900 (5X only); Repair 80; 12 Spaces; hit on "Torp". Fus: Fusion Beam. Fires 1/turn. Normal Mode: 1 energy to fire, hold for 1/2. Die Range Roll 0 1 2 3 1 4 3 2 1 2-3 3 2 1 0 4-6 2 1 0 0 Overload Mode: 2 energy to fire, hold for 1. Die Range Roll 0 1 2 3 4 5 1 6 5 4 3 2 1 2-3 5 4 2 1 0 0 4-6 4 2 0 0 0 0 Suicide Overload Mode: 4 energy to fire, hold for 2, destroys the box. Die Range Roll 0 1 2 3 4 5 6 7 1 8 7 6 5 4 3 2 1 2-3 7 5 4 2 1 0 0 0 4-6 6 3 1 0 0 0 0 0 {4X Fusion no longer can be held; now has an 8 point capacitor. Suicide Overload does not destroy the box if an extra 1 energy is spent. The die roll brackets now read (instead of 1, 2-3, 4-6) 1-2, 3-5, 6. Fusion may fire Suicide 1/turn, Overload 2/turn, or Standard 4/turn (which is considered a Pulse mode).} Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Drone". Grav: Graviton Beam. This weapon is only available to the World-Fleet. Fires 1/turn; Energy Cost = 3; 6 energy capacitor. The damage this weapon does depends on the Size Class of the target. The Hit # is reduced by 2 and the damage is divided by 3 (round down) if the target has an active Positional Stabilizer. Range: 0 1 2 3 4 5 6 7 8 9 10 11+ Hit #: 7 6 5 4 3 2 1 0 -1 -2 -3 N Damage vs. Size Class 6 & smaller: 3 3 2 2 1 1 N N N N N N Damage vs. Size Class 5: 4 4 3 3 2 2 1 1 N N N N Damage vs. Size Class 4: 5 5 4 4 3 3 2 2 1 1 N N Damage vs. Size Class 3: 6 6 5 5 4 4 3 3 2 2 1 N Damage vs. Size Class 2: 7 7 6 6 5 5 4 4 3 3 2 N Damage vs. Size Class 1: 8 8 7 7 6 6 5 5 4 4 3 N Damage vs. Size Class 0 & larger: 9 9 8 8 7 7 6 6 5 5 4 N Construction: BPV 50 {75}; Repair 10; 1 Space; hit on "Phaser". {Add 1 to all Hit #'s.} HB: Hellbore Cannon, used by the Hydrans. Fires 1/turn. Standard Mode: Can fire 2/turn, 3 energy to fire, each shot hold for 1. Overload Mode: Can fire 1/turn, 5 energy to fire, hold for 3. When HB hits, it "spreads" over the ship (if hull size 1 or smaller) and looks for the smallest shield. If there are more than 1 smallest shield, the firing player gets to choose. Shield Reinforcement does help in this regard. 1/2 (round up) of the damage is applied to the chosen shield, the other 1/2 is distributed across the other shields as the player desires. HB also has a "Direct Fire" mode (which is also used on large targets). Instead of the spread effect, the damage is applied normally to the facing shield. The damage is not halved like the std tech version. Which mode the HB fires in can be decided when the weapon fires. Range 0 1 2 3 4 5 6 7 8 9 10 11 Hit (2d6) 12 11 10 9 8 7 6 5 4 3 2 1 Dmg, Std 6 6 5 5 4 4 3 3 2 2 1 1 Dmg, Over 12 11 10 9 8 7 6 5 4 3 2 1 {4X Hellbore fires 3/turn in Standard Mode and 2/turn in Overload mode. Subtract 1 to all ranges.} Construction: BPV 80 {120}; Repair 16; 1 Space; hit on "Torp". HD: Head, can only be used by the various AD&D Spelljammer races. Like all Spelljammer weapons, these cast giant versions of normal AD&D spells. Can be used 1/turn. All energy costs are Helm-specific. Detect Good/Evil/Aura: Has no real game function. Energy Cost = 1. Locate Object: Can locate any object within 5 hexes. Energy Cost = 3. Burning Hands: Does 1d6 damage to all targets at range 0 and the hex directly in front of the firing ship. Energy Cost = 2. Flaming Sphere: Energy Cost = 4, uses the following chart: Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 Damage 8 7 6 5 4 3 2 1 Flaming Sphere may target any number of units in 1 single hex. Construction: BPV 70 {105}; Repair 14; 2 Spaces; hit on "Drone". HFR: High Frequency Resonator, a defensive weapon used by the Chenjesu. It is meant to destroy Size Class 5 and smaller units, but can be used (albeit slowly) versus larger targets. Fires 6/turn {8/turn}; Energy Cost = 1/2 per shot. 9 {12} energy capacitor. This weapon cannot fire more than one shot per turn {3 impulses} at the same Size Class 4 or larger target. Note that each HFR on a given ship is kept track of separately for this rule. Die Damage at Range Roll 0 1 2-3 4-6 <- Die roll/Range adjustments 1 2 1 1 1 cannot modify the damage to 2; 2-5 1 1 1 0 Only a natural "1" at a true 6 1 1 0 0 range of 0 does 2 damage. HFR also controls the DOGI system (see DOGI). Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Phaser". {Die Roll brackets become 1-2, 3-5, 6.} ICM: Interceptor Missile. Originally designed by the Star Frontiers UPF, it was later copied by the World-Fleet. Energy Cost = 0; Ammo Limit of 8 {10} spaces. ICMs act like drones, there is a 1 space and a 1/2 space version. The 1 space version has a range of 11 {13}, has 1 hit point, and does 5 {6} damage if it hits (double versus Size Class 6 and smaller). ICM can fire one of these versus each enemy unit each turn. The 1/2 space version has a range of 13 {15}, has 1 hit point, and does 1 damage to Size Class 5 (and larger) or 3 {4} damage to Size Class 6 (and smaller) targets. ICM can fire any number of these per turn. Construction: BPV 40 {60}; Repair 8; 2 Spaces; hit on "Drone". {ICMs were refitted to be able to fire standard drone types at 4Xs. It can fire any number of 1/2 space drones and ADDs per turn. It can fire one 1 space drone against each enemy unit each turn. It can fire one 2 space drone per turn only if it has not fired a 1 space drone yet this turn, and this stops the ICM from being able to fire 1 space drones for the rest of the turn.} Ion: Ion Cannon, used by the New Republic (the Rebellion) and the Empire. Fires 1/turn, 8 energy to fire, can be held for 4. Roll 8d6 and subtract the range and hull size of the target. If the number is negative, the weapon has missed. Otherwise, the number is the damage the target takes. If the target takes internal damage, 2/3 of the damage (round up) only disables boxes. Construction: BPV 300 {450}; Repair 60; 4 Spaces; hit on "Torp". Jet: Jettison, a weapon available only to the various AD&D Spelljammer races. Jettison can lay 1 small mine (see Mine Rack) per impulse or 1 medium mine per turn. It cannot lay any other type of mine. Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Drone". KCW: Krenim Conventional Weaponry, similar to a P-DISR. Fires 10/turn; Energy Cost = 1 per shot; Hold Cost = 1/4 per shot. Considered Disruptor damage for PA leak, etc. Considered a Pulse weapon for ADAPT, etc. Each shot does 1 {1+1/2 at 4X, 2 at 5X} damage if it hits. "T" below stands for "Tech Level of the KCW". Range 0 1 2-3 4-7 8-15 16-31 Hit # T+1 T T-1 T-2 T-3 T-4 Construction: BPV 160 {240}; Repair 32; 3 Spaces; hit on "Phaser". LB: Laser Battery, a smaller version of LC. Fires 1/turn, 1 energy to fire, 3 energy capacitor. Die Range Roll 0 1 2 3 4-6 7-9 1-2 3 3 2 2 1 1 3-4 2 2 2 1 1 0 5-6 1 0 0 0 0 0 Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Phaser". LC: Laser Cannon, used by the UPF. Fires 1/turn, 2 energy to fire, 6 energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 1-2 4 4 3 3 3 2 2 2 1 1 1 3-4 3 3 3 2 2 2 1 1 1 0 0 5-6 2 1 1 1 0 0 0 0 0 0 0 Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Phaser". LRG: Light Rail Gun, used by the Jindarians. It is a piece of Solid Neutronium accelerated to UltraWarp speeds. Fires 2/turn, cannot fire more than once per impulse. 