1d6 - Roll a single die and count the pips on top.
251 - Newly discovered planet in Sector 9, 259
2d6 - Roll 2 dice and total up the pips on top.
2d6-1 - Roll 2 dice. Total the pips on top and subtract 1 from the total.
A Stitch in a Haystack - Mission, 218
Accelerate - Helm maneuver, 128
Accessport - Tentac Fighter Upgrade, 125
Acciodorr - Newly discovered planet in sector 7, 256
Accurate - Vomeg Fighter Upgrade, 125
Accurate Hyperdrive - Treasure, 165
Acrobatic - Special Ability, 54
Action - Thing you do during your turn in addition to movement, 28
Action List - Summary of things you can do, 300
Action, Automatic - Action that requires no skill check, 30
Action, Free - Action that doesn’t use up your action for the turn, 30
Action, Move - Moving your character on the squares of the modules, 31
Acuna, Mario - Gracious Host, 246
Adaptable - Special Ability, 54
Additional Modifiers - Increasing the difficulty of a task by 3 to increase its effect, 28
Adjacent Corner Exception - You have line of sight on everything adjacent to your square, 39
Adkison, Peter - Revolutionized Gaming while remaining delightful, 213
Advanced Combat Expert - Special Ability, 54
Advancement - Spend Experience to increase skills and Prestige to Rank up, 10, 149
Aerodynamic - Human Fighter Upgrade, 125
Aggressive - Xeloxian Alien Ability, 22
Aggro - Combat Drug, 96
Agile - Enemy Morale Ability, 162
Alien Ability - Innate ability based on your creature type, 13
Alien Pill - Treasure, 170
AllEngineer - Enemy Morale Ability, 162
AlllMarine - Enemy Morale Ability, 162
AllPilot - Enemy Morale Ability, 162
Allpro - Enemy Morale Ability, 162
AllScience - Enemy Morale Ability, 162
Anchor Mine - Decelerates ship by 2 and causes 2 OOC, 135
Ancillary skills - Diplomacy, Psionics, Sanity, 36
Anti-Quark - Misssion specific phenomena, 195
Arc Laser - Ranged Area Effect Weapon, 82
Area Effect - Weapon damages all in an area rather than targeting an individual, 39, 74
Arming - Setting explosives to detonate, 90
Armor - Equipment that reduces incoming damage by 1 point, 92
Armored - Zoallan Fighter Upgrade, 125
Armored Module - Treasure, 166
Armory - Cargo Item, 112
Artifact - Mission, 226
Arya - Human senator’s daughter, 229
Assault Lab - Mission, 179
Assault Mine - Mission, 180
Assault Outpost - Mission, 180
Assault Planet - Mission, 181
Assembly Line Worker - Special Ability, 54
Assist - Spending your action to reduce another’s difficulty, 29
Assistant - Special Ability, 54
Asteroid - Rock that blocks line of sight, 254
Asteroid Armageddon - Mission, 234
Asteroid Field - Navigation Hazard, 155
Asteroid Investigation - Mission, 182
Astral Bodies - Stuff in space that can affect flying and shooting, 254
Athletics - Health, strength, quickness, 37
Athletics Skill Chip - Cyberware: Reduce Athletics skill check difficulties by 1, 98
Atmospherics - Cargo Item, 112
Attack with 2 weapons - Combat check with +6 difficulty, 41
Auto Lock - Fighter Upgrade, 125
Automated Weapons Testing Depot - Mission, 230
Automatic Action - Action that doesn’t require a skill check, 30
AutoNurse - Cyberware: Increase healing you do by +1 point/die, 99
Avianoid - Alien Species (Beastmen), 16
Aydyu - Kerbite moon, 228
Backlashing - Treasure Effect, 167
Bad Apple Shakedown Cruise - Mission, 184
Barrel - Used to carry materials in various missions and campaigns, 92
Base - Helmless ships, 282
Base Hit Points - Hit Points you get because of your Species, 13
Basic Cargo Bay Items - Items issued free by UREF, 81
Battery - Cargo Item, 112
Battery - Bot upgrade: Bot has built-in EVA, 25
Batting Grenades - Deflecting an explosive in your square, 90
Battle Frenzied - Special Ability, 54
Battlestation - Starred square you use to operate a ship’s module, 147
Bayonet clip - Attaches melee weapon to ranged weapon, 92
Behavior Overrides - Conditions affecting unmoderated Enemy actions, 249
Ben Wilkins -Castaway botanist founder of Benwilkia, 256
Benwilkia -Newly discovered planet in Sector 7, 256
Between a Rock and a Hard Place - Mission, 243
Bifurcation - Diploid Alien Ability, 18
Big Little Trouble - Mission, 210
Bio Barrels - Planetary opportunity at Benwilkia, 262
Biolab Science Bay - Treasure, 166
Bipod - Increases accuracy and range band when setup, 92
Bite - Beastman Alien Ability, 16
Bizzarreobject - Treasure, 171
Black Hole - Great sucking mass that destroys stuff, 254
Black Hole - Navigation Hazard, 155
Blanchett, Dan - Miracle Worker, 232
Blank Cargo Bay Items - Write in Cargo Items on these, 117
Blast Off - Helm maneuver to leave planet surface, 131
Blaze of Glory - Special Ability, 54
Bloodlusted - Treasure Effect, 167
Bloodlusted - Enemy Morale Ability, 162
Bloodlusted - Special Ability, 54
Blootian - Alien Species AKA Bubbloid, 17
Blue Pill - Treasure, 170
Board Fighter -Get into a Fighter as an automatic action, 122
Boarding Missile - Carries passengers, 139
Boarding Plank - Cargo Item, 112
Boarding Torpedo - Aka boarding missile, 136
Bob - Newly discovered planet in sector 8, 257
Bonus Escort - Mission specific Plot Twist, 201
Bonus Luck - Overwhelming Success Reward, 149
Bosun - Special Ability, 54
Bot - Alien Species, also, non- sentient crew, 24
Bot Genius - Special Ability, 55
Bot, Sentient - Hero or enemy character that uses standard damage and may have skills, 24
Botrel, Norson - Brazilian Wiz, 207
Brace - Action to reduce incoming damage, 29
Braced - Enemy Morale Ability, 162
Braced - Special Ability, 55
Break Module - Engineering check 11 to add broken marker (no hull damage), 42
Breaking Out - Stowaways climbing out of their hiding place., 43
Briefing - Mission synopsis, 178
Brig - Cargo Item, 112
Broken Marker - Indicates a module will not function. 2 broken markers slags it, 108
Brutal - Special Ability, 55
Brutal Foes - Enemy Morale Ability, 162
Bubbloid - Alien Species (Blootian), 17
Bubbly - Blootian Alien Ability, 17
Bugs, Asteroid - Mission specific enemies, 182
Bugs, Infestation - Mission specific enemies, 191
Built-in - Equipment bots have that don’t require a hand or carry capacity, 24
Burst - Mine or Missile causes survival check in hex, 135, 138
Bussard Ramjet Engine - Treasure, 165
Butt - Melee Weapon, 88
Calm - Special Ability, 55
Campaign Indicator - Measure of strategic objective progress, 176
Campaign Log - Track Campaign missions and progress, 177
Campaign Rules - Ongoing interlinked Battlestations missions, 176
Caninoids - Alien Species (Beastmen), 16
Cannon - Module for shooting at enemy targets in space, 103
Cannon Enhancement - Cargo Item, 112
Cannon Expert - Special Ability, 55
Cannon Hits - Damage dealt to a ship along a row or column, 106
Cannon Long - Combat vs ¬O distance +2x Speed to deliver ¬O Guns hit, 103
Cannon Multi - Cannon mode 1 Guns power but don’t add Used markers, 103
Cannon Specialist - Special Ability, 55
