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