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Thread: Temporal Starships

  1. #1

    Temporal Starships

    TEMPORAL STARSHIPS

    In designing the next adventure we needed a vessel that was a temporal weapons platform that could be fought. In doing so I picked a vessel from the STAR TREK The Expanded Universe “All Our Yesterdays” the Time Travel Sourcebook and back engineered a temporal warship. I like the Wells-class I created years ago but it is a slapped together job that does not look right but has its own style of looks.

    Following the Krenim Temporal Warship are the notes for expanding the Spacedock on creating a Temporal ships. Although this ship is not exactly as the one depicted on page 102 and 103 of the STAR TREK The Expanded Universe “All Our Yesterdays” the Time Travel Sourcebook.

    Later when we decide on the final version of what starship we will have I will post it for you.


    Krenim Temporal Warship
    Class and Type: Krenim Temporal Warship
    Commissioning Date: 2174

    Hull Systems
    Size: 11
    Length: 1 km (1000 meters)
    Radius .3 km (300 meters)
    Decks: 60
    Mass: 8,500,000 metric tons
    SUs Available: 4000
    SUs Used: 3630

    Hull Outer <44>
    Hull Inner <44>
    Resistance Outer Hull: 4 <3>
    Resistance Inner Hull: 4 <3>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 5 (Protection 80/120) <35>
    Backup: Class 5 (Protection 40) <18>
    Backup: Class 5 (Protection 40) <18>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 110/25/1,300

    Crew Quarters
    Spartan: None
    Basic: 75 <8>
    Expanded: 45 <9>
    Luxury: 14 <14>
    Unusual: 1 <1>

    Environmental Systems
    Basic Life Support [9 Power/round] <44>
    Reserve Life Support [5 Power/round] <22>
    Emergency Life Support (66 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 10 years worth <110>

    Food Replicators [11 Power/round] <11>
    Industrial Replicators Type: network of small Replicators [2 Power/round] <11>
    Type: 8 Large unit [2 Power/replicator/round] <24>

    Medical Facilities: 6 (+1) [6 Power/round] <30>
    Recreation Facilities: 5 [10 Power/round] <40>
    Personal Transport: Turbolifts, Jefferies tubes [2 Power/round] <11>
    Fire Suppression System [1 Power/round when active] <11>

    Cargo hold: 400,000 cubic meters <12>
    Locations: Cargo Bays throughout the ship
    Escape Pods <3>
    Number: 50
    Capacity: 4 persons per pod

    Propulsion Systems
    Warp Drive Nacelles: Type 2 <15>
    Speed: 2.0/4.0/6.0 [1 Power/.2 warp speed]
    Uprating Packages: P1, P2, P3, P4 to sustainable <20>
    PIS: Type C (6 hours of Maximum warp) <6>
    Special configuration: embedded nacelles <44>
    Impulse Engine Type: 2 Class 3A (.5c/.75c) [5/7 Power/round] <18 (x2=36)>
    Location: aft
    Reaction Control System (.025c) [2 Power/ round when in use] <11>

    Power Systems
    Warp Engine Type: Temporal warp Core (equal to a Class 12/R see notes) (generates 600 Power/round) <150>
    Locations: Engineering hull, decks
    Impulse Engine[s]: 2 Class 3A (generate 28 power/engine/round)
    Auxiliary Power: 6 reactors (generate 5 Power/reactor/round) <18>
    Emergency Power: Type C (generates 35 Power/round) <35>
    EPS: Standard Power flow, +150 Power transfer/round <70>
    Standard Usable Power:

    Operations systems
    Bridge: Saucer dorsal <55>

    3 Computers Core: [5 Power/round] <22 (x3=66)>
    ODN <33>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward engineering hull, ventral of the saucer

    Sensor Systems
    Long-range Sensors [5 Power/round] <70>
    Range package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-years (.5/.6-1.0/1.1-3.8/3.9-5.0)
    Low Resolution: 17 Light-lights (1/1.1-6.0/6.1-13.0/13.1-17.0)
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena

    Lateral Sensors [5 Power/round] <39>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena

    Navigational Sensors: [5 power/round] <26>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)

    Chronometric Sensors (see notes below) [10 Power/round] <78>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena
    Probes: 200 <20>
    Sensor Skill: 5

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 3, Coordination 2 [1 Power/round in use] <11>

    Navigational Computer
    Main: Class 2 (+1) [1 Power/round] <2>
    Backups: 2 <2>
    Inertial Damping Field
    Main <88>
    Strength: 6 [3 Power/round]
    Number: 4
    Backup <22>
    Strength: 4 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Class 5 [2 power/round] <10>
    Strength: 5
    Security: -2
    Emergency Communications: [2 Power/round] <1>