Canosian - Alien Species, 17
Cantina - Privately owned recreational base, 220
Captain Tom Overlord - Human explorer, 208
Captain, I Shrank the Enemy! - Mission, 207
Capture - Alive but in Enemy hands at end of mission, 148
Carapace - Zoallan Alien Ability, 23
Cargo Bay - Module allowing 4 slots for Cargo Bay Items, 109
Cargo Bay Items - Special functioning equipment installed in Cargo Bay, 100, 109
Cargo Bay Items, Basic - Items issued free by UREF, 81
Cargo Netting - Cargo Item, 113
Cargo Pod - Module-sized object, carries non-functioning material externally, 100
Carry Capacity - Athletics x10 is total mass of equipment you can have on you, 37
Cash Reward - Overwhelming Success Reward, 149
Casting Pods - Mission, 208
Caught the Admiral’s Eye - Overwhelming Success Reward, 149
CE - Cannon Enhancement, 110
Chaff Mine - Makes targeting more difficult, 135
Chaotic Behavior - Actions for unmoderated Enemy characters, 249
Character - Any being in the game, 5
Character Actions - What your character can do in the game, 28
Character Sheet - Track your characters status, 286, 287
Charger - Special Ability, 55
Charme - Diplomacy Drug, 96
Chasing Missile - Missile missing target or hit allocation continues to attack from aft, 137
Cheetahoid - Alien Species (Beastmen), 16
Chill - Mission specific effect, 188
Chip - Cyberware, 98
Choronzon - Newly discovered planet in sector 9, 258
Chronosian - Alien Species (Advanced), 26
Clamp Fighter -Tie down docked Fighter so ship maneuver doesn’t shake it loose, 123
Claw - Beastman ship, 188
Claws - Beastman Alien Ability, 16
Clickster - Canosian ship, 230
Cloak - Module for making ship stealthy, 126
Clone-Micro-Updater - Treasure, 170
Clonesicles - Treasure, 170
Cloud - Mission specific effect, 188
Coach - Special Ability, 55
Cold Vacuum - Mission, 224
Cole, Stephen V - Blustering Sweetheart, 223
Collect Data - Science Bay action used in some missions, 140
Collisions - Ships hitting one another or astral bodies, 147
Colony Ship - Mission specific ship, 213
Combat - Skill for attacking with ship’s weapons or personal weapons, 38
Combat Skill Chip - Cyberware: Reduce Combat skill check difficulties by 1, 98
Combat Test - Planetary opportunity at Foust IV, 262
Combat Training - Planetary opportunity at Shamir, 262
Combination Arming - Arming a grenade to detonate in 2 or more arming configurations, 90
Comet - Navigation Hazard, 155
Comfortable -Diploid Fighter Upgrade, 125
Commandrix - Zoallan ship, 193
Confuse Enemy - Use Diplomacy to reduce enemy effectiveness, 46
Connected - Special Ability, 55
Contortionist - Special Ability, 56
Conveyer Cargo - Treasure, 165
Cooperative - Kerbite Alien Ability, 19
Cornman - Newly discovered planet in Sector 9, 259
Corona - Stars flare out damaging nearby hexes, 255
Cortex Overloader - Special Ability, 56
Counterscan - Science Bay action vs ½ distance to remove enemy scan markers, 140
Coup de Grace - Spend a preparation Phase then deal 2x damage to a helpless target, 40
Courtier - Special Ability, 56
Cover - Intervening characters increase shot difficulty, have a chance to get hit, 38
CPR - Attempt to give a dying character a chance to avoid further damage, 34
cr - Credits indicate the cost to purchase an item, 74
Crafty - Special Ability, 56
Cramming - Hiding people or objects in a module, 43
Crash Land -Expend Fighter as boarding missile, 123
Credits - Points earned through missions spent to acquire equipment, 148
Cristifratti - Newly discovered planet in sector 9, 259
Crystal Planet - Mission, 185
Cubes - Planetary opportunity at Vixle, 262
Curse Your Sudden But Inevitable Bar Fight - Mission, 230
Cutthroat - Special Ability, 56
Cutting - Treasure Effect, 167
Cyberfoot - Cyberware: Add +1 to your Move, 99
Cyberhand - Cyberware: Add +1 to your Hands, 99
Cyberhook - Cyberware: Vibraknife or use as hand at +1 difficulty, 99
Cybernurse Sick Bay - Treasure, 166
Cyberpatch - Cyberware:Reduce remote penalties and hacking difficulty by 1, 99
Cyberware - Enhancements for non-bot characters, 98
d66 - Roll 2 dice with one as the “10’s” digit and the other as the “1’s” digit
d666 - Roll 3 dice. First is hundreds, second is tens, third die is ones
Damage Control - Cargo Item, 113
Damage Reduction - Armor, alien abilities, & special abilities that mitigate wounds, 34
Damage, Personal - Wounds suffered by characters, 34
Damage/Effect - What an item does, 74
Dangerous - Rolling doubles to use or quickdraw these weapons damages you., 39, 74
Daniels, Bryan - Genuine Friend, 215
De-EMP - Make all the EMPed equipment on a target functional, 45
De-ionize - Science or Engineering 11 to remove ionization markers, 42,45
Deadeye Cannon - Treasure, 165
Death - Brought to dying with no hope of recovery, 148
Death Marcher - Special Ability, 56
Death Marchers - Enemy Morale Ability, 162
Death Striker - Special Ability, 57
Death Toxin - Athletics 8 or die, 97
Decelerate - Helm maneuver, 128
Dedicated - Bot upgrade: -1 to specific Skill check difficulty but +1 difficulty for all other skill checks, 25
Defuse Missile or Mine - Science 11 to render it harmless otherwise kaboom!, 121
Demoralize - Use Diplomacy to reduce enemy morale, 46
Dervish - Special Ability, 57
Destroyed - Equipment that has been doubly broken cannot be repaired, 34
Destroyer - Special Ability, 57
Detach - Engineering 11 to disconnect an item from a Cargo Bay, 109
Detox - Science vs 11 with MedKit or 8 with Sick bay to remove drugs and toxins, 141
Detox - Drug Cancels all drugs and toxins in your system, 96
Dhelmn - Newly discovered planet in sector 8, 258
Dhelmnitych - Planet Dhelmn, 258
Diagnostics - Science vs 0 to ask yes/no questions about objects in Sick Bay, 141
Dictatorship - Muddian ship, 186
Difficulty Number - The number you need to roll equal to or higher than in a skill check, 10
Diploid - Alien Species, 18
Diplomacy - Ancillary skill used to confuse/demoralize enemy, 46
Diplomacy Skill Chip - Cyberware: Reduce Diplomacy skill check difficulties by 1, 98
Diplomacy Studio - Cargo Item, 113
Diplomacy Training - Planetary opportunity at Unity, 262
Diplomatic Approach - Bluff or bluster your way closer to begin some scenarios, 46
Diplomatic Immunity - Mission, 186
Directed Helm - Treasure, 165
Dirtside - Preview of the next Battlestations project, 252
Dirty - Treasure Effect, 167
Dirty Fighter - Special Ability, 57
Dirty Fighters - Enemy Morale Ability, 162
Dirty Weapons - Deal 1 less point of damage but lowest die can’t be healed, 39
Disarm - Attack equipment to cause target to Athletics check of 11 or drop it, 39
Discipline Collar - Cyberware: Bonus roll on active skill checks but damages you on failure, 99
Disembark Fighter -Exiting a Fighter is automatic action, 122
Disintegrate - Athletics 8 or be turned to dust, 82
Disintegration Grenade - Treasure, 171
Disintegrator - Ranged Weapon, 82
