Expanded Star Trek Spacedock for 25th century and beyond
Expanded Star Trek Spacedock for 25th century and beyond
In generating some of the future starships I worked on the note that I present below. Use if you need. Any ship that is a time traveling vessel consult my time travel notes posted on the site. I also have generated I hope is a few surprises for you. Below I have posted such a starship from the future so if encountered by a 22nd, 23rd or 24th century ship they can work well with one another. I generated this primer for our group that wanted to generate starships that are beyond The Next Generation and some who played the online game. Some of this can be used in the Andromeda spacedock notes and even the Stargate at the moment I cannot think of anything off the top of my head that they could be used in.
Let me know what you think.
Size scaling stays pretty much the same as the spacedock. I discovered with these more advanced ships that there is a need for additional SUs for the more advanced technologies. For each additional century I allow for an additional 10 to 15 percent more SUs per size of starship. So a size 5 ship would normally have 900 1,900 SUs available but a 25th century starship would have 1035 2185 SUs thus a 285 SUs with the 15% for additional advancements in technology. Where as a 30th century vessel same size would have 1710 3610 SUs allowing to advance the ships.
Reisitance - the ships resistance in crease by 2 each century.
Borg Ship Regeneration any starship 26th century or beyond are allowed to have the ship regeneration systems.
Structural Integrity Field
Class
..SU Cost
Protection
Class 8 EX
33+size
..110/160
Class 9 EX
36+size
..120/180
Class 10 EX..39+size
..130/190
Class 11 EX..42+size
..140/210
Class 12 EX..46+size
..150/225
Crew Size see computer automation below
Crew Quarters have stayed pretty much the same.
Basic, reserve Emergency life support and gravity stay the same.
Consumables for all ships 26th Century and beyond the consumables cost 25% less as starship efficiency has improved. So for a Galaxy class in the 24th century has 3 years worth of consumables at an SUs Cost of 24 but in the 26th century the ship would be charged for 18 SUs for the same Consumables.
Replicators operate the same but you no longer have the wall replicators in the quarters you tell the computer where to deposit the food and it appears as well as the small net work.
Medical the Medical systems operate the same but 26th Century and then again for the 28th and then the 30th century the each increase +1 to the medical bonus with and an additional 10 SUs per bonus. So a 30th century ship could have a +5 medical bonus. Power increases the same per +1 power per bonus.
Recreation facilities expand by adding Holographic technology all over the ship as a cost of size times 3 for power and SUs in addition to the other details.
Personnel transport acts as the same but the use of instantaneous transport to various section of the ship comes in around the early 30th centenary at a cost of 4 times the SUs and double the power requirements.
Fire suppression, cargo holds and escape pods work the same with the exception that the escape pods can carry a passenger in suspended animation for five years to the nearest safe Class M world if so desired.
Somewhere in the 26th century the starships are either equipped with Quantum slipstream or Transwarp drives. With these engines all warp factors are available but still need the PIS injectors for duration of travel at these speeds before going to either Quantum Slip Stream or Transwarp speeds.
Impulse speed remain the same but with the cost of 5 SUs the Impulse Engines generate an additional 8 power to the engine up to 100 power per the engine. As for speed the for every .05c added to the speed up to .95c costs 2 SUs unless there is a power increase already. No starship can pass .98c as it would be easier to just to go to warp speeds.
Modified Warp Drive Systems Table
Warp Engine
.SU
..Power Generated/round
Class 14/X
..150
..700-749
Class 15/X
..160
..750-799
Class 16/X
..170
..800-849
Class 17/X
..180
..850-899
Class 18/X
..190
..900-949
Class 19/X
..200
..950-999
Class 20/X
..210
..1000-1049
Beyond the Class 20/X, add +1 SU per +10 power [or fraction thereof] or use the Experimental chart above.)
Emergency Power extends up to providing 100 power on the following list and the Centuries available.
Type G (Generates 60 power/round) <60 SUs> Available 25th Century
Type H (Generates 70 Power/round) <70 SUs> Available 26th Century
Type I (Generates 80 Power/Round) <80 SUs> Available 27th Century
Type J (Generates 90 Power/round) <90 SUs> Available 28th Century
Type K (Generates 100 Power/round) <100 SUs> Available 29th Century
EPS Grid works the same.
Bridges and separation systems the same. This includes the Multivector Assault Mode.
Computers - the Quantum computers that are developed in the take 26th century cost four time and automatically have a bonus of +1 for any test and can be added to the upratings and require 8 power to operate per core.
Computer Upratings
Package
SUs
Power
Computer Test Bonus
Class Gamma
6
.3
.+3 (Available after the late mid 25th century)
Class Delta
8
.4
.+4 (Available after the late mid 27th century)
Class Epsilon
10
...5
.+5 (Available after the late mid 29th century)
Computer automation - A starship with computer automation allows a starfleet cadet and a chimp Captain to command even a Galaxy class starship. Computer automation requires 10 power per round and cost 10 SUs per size. With the Computer Automation the ship can not only pilot its self and operate independently with no crew so the crew may be a tenth of the number that an un-automated ship would have. (Note: these ships could have a holographic Avatar to liaison better with the crew much like the starship Andromeda of Gene Roddenberrys Andromeda has.) This system requires the most Flight Control System of systems of 4, and coordination 3 to have. Once the system is engaged the ship can pilot itself and even participates in complex combat maneuvers.