1 energy to fire per shot, can be held for 1/2. 1/2 of the damage done by this weapon (round down) is automatic internals; i.e. Shields, PA, and REF do not block the damage. LRG (and WRG) completely ignores Solid Neutronium Hull. LRG gets a -2 bonus to hit if firing at a Size Class 4 or smaller target (it was designed to destroy small ships). Range 0 1 2 3 4 5 6 Hit # 5 5 4 3 3 2 1 Damage 3 2 2 2 1 1 1 Construction: BPV 45 {70}; Repair 9; 3 Spaces; hit on "Torp". Mauler: Mauler Cannon. This weapon may fire any number of times per turn. If the weapon fires more than once per impulse, the damage may be combined as one hard hit or left as separate shots ("pulse" mode). Ships with multiple Mauler arrows on their SSD keep track of each Mauler individually (one may fire as pulse and one as hard even on the same impulse). Only power systems connected to the Mauler with a line on the SSD may be used on that Mauler. If this weapon is used in a 4X Option Mount, 10 {15} Allowance towards Options points must be used for each box connected to the Mauler. Each shot costs 1 energy. The weapon completely covers (gross effect) every hex (including edge hexes) between the LP and RP arcs (which is the center half of the FA firing arc). Each unit in the firing arc takes the damage unless "shielded" by a natural body or a web. The firing ship may choose which units that are at range 0 get hit by the mauler (except the firing ship cannot hit itself). Range: 0 1 2 3 4 5 Damage/Shot: 3 2.5 2 1.5 1 0.5 (round total damage down) Construction: BPV 10 {15} per box connected (15 {20} for 2 arrows); Repair 2 (3) per box connected; 0 Spaces; cannot be hit in combat. __ __/ h\__ __/ h\__/ h\__ / h\__/1 \__/ h\ \__/1 \__/1 \__/ /1 \__/1h\__/1 \ \__/1h\__/1h\__/ \__/2 \__/ /2 \__/2 \ <- read "h" as "half" \__/2h\__/ \__/ /3 \ \__/ Mend: Mending Bolt, a variant of Disruptor that repairs damaged ships. (!) Standard: 3 energy to fire, 1 "damage". Overload: 6 energy to fire, 2 "damage". 3 {6} energy capacitor. If Mend hits, it will remove the above damage from the shield it strikes if it has damage. If it strikes a PA, it will remove the above energy from it if it has energy. If the shield has no damage, the Mend does "Internals". Normal hit locations are rolled on the DAC, but you are looking for damaged systems, not undamaged ones. If a damaged system is "hit", it is repaired. If "ExcDam" is hit and ExcDam is not damaged, the Mend dissipates and there is no effect. A ship with Mend may fire on itself, however, a random shield will be struck for each Mend box, so "internals" may not be guaranteed. Ships may lower some (presumably damaged) shields so Mend will do internals, but lowering of shields must be announced during Impulse Activity. {At 4X Mend becomes Pulse Mend (P-Mend), but no known race has developed the technology yet.} Construction: BPV 80 {120}; Repair 16; 1 Space; hit on "Phaser". Mine: Mine Rack Type A. Ammo limit of 9 {10} spaces. Can lay 1 mine/turn. The mines themselves move at speed 1. Mines have an explosion radius of 1 but can seek a target within range 12 {21}. All Mines are Size Class 7. Mode Spaces HitPts Dmg,SameHex Dmg,1HexAway Notes small 1 2 4 1 - medium 2 4 8 2 - large 3 6 12 3 - scatter 3 5 6 6 - captor 3 3 0 0 1 Opt (fires once) {floating 1 3 6 0 Speed 2} {fireball 2 4 6 6 Speed 2} {magnetic 2 3 12 0 Speed 4} {fire-mag 3 4 9 9 Speed 4} {inviso 4 1 24 0 Speed 6, Cloak} Construction: BPV 40 {60}; Repair 8; 2 Spaces; hit on "Drone". MLAS: MegaLaser, a giant version of TLAS. MLAS may fire 3 {4} times per turn, but not more than once per impulse. Each shot costs 3 energy to fire. 9 {18} energy capacitor. The damage the weapon does is 6d6 - Range*3 - (Size Class of Target)*3. If the calculated damage is negative, the weapon has missed. Construction: BPV 300 {450}; Repair 60; 6 Spaces; hit on "Phaser". Opt: Option Mount. Allowance toward Options is 60 {90}. Option Mounts at 3X are infinite-space, i.e. any weapon occupies only 1 Option Mount box, regardless of how physically large the weapon is. Any system in the game that is represented as a normal internal (and is not Crew, Tracks, or Shields) may be placed in an Option Mount if the item is allowed to that race, assuming Allowance restrictions are followed. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Construction: BPV 90 {135}; Repair 18; 1 Space; hit on "Torp". {Any system at all (including those restricted above and also those that are box-less such as Cloak, Mauler, Positional Stabilizer, or a Legendary Officer) may be placed in a 4X Option Mount. Systems from alien races may be used at double Allowance costs.} Opt-S: Side Option Mount. This can hold anything a Drn-Opt, Ph-Opt, or Torp-Opt can hold. Allowance towards Options is 55 {80}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Construction: BPV 85 {130}; Repair 17; 1 Space; hit on "Torp". P-Disr: Pulse Disruptor. This weapon is extremely rare at 3X, use the 3X Disr to hit table in this case. This weapon can generate multiple shots, these may be used on the same impulse. P-Disr can fire as Disr if desired. Each shot is 1 damage if it hits. Mode One: 1 energy to fire, 1 shot. Mode Two: 2 energy to fire, 2 shots. Mode Three: 3 energy to fire, 3 shots. Mode Four: 4 energy to fire, 4 shots. Mode Five: 6 energy to fire, 5 shots, +1 penalty to hit. Mode Six: 8 energy to fire, 6 shots, +3 penalty to hit. Veron-T Mode: 24 energy to fire, requires 3 adjacent P-Disr boxes, +6 penalty to hit, does 1 shot that is Excess Damage if it does an internal. 8 {16} point capacitor. Range 0 1 2 3 4-6 7-9 10-12 13-15 Hit # 8 7 6 5 4 3 2 1 Construction: BPV 40 {60}; Repair 12; 2 Spaces; hit on "Phaser". PB: Proton Beam Battery, a weapon used by the UPF and the Sathar. Fires 1/turn, 1 energy to fire, 2 energy capacitor. Die Range Roll 0-2 3-5 6-8 9-12 1 2 2 1 1 2-3 1 1 1 0 4-6 1 0 0 0 Construction: BPV 25 {40}; Repair 5; 1 Space; hit on "Phaser". PC: Particle Cannon, a weapon that is very similar to the Disruptor but used in the Tholian home galaxy. By the time of 3X technology, PC and Disr are almost completely interchangeable (e.g. Klingon ships may use either Disruptors or PCs anywhere "Disr" is listed on their SSD) even though the weapons have different game effects. Fires 2/turn, each shot costs 2 energy to fire and does 2 damage. PCs cannot fire more than once per impulse (the weapon must cool off). PCs can hold up to 2 shots for 1/2 energy each. PCs cannot overload. Range: 0-1 2 3-4 5 6-7 8 9-10 11 12+ Hit #: 7 6 5 4 3 2 1 N {0} N Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Phaser". {All 4X PCs are of a very questionable "Pulse-PC" design: Fires 6/turn, each shot costs 1 energy to fire and does 1 damage. The 4X PC can hold up to 6 shots for 1/2 energy each. The awful thing is that 4X PC still cannot fire more than once per impulse, and it cannot fire as a 3X PC to increase short-term damage. A (failed) attempt was also made to have a "Veron-T-PC" mode, which fires 1/turn for 6 energy, and does 1 excess damage to the target (if it does an internal) and 1 excess damage to the firing ship. 4X PCs were never considered satisfactory due to the fire rate restriction, and most were replaced by the superior P-Disr.