Displaced - Special Ability, 57
Ditditdit - Canosian ship, 185
Dock Ship - Helm maneuver, 129
Dock Fighter -Fighter maneuver, 123
Docked Combat - Shooting at a ship you are docked with, 120
Doctor - Special Ability, 57
Dodge - Helm maneuver, 130
Dogfighter - Special Ability, 57
Dominator - Human ship, 204
Donor MedKit - Treasure, 171
Doors - To enter, these must be hacked or broken if not authorized, 31
Double Barrelled - Treasure Effect, 167
Double Dirty - Mission specific Plot Twist, 203
Double Tap - Treasure Effect, 167
Double Vision - Mission specific Plot Twist, 204
Downgrade - Mission specific Plot Twist, 204
Downgrading a Module - Removing bits from a module to create an upgrade barrel., 43
Downsizer - Automated Human ship, 235
Dr. Derrick Winterer - Human scientist, 208
Dragonia - Diploid ship, 229
Dreams - Planetary opportunity at Choronzon, 262
Driven - Enemy Morale Ability, 162
Drone - Cargo Item, 113
Drone Pod - Holds 2 drones, 100
Droned Out - Mission, 235
Drop Mine - Mine doesn’t activate until hex empty, 135
Dropping Stuff - Placing things that are in your hand in yours or an adjacent square, 37
Drugs - Expendables that go into your system, 96
Dual Action Missile Bay - Treasure, 166
Dull - Reduce damage -1/die, 96
Dupuis, Ann, Paul - Godparents of storytelling, 234
Dust Cloud - Navigation Hazard, 155
DV8 from the Norm - Mission, 228
Dying - Wound total 6 or more greater than your hit points, 34
Dying and Life Support - Dying characters suffer unsupported life support damage, 134
e? - Whether an item is energized (subject to EMP), 74
ECM - Science Bay action to spoof missiles, 140
Economic - Campaign Indicator, 176
Efficient Enemies - Enemy Morale Ability, 162
Efficient Module - Treasure, 166
Eklund, Matthew - Super nice guy with bright ideas, 231
Eklund, Phil - Gentle Genius, 226
Electrocuffs - Slags and ties up 2 hands of target (likely overburdened and hands full), 92
Elephantoid - Alien Species (Beastmen), 16
Elusive - Lapinoid Alien Ability, 16
Emily’s World - Planet in the path of an asteroid, 234
EMP - Treasure Effect, 167
EMP - Effect that “breaks” energized equipment, 82
EMP Baton - Melee Weapon, 88
EMP CE - Cargo Item, 113
EMP Field - Nav Hazard, 155
EMP Generator - Cargo Item, 113
EMP Grenade - EMPS those in Line of Sight, 91
EMP Pistol - Ranged Weapon, 82
Empathic - Treasure Effect, 167
EMPlosion Grenade - Treasure, 170
Empowered - Special Ability, 57
Empowered module - Treasure, 166
EMT - Enemy Morale Ability, 163
EMT - Special Ability, 57
Enemy - Player controlling characters and forces outside the heroes’ control, 158
Enemy - Player who controls the game system and opposition forces, 24
Enemy Equipment Chart - Table for randomly determining enemy gear, 161
Enemy Kit - Enemy gear, 161
Enemy Luck - Rerolls enemy may use during the mission, 144
Enemy Skills and Equipment - Enemy character abilities and gear, 160
Enemy Skills Chart - Table for randomly determining enemy attributes, 160
Enemy Victory Mission - After Enemy gets a campaign indicator to a victory threshold, 177
Enemy’s Eyes Only - Hidden information for the Enemy player only to see, 178
Energized - e? whether equipment is subject to EMP, 74
Energized Hyperdrive - Treasure, 165
Energy Blade - Melee Weapon, 88
Energy Cutlass - Melee Weapon, 88
Energy Deflector - Special Ability, 57
Energy Grenade - Explosive Expendable, 91
Energy Vortex - Navigation Hazard, 155
Engine - Module for generating and transferring power, 127
Engine Overloader - Special Ability, 59
Engine Specialist - Special Ability, 59
Engineering - Skill for repairing anything bot-sized or larger and pumping Engines, 42
Engineering Skill Chip - Cyberware: Reduce Engineering skill check difficulties by 1, 98
Enhanced Module - Treasure, 166
Enraged - Special Ability, 59
Enso - Newly discovered planet in Sector 7, 257
Enter Atmosphere - Helm maneuver, 131
Epattcud - Treasure, 171
Equilout - Ignore OOC, 96
Equipment - Items you can use, 74
Ergonomic -Kerbite Fighter Upgrade, 125
Ernest, James - Multi-talented Gem of a Guy, 225
EVA - Removes Life Support requirements, 92
EVA Pill - Treasure, 171
Evasive Maneuvers - Helm maneuver, 130
Experience - Points earned in missions spent to improve skills, 148
Explosion Modulator - Cargo Item, 114
Explosives - Grenades, satchel charges, 90
External Facing - The module is not blocked from an outside edge, 102
Extinguish Fire - Engineering 8 to put out a fire (+3/additional), 150
Extra Hand - Bot upgrade: Bot gets an extra hand, 25
Extradimensional Handbag - Treasure, 170
Extreme Mass Ratio Inspiral - Mission, 237
Facing - Side of a ship (forward, aft, starboard, port), 106
Failed Mission - Heroes were unable to achieve mission objective, 148
Failsafe Missile Bay - Treasure, 166
Failure, Automatic - A dice roll of 1,1 in a skill check fails regardless of difficulty, 211
Falling on Grenades - Coup de Grace yourself with a grenade passing through your square instead of trying to bat it., 90
False Bottom Barrel - Used to conceal contraband, 92
False Cargo Item - Cargo Item, 114
Fanatics - Enemy Morale Ability, 163
Fast Enemies - Enemy Morale Ability, 163
Fast Healer - Special Ability, 59
Fast Healers - Enemy Morale Ability, 163
Fast Learner - Special Ability, 59
Fated - Special Ability, 59
Fearsome Predations of Everett Dingo - Mission, 240
Featherweight - Minutian Alien Ability, 26
Felinoids - Alien Species (Beastmen) (AKA Meeks), 16
Ferocious - Meeks Alien Ability, 16
FiberDerm - Cyberware: +1 Hit Point, reduce Athletics difficulties by 1, 99
Field Surgeon - Special Ability, 59
Fighter -Microship with movement and firepower capabilities, 122
Fighter -Cargo Item, 114
Fighter Actions -Things you can do in a Fighter, 123
Fighter Jock - Special Ability, 59
Fighter Mechanic - Special Ability, 59
Fighter Pod -Holds a Fighter, 100
Fighter Upgrades -Fighter improvements, 124, 125
Finegold - Ancient earth exploratory vessel, 225
Fire - Flaming dmg state that can continue, spread or go out, 150
Fire Starter - Special Ability, 59
Fireproofing - Planetary opportunity at Acciodorr, 262
First Contact - Mission, 187
First Mate - Special Ability, 59
Fist - Melee Weapon, 89
Fistwalk - Xeloxian and Gorilloid Alien Ability, 16, 22
Flanker - Lupinoid Alien Ability, 16
Flare - Marks target, reduces difficulty to target by 3, 91
Flobee Gabrisch - Human Ambassador, 192
Florentine Fighter - Special Ability, 59
Flyboy - Piloting Drug, 96
Flyntlock - Ranged Weapon, 82
Focus - Planetary opportunity at Sheffield Prime, 262
Foresighted - Special Ability, 59
Forethinker - Special Ability, 60
Fortunate - Special Ability, 60
Foust IV - Newly discovered planet in sector 9, 258
Free Action - Action that doesn’t require spending an action, 30
Free Attack - Take a free melee combat action when others enter your square, 31, 54
