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content:cargo_bay_glossdex [2017/07/03 16:34] – created lektucontent:cargo_bay_glossdex [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1
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-===== Cargo Bay Glossdex ===== 
  
-^ CARGO BAY ITEM ^ FUNCTION ^ 
-| **Armory** | Allows Heavy Weapons | 
-| **Atmospherics** | -3 difficulty on maneuvers in atmosphere. Only 1 OOC | 
-| **Auto-Engine, Helm, etc.** | Operates specific type of module | 
-| **Battery** | Holds 2 power. Distribute as an automatic action | 
-| **Boarding Plank** | Temporary link between two ships in the same hex | 
-| **Brig** | Holds bad guys | 
-| **CE((Cannon Enhancement)) EMP** | Hits break personal equipment that isn't broken | 
-| **CE((Cannon Enhancement)) Fusion Node** | Can be reconfigured to fire blasts like ship explosions | 
-| **CE((Cannon Enhancement)) Ion** | Hits ionize occupants | 
-| **CE((Cannon Enhancement)) Plasma** | Even damage dice cause fire to module | 
-| **CE((Cannon Enhancement)) Radium Feed** | Damage is less to occupants but hard to heal (banned) | 
-| **CE((Cannon Enhancement)) Strafing** | Hit allocation sweeps across ship instead of penetrating | 
-| **CE((Cannon Enhancement)) Stun** | Hits stun occupants | 
-| **Cargo Netting** | Protects loose cargo | 
-| **Damage Control** | +1 on all repairs and single use to restore hull damage | 
-| **Diplomacy Studio** | Half Distance to enemy ship for Diplomacy actions | 
-| **Drone** | Unmanned fighter with skill 3 in Piloting and Combat, no reroll | 
-| **EMP Generator** | Break personal equipment aboard that isn't broken | 
-| **Explosion Modulator** | Range and Shields count double for explosions | 
-| **False Cargo Item** | Allows you to carry contraband | 
-| **[[Fighter]] (see page 122)** | Microship you can get in and fly around. Requires launch tube | 
-| **Galley** | Bonus hit point for crew | 
-| **Gas Generator** | Put gas cloud in the Cargo Bay, all Life Supports and adjacent modules | 
-| **Gymnasium** | Crew gets a free reroll in all Athletics checks | 
-| **Hull Stabilizer** | Reroll one die in failed hull check | 
-| **Inertial Dampener** | Reduce OOC by 2 instead of 1 at end of Phase | 
-| **Ionizer** | Everything aboard the ship has one higher level of ionization | 
-| **Launch Tube** | Allows you to launch fighters | 
-| **Local Life Support** | Allows an additional crew | 
-| **Long Range Sensors** | Half distance on scans and yes/no. Rerolls vs. Navigation Hazards. Ignore 1 Used marker on Teleporter | 
-| **Megafin** | -3 difficulty to turn in the indicated direction, +3 in the other direction | 
-| **Megatorpedo (Single Use)** | Fast upgraded missile. Requires Missile Bay | 
-| **Missile Enhancement** | Missiles are faster, more accurate and survive better | 
-| **Multi-Capacitor** | Maximum power levels are one higher | 
-| **Ouchifier** | All aboard suffer 1d6-1 points of damage at the end of each Phase | 
-| **Powered Armor** | Combat suit with built-in weapons. Take half damage | 
-| **Relay Station** | Reduce targeting difficulties by 1 | 
-| **Rocket Booster** | Increase Speed, OOC and Hull Damage. | 
-| **Rocket Refuel** | Refill Rocket Booster | 
-| **Safety Chamber** | Protect stuff | 
-| **Self Destruct** | Destroy your own shift | 
-| **Shield Capacitor** | Boost shields to maximum until End of Round | 
-| **Shieldcutter** | Enemy shields count half (round up) | 
-| **Smuggler's Hatch** | Crammed objects count half. Reduce difficulty to repair or upgrade modules by 1 | 
-| **Solar Sails** | Generates power to each system if there is a star | 
-| **Stun Generator** | Stun all aboard as an automatic action once/Phase. | 
-| **Targeting Computer** | Reduce distance to targets by 1 | 
-| **TeleChute** | Mini-wormhole connects two squares | 
-| **Tractor** | Capture microships, move enemy ships, cargo, spacewalkers. Tractor Dock | 
-| **Warp Inhibitor** | Add your Guns power to difficulty to operate Hyperdrive. | 
-| **Warp Optimizer** | -3 difficulty on Jump actions (HMFYP campaign) | 
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content/cargo_bay_glossdex.1499124852.txt.gz · Last modified: 2017/07/03 16:34 by lektu