} PGL: Plasma Gun (Light). Fires 1/turn, Energy Cost = 3, Hold Cost = 1. When this weapon fires, it first fires a beam of light (a "targetting scope"), which costs no energy to use. If the weapon "misses", only the light beam has missed (the weapon actually never fired) and the weapon can attempt to fire again next impulse. Each PGH/PGL is fired seperately; the light beams have no effect on each other. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 Dmg 7 7 6 6 5 5 4 4 3 3 2 2 1 1 Construction: BPV 70 {105}; Repair 14; 2 Spaces; hit on "Phaser". PGH: Plasma Gun (Heavy). This weapon blows up cities very well. :) Fires 1/turn, Energy Cost = 6, Hold Cost = 2. When this weapon fires, it first fires a beam of light (a "targetting scope"), which costs no energy to use. If the weapon "misses", only the light beam has missed (the weapon actually never fired) and the weapon can attempt to fire again next impulse. Each PGH/PGL is fired seperately; the light beams have no effect on each other. Has two modes: Standard and Pulse. Pulse fires 2 PGLs with no restrictions on targets. Standard uses the following table: Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Hit # 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 Damage 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Construction: BPV 140 {210}; Repair 28; 4 Spaces; hit on "Torp". Ph-6: Combat Phaser, which was the main phaser type of the 2X era. It is now called the Short Ranged Combat Phaser, and is considered outdated. Ph-6's fire twice per turn, but cannot fire twice in the same impulse. Standard: 1/2 energy to fire per shot. Overload: 1 energy to fire per shot, double damage, max range = 2 {3}. 3 {4} energy capacitor. Ph-6 0 1 2 3 4-8 9-12 1 1 1 1 1 1 1 2 1 1 1 1 1 0 3 1 1 1 1 0 0 4 1 1 1 0 0 0 5 1 1 0 0 0 0 6 1 0 0 0 0 0 Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Phaser". Ph-6D: Three-Gatling Combat Phaser. This is simply 3 Ph-6's merged into 1 box. It costs the same (in BPV) as 3 Ph-6's. It has the advantages (less weight; only 1 Option used) and at the same time the disadvantages (one hit destroys 3 expensive weapons; uses a lot of DamCon to fix) of being 1 internal. Fires 6/turn, each firing is a Standard or Overloaded Ph-6 shot. This weapon cannot fire more than 3 shots per impulse. 9 {12} energy capacitor. Construction: BPV 180 {270}; Repair 36; 3 Spaces; hit on "Phaser". Ph-7: Collimator Phaser. All Ph-7's in one grouping are combined into one hard hit if desired. Standard: 1/2 energy to fire. Overload: 1 energy to fire, double damage, max range = 3 {4}. 4 {5} energy capacitor. Ph-7 0 1 2 3 4 5-7 8-9 10-11 12-13 14-15 1 2 2 2 2 1 1 1 1 1 1 2 2 2 2 1 1 1 1 1 1 0 3 2 2 2 1 1 1 1 1 0 0 4 2 2 1 1 1 1 1 0 0 0 5 2 2 1 1 1 1 0 0 0 0 6 2 1 1 1 1 0 0 0 0 0 Construction: BPV 70 {105}; Repair 14; 1 Space; hit on "Phaser". Ph-7G: Gatling Collimator Phaser. This is simply 4 Ph-7's merged into 1 box. It costs the same (in BPV) as 4 Ph-7's. It has the advantages (less weight; only 1 Option used) and at the same time the disadvantages (one hit destroys 4 expensive weapons; uses a lot of DamCon to fix) of being 1 internal. Fires 4/turn, each shot is (obviously) a Standard or Overloaded Ph-7. 16 {20} energy capacitor. Construction: BPV 280 {420}; Repair 56 (!); 4 Spaces; hit on "Phaser". Note: The "big gun" that the dreadnought Enterprise-D fired in "All Good Things..." was a cluster of 6 Ph-7G's. Ph-8: Heavy (Starbase) Phaser. A 3X replacement for the 0X/1X era Ph-4. This weapon requires a positional stabilizer to fire. Standard: 2 energy to fire. Overload: 4 energy to fire, double damage, max range = 8 {10}. Small Pulse: 2 energy to fire, fires 3 Ph-7 shots or 4 Ph-6 shots. Large Pulse: 4 energy to fire, fires 6 Ph-7 shots or 8 Ph-6 shots. There are other modes as well (4 Ph-4, 8 Ph-1, 32 Ph-3) but these are not supported as the charts do not convert well to SFB:TNG. 12 {16} energy capacitor. Ph-8 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 2 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 3 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 4 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 5 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 Construction: BPV 80 {120}; Repair 16; 4 Spaces; hit on "Phaser". Ph-9: Pulse Phaser. This phaser is extremely rare at the 3X tech level; add 1 to range on chart below if used on a 3X ship (or simply replace with Ph-7). Ph-9's fire up to 2 {4} times/turn. Each shot costs 1/2 energy. There is no overload function (overload is already factored in). 6 {16} energy capacitor. Ph-9 0 1 2 3 4 5 6 7-9 10-12 13-15 16-18 19-21 1 2 2 2 2 2 2 1 1 1 1 1 1 2 2 2 2 2 2 1 1 1 1 1 1 0 3 2 2 2 2 1 1 1 1 1 1 0 0 4 2 2 2 1 1 1 1 1 1 0 0 0 5 2 2 1 1 1 1 1 1 0 0 0 0 6 2 1 1 1 1 1 1 0 0 0 0 0 Construction: BPV 90 {135}; Repair 18; 2 Spaces; hit on "Phaser". Ph-10: Teleporting/X-Ray Phaser. This weapon is rare at the 4X level, it is used primarily on 5X ships. It is more expensive to build and maintain at the 4X level. Ph-10 can only be mounted as a 360 degree weapon (multiply BPV by 2 when building new ships, but not for Allowance purposes). It can be placed in ANY type of Option Mount (CO, PO, NWO, you name it!), all it needs is power and some room (it can fire from deep inside a ship). Of course the Option Mount must be at least 4X. Fires 3/turn (6/turn at 5X), but not more than once per impulse. Each shot requires 5 energy to fire. 15 point capacitor (which becomes 30 at 5X). Any 1 target within 50 (100 at 5X) hexes takes 1 internal per shot. There is no firing chart; the weapon automatically hits. No defensive system (PA, REF, or even Borg Adaption) has any effect. The weapon does not actually traverse the distance between the ships; so terrain such as Web and Black Holes have no effect. At 5X which internal is hit is selected by the firing ship 1 time in 6. The Hoshan are the only known race to use Ph-10 on their main ships; the Orions have copied a few for their Starbases. Ph-10 has already been declared illegal in several empires. Construction: BPV NA {1000} (150 for 5X); Repair 150 {30}; 2 {1} Space; hit on "Phaser". Ph-LR: Long Range Phaser, an ancient remnant from the Far Side, used in the 3X and 4X era as a point defense phaser. (!) Fires 2/turn ("Overload" is the second shot); Energy Cost = 1 per shot. 8 {10} energy capacitor. Die Roll and Range modifiers cause a shift towards (or away if it's a penalty) range 2, not range 0 like normal phasers. Ph-LR required the use of a Positional Stabilizer up to the 1X era, but now no longer needs it. Note the Ph-LR is very energy inefficient. Ph-LR has some other modes (2 Ph-MR, 4 Ph-SR) but these are not supported in SFB:TNG, as they do too little damage in this scale. Damage at Range Roll 0 1 2 3 4 1 1 1 2 1 1 2 0 1 2 1 0 3 0 1 1 1 0 4 0 0 1 0 0 5 0 0 1 0 0 6 0 0 0 0 0 Construction: BPV 50 {75}; Repair 4; 2 Spaces; hit on "Phaser". Note: Theoretically there are Far Side versions of the phaser types seen on our side of the galaxy. I am calling the Ph-6 from the Far Side a Ph-WR, a Ph-7 from the Far Side a Ph-XR, a Ph-8 from the Far Side a Ph-YR, and a Ph-9 from the Far Side a Ph-ZR. These have not been developed yet. A good approximation would be to chop off the right half of range brackets, and then convert as follows: Far Side's Range: 0 1 2 3 4 5 etc. is the same as Near Side's Range: 4 2 0 2 4 6 etc. Ph-Opt: Phaser-Option. Any beam/phaser weapon may be placed here. The current list is: Blast, CB, Disr, Grav, HFR, P-Disr, PC, Ph-6, Ph-7, Ph-8, Ph-9, SFG, TRH, TS. Other equipment allowed in Ph-Opt: EAC, SpecSen, Trac, Trac-Mech. Infinite space; Allowance towards Options is 60 {90}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Ph-Opt may be used as CO, but then provides only 20 {30} points. Construction: BPV 80 {120}; Repair 16; 1 Space; hit on "Phaser". {4X Ph-Opt can hold a Mauler, and can use alien technology at double Allowance costs.