Freighter - Lumbering cargo vessels, 283
Fritzer Grenade - Damages modules more than personnel, 91
FrostBomb - Puts out fires, generates frost effect, 91
Froster - Ranged Area Effect Weapon, 83
Frozen Controls - Mission specific Plot Twist, 199
Ft. Wayne Planet - Planetary home of a prestigious youth academy, 229
Fume-Runner - Special Ability, 60
Fungaloid - Alien Species, 18
Fusion Cannon - Combat vs. 3x distance to put a Guns sized explosion in space, 103
Fusion Node CE - Cargo Item, 113
Gaidaszgrad -Newly discovered planet in sector 7, 256
Galactic Map - Revised picture of known galaxy, 260
Galley - Cargo Item, 114
Garfield, Richard - Nicest Genius Ever, 218
Gargantuan -Whaloid Fighter Upgrade, 125
Garrity, Sean - Confidante and collaborator, 210
Gas - Cloud in a module that may affect occupants, 151
Gas Generator - Cargo Item, 114
Gas Giant - Planet that destroys anything that lands on them, 254
Gas Grenade - Puts a gas cloud in module, 91
Gas Missile - Delivers gas cloud, 136
Generator Helm - Treasure, 165
GenexTank - Treasure, 169
Gerritson, Tim - Generous Soul, 229
Ghost 34-5 - Uncharted planet, 225
Ghost in the Machine - Special Ability, 60
Ghost Ship - Mission, 188
Ghosts - Mission specific enemies, 188
Gimballed Module - Treasure, 166
Glossdex - Index/Glossary you are looking at it, 288
Goatee - Signifier of evil, 192
God of Peace - Mission, 216
Goof - Reroll highest die in active skill checks, 97
Gorilloid - Alien Species (Beastmen), 16
Grand Entrance Teleporter - Treasure, 166
Grappling - Combat check to take, hinder, or throw, 40
Grav Sled, Sentient - Treasure, 171
GravSled - Lowers move but increases carry by 200, 92
Grease Monkey - Special Ability, 60
Great Dining - Planetary opportunity at 251, 262
Grenade-minton - Infinite batting back and forth of grenades (cleverly prevented herein), 90
Grenades - Expendables, 90
Grenadier - Special Ability, 60
Guest Star Missions - Missions inspired and/or designed by Jeff’s friends, 206
Gunner’s Mate - Special Ability, 60
Gurarg - Newly discovered planet in sector 7, 257
Gweeds - Inhabitants of planet 251, 259
Gymnasium - Cargo Item, 114
Gyros - Bot upgrade: Ignore 1 OOC, 25
Gyroscopic Stabilizer -Xeloxian Fighter Upgrade, 125
Gyrostabilized - Treasure Effect, 167
Hacker - Special Ability, 60
Hands - Number of limbs you can use to manipulate objects and battlestations, 13
Hands Full - =+3 penalty on actions that require a free hand, 13
Hangar Cargo Bay - Treasure, 165
Hardened - Special Ability, 60
Hatching - Bug generation in Infestation mission, 191
HazMat Suit - Bonus against hazardous effects -1 move, 93
Heal - Remove wounds, 94, 141
Healer - Special Ability, 60
Heavy Blaster, Disruptor, Ion Bore, Laser, Slug - Heavy Ranged Weapon, 86
Heavy Mine - Heavy Missile dmg. -3 difficulty to dodge, 135
Heavy Missile - Less accurate, greater payload, 138
Heavy Object - Melee Weapon, 89
Heavy Particle Gun - Heavy Ranged Weapon, 86
Heavy Ranged - Floor mounted weapon deals greater damage, requires Armory, 86
Heavy Shield - Increases your target number by 2, 95
Heavy Shielded - Treasure Effect, 167
Heavy Slug Gun - Heavy Ranged Weapon, 86
Heavy Slug Machine Gun - Heavy Ranged Area Effect Weapon, 86
Helm - Module for controlling ship speed and heading, 128
Hero - Each player’s character is a hero, 121
Hero’s Choice - Overwhelming Success Reward, 149
High Capacity Cargo Bay - Treasure, 165
High Performance Hyperdrive - Treasure, 165
High Quality Numb - Treasure, 170
Hinder - Grapple effect to increase difficulty of target’s next action, 40
Hit Allocation - Method used to determine where a Missile, Teleporter, or Cannon hits, 107
Hit Points - Amount of damage you can sustain before going unconscious, 122
Hollingsworth - Newly discovered planet in sector 8, 258
Homesick - Mission, 211
Homing Beacon - Mission specific Plot Twist, 201
Honeycutt, JR - Gaming Media Mogul, 211
Horn - Rhinoceroid Alien Ability, 16
Hostages - Mission, 229
Hot Dog - Special Ability, 60
Hot Pursuit - Mission, 190
HP - Hit Points, 122
Hull Check Chart - Shows number needed to roll to survive based on hull damage, 108, 300
Hull Damage - Aggregate damage ship has sustained may cause hull check, 108
Hull Stablizer - Cargo Item, 114
Hull Stress Empath - Special Ability, 61
Human - Alien Species, 19
Hunch Follower - Special Ability, 61
Hurl - Use a melee weapon for a ranged attack, 40
Hydraulics - Bot upgrade: Double Carry Capacity, 25
Hydroponics Module - Mission specific experimental module, 222
Hyper-Do Ultraviolet Belt - Special Ability, 61
Hyper-Physicist - Special Ability, 61
Hyperaggressive -Whistler Fighter Upgrade, 125
Hyperdrive - Module for warping in and warping out of system, 132
Hyperg Barrel - Treasure, 171
Imbalance of Terror - Mission, 229
Immediate Arming - Instant detonation of an explosive, 90
Immense - Whaloid Alien Ability, 27
In-Flight Repairs (Fighter) - Engineering 11 to Remove a damage marker, 123
Indicator - Campaign indicator, 176
Indirect - Damages an area rather than targeting an individual, 74
Inertial Dampener - Cargo Item, 114
Infestation - Mission, 190
Innerspace - Condition within a specific mission, 195
Installation - Engineering 11 to attach an item to a Cargo Bay, 109
Intercepting Grenades - Deflecting an explosive that is hurled into your square, 90
Interstellar Movement - Movement on the galactic map isn’t usually part of a game, 152
Into the Void - Mission, 246
Intuitive - Special Ability, 61
Ion Bore - Ranged Weapon, 83
Ion CE - Cargo Item, 112
Ion Grenade - Raises ionization level of those in L.O.S., 91
Ion Hammer - Melee Weapon, 89
Ion Storm - Navigation Hazard, 155
Ionizer - Cargo Item, 114
Ionizer Toxin - Raise target’s ionization by 2, 97
Irrational - Silicoid marine, 194
J* - Evil genius, 196
Jack of All Trades - Special Ability, 62
Jet Juice - Treasure, 171
Jet Move - Using a JetPack or alien ability to turn one square of your movement into a 10 square line of movement, 33
JetPack - Piloting 8 to Jet-Move, 93
JetPack Jockey - Special Ability, 62
Johnson, Jonah - Jonah, Just Jonah, 216
Jump Action - Action taken to speed up interstellar movement, 152
Jump Seat -Bot Fighter Upgrade, 125
Jury Rigger - Special Ability, 62
Jury Riggers - Enemy Morale Ability, 163
Kayo - Athletics check of 8 or knocked out now and at end of Round, 97
Kerbite - Alien Species, 19
Kevric - Diploid diplomat, 220
Kharrrggg - Troll planet, 227
Kidnap Dignitary - Mission, 192
Killer Instinct - Special Ability, 62
Kit - Enemy gear, 161
Klickit - Canosian ship, 201
Knife - Melee Weapon, 89
Land - Helm maneuver, 131
Lang, Eric - Cool Game Designer, 220
Lapinoid - Alien Species (Beastmen), 16
Laser - Ranged Weapon, 83
Laser Monocle - Ranged Weapon, 83
Launch Tube - Cargo Item, 114
Leave Atmosphere - Helm maneuver, 131
Lien, Dennis - Beacon of Joy, 228
Life Support - Module allowing crew to live aboard ship, 134
