Abilities have a type that defines what races can normally take that ability Types- General - may be taken by any race Biotech - uses bioengineering to produce organic solutions to problems Savage - low tech solutions Imperial - expensive and complicated machinery not available to all nations Magic - abilities powered by mystical energies High Tech - highly advanced technology avaialble only to the most knowledgeable races Rebel - improvised abilities Integrated Ram (Savage) - +4 damage when initiating a ram attack and -4 damage sustained when initiating a ram attack Basic Shields (General) - Gives ships a shield value of 1 Improved Shields (Magic, Imperial, High Tech) - Requires Basic Shields. Improves a ship's shield value to 2 Superior Shields (High Tech) - Requires Improved Shields. Improves a ship's shield value to 3. Greeblies (Biotech, High Tech) - nanites or micro-organisms that deal 2 damage on each successive attacker turn and cause -1 to hit. Expires after 3 turns. Engineer can remove with 7+ roll. Planet Buster (imperial) - Short range missile with poor targeting, does double damage (range 4, power 6, -3 accuracy) Afterburners (rebel) - +1 move for 2 damage. Engineer reduces damage by 1. Disruptor Beam (high tech) - ignores armor, shields doubly effective. 1d6 damage Tractor Beam (imperial, high tech) - when next to an object the size of a moon or smaller, may attach as an action and move at 1/2 speed, pulling or pushing the object. Warp Engine (high tech) - written as Warp (N) where N is a number of hexes. Ships with this ability may instantly teleport to a spot on the board within N hexes. However, since the engines are innately inaccurate, roll on the proximity chart to determine where the ship actually given the destination chart. If the roll has the ship appear inside a planet, it, along with the planet, are immediately destroyed. Otherwise, the ship is treated as having moved through the hex it arrives in (with all effects that may generate). |