} Ph-WD: Three-Gatling Far Side Combat Phaser. This is simply 3 Ph-WR's merged into 1 box. Fires 6/turn, each firing is a Standard or Overload Ph-WR shot. This weapon cannot fire more than 3 shots per impulse. 9 {12} energy capacitor. Construction: 195 {295}; Repair 39; 3 Spaces; hit on "Phaser". Ph-WR: The Far Side version of the Ph-6. Ph-WR's fire twice per turn, but cannot fire twice in the same impulse. Standard: 1/2 energy to fire per shot. Overload: 1 energy to fire per shot, double damage, max range = 3 {4}. 3 {4} energy capacitor. Die Range Roll 0 1 2 3 4 5 6-7 8-9 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 0 3 0 1 1 1 1 1 0 0 4 0 1 1 1 1 0 0 0 5 0 0 1 1 0 0 0 0 6 0 0 1 0 0 0 0 0 Construction: BPV 65 {100}; Repair 13; 1 Space; hit on "Phaser". Ph-X: A hard point for phasers, cannot be changed like an option mount can. Same restrictions as a phaser-option for what can be placed. Infinite space; Allowance toward Options is 50 {75} points. Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Phaser". Ph-XG: Gatling Far Side Collimator Phaser. This is simply 4 Ph-XR's combined into 1 box. Fires 4/turn, each shot is a Standard or Overload Ph-XR. 16 {20} energy capacitor. Construction: BPV 300 {450}; Repair 60; 4 Spaces; hit on "Phaser". Ph-XR: The Far Side version of the Ph-7. All Ph-XR's in one grouping are combined into one hard hit if desired. Standard: 1/2 energy to fire. Overload: 1 energy to fire, double damage, max range = 4 {5}. 4 {5} energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 1 1 2 2 2 2 2 2 2 2 1 1 1 2 1 2 2 2 2 2 2 2 1 1 1 0 3 1 1 2 2 2 2 2 1 1 1 0 0 4 1 1 2 2 2 2 1 1 1 0 0 0 5 1 1 1 2 2 1 1 1 0 0 0 0 6 1 1 1 2 1 1 1 0 0 0 0 0 Construction: BPV 75 {115}; Repair 15; 1 Space; hit on "Phaser". Ph-ZR: The Far Side version of the Ph-9. Fires 2 {4} times per turn. Energy Cost = 1/2 per shot. 6 {16} energy capacitor. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 2 1 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 0 3 1 1 2 2 2 2 2 2 2 1 1 1 1 1 1 0 0 4 1 1 1 2 2 2 2 2 1 1 1 1 1 1 0 0 0 5 1 1 1 1 2 2 2 1 1 1 1 1 1 0 0 0 0 6 1 1 1 1 1 2 1 1 1 1 1 1 0 0 0 0 0 Construction: BPV 95 {145}; Repair 19; 2 Spaces; hit on "Phaser". Phtn: Photon Torpedo. This weapon has an ammo limit of 50 {100}. This weapon is generally replaced with Quantum at 4X. Energy Energy Base Hit # at Range Photon to Fire to Hold Damage 0 1 2 3 4 5 6 7 8 9 Standard 2 1/2 4 7 6 5 4 3 2 1 0 -1 -2 Overload 4 1 8 7 6 5 3 1 -1 -3 N N N Proximity 2 1/2 2 9 8 7 6 5 4 3 2 1 0 Prox-Over 4 1 4 9 8 7 5 3 1 -1 -3 N N Level 6 3 1+1/2 1 * auto within range 10 (1 hex gross) There is also a "C-Phtn" weapon, this can combine all Photons in one grouping into one large hard hit if desired. Only the Alternate Universe Federation have this weapon on their ships. Construction (Phtn): BPV 50 {75}; Repair 10; 1 Space; hit on "Torp". Construction (C-Phtn): BPV 60 {90}; Repair 12; 1 Space; hit on "Torp". Pl-V: Plasma-V Torpedo, also named Variable Plasma. See Pl-X for plasma rules. Energy Cost = any amount up to 4 {4+1/2}; Hold = 1/2 of Energy Cost. Enveloping: Increase Energy Cost by 50%; Hold Cost = Old Energy Cost. See Pl-X for Enveloping rules. Shotgun: Same as Enveloping for energy costs; Fires half the original Energy Cost (round down) in "1 Energy" torpedoes. The Pl-V may "bolt", see PL-X. Warhead at Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+ 1/2 Energy: 1 1 1 1 1 1 1 1 N N N N N N N N N N 1 Energy: 2 1 1 1 1 1 1 1 1 N N N N N N N N N 1+1/2 Energy: 3 2 1 1 1 1 1 1 1 1 N N N N N N N N 2 Energy: 4 3 2 1 1 1 1 1 1 1 1 N N N N N N N 2+1/2 Energy: 5 4 3 2 1 1 1 1 1 1 1 1 N N N N N N 3 Energy: 6 5 4 3 2 1 1 1 1 1 1 1 1 N N N N N 3+1/2 Energy: 7 6 5 4 3 2 1 1 1 1 1 1 1 1 N N N N 4 Energy: 8 7 6 5 4 3 2 1 1 1 1 1 1 1 1 N N N {4+1/2 Energy: 9 8 7 6 5 4 3 2 1 1 1 1 1 1 1 1 1 N} Bolt Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 N {At 4X, add 1 to all Hit #'s} Construction: BPV 200 {300}; Repair 40; 4 Spaces; hit on "Drone". {The first "N" at each Energy Level (except 4+1/2) becomes a "1".} Pl-X: Plasma-X Torpedo. This weapon fires during launch phase. The defending target may fire at the plasma as if it was at range 0. Any other unit may fire at the plasma as if it was in the defending target's hex, the attacking unit's hex, or any hex in between (most direct route possible). All Plasmas are Size Class 7. The plasma warhead is reduced by 1 for each 1 damage that it takes. Standard: 4 energy to fire, 2 energy to hold. Enveloping: 6 energy to fire, 4 energy to hold, warhead is doubled and does damage evenly across all hex facings of the target (the firing player assigns leftover damage up to 1 per shield). Shotgun: 6 energy to fire, 4 energy to hold, fires 4 small torpedoes that each have a warhead of 1 within range 8. These may be fired at the same target. Pl-X may "bolt" its weapon. In this case, the weapon fires during direct fire. The weapon does not seek and acts as a normal direct- fire weapon. The Warhead is halved (round up), which gives the damage the weapon does. All modes (Standard, Enveloping, etc.) may use bolt. Range 0 1 2 3 4 5 6 7 8 9 10 Bolt Hit # 7 6 6 5 5 4 4 3 3 2 2 {At 4X, add 1 to all Hit #'s} Warhead 9 8 7 6 5 4 3 2 1 0 -1 {At 4X, add 2 to warhead} Construction: BPV 250 {375}; Repair 50; 5 Spaces; hit on "Drone". Pl-Y: Plasma-Y Torpedo. This weapon fires during launch phase. See Pl-X on notes on Plasma usage. Standard: 2 energy to fire, 1/2 energy to hold. Enveloping: 3 energy to fire, 1 energy to hold, as per Pl-X. No Shotgun mode. May "bolt" like a PL-X. Range 0 1 2 3 4 5 6 7 8 Bolt Hit # 7 6 6 5 5 4 4 3 3 {At 4X, add 1 to all Hit #'s} Warhead 4 3 3 2 2 1 1 0 0 {At 4X, add 1 to warhead} Construction: BPV 150 {225}; Repair 30; 3 Spaces; hit on "Drone". Pl-Z: Plasma-Z Torpedo, invented by the Zeator and copied by the Hoshan and ISC (the Zeator and the new ISC ship will be presented later). Pl-Z is only available at the 4X (and later) tech level. This weapon fires during Launch phase, see Pl-X for plasma usage. Standard: 5 energy to fire, 1+1/2 energy to hold. Enveloping: 7+1/2 energy to fire, 2+1/2 energy to hold, as per Pl-X. Shotgun: 7+1/2 energy to fire, 2+1/2 energy to hold, fires 5 small torpedoes with warhead 1 (ranges 0-4), warhead 2 (ranges 5-8), warhead 1 (ranges 9-12). These may be fired at the same target. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Bolt Hit # 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 Warhead 1 3 5 7 9 11 13 12 11 10 9 8 7 6 5 4 3 2 1 Proximity: 10 energy to fire, 5 energy to hold, has a warhead of 1 out to range 72. Range 0 1-8 9-16 17-24 25-32 33-40 41-48 49-56 57-64 65-72 Bolt Hit # 9 8 7 6 5 4 3 2 1 0 Note that Proximity does the same damage either launched or bolted. Construction: BPV NA {450}; Repair 60; 6 Spaces; hit on "Drone". PPDC: Collimated Plasmatic Pulsar Device, used primarily by the ISC and the (early Dominion era) Cardassians. Can fire up to 8 times per turn. If the weapon fires multiple times in one impulse versus the same target, the shots can be combined into one large hard hit. Once the weapon hits, all further shots from the same PPDC automatically hit the same target. Every shot costs 1 energy to fire and 1/4 energy to hold. The energy requirement may be spread (as 1-1) over 2 turns if desired. The damage "splashes" over 3 shield facings. The attacking player gets to decide where the splash damage goes in the 1+1+0 case. Range 0 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 2d6 Hit# 4 12 10 9 7 6 4 3 1 Damage 0+3+0 1+2+1 1+2+1 1+1+1 1+1+1 1+1+0 1+1+0 0+1+0 0+1+0 Construction: BPV 200 {300}; Repair 40; 2 Spaces; hit on "Torp". {Range brackets become 0,1-4,5-7,8-11,12-14,15-18,19-21,22-25,26-28.} Press: Pressor Beam, a highly focused (and damaging) version of Trac, but over a limited firing arc. Max Range = 6 {8}. Fires 1/turn. Any amount of energy may be spent in a Pressor Beam, but the weapon cannot be held. The Pressor strength is calculated by taking the total energy, multiply by 2, then divide by range. This weapon fires during Impulse Activity (an unusual time to fire). Pressor Beams automatically hit; the target has the opportunity to reduce the Pressor strength by expending energy, each point spent reduces the strength by 1. The ship must have an active Trac, TRH, or Press box to do this, but the box is not "used" for the turn. If the strength is lowered to 0 or less, the link is broken. If there is Pressor strength, a Tractor link is formed (see Trac). Each Impulse Activity (including the impulse it is fired), the targetted ship takes 1 damage per point of Pressor strength. Construction: BPV 30 {45}; Repair 6; 2 Spaces; hit on "Trac"/"Phaser". PRT: Proton Torpedo, used by the New Republic. Fires 1/turn, 1 energy to fire, can be held for 0. Range 0 1 2 3 4 5 Hit # 7 6 5 4 3 2 <- subtract 1 for each Size Class number Damage 3 2 2 2 2 1 above 4. Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Torp". Quan: Quantum Torpedo. This weapon does not exist at 3X, all stats below are for 4X quantums. This weapon has no ammo limit like photons. Once a single shot has hit, all further shots versus that unit on this impulse will hit (even from other Quantums). Energy Energy Number Damage Hit # at Range Quantum to Fire to Hold of Shots /Hit 0 1 2-3 4-6 7-12 13-24 Standard 3 1 2 3 7 6 5 4 3 2 Overload 6 2 3 4 7 6 5 3 1 -1 Proximity 3 1 1 3 9 8 7 6 5 4 Level 6 3 2 3 1 * range 20 (1 hex gross) Construction: BPV NA {150}; Repair 20; 2 Spaces; hit on "Torp". RB: Rocket Battery, used by the UPF. Fires 2/turn, ammo limit of 6, no energy to fire. Range 0 1 2 3 Hit # 4 3 2 1 Damage 2 2 2 1 Construction: BPV 20 {30}; Repair 4; 1 Space; hit on "Torp". S-PHTN: Super Photon, used by the USS Union in the Andromeda Galaxy. Fires 1/turn, ammo limit of 10000, Energy Cost = 2, Hold Cost = NA. The "Poly" version may fire any number of times per turn. Base Damage = 10 per shot. Range: 0 1 2 3 4 5 6 7 8 9 10-14 15-18 Hit #: 11 10 9 8 7 6 5 4 3 2 1 0 Const (normal): BPV NA {900}; Repair 12; 1 space; hit on "Torp". Const (poly): BPV NA {9000}; Repair 120; 10 spaces; hit on "Torp". SABOT: Shield Attenuated Boring Torpedoes, used by the Krebiz and on certain other Far Side ships. SABOTs have improved greatly over the years; they no longer need to establish a "beacon" to hit a desired shield. When a SABOT hits, the firing ship may declare which shield direction the SABOT damage is coming from (the true direction is irrelevant). Standard: Fires 1/turn, Energy Cost = 4, Hold Cost = 1. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hit # 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 Damage 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 Overload: Fires 1/turn, Energy Cost = 7, Hold Cost = 3. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Hit # 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 Damage 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Construction: BPV 80 {120}; Repair 16; 1 Space; hit on "Torp". Seeker: Seeker Missile Rack, similar to a Drone Rack. Fires 1/turn, ammo limit of 2, no energy to fire. Seeker acts as a 3 space drone with range 5, 5 hit points, and does 5 damage if it hits. Construction: BPV 50 {75}; Repair 10; 2 Spaces; hit on "Drone". SFG: Stasis Field Generator. This weapon fires during launch phase. Arc is always FA, range = 2, costs 5 energy to fire, has a "cumulative upkeep" of 5 energy per turn thereafter. The unit maintaining the SFG can only move at impulse speeds, and must keep the target in FA arc within range 2 or the field is broken. SFG places the unit in temporal stasis, which means the unit cannot affect or be affected by anything, including another SFG. SFG does not affect size class 0 or larger objects, nor does it affect units with an active positional stabilizer. Construction: BPV 200 {300}; Repair 40; 2 Spaces; hit on "Drone". Shard: Photon Crystal Shard, the preferred heavy weapon of the Chenjesu. Energy Cost = 6; Hold Cost = 0 (stasis box similar to the old Pl-F). Unlike most weapons, a Shard may be rearmed the same turn it fires, but it only fires once per turn and the rearming must occur after firing. This weapon fires during launch phase. Any unit may fire at the Shard during launches & direct fire as it appears in the firing ship's hex. If the Shard receives 12 or more damage, it is destroyed. Any amount less than this has no effect. The Shard is Size Class 7. After direct fire, the firing ship chooses a hex within range 18 {24} in the firing arc. 3d6 {4d6} is rolled, if the roll is equal to or greater than the range, the chosen hex is the target hex. If the roll is less than the range, the difference between the roll and the range is how many hexes the weapon has "misfired", rolling 1d6 for direction. The resultant target hex may be outside the firing arc. The Shard travels immediately to the target hex in the most direct (linear) route possible. If the Shard encounters a Size Class 5 or larger unit on the way (or in the target hex), that unit is struck and the Shard travels no farther (if multiple units are in the same hex, the firing ship can choose one). A unit struck by the Shard takes 18 damage. If the Shard reaches the target hex and has not struck a unit, it "splits" into 6 small Shards that travel along each hex row from the target hex. A small Shard will strike any single unit (of any size) and does 3 damage at range 1, 2 damage at range 2, or 1 damage at range 3 (its maximum range). It will not strike the firing ship. The weapon does not have any other modes (most importantly, it does not have an underload function, which the weapon could greatly use). Construction: BPV 90 {135}; Repair 18; 6 Spaces; hit on "Torp". Snare: Snare Caster, a very weak version of the WC (Web Caster). All rules for WC apply for Snare, except Snare has a max energy capacity of 1. Snares have exceedingly strange arcs (such as LR+L+R or LQR+RQF) due to their defensive uses; the arcs are not a typo. Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Drone". Stat: Static Torpedo, a weapon favored by the Ferengi. The weapon causes extra damage versus shields (to make boarding operations easier) but does not damage cargo or hold areas. Fires 1/turn, 7 energy to fire, 2 energy to hold. Range 0 1 2 3 4 5 6 7 8 9 Hit # 7 6 6 5 4 4 3 2 2 1 Warhead 13 12 10 9 8 6 5 4 2 1 If the weapon strikes shields, each 2 damage to a shield causes 1 extra point of damage to that shield (which cannot do an internal). The same effect occurs if the weapons strikes a PA, REF, or EAC. If the weapon causes a "Cargo", "Shuttle", "Hold", or "NWO" hit, the system is not marked as destroyed (but allocate the rest of the damage as if that system was destroyed). This weapon has no overload or proximity modes. Construction: BPV 110 {165}; Repair 22; 2 Spaces; hit on "Torp". {Energy to fire is now 6; Add 1 to all Warhead ratings.} Strike: Strike Torpedoes, a weapon used by the Star Embassy. Strike Torpedoes were developed in a different galaxy, where the "local" laws of physics are not exactly the same. When the Star Embassy arrived at the Milky Way, many Strike launchers were hastily modified to a new "Milky Way" variant, which is presented here. The weapon is nowhere near as efficient as it was in the former galaxy. Strike may fire 1/turn, during Launch Phase. Any unit may attempt to damage a Strike Torpedo during Direct Fire (similar to Plasma Torps). The weapon actually hits the target after Direct Fire is over. Note Strike is not only Seeking but also requires a To Hit roll. If the weapon misses, the torpedo sits there in the target's hex until the end of next impulse's Direct Fire, at which the torpedo will "track" the target again and can attempt to hit it (the new range is the total number of hexes the torpedo has travelled). Red Type: Energy Cost = 5, Hold Cost = 2, Hit Points = 5. This firing mode does simple damage and has no special effects. Range 0 1 2 3-4 5-6 7-8 9-10 11+ Hit # 8 7 6 5 4 3 1 N Damage 10 9 8 7 6 5 4 N Blue Type: Energy Cost = 5, Hold Cost = 3, Hit Points = 2. This firing mode does damage and also creates a Tractor or Repulsor Beam (select type when you fire). This beam may be countered as per normal. Range 0 1 2 3 4-6 7-9 10-12 13+ Hit # 9 8 7 6 5 4 2 N Damage 7 6 5 4 3 2 1 N Trac Str 30 23 17 12 8 5 3 N Yellow Type: Energy Cost = 10, Hold Cost = 5, Hit Points = 7. Against shields, each point of "damage" is 2 points of shield damage. Any system in the "Hull/Generic" group of systems damaged by Yellow Strike requires 10 times the normal Repair points to repair. Range 0 1 2 3 4 5-8 9-12 13-16 17+ Hit # 8 7 6 5 4 3 2 1 N Damage 15 14 13 12 11 10 9 8 N The following three modes have proved difficult to modify for the Milky Way. The Star Embassy, who used these modes against certain alien races in their galaxy, didn't see a need to convert them. Green Type: Was a mode that actually repaired systems on the unit that it struck (similar to Mend). White Type: Was a mode that converted the systems it struck into basic Null instead of damaging them (similar to Flux). Black Type: Was a mode that specifically damaged Crew Units and Control systems. Construction: BPV 70 {105}; Repair 14; 2 Spaces; hit on "Drone". Syphon: Syphon, a very strange weapon designed by Baron Thi'meq, an Alternate Universe Orion starship engineer. There are two types of system linkups: hard and soft. Soft linkups is used by any system that uses Allowance towards Options: Opt, Opt-S, NWO, PO, CO, etc. Hard linkups are used by any other system. Syphon is a weapon designed to disrupt Soft linkups, making them unusable and destroying what they contain. Fires 1/turn, Energy Cost = 4, Hold Cost = 1. Whenever Syphon does internal damage, it starts a "transporter sweep" of the damaged ship. If the ship is not affected by Tran (it is using an ATF, for example), the sweep has no effect. If Syphon damages a box that uses Allowance towards Options, the system inside the box is considered destroyed; i.e. the appropriate system is permanently erased from the ship's "inventory" of optional systems and the corresponding number of Allowance towards Options points are lost. For example, if Syphon damages an Opt box holding a Photon (50 Allowance), not only is the Opt box destroyed, but the Photon system is as well (the ship loses the 50 Allowance permanently). The firing ship receives the Allowance points divided by 10 as energy that can be placed into the batteries (if there is room); the raw components of the system was "grabbed" and it was used to fuel the firing ship. Neither of the above effects occur if the "sweep" is not affecting the defending ship. Syphon itself cannot be placed in any sort of Option Mount. Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Hit # 6 6 6 6 6 5 5 5 5 4 4 4 3 3 2 1 -1 -4 Damage 11 10 9 8 7 7 6 5 4 4 3 2 2 1 1 1 1 1 Construction: BPV 90 {135}; Repair 18; 1 Space; hit on "Drone". T: Torpedo, used by the UPF. Fires 1/turn, ammo limit of 2, no energy to fire. Range 0 1 2 3 4 Hit # 5 4 3 2 1 Damage 4 4 4 4 2 Construction: BPV 40 {60}; Repair 8; 1 Space; hit on "Torp". Therm: Thermite Missiles, an auxiliary weapon of the Twelve Colonies. Fires 2 spaces/turn, ammo limit of 16 spaces, no energy cost to fire. This weapon fires a drone-like weapon during Launch Phase. These act as drones, but have different statistics. Therm cannot carry any standard drone type, and standard drone racks cannot carry Therm ammo. There are 4 types of Therm missiles, as follows: Type Spaces HitPts Damage Notes Micro Warhead 1 1 3 Range is 5 Tylium Warhead 2 6 6 Range is 15 Thermite Warhead 2 4 12 Range is 10 All others in hex take 1 dmg Solium Warhead 2 2 18 Range is 5 All others in hex take 3 dmg Construction: BPV 45 {70}; Repair 9; 1 Space; hit on "Drone". TIB: Temporal Incursion Beam, an experimental weapon used by the Krenim. Fires 1/turn; Energy Cost = 60 TimeWarp; Cannot be held. Considered Temporal damage and can affect Out of Phase or Cloaked units normally. If this weapon does internals, mark the internals as "Incursed" rather than damaged. Already damaged boxes can be hit by TIB, but not already Incursed boxes (think of it as a different type of damage marker for each box). Incursed boxes still