Light’s Out - Mission, 193
Lightning Rod - Melee Wpn, 89
Line of Sight (Ships) - Whether a ship can target another and where it will hit, 106
Line Of Sight, (Personal) - Tracing an unobstructed path for personal weapons fire, 38
Link up - Joining hands as spacewalkers, 33
Little, Jason - Battlestations fan before he was famous, 243
Local Life Support - Cargo Item, 114
Long Cannon - Combat vs ½ distance +2x Speed to deliver ½ Guns hit, 103
Long Range Sensors - Cargo Item, 114
Loomis, Rick - Industry Legend, 212
Lost - Navigation Hazard, 155
Lost Children - Mission, 225
Luck - Rerolls you can use on your skill checks, damage you take and more, 10, 13
Luck, Enemy - Rerolls enemy may use during the mission, 144
Lucky - Special Ability, 62
Lucky Devils - Enemy Morale Ability, 163
Lupee - New senator from Mud, 186
Lupinoids - Alien Species (Beastmen), 16
Macroplastic Putty - Treasure, 171
MagBoots - -1 move but may walk outside ship at no penalty, 94
Magnum - Treasure Effect, 167
Maiden Voyage - Fiction, 172
Majesty - Zoallan ship, 181
Maneuver - Helm action to fly the ship with Piloting skill, 128
Mass - Amount of your carry capacity an item takes up, 74
Master Engine - Treasure, 165
MD - Mission Difficulty, 144
Mechanical - Bot Alien Ability, 24
Mechanical Empath - Special Ability, 62
MedJack - Cyberware: Stores Drugs, makes it easier to heal you, 99
MedKit - Science to Heal, Detoxify, De-ionize, 94
Meeks - Alien Species (Beastmen) (Felinoids), 16
Megafin - Cargo Item, 114
Megateleportometer - Functionality got folded into long range sensors Cargo Item, 114
Megatorpedo - Cargo Item, 115
Megatronic Helmet - Treasure, 170
Melee - Personal combat with adjacent targets, 38
Mentally Shielded - Special Ability, 63
Mentor Chip - Cyberware: Earn 10% bonus Experience, 98
Mephisto Incident - Mission, 232
Micro Blaster - Ranged Weapon, 83
Microship -Fighter, drone, relay station, mine, missile, boarding torpedoes, 122
Military - Campaign Indicator, 176
Mind Control - Ability to select another’s action, 156
Mind Mender - Special Ability, 63
Mine Layer - Module for placing mines, 135
Minutian - Alien Species (Advanced), 26
Miracle Worker - Special Ability, 63
Mirror Universe - Mission, 192
Misses - Failed personal attacks might break modules, 38
Missile Bay - Module for launching missiles, probes and boarding torpedoes, 136
Missile Enhancement Device - Cargo Item, 115
Missile Pod - Launches 2 missiles, 100
Missile Upgrades - Planetary opportunity at Gaidaszgrad, 262
Missiles - Deliver troops or munitions, 136
Mission Difficulty - (AKA MD) Challenge difficulty based on the average hero Rank, 144
Mission Objective - Heroes goal for a mission, 178
Mission Selection - Choosing a mission in a campaign, 176
Mission to the Heart of the Ambassador - Mission, 215
Missions - Scenarios, 178
Mobile - Enemy Morale Ability, 163
Mobile - Special Ability, 63
Moble Battlestation - Treasure, 171
Modifier Table - Skill Check, 299
Module - Square tiles that make up ships, 102
Module Upgrade Barrel - Needed in some campaigns where upgrades aren’t free, 94
Modules - 5” Square tiles with specific functionality that collectively form a ship, 102
Monomolecular Blade - Melee Weapon, 89
Moon - Planet without atmosphere, 254
Morale - Measure of an enemy’s willingness to fight (optional), 46
Morale Ability - Enemy ability they can purchase with Plot Twist cards, 162
Motivated - Enemy Morale Ability, 163
Motivated - Bot upgrade: Upgrading hero may spend their luck to give this bot rerolls, 25
Move Cargo Item - Tractor as automatic or Athletics 14 to move a Cargo Bay item, 109
Move, Personal - Changing a figure’s location on modules, 31
Move, Ship - Ships move on starmap each Phase based on Speed., 146
Movement Order - Order in which ships move, 147
Mr. Fixit - Special Ability, 63
Muddian - New civilization, 186
Multi - Treasure Effect, 167
Multi Cannon - Cannon mode 1 Guns power but don’t add Used markers, 103
Multi-Capacitor - Cargo Item, 115
Multi-Missile Bay - Treasure, 166
Multi-Shot Expert - Special Ability, 63
Multitasker - Bot upgrade: Take an extra action during move., 25
Naming Conventions - Cultural explanations for selecting monikers, 285
Nannite Grenade - Treasure, 170
Navigation Hazard - Potential troubles with interstellar movement, 154
Nebula - Phenomena that blocks warping and line of sight, 254
Needler - Ranged Weapon, 83
Nerve Disruptor - Ranged Weapon, 83
Nervo - Athletics check of 11 or drop everything in hand, 97
Neutralize Drugs and Toxins - Science 11 (and MedKit) to remove all drugs and toxins from target, 45
Neutron Grenade - Ouchos those in L.O.S., 91
Neworked Module - Treasure, 166
Nimble - Special Ability, 63
Nimble Engine - Treasure, 165
Nire -High queen of Reisom, 256
Noble - Special Ability, 63
NPC Bots - Bots that are not sentient, 25
Numb - Reroll highest die of damage and skill checks, 96
Numb Runner - Special Ability, 63
Obsessive - Special Ability, 63
Omniscient - Special Ability, 64
On/Off - Indicates whether a Cargo Item is activated, 109
OOC - Out Of Control, 7
OOC and movement - Penalty to move for ship being out of control applies only 1/Phase, 31
Open Module - Broken modules allow you to stow people or contraband, 43
Opportunity - Cruise liner, 202
Order of Play - Step by step process of preparing and playing, 146
Ouchifier - Cargo Item, 115
Oucho - Suffer 1d6-1 at end of each Phase, 97
Out Of Control - (AKA OOC) Penalty to movement and actions based on ship buffeting, 7
Overburdened - Exceeding carry capacity penalizes your Move by 1 and actions by +3, 37
Overloader - Special Ability, 64
Overloaders - Enemy Morale Ability, 163
Overstressed Life Support - Having too many people aboard long term, 134
Overwatch - Hold a specific action, 29
Overwhelming Success - Heroes were able to achieve secondary objective, 148, 178
Ovoid - Secret key to unmentionable power, 244
Pack - Objects inside have half mass but inaccessible, 94
Pack Mule - Special Ability, 64
Padded -Minutian Fighter Upgrade, 125
Paino - Suffer +2 points per die of damage, 97
Partial E-Grail - Treasure, 171
Particle Gun - Ranged Weapon, 84
Passive Skill Check - Out of turn skill check to resist Stun, etc. ignores most penalties., 30
Patches - Drug is in hand for you without spending hand, 96
Patient - Enemy Morale Ability, 163
Patient - Special Ability, 64
Patient - Crocodillian Alien Ability, 16
Peek - Ending your move between 2 squares to get partial cover, 31
Peeking - Ending your move between 2 squares gives you partial cover., 31
Pegaasus - Planet in sect 5, 238
Penrose Process - Gathering accretion disk material, 237
Pentaquarks - Mission, 194
Perpetual Bots - Mission, 196
Perpetual Mine Layer - Treasure, 166
Perpetual Motion Helm - Treasure, 165
Persevering - Special Ability, 64
Personal Attacks - Combat unarmed or with personal weapons, 39
