General
Rules Boarding party combat Catastrophic damage separation Chain reactions Commanders options purchases Crew unit deaths tracking (full scale ssds) Crew quality Critical hits Energy allocation Energy balance due to damage Fractional power Internal damage repair by CDR Points Internal repair by Power and lab rolls Mutiny Orion cadet engine doubling (more limited) Orion engine doubling full rules PF's & Interceptors Reserve power Shield reinforcement Shield repair by power Ship explosions cadet values Ship explosions normal rules Super intelligent computer Tractor beams cadet freighter towing only Tractor beams Full rules Transporters Transporter bombs Tugs/Pods Web anchors |
Weapons Andromedans Anti-drones Cast web/Snares Web fist Drone cruisers Drones - Cadet types Drones - Full SFB rules Drone rack reloads for cadet Drones ballistic targeting ESGS ESG capacitors Fusions Hellbores Option mounts Overloaded weapons PPD Plasma torpedoes Plasma bolting Plasma carronade Plasma drogues Plasma enveloping Plasma fast loads Plasma shotgunning Probes as weapons Particle cannon Shield cracker Web breaker Shock Stasis field generators No firing arcs for cadet ships |
Lock
on and targeting Aegis fire control Cloaking - Simple Cadet On/Off Cloaking - Complex Cadet - during turn with fade Cloaking - Full SFB rules Cloaking - Hidden Cloak decoys Electronic warfare ECM ECCM Labs to ID weapons/items Labs for research points Paying for fire control and life support for full scale SSDs Probes for research points Rolling for lock on every turn Sen and Scan damage Scout sensor channels guidance, breaking guidance, ew Tactical intelligence charts |
Shuttle/Fighter Bombers Dogfighting Fighters Fighter Close Combat Maneuvering and HETs Fighter pods Heavy fighters Manned shuttles Megafighters MRS shuttles Pilot quality Remote controlled Fighters Scatter packs - Cadet experimental Scatter packs - Full SFB rules Suicide shuttles Swacs Warp booster packs Wild weasels |
Movement Breakdown Directed turn modes Disengagement by distance Docking and pinwheel Emergency deceleration High energy turns Midturn speed changes Nimble ship bonus Side slips Tactical maneuvering Tumbling |