Navigational Deflector extended after 26th century for range changes to 15/50,000/100,000/250,000 costing the same for power but now cost five times size for SUs.
Expanded Long Range Sensor Ranges
Here are some new sensors that can be applied to the 25th and early 26th century of starships to come with little change to the scales. The sensors are not too powerful but have longer ranges than that of the previous generations. These sensors can also be applied to more advanced starships the Type 14 EX through the Type 15 EX are useable in the early 26th century only. I also set up a new range difficulty for all post Next Generations starships and stations. Strength and gain bonuss can be added to the lateral and navigational sensors as well at the stated costs.
Range Difficulties for detecting objects with Post TNG-era long-range sensors are 3/4/6/9.
Long-Range Sensors Table (this is what I have done so far but if you want one that is longer choose one that is either half or a third or quarter and double or triple cost of other.)
Package
SU
Range (Point blank/short/medium/long)
Type 9 EX
.36
High Resolution: 7 Light-years (0.7/0.8 1.4/1.5 5.3/5.4 7.0)
Low Resolution: 19 Light-years (1.0/1.1 6.0/6.1 15.0/15.1 19.0)
Type 10 EX
.40
..High Resolution: 8 Light-years (0.8/0.9 1.6/1.7 6.0/6.1 8.0)
Low Resolution: 20 Light-years (1.1/1.2 6.0/6.1 15.0/15.1 20.0)
Type 11 EX
.44
..High Resolution: 8 Light-years (0.8/0.9 1.6/1.7 6.0/6.1 8.0)
Low Resolution: 21 Light-years (1.2/1.3 7.3/7.4 16.0/16.1 21.0)
Type 12 EX
.48
..High Resolution: 9 Light-years (0.9/1.0 1.8/1.9 6.8/6.9 9.0)
Low Resolution: 22 Light-years (1.3/1.4 7.7/7.8 16.7/16.8 22.0)
Type 13 EX
.52
..High Resolution: 10 Light-years (0.9/1.0 1.9/2.0 6.9/7.0 10.0)
Low Resolution: 24 Light-years (1.4/1.5 8.4/8.5 18.0/18.1 24.0)
Type 14 EX
.56
..High Resolution: 10 Light-years (1.0/1.1 2.0/2.1 7.0/7.1 10.0)
Low Resolution: 25 Light-years (1.4/1.5 8.4/8.5 18.5/18.6 25.0)
Type 15 EX
.60
..High Resolution: 11 Light-years (1.0/1.1 2.5/2.6 7.5/7.6 11.0)
Low Resolution: 26 Light-years (1.4/1.5 9.0/9.1 19.0/19.1 26.0)
Strength Package
SU
Strength Rating
Class 11
22
.11
Class 12
24
.12
Gain Package
..SU
.Test Result bonus
Class Delta
...24
.+4
Sensor Jamming Device - The Sensor Jamming device is nothing new as there are many ways to jam a sensor scan with the use of flooding space with specific partials while other natural emissions emitted from the other stellar phenomena. This device cuts the need to emit these special particles out with the generation of electromagnetic fields. This adds difficulty to the standard difficulty of the scanning rolls. These devices are clearly an illegal device and prohibited by most space traveling species, as it can be a powerful tool in to criminals. Military Grade Lateral Sensors can detect the source of the jamming devices but nothing much more than that while security vessels and civilian vessels can detect the jamming but not much else while long-range sensors can detect nothing in the area but without explanations. These devices can be placed into a probe or even a small craft that can be dropped allowing the vessel making the deployment to escape the area. The jamming system works with the weapons targeting systems as well as the sensors systems making it almost imposable in targeting a specific target with the sensors.
Class 1 (difficulty increase +3) [4 power/use] <20>
Class 2 (difficulty increase +6) [8 power/use] <30>
Class 3 (difficulty increase +9) [12 power/use] <40>
Class 4 (difficulty increase +12) [16 power/use] <50>
Class 5 (difficulty increase +15) [20 power/use] <60>
Class 6 (difficulty increase +18) [24 power/use] <70>
Flight control systems the same
Navigational computers have new classes
Type
.SUs
Power
.Modifier
Class 4
..6
.3
.+3
Class 5
..8
.4
.+4
Inertial Dampening Field (Stabilizers) work the same
Communications for each century add 4 SUs with addition of 2 strength and security.
Tractor beams
A class Epsilon is available at a cost of 15 SUs and uses 4 power per strength rating. For a chart use delta but double the weights and ranges.
Transporters
Use the chart but only the light years distances age available beyond 28th century and Energizing/transition coils go up to 15 as of the end of the 26th century.
Clocking devices increase to type 12 by the end of the 25th century and beyond that your Game Masters call and cost the same as Spacedock.
Security rating the same
Anti-Intruder system the same
Internal Force Fields the same
Science Rating 5 costing 30+size for SUs with 10 power and a bonus of +4 for only the stringent of explorer class starships.