Personal Combat - Using Melee or Ranged attacks, 38
Personal Damage - Wounds taken onto a character, 34
Personal Equipment Upgrades - Overwhelming Success Reward, 149
Personal Upgrade Kit - Needed in some campaigns where upgrades aren’t free, 94
Personal Wormhole Generator - Treasure, 171
Peterson, Paul - Approachable Legend, 242
Phase - Unit of time in which Ships move and characters act (6 per Round), 146
Phase Delay - Arming a grenade to detonate at the end of 0-6 Phases, 90
Phase Die - Tracks the Phase you are on., 146
Phase Pick - Melee Weapon, 89
Phasing -Pyreltian Fighter Upgrade, 125
Phasing - Pyreltian Alien Ability, 27
Pick’em - Treasure, 165
Pickup Spacewalker (Fighter) -Piloting vs. smallest Target number +3/additional group, 123
Pickup Spacewalker (ship) - Helm maneuver, 130
Piercing Missile Enhancement Device - Treasure, 168
Piloting - Skill used to operate JetPacks, Fighters, or Helm, 44
Ping - Hyperdrive module action to look for cloaked objects, 133
Pinkerton - Independent security contractors, 226
Place Mine - Mine Layer action Engineering vs 2x distance, 135
Planet - Hunks of rock with atmosphere, 254
Planet Eater - Mission, 238
Planet of the Trolls - Mission, 227
Planet Parkes - Newly discovered planet in sector 9, 259
Planetary Defenses - Mission specific Plot Twist, 199
Planetary Shield - Mission specific special rule, 181
Planetfall - Helm maneuver, 131
Plasma Bolt - Ranged Area Effect Weapon, 84
Plasma CE - Cargo Item, 113
Plasma Dagger - Melee Weapon, 89
Plasma Fire Disaster - Mission, 197
Plasma Grenade - Fire damage to those in L.O.S., 91
Plasma Mine - Starts fire, 135
Plasma Missile - Sets Fire, 138
Plasma Pistol - Ranged Weapon, 84
Plasma Projector - Ranged Area Effect Weapon, 84
Plasma Wizard - Special Ability, 64
Playtester - People who try to make my game better, 2
Ploetz, Markus - German Genius, 238
Plot Twist - Enemy cards or mission specific benefits Enemy can buy with cards, 162, 178
Plot Twist Cards - Enemy cards they play or surrender for abilities or Luck, 144
Pods - Jettisonable external module sized objects, 100
Poisonous - Treasure Effect, 167
Poisonous bite - Reptilianoid Alien Ability, 16
Polarizer - Special Ability, 64
Political - Campaign Indicator, 176
Pop - Move 1 square as part of an action, 30
Porta-Ram - Beastmen Fighter Upgrade, 125
PortaRam - Melee Weapon, 89
Power Generation - Ships go to minimum of 1 Power in each system on Phase 1, 146
Power Grubber - Mission specific monster, 224
Power Slider - Special Ability, 64
Powered Armor - Cargo Item mechanized fighting suit, 118
Powered Armor - Cargo Item, 115
Powered Armor Expert - Special Ability, 64
Preconceived - Special Ability, 65
Prehensile - Treasure Effect, 167
Prepare - Spending this Phase’s action to reduce difficulty of action next Phase, 30
Prepared - Enemy Morale Ability, 163
Prestidigitator - Special Ability, 65
Prestige - Points earned through missions spent to increase Rank, 148
Private Tutelage - Overwhelming Success Reward, 149
Privateer - Mission specific Plot Twist, 199
Probe -Fungaloid Fighter Upgrade, 125
Probe Mine - Acts as Science Probe, 135
Profession - Skill checks you get a free reroll in, 10, 36
Proton Ray - Mission specific phenomena, 239
Proximity - Arming a grenade to detonate when approached, 90
Psi Drugs - Planetary opportunity at Bob, 262
Psionic - Treasure Effect, 167
Psionic Ability - An ability that stretches beyond realism, 49
Psionics - Skill used to manipulate the universe with your mind (optional), 48
Psionics Skill Chip - Cyberware: Reduce Psionics skill check difficulties by 1, 98
Psionics Training - Planetary opportunity at Dhelmn, 262
Psionics Training - Planetary opportunity at Reisom, 262
Psychic Blaster - Special Ability, 65
Psychic Shifter - Special Ability, 65
Psychic Stunner - Special Ability, 65
Puff - Whistler Alien Ability, 22
Pulsar - Dangerous phenomena, 254
Pulsar - Mission specific phenomena, 195
Pump Engine - Engineering 8 to get 1 Power, 11 for 2 etc., 127
Punisher Cannon - Treasure, 165
Puppeteer - Special Ability, 65
PvP - Playing heroes against heroes, 248
Pyreltian - Alien Species (Advanced), 27
Quadrinary - Silicoid Cruiser, 197
Quartermaster - Special Ability, 65
Quasar - Black Hole combined with Pulsar, 255
Queen, Infestation - Mission specific enemy, 191
Quick on the Stick - Special Ability, 65
Quick-Minded - Special Ability, 65
Quickdraw, give, holster - Attempting to ready or stow an object without expending your action, 37
Quiet! - Tentac ship, 185
Radiation Storm - Navigation Hazard, 155
Radium CE - Cargo Item, 113
Rally - Use Diplomacy to increase your crew’s morale, 47
Ram - Helm maneuver, 129
Random Mission Table - List of scenarios, 299
Random Module Chart - List of modules, 166
Random Species Chart - Use to generate foe/vessel registries, 284
Range Band - Distance at which range penalty is imposed, 38
Range Penalty - Increased difficulty to hit a target based on distance, 38
Ranged Combat - Personal combat, 38
Reach - Vomeg Alien Ability, 21
Reckless - Special Ability, 65
Reckless Foes - Mission specific Plot Twist, 203
Reconfigure Cannon - Engineering 8 to put cannon into Standard, Long Range, Multi, or Fusion mode, 103
Recycling Life Support - Treasure, 165
Redundant -Blootian Fighter Upgrade, 125
Redundant Module - Treasure, 166
Reflection - Mission, 210
Reflexive - Enemy Morale Ability, 163
Reflexive - Special Ability, 66
Regenerate - Fungaloid Alien Ability, 18
Reinforced -Silicoid Fighter Upgrade, 125
Reisom -Newly discovered planet in sector 7, 256
Relay Station - Cargo Item, 115
Relevant skill - Skill used in a task, 28
Remote - Arming a grenade to be detonated with a WristComp or Science Bay, 90
Remote Penalty - Operating a battlestation in a different module from yours, 9
Repair Equipment - Science skill vs 11 to fix broken objects, 34
Repair Fighter -Engineering 11 to Remove a damage marker, 123
Repair Module - Engineering 11 to remove a broken marker from a module, 42
Reptilianoid - Alien Species (Beastmen), 16
Requisitions - Rank check to get free gear at end of mission, 149
Rescue - Planetary opportunity at Gurarg, 262
Rescue Pod - Navigation Hazard, 155
Rescue Pod - Pickup spacewalker, 139
Rescue the Envoy - Mission, 235
Research - Science Bay action vs distance to ask a yes or no question, 140
Research Specialist - Special Ability, 66
Resilient - Tentac Alien Ability, 20
Resonant Matrix -Trundlian Fighter Upgrade, 125
Resourceful - Special Ability, 66
Rest - Planetary opportunity at Hollingsworth, 262
Retarget Missile - Combat vs distance action to select new target for missile, 137
Retraining - Spend a mission without a special ability or profession to change them, 49
Reversi-Juice - Treasure, 170
Revive the Dying - Sick Bay action to bring the dying to -5 hit points, 141