function normally. If the ship "explodes" from Incursion damage, it is instead must roll for Temporal Paradox Breakdown (see TimeWarp). Each additional point of damage beyond the last ExcDam remaining is 1 Breakdown roll. If the ship fails any of the Breakdown rolls, it is permanently erased from history forwards and backwards through time. Everything it ever did is undone, and history may change dramatically based on the unit never existing. The Krenim carefully study their targets before firing a TIB at it to make sure that history does not change in an unpredictable way. A box status of "Incursed" cannot be repaired, but it does wear off after about 1 year. Does 10 times indicated damage versus non-Shielded targets. Does 1/10th damage versus Temporal Shielded targets. Die Range Roll 0-1 2 3 4 5 6 1 20 19 17 14 10 5 2 20 18 15 11 6 0 3 20 17 13 8 2 0 4 20 16 11 5 0 0 5 20 15 9 2 0 0 6 20 14 7 0 0 0 This weapon suffers no penalty if using Selective Targetting. Note this weapon is very accurate at short range. The real use of this weapon is to find which object you wish to remove from history (using computer models) and then delicately remove that singular object. Const: BPV 300000 (6X only); Repair 1200; 6 Spaces; hit on "Phaser". TLAS: TurboLaser, used by the New Rebublic (the Rebellion) and the Empire. Each TLAS box may fire 6 times per turn, but not more than once per impulse. Each shot costs 1/3 energy to fire. For each shot, 1d6 is rolled, if the result is greater (not less than like most hit numbers) than the combined range and hull size of the target, the weapon hits for 3 damage. If you roll the exact number, the weapon hits for 1 damage. Note that this weapon misses extremely often, especially against small targets (such as fighters). Construction: BPV 30 {45}; Repair 6; 1 Space; hit on "Phaser". Torp: Can mean either Torpedo Option (see Torp-Opt) or Gorn Torpedo. If the weapon is on an SSD for any race other than Gorn, see Torp-Opt. The Gorn Torpedo is a weak (but low energy) form of the Photon Torpedo. The torpedo casings are precharged, which means it cannot effectively be used on ships with radiation-vulnerable crews. Fires 1/turn, Ammo limit of 10 {15}. Energy Energy Base Hit at Range Torp to Fire to Hold Damage 0 1 2 3 4 5 6 Standard 1 0 3 6 5 4 3 2 1 0 Overload 2 1 6 6 4 2 0 N N N Construction: BPV 40 {60}; Repair 8; 3 Spaces; hit on "Torp". {Add 1 to all Hit at Range Numbers, Range does not increase beyond 6} Torp-Opt: Torpedo-Option. Any torpedo weapon may be placed here. The current list is: Bolt, CET, Disr (but not P-Disr), Phtn, PPDC, Stat, Torp, TRH, Quan, WC. Other equipment allowed in Torp-Opt: Ftr, Ref, RG, Shtl (but not Hangar), Shtl-W, SD, SpecScan. Infinite space; Allowance towards Options is 60 {90}. Option Mounts are also "Quick-Changing", meaning they can switch what is in them during any Impulse Activity for 1 Deck Crew action. An Option Mount that has fired cannot fire again just by switching weapons. Torp-Opt can be used as PO, but then provides only 20 {30} points. Construction: BPV 80 {120}; Repair 16; 1 Space; hit on "Torp". {4X Torp-Opt can hold a Cloak, and can use alien technology at double Allowance costs.} TRH: Tractor/Repulsor (Heavy). A beam weapon used only by the Andromedans. Fires 1/turn. Has 4 modes: Light, Heavy, Overload, and Trac. Light is 1 energy to fire and holds for 1/2. Die Range Roll 0-1 2-3 4-5 6-7 8-9 10-11 1-2 2 2 2 1 1 1 3-4 2 2 1 1 1 0 5-6 2 1 1 1 0 0 Heavy is 3 energy to fire and holds for 1/2. Die Range Roll 0 1 2 3 4 5 6 7 8 9 1-2 4 4 3 3 3 2 2 2 1 1 3-4 4 3 3 3 2 2 2 1 1 0 5-6 3 3 3 2 2 2 1 1 1 0 Overload is 4 energy to fire and holds for 2. Die Range Roll 0 1 2 3 4 5 6 7 1-2 6 5 4 4 3 2 2 1 3-4 5 5 4 3 3 2 1 1 5-6 5 4 4 3 2 2 1 0 Trac functions as a normal Tractor Beam, which does not count against the fire per turn limit. {4X TRH can fire 4 Light, 3 Heavy, or 2 Overload shots per turn. Each time an individual TRH box fires at a unit in the same impulse, it gains a -1 to hit bonus for each time it has hit it before in the same impulse}. Construction: BPV 120 {180}; Repair 24; 2 Spaces; hit on "Torp". TRX: Tractor/Repulsor (Advanced). Meant to help friendly units as well as damage enemies. Can operate as one of the following each turn: 1. TRH 2. TRAC 3. REPUL 4. P-MEND: Fires 4 standard MEND shots, Energy=2/shot, Hold=1/shot. 5. FLUX of 1 tech level lower. Use the relevant rules for whatever system the TRX is acting as. Construction: BPV NA {400}; Repair 50; 4 Spaces; hit on "Torp". Trilithium Augmented Phasers: A power-expensive way to improve phaser damage. Phasers that use Trilithium Augmentation require warp energy to use, and require 3 times the normal energy per shot. Capacitors for these weapons may hold warp energy, but are not increased in size. Each shot does double normal damage. This is cumulative with normal multipliers, so (for example) an Overloaded Ph-6 shot does four times normal damage (it would cost 1+1/2 energy to fire). Augmented Phasers cannot fire normal (non-Augmented) shots. Augmented and non-Augmented Phasers may be combined on the same ship, but in this case the capacitors could not transfer energy. Ph-8, Ph-10, and the upcoming Ph-YR cannot use Trilithium Augmentation. Construction (spend per phaser): BPV +150% {+150%}; Repair double; +0 Space; the Augmentation itself cannot be hit in combat. TS: Tractor/Stasis. An extremely weak form of SFG used by the Ferengi and copied (but not extensively used) by the Andromedans. This weapon causes the energy-generating systems of the target to slowly fail. Fires 1/turn; Energy Cost = 3 + active tractor link; Cannot be held. In order for this weapon to fire, there must be an active tractor link from the firing ship to the defending player. This weapon can be used as a normal tractor beam in addition to its weapon function. Range: 0 1 2 3 4+ {Range: 0 1 2 3 4 5+} Hit #: 6 5 3 0 N {Hit #: 7 6 5 3 1 N} Once the weapon hits, it can be maintained for 1 energy (plus the energy needed to maintain the tractor beam). The lock is broken if the tractor is broken, the defending ship somehow ends up beyond range 3 {4} or out of arc, or if the TS box is destroyed. Trac/Stas, unlike SFG, can fire again even if it is maintaining links. Only 1 active tractor beam is needed, regardless of the number of links. The defending ship loses 1 power from a battery or a capacitor during impulse activity each impulse. Each Energy Allocation the defending ship must subtract 1 (cumulative) energy from his available energy; so the first turn after being hit by the TS he loses 1 energy, the second turn he loses 2 etc. Each link subtracts energy separately. In large numbers (or if the weapon could fire multiple times per turn), the TS could have been useful. In the quantities the Ferengi and Andromedans use them (only 1 or 2 per ship, if any) the TS is not very effective and is usually just an amusement. Construction: BPV 160 {240}; Repair 32; 2 Spaces; hit on "Drone". Wave: Amplification Wave, the main weapon of the Probe. X energy is spent to the Wave each Energy