Vorlonagent's SFB Lexicon (I-Q)



I started writing what I hope will be the definitive dictionary of SFB terms and slang, but sheeze!  For every word I defined 3 more which needed defining popped up.  It's gotten to be such a running battle, I thought I'd at least publish what work I've done on this work-in-progress.

This is primarily for those of you in the studio audience who aren't that familiar with Star Fleet Battles. I'm hoping that this'll make the page more fun and understandable.

I have simplified the definitions somewhat.  I am leaving out most of the exceptions and special cases SFB has generated over its 20 years of life.  If I put all those in, I might as well just post the game rules, and that's about 1000 pages of reading.
 

Legend

Sometimes it's easiest to use a symbol than spell it out.  I use:

# = any number or a set of numbers.  If I said "Phaser-#", I am talking about something which applies equally to a Phaser-1, -2, -3, -G and any other phaser.
? = any letter in the same way # = any number.  If I write "plasma-?" I am referring to any or all plasma torps, depending on the context.
SSD: = The topic's designation on a SSD comes next
 
Impulse (also: IMP) An impulse represents one "moment" of time in SFB.  A turn in SFB is has 32 impulses in it.  A starship can do a large number of things in a single impulse.  There is a very specific order for when they are done.  In brief: Movement comes first, then Impulse Activity, then Weapons fire.
Impulse Drive (SSD: IMP) A fusion-based sublight drive carried by most starships.  It provides energy and sometimes helps out with a ship's movement. A ship can never get more than 1 hex of movement from the impulse engines and it always costs 1 point of IMP power.  It's a great deal for battleships and dreadnoughts, but it sucks for frigates and destroyers.
Phaser (SSD: P-# or PH-#) An energy weapon used by most races.  Phasers are used as "swing weapons", providing extra damage or defense as needed.  Most non-phaser weapons have a harder time hitting drones and plasma torpedoes.  Phasers are one of the few weapons which can affect a plasma torpedo at all.
Phaser-1 (SSD: P-1 or PH-1) The P-1 is the best all-around shipboard phaser, second only to the P-G in potential power and has the best range.  Firing at close range, a ship's P-1's contribute as much or more damage as its heavy weapons.
Phaser-2 (SSD: P-2 or PH-2) A phaser-2 is an older-tech heavy phaser still used by a few races.  Its range and power is about halfway between the P-1 and P-3, but it costs the same amount of energy to charge as a P-1.  Wherever you see a P-2 on a ship, you can bet there's someone (probably a bunch of someones) wishing it were a P-1.
Phaser-3 (SSD: P-3 or PH-3) This weapon is a short-range defensive phaser.  While it can be fired at a ship (and sometimes is) captains often keep their P-3's in reserve against the unexpected.
Phaser-4 (SSD: P-4 or PH-4) The one phaser that is so powerful that ships can't mount it.  It range and power both dwarf the P-1.  It is used extensively on larger bases (Base stations, Battle Stations, Starbases).  The phasers often worry attacking starship captains more than the heavy weapons on the base.
Phaser-G (SSD: P-G or PH-G) The Gatling Phaser is a Hydran invention and is mostly used on their ships.  (Orion Pirates use captured Hydran P-Gs)  The P-G fires four pulses of energy, each of which is identical to a P-3 shot.  A P-G can fire any number of pulses at one time, making it much more powerful than the P-1 at extremely close range.  Captains dream of using a P-G offensively, but end up having to use it defensively.  The Hydrans mount P-Gs on their fighters, making them some of the nastiest around.  Some Federation fighters carry P-G's too.
Phaser-M (SSD: P-M or PH-M) A simulator weapon that represents the largest phaser that could possibly work on a ship.  It's always an add-on, with one or two P-M's in a "wing" attached to the ship.  They use a limited firing arc identical to the mauler.
"Pop the Weasel" SFB slang for launching a Wild Weasel.

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