Rhinoceroid - Alien Species (Beastmen), 16
Ring - Surrounds some planets interferes with movement and visibility, 255
Risk Levels - Decision making tool for unmoderated Enemies, 250
Rock’em Cannon - Treasure, 165
Rocket Booster - Cargo Item, 115
Rocket Launcher - Powered Armor weapon, 119
Rocket Pistol - Ranged Weapon, 84
Rocket Refuel - Cargo Item, 115
Rocky - Silicoid Alien Ability, 20
Roid - Athletics Drug, 96
Roll Twice - Enemy Morale Ability, 163
Rolls With It - Special Ability, 66
Round - (6 Phases) Unit of time, 146
Rowe, Tony - Gaming Scholar, 236
rq# - (AKA Requisition Number) Difficulty to requisition an item, 74
Ruby Slippers - Treasure, 171
Run - Athletics check of 11 to move an extra square, 33
Run Mission - Follow the Sequence of Play until success or failure, 146
Running Silent - Ship invisible if Cloak level exceeds power levels and OOC, 126
Saboteur - Special Ability, 66
Safe - Treasure Effect, 167
Safe - Weapon does not harm modules, 74
Safety Chamber - Cargo Item, 115
Sample Character Sheet - Example of Theo Retica’s special ability list, 49
Sanity - Skill used to keep your head together in horror games (optional), 48
Sanity Skill Chip - Cyberware: Reduce Sanity skill check difficulties by 1, 98
Satchel Charge - Heavy Explosive damages module, occupants, 91
Saw Gun - Treasure, 170
Scan - Science Bay action vs ½ distance to get information about a target, 140
Science - Skill used to operate green modules, and use MedKits, 45
Science Bay - Module allows Shields, Research, Scans, ECM, 140
Science Probe - Count distance to probe for research, 138
Science Skill Chip - Cyberware: Reduce Science skill check difficulties by 1, 98
Scientific - Campaign Indicator, 176
Scope - Count range to target as half, 94
Second Helping - Overwhelming Success Reward, 149
Secret Goals - Mission specific modifier, 208
Secret of the Ovoid - Mission, 244
Seeker Missile - More accurate, less payload, 138
Seer - Special Ability, 66
Self Destruct - Cargo Item, 115
Semi-moderated - Playing with Enemy player on your crew, 248
Sentient Engine - Treasure, 165
Sentient Module - Treasure, 166
Sequence of Play - Full list of order of operations, 300
Setup - Prep before play, 144
Shamir - Newly discovered planet in sector 8, 257
Sharp-shooters - Enemy Morale Ability, 163
Sharpshooter - Special Ability, 66
Sheffield Prime - Newly discovered planet in sector 9, 259
Shell - Testudinoid Alien Ability, 16
Shield - Increases your target number by 1, 94
Shield Capacitor - Cargo Item, 116
Shield Harmonizer - Special Ability, 66
Shield, Heavy - Increases your target number by 2, 95
Shieldcutter - Cargo Item, 116
Shielded - Treasure Effect, 167
Shielded Engine - Treasure, 165
Shielded Module - Treasure, 166
Shields - Power level that retards incoming cannon shot damage, 140
Shifty Cloak - Treasure, 170
Ship - Starship, 6, 265
Ship Control Sheet - Used to track ship data, 264
Ship Explosion - Ships failing hull checks send out a blast based on size, 108
Ship to Ship Combat - The art of delivering damage to targets in space, 104
Ship Upgrades - Overwhelming Success Reward, 149
Shknorkleblorp - Rosetta stone word for new life form, 187
Shock Trooper - Special Ability, 66
Shock Troopers - Mission specific Plot Twist, 203
Shock Troopers - Enemy Morale Ability, 163
Shooting Spacewalkers - Combat check vs. distance to deal 3 dice personal damage, 103
Shore Leave - Planetary opportunity at Cristifratti, 262
Short Fuse - Arming a grenade to detonate at the end of your turn, 90
Showdown - Mission, 198
Sick Bay - Module used to heal, diagnose and revive the dying, 141
Sideslip - Helm maneuver, 128
Silence - Planetary opportunity at Cornman, 262
Silicoid - Alien Species, 20
Silverback - Canosian desroyer ship, 224
Skeletal Enhancement - Cyberware: Increase carry by 10, 99
Skill - Athletics, Combat, Engineering, Piloting, Science, Sanity, Diplomacy, 10
Skill Check - Roll 2 dice. If equal to or higher than difficulty, succeed., 10
Skill Chip - Cyberware: Reduce difficulty of skill checks within a specific skill, 98
Skill, basic - Athletics, Combat, Engineering, Piloting, Science, 36
Sklortch - Vomeg crime lord, 210
Slagged - Modules with 2 broken markers. Actions and movement impaired, 108
Slagged Movement - Costs 2 squares of movement to enter a slagged square., 31
Slater - Newly discovered planet in sector 7, 257
Sleeper Cannon - Treasure, 165
Slipster - Special Ability, 66
Slowgo - Move attribute reduced to 1, 97
Slug Machine Gun - Ranged Area Effect Weapon, 84
Slug Pistol - Ranged Weapon, 84
Smart Cannon - Treasure, 165
Smoke Grenade - Blocks vision and Life Support in Module, 91
Smooth - Special Ability, 66
Smuggle - Mission, 199
Smuggler - Special Ability, 67
Smuggler Cargo Bay - Treasure, 165
Smuggler’s hatch - Cargo Item, 116
Snakoid - Alien Species (Beastmen), 16
Sneaker Cloaking Device - Treasure, 165
Sneaky Mine Layer - Treasure, 166
Sniper - Special Ability, 67
Sofge, Neal - Joyful Curmudgeon, 237
Solar Sails - Cargo Item, 116
Solo Play - Playing without an Enemy player, 248
Sonic Beam - Ranged Area Effect Weapon, 84
Space Maps - Hexagonal gridded boards for starships to move on, 146
Space Slug - Mission specific monster, 211
Spacelegs - Special Ability, 67
Spacer - Special Ability, 67
Spacewalker - Outide the ship you have no Life Support, 134
Special Abilities - You can have 1 amazing trick per Rank, 49
Sp. Ability Chart - Special Ability Index, 50
Special Delivery - Mission, 212
Special Rules - Features that may be unique to this mission, 178
Specialized Tutor - Overwhelming Success Reward, 149
Species - Your type of creature affects your abilities, 13
Speed Demon - Special Ability, 67
Spiteful Devils - Enemy Morale Ability, 163
Spoils - Heroes may claim one personal item of captured gear, 149
Sprint - Cheetahoid Alien Ability, 16
St Andre, Ken - Delightful Icon, 227
Stackpole, Mike - Author, Dancer, Raconteur, 230
Stall - Helm maneuver, 128
Standard Cannon - Combat vs distance +2x Speed to deliver Guns hit, 103
Standoff - Convert a Coup de Grace opportunity to overwatch, 41
Star - Suns dangerous coronas lash out into nearby hexes, 255
Star Fortress - Mission, 236
Star Generator - Treasure, 170
Star-Crossed - Enemy Morale Ability, 163
Starship - Modular object you fly around the galaxy, 62
Starship Registry - Benefit for ships produced by a certain shipyard, 263
Staseostasis - Planetary opportunity at Enso, 262
Stasis Grenade - Treasure, 171
Stasis Rifle - Treasure, 171
Stasisville - Mission, 200
Stationary Battlestations Station - Mission, 214
Steady - Helm maneuver, 129
Steady Handed - Special Ability, 67
Steady Helm - Treasure, 165
Stealth Tech -Otyssian Fighter Upgrade, 125
Stim - Movement Drug (even for dying), 96
Stoccy’s Outpost - Newly discovered planet in sector 9, 259
Stoccy’s Trail - Planetary opportunity at Stoccy’s Outpost, 262