Allocation, and the effects occur over the turn. X can be any amount of energy up to 5 per box of Wave (i.e. the Probe with its 29 Wave boxes can have X as high as 145, assuming all of the Wave boxes are available and undamaged). Each impulse, during impulse activity, each unit within X hexes of the Probe takes X-R "psuedo-damage", where R is the range of the unit from the Probe. Wave completely ignores Shields but not PAs or REF. Each point of psuedo-damage is allocated normally, except instead of damaging systems, psuedo-damage marks the system as "non-functional". This means the system cannot be used for any purpose. The system can be repaired at half normal repair costs. Psuedo-damage ignores a system that is already Psuedo-damaged (proceed to the next entry on the DAC). Normal (real) damage may hit Psuedo- damaged systems. For every 10 points of psuedo-damage that Wave deals, 1 real point of damage is scored. If all of a ship's ExcDam is psuedo-damaged, and the ship takes another point of psuedo-damage, it is considered dead in space (all ship functions cease) and the ship will lose 1 crew unit per hour due to lack of Life Support. Construction (per box): BPV 900 (5X only); Repair 40; 1 Space; hit on "Drone". WB: Web Breaker. This weapon can only be used by Tholian and Seltorian units. This weapon is also known as the "Shield Cracker". Fires 1/turn; Energy Cost = 2; Hold Cost = 1. This weapon is a gross effect over an entire hex, which must be within 8 {10} hexes of the firing ship. The weapon automatically hits. This weapon can fire through any web hexes at no penalty. Any web in the target hex is destroyed. All web within 1 hex of the target hex have their strength halved {divided by 3} (round down, destroyed if new strength is 0). All tractor beams that originate or terminate at the target hex (but not through) suffer 3d6 {4d6} points of negative tractor energy. For each unit in the target hex, the firing ship chooses a hex facing. Each unit takes 2d6 {2d6+1} damage on that facing to their defensive systems (Shields, PAs, REFs, EACs, but not Armor). Any internal damage is ignored. If the defending player can take the damage on a defensive system, he must do so (but does not need to spend battery power to reinforce if he could). This weapon cannot generate internal damage (with the partial exception of overloaded PAs "dumping" on the defending ship). Construction: BPV 60 {90}; Repair 12; 1 Space; hit on "Drone". WC: Web Caster. This weapon can only be used by Tholian and Seltorian units. If a non-Tholian, non-Seltorian unit enters a Web hexes, that unit is "stuck" in the web and must expend 1 movement per strength point of the web to escape. "Stuck" units cannot fire any weapon. No weapon (other than Tholian phasers, Seltorian phasers, and the Web Breaker weapon) can fire through or into a web hex. Weapons that can fire through or into a web hex get a +1 penalty to hit per 3 web strength points they pass through (round up for each such hex). Webs now move at a speed equal to their strength points. If 2 Web segments enter a hex they "merge" forming a stronger (sum the two strengths) web. The ship that created the Web hex controls it as if it was an (old-style) free-moving drone (but with no targets). Webs lose 2 strength points per turn. If the Web is "anchored" (i.e. at least one end of a chain of Web hexes ends on a solid object such as a ship or an asteroid), all Webs in the chain lose only 1 strength point per turn. A Tholian/Seltorian ship with an operable Web Generator/Snare/Caster can add 1 to the strength of a web hex for each energy point he spends (does not count towards firing limit). Webs are Size Class -1. Webs can be operated on different "frequencies" if (supposedly hostile) two web-using ships wished to affect each other as if they were not web-using. This can generate some strange effects, such as 2 web hexes being caught by each other and the like. Web Casters fire 1/turn, have a max energy capacity of 7 {8} which loses 1 energy point per turn (effectively making the weapon have a hold cost of 1). There are two modes: Cast Web and Web Fist. Cast Web shows the strength of each web hex for the energy used at the given range. Web Fist shows chance to hit and damage. Energy used Cast Web Web Fist at Range # of Web Hexes (no webs, just damage) 0-2 3-5 6-8 9-11 1 2 3 Hit # Damage N N 2 5 1 0 0 2 1 N 1 3 6 2 1 0 3 2 1 2 4 7 3 1 1 4 3 2 3 5 {8} 4 2 1 5 4 3 4 6 N 5 2 1 6 5 4 5 7 N 6 3 2 6 {7} 6 5 6 {8} N 7 3 2 5 {6} 7 6 7 N N 8 4 2 4 {5} 8 7 {8} N N 9 4 3 3 {4} 9 {8} N N N 10 5 3 N {3} 10 Construction: BPV 150 {225}; Repair 30; 2 Spaces; hit on "Torp". WFDG: Warp Field Destabilization Gun. A weapon that slows the target instead of damaging it. Corporate Aggressors ships almost always have one. Can fire any number of times per turn; Energy Cost can be any amount of warp energy up to a limit of 18 {24}; Cannot be Held. When the weapon fires, the firing ship declares how much energy will be used before rolling to hit (the remainder of the energy, if any, is used for later firings this turn). The total speed of the unit for this turn is used in the chart below to see if the WFDG hits. If the weapon hits, divide the energy used by the movement cost of the target ship. This is how many movements the target ship loses from its remaining movement pool. If the result is 0 or less, the result becomes 0. The target ship may of course use Emer Deceleration to convert movements to energy before the WFDG hits. WFDG will affect movement from any source (such as Impulse or Propel). Speed of Hit # at Range Target 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 32+ 6 5 4 3 2 1 0 N N N N N N N N N N N N 24-31 6 6 5 4 4 3 2 2 1 0 N N N N N N N N N 16-23 6 6 5 5 4 4 3 3 2 2 1 1 0 N N N N N N 12-15 6 6 6 5 5 4 4 4 3 3 2 2 2 1 1 0 N N N 8-11 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 0 4-7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 1-3 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 Speed of Hit # at Range Target 19 20-23 24 25-29 30 31+ 8+ N N N N N N 4-7 2 1 0 N N N 1-3 3 2 2 1 0 N Construction: BPV 120 {180}; Repair 24; 3 Spaces; hit on "Torp". Wpn: A hard point for weapons, cannot be changed like an Option Mount can. Same restrictions as a standard Option Mount for what can be placed. Infinite space; Allowance toward Options is 90 {135} points. Construction: BPV 100 {150}; Repair 20; 1 Space; hit on "Torp". WRG: UltraWarp Rail Gun, the primary weapon of the Jindarians. Fires 1/turn, Energy Cost = 3, Hold Cost = 1. WRG (and LRG) completely ignores Solid Neutronium Hull. 1/2 of the damage done by this weapon (round down) is automatic internals; i.e. Shields, PA, and REF do not block the damage. Standard Mode: Fires 1 large shot as follows: Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hit # 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 Damage 11 10 10 9 8 8 7 6 6 5 4 4 3 2 2 1 Pulse Mode: Fires 4 LRG shots. No more than 1 shot may be fired at the same target on the same impulse. Construction: BPV 90 {135}; Repair 18; 6 Spaces; hit on "Torp".