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content:official:rules:cargo_bay_glossdex [2017/07/15 21:23] – external edit 127.0.0.1 | content:official:rules:cargo_bay_glossdex [2017/11/06 01:31] (current) – curufea | ||
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===== Cargo Bay Glossdex ===== | ===== Cargo Bay Glossdex ===== | ||
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^ CARGO BAY ITEM ^ FUNCTION ^ | ^ CARGO BAY ITEM ^ FUNCTION ^ | ||
- | | **Armory** | Allows Heavy Weapons | | + | | **[[cargo_bay_items# |
- | | **Atmospherics** | -3 difficulty on maneuvers in atmosphere. Only 1 OOC | | + | | **[[cargo_bay_items# |
- | | **Auto-Engine, | + | | **[[cargo_bay_items# |
- | | **Battery** | Holds 2 power. Distribute as an automatic action | | + | | **[[cargo_bay_items# |
- | | **Boarding Plank** | Temporary link between two ships in the same hex | | + | | **[[cargo_bay_items# |
- | | **Brig** | Holds bad guys | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) EMP** | Hits break personal equipment that isn't broken | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Fusion Node** | Can be reconfigured to fire blasts like ship explosions | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Ion** | Hits ionize occupants | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Plasma** | Even damage dice cause fire to module | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Radium Feed** | Damage is less to occupants but hard to heal (banned) | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Strafing** | Hit allocation sweeps across ship instead of penetrating | | + | | **[[cargo_bay_items# |
- | | **CE((Cannon Enhancement)) Stun** | Hits stun occupants | | + | | **[[cargo_bay_items# |
- | | **Cargo Netting** | Protects loose cargo | | + | | **[[cargo_bay_items# |
- | | **Damage Control** | +1 on all repairs and single use to restore hull damage | | + | | **[[cargo_bay_items# |
- | | **Diplomacy Studio** | Half Distance to enemy ship for Diplomacy actions | | + | | **[[cargo_bay_items# |
- | | **Drone** | Unmanned fighter with skill 3 in Piloting and Combat, no reroll | | + | | **[[cargo_bay_items# |
- | | **EMP Generator** | Break personal equipment aboard that isn't broken | | + | | **[[cargo_bay_items# |
- | | **Explosion Modulator** | Range and Shields count double for explosions | | + | | **[[cargo_bay_items# |
- | | **False Cargo Item** | Allows you to carry contraband | | + | | **[[cargo_bay_items# |
- | | **[[Fighter]] (see page 122)** | Microship you can get in and fly around. Requires launch tube | | + | | **[[Fighters]] (see page 122)** | Microship you can get in and fly around. Requires launch tube | |
- | | **Galley** | Bonus hit point for crew | | + | | **[[cargo_bay_items# |
- | | **Gas Generator** | Put gas cloud in the Cargo Bay, all Life Supports and adjacent modules | | + | | **[[cargo_bay_items# |
- | | **Gymnasium** | Crew gets a free reroll in all Athletics checks | | + | | **[[cargo_bay_items# |
- | | **Hull Stabilizer** | Reroll one die in failed hull check | | + | | **[[cargo_bay_items# |
- | | **Inertial Dampener** | Reduce OOC by 2 instead of 1 at end of Phase | | + | | **[[cargo_bay_items# |
- | | **Ionizer** | Everything aboard the ship has one higher level of ionization | | + | | **[[cargo_bay_items# |
- | | **Launch Tube** | Allows you to launch fighters | | + | | **[[cargo_bay_items# |
- | | **Local Life Support** | Allows an additional crew | | + | | **[[cargo_bay_items# |
- | | **Long Range Sensors** | Half distance on scans and yes/no. Rerolls vs. Navigation Hazards. Ignore 1 Used marker on Teleporter | | + | | **[[cargo_bay_items# |
- | | **Megafin** | -3 difficulty to turn in the indicated direction, +3 in the other direction | | + | | **[[cargo_bay_items# |
- | | **Megatorpedo (Single Use)** | Fast upgraded missile. Requires Missile Bay | | + | | **[[cargo_bay_items# |
- | | **Missile Enhancement** | Missiles are faster, more accurate and survive better | | + | | **[[cargo_bay_items# |
- | | **Multi-Capacitor** | Maximum power levels are one higher | | + | | **[[cargo_bay_items# |
- | | **Ouchifier** | All aboard suffer 1d6-1 points of damage at the end of each Phase | | + | | **[[cargo_bay_items# |
- | | **Powered Armor** | Combat suit with built-in weapons. Take half damage | | + | | **[[cargo_bay_items# |
- | | **Relay Station** | Reduce targeting difficulties by 1 | | + | | **[[cargo_bay_items# |
- | | **Rocket Booster** | Increase Speed, OOC and Hull Damage. | | + | | **[[cargo_bay_items# |
- | | **Rocket Refuel** | Refill Rocket Booster | | + | | **[[cargo_bay_items# |
- | | **Safety Chamber** | Protect stuff | | + | | **[[cargo_bay_items# |
- | | **Self Destruct** | Destroy your own shift | | + | | **[[cargo_bay_items# |
- | | **Shield Capacitor** | Boost shields to maximum until End of Round | | + | | **[[cargo_bay_items# |
- | | **Shieldcutter** | Enemy shields count half (round up) | | + | | **[[cargo_bay_items# |
- | | **Smuggler' | + | | **[[cargo_bay_items# |
- | | **Solar Sails** | Generates power to each system if there is a star | | + | | **[[cargo_bay_items# |
- | | **Stun Generator** | Stun all aboard as an automatic action once/Phase. | | + | | **[[cargo_bay_items# |
- | | **Targeting Computer** | Reduce distance to targets by 1 | | + | | **[[cargo_bay_items# |
- | | **TeleChute** | Mini-wormhole connects two squares | | + | | **[[cargo_bay_items# |
- | | **Tractor** | Capture microships, move enemy ships, cargo, spacewalkers. Tractor Dock | | + | | **[[Tractor]]** | Capture microships, move enemy ships, cargo, spacewalkers. Tractor Dock | |
- | | **Warp Inhibitor** | Add your Guns power to difficulty to operate Hyperdrive. | | + | | **[[cargo_bay_items# |
- | | **Warp Optimizer** | -3 difficulty on Jump actions (HMFYP campaign) | | + | | **[[cargo_bay_items# |
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+ | {{tag> |