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Abilities

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).

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