Stowing Away - Hiding inside a module, 43
Strafing CE - Cargo Item, 113
Strong - Silicoid Alien Ability, 20
Stun - Athletics 11 or incapacitated, 85
Stun CE - Cargo Item, 113
Stun Generator - Cargo Item, 116
Stun Grenade - Creates Stun effect in L.O.S., 91
Stun Stick - Melee Weapon, 89
Stun toxin - Athletics 11 or stunned, 97
StunGone - Stun resistance Drug, 96
Stunner - Special Ability, 68
Sturdy - Enemy Morale Ability, 163
Sturdy - Bot upgrade -1 on Athletics Skill check difficulty, 25
Success, Overwhelming - Heroes were able to achieve overwhelming objective, 148
Successful Mission - Heroes achieve mission objective, 148
Super - Treasure Effect, 167
Super EMP - Mission specific phenomena, 239
Superheavy Shielded - Treasure Effect, 167
Superlucky - Enemy Morale Ability, 163
SuperMart -Planet Gaidaszgrad, 256
Supernova Jump - Mission, 234
Supply Ship - Overwhelming Success Reward, 149
Support - Planetary opportunity at Planet Parkes, 262
SupSci - Science Drug, 96
Sure Handed - Special Ability, 68
Suscepto - Reroll highest die in successful Athletics check, 97
Swashbuckler - Special Ability, 68
Switcher Cannon - Treasure, 165
Sword - Melee Weapon, 89
Symbiont - Mission specific monster, 224
Symbiote - Treasure, 170
Sympathetic - Special Ability, 68
Synchronized -Chronosian Fighter Upgrade, 125
Tables Turned - Mission, 242
Tactical Doctrine Flowchart - Unmoderated play system aid, 251
Tailgunner - Special Ability, 68
Take - Grapple effect to grab opponent’s equipment, 40
Tanker Freighter Convoy - Mission, 201
Target Number - Difficulty for others to hit you with personal attacks, 13
Targeting Computer - Cargo Item, 116
Targeting Modules - Attacking the ship from the inside, 34
Targeting Personal Equipment - Attacking objects, 34
Techlab Science Bay - Treasure, 166
TecKnow - Engineering Drug, 96
Teflon Cloaking Device - Treasure, 165
TeleChute - Cargo Item, 116
Telekinetic - Special Ability, 68
Teleoptic - Treasure Effect, 167
Teleporter - Module used to deliver people or bombs to other ships, 142
Teleporter Specialist - Special Ability, 68
Tempora - Star lab, 200
Tentac - Alien Species, 20
Tentac Corner Gun - Treasure, 170
Terrorist Cruise Liner - Mission, 202
Testudinoid - Alien Species (Beastmen), 16
Thick Hide - Beastman Alien Ability, 16
Throw - Grapple effect to move target, 40
Throwing Grenades - Combat difficulty 3+distance, 90
Throwing Satchel Charge - Combat difficulty 3+ 2x distance, 90
Tidball, Jeff - Arguably the better Jeff, 240
Timehop - Chronosian Alien Ability, 26
Tinkerer - Special Ability, 68
Tiny - Minutian Alien Ability, 26
TKTK - Canosian scientist, 194
ToolKit - Reduces Engineering difficulties to Upgrade, Repair or put out Fires by 1, 95
Tough - Special Ability, 68
Tough - Gorilloid Alien Ability, 16
Tough Cargo Bay - Treasure, 165
Tough Silicoid - Special Ability, 69
Toward Ice - Human scout ship, 208
Toxin - Poisons delivered by Needler, or gas grenade, 97
Tractor - Cargo Item for grabbing things, 120
Tractor Dock - Holding a docked ship fast with Tractor, 120
Tractored Fighters -Holding a Fighter penalizes its actions and move, 121
Trampler - Special Ability, 69
Tramplers - Enemy Morale Ability, 163
Transcendence - Mission, 231
Transfer Power - Engineering 8 to move 1 Power, 11 for 2 etc., 127
Trauma Center Sick Bay - Treasure, 166
Treasure - Special Items, 164
Treasure Maps - Planetary opportunity at Slater, 262
Triage Medic - Special Ability, 69
Trick Shot - Special Ability, 69
Tricky - Special Ability, 70
Trolls - Mission specific monsters, 227
Trundlian - Alien Species, 21
Tumble - Canosian Alien Ability, 17
Turn - Helm maneuver, 128
Turn Specialist - Special Ability, 70
Turtloid - Alien Species (Beastmen), 16
Tusks - Elephantoid Alien Ability, 16
Uber Cannon - Treasure, 165
Ulisses - Human Dreadnought, 238
Ultralight - Treasure Effect, 167, 169
Unbreakable - Treasure Effect, 167
Uncanny Intelligence - Enemy Morale Ability, 163
Unclamp Fighter -Allow Fighter to fly away from ship, 123
Unconscious - Wound total equal to or greater than your hit points by up to 6 you may not act, 34
Unconventional - Special Ability, 70
Unflappable - Special Ability, 70
Uniminded - Special Ability, 71
Unity - Newly discovered planet in sector 9, 258
Unlimited - Special Ability, 71
Unpredictable - Special Ability, 71
Unsinkable - Enemy Morale Ability, 163
Unsinkable - Special Ability, 71
Unsupported Life Suppport - Spacewalking or broken Life Support on Phase 6, 134
Upgrades - Improving personal gear with Science or modules with Engineering, 145
Upquark Missile - Mission specific phenomena, 195
Ursinoid - Alien Species (Beastmen), 16
Used Marker - Most modules increase difficulty to operate them by 3 for each of these, 127
Vampiric - Treasure Effect, 167
Vasel, Tom - Honest reviewer, 208
Vaughan, Peter - True Gamer, 210
Vectored -Canosian Fighter Upgrade, 125
Verdant Toadstool - Treasure, 171
Versatile - Trundlian Alien Ability, 21
Versatile Science Bay - Treasure, 166
Vibraknife - Melee Weapon, 89
Victory Mission - After bringing a campaign indicator to a victory threshold, 177
Vigour, Joey - Awesome Pal, 244
Vixle - Newly discovered planet in sector 8, 257
Void Brute - Canosian ship, 246
Voltrex - Ranged Weapon, 84
Vomeg - Alien Species, 21
Waggle - Helm maneuver, 128
Wake Rider - Special Ability, 71
Warhead Mine - Like a missile, 135
Warp Driven Mine Layer - Treasure, 166
Warp Inhibitor - Cargo Item, 116
Warp Optimizer - Cargo Item, 116
Warping In - Hyperdrive module action at start of mission, 132
Warping Out - Hyperdrive module action to leave system, 132
Waste Management Failure - Mission specific Plot Twist, 204
Watts, Darren - Who I want to be if I grow up, 224
Weapons Officer - Special Ability, 71
Whaloid - Alien Species (Advanced), 27
Wheels - Bot upgrade: +2 Move, 25
Whistler - Alien Species, 22
Whitacre, Bryce - Scored 40+ pts in Lifeboat, 214
Whole E-Grail - Treasure, 171
Wierdling - Pacifist colony, 213
Wild Dog - Human frigate ship, 240
Wild Flyer - Special Ability, 71
Wildcard - Treasure, 165
Williams, Chris - Man I’d gladly lead into a supernova, 234
Williams, Kenneth R - Fanatical friend, 235
Willpower - Human Alien Ability, 19
Wilson, Kevin - Awesome Game Designer, 220
Wingman - Special Ability, 71
Wings - Avianoid Alien Ability, 16
Wipeout Cannon - Treasure, 165
With Your Shield or On it - Mission, 204
Wormhole Nest - Mission, 205
Wrestler - Special Ability, 71
WristComp - Ask yes/no questions and reduces Science difficulties to Upgrade or Repair by 1, 95
Wrong Way - Mission, 213
Xeloxian - Alien Species, 22
Xenobiologist - Special Ability, 71
Xxx - Page reference to be changed later that escaped our scrutiny.
Young, Kirby - Great Guy, 229
Zoallan - Alien Species, 23
Zone Controller - Special Ability, 71
Zone Controllers - Enemy Morale Ability, 163