    Tractor Beams
    Emitter: Class Beta [3 Power/Strength used/round] <6 (x7=42)>
    Accuracy: 4/5/7/10
    Lactation: one on each of spars of the Temporal Incursion Cannon, three aft and 120 degrees from one another
    Emitter: Class Alpha [3 Power/Strength used/round] <3 (x2=6)>
    Accuracy 5/6/8/11
    Location: one in each shuttle bay

    Transporters
    Type: Personnel [4 Power/use] <16 (x4=64)>
    Pads: 4
    Emitter/Receiver Array: Personnel Type 6 (40,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 2 in saucer, 1 in Engineering

    Type: Emergency [5 Power/use] <14 (x3=42)>
    Pads: 14
    Emitter/receiver Array: Emergency Type 3 (15,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 3

    Type: Cargo [4 power/use] <13 (x2=26)>
    Pads: 400 kg
    Emitter/Receiver Array: Cargo Type 3 (40,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 2

    Security Systems Rating: 4 <16>
    Anti-Intruder System: Yes [1 Power/round of use] <11>
    Internal Force Field [1 power/3 Strength] <11>

    Science Systems Rating: 3 (+2) [3 Power/round] <26>
    Specialized Systems: one Temporal laboratory <5>
    Laboratories: 25 <6>

    Tactical Systems
    Temporal Incursion cannon <800>
    Damage: See text [400 power]
    Number of Emitters: (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: forward
    Firing arc: 90 degrees
    Firing Modes: Continuous

    Pulse Disruptors <46 (x12=552)>2969
    Type: 10
    Damage: 220 [22 Power]
    Number of Emitters: (up to 3 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Various locations
    Firing Arc: 360 degrees forward
    Firing Modes: Standard, Pulse,

    Torpedo Launcher<18 (x4=72)>
    Standard Load: Chroniton torpedo (300 Damage) See notes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: Forward
    Firing Arc: Forward, but are self-guided
    Torpedoes carried: 250 <25>

    TA/T/TS: Class Gamma [2 Power/round]<12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Shields (Forward, Aft, Port, Starboard) <90 (x4=360)>
    Shield Generator: Class 3 (protection 500) [50 power/shield/round]
    Shield grid: Type C (Increase in Protection 750)
    Subspace field Distortion Amplifiers: Class Delta (Threshold 166)
    Recharging System: Class 1 (45 seconds/9 rounds)
    Backup Shield Generators: 4 (1 per shield) <11>
    Auto-Destruct System <11>

    Auxiliary Spacecraft systems
    Shuttlebay(s): Capacity for 10 Size worth of ships <20>
    Standard Complement:
    Location(s): Main Shuttlebay
    Captains Yacht: None

    Description and Notes
    Temporal Warp Core & Temporal Incursion cannon
    The ships primary weapon is a weapon powered by a temporal warp core in which keeps the ship out of phase with normal space-time. This temporal warp core will keep the crew from ageing.
    A temporal warp core costs 20 extra SU’s beyond what a normal warp core costs because of its nature.
    This Temporal weapon and warp core prevent conventional directed energy weapons and Torpedoes from damaging it. Only weapon systems that share a temporal weapon signature or have been modified to detonate in a certain temporal frequency can cause damage to the ship.
    The Temporal weapon can fire erasing the vessel from the face of the existence of all time.

    Chronometric Sensors
    The Chronometric Sensors work similar to that of normal Lateral sensor with the Exception of the Gain package provided here below and that the power requirement is 10 power per round.

    Gain Package SU Test Result Bonus
    Standard 0 +0
    Class Alpha 3 +1
    Class Beta 6 +2
    Class Gamma 12 +3
    Class Delta 24 +4
    Class Epsilon 48 +5

    Chroniton torpedo
    The Chroniton torpedo ignores conventional shielding penetrating to the hull of the ship. The detonation damaging the vessel severely if the damage is nears a vital area.

  2. #2
    Join Date
    Aug 2003
    Location
    Bodenheim, Germany
    Posts
    356
    A temporal warp core costs 20 extra SU’s beyond what a normal warp core costs because of its nature.
    I thought the temporal warp core to be more massive (if you take a look at the ship depicted in Voy. I must be pretty big I would just add two thirds worth of the original Cost for the warp core again for the Temporal modifications to the Warp core

    just my two cents

  3. #3
    I don't think the SU's truely give the stat's a idea of it's size. I could have easily generated a penalty of 50 or 100 SU's but 20 sounded fair. Yet for a small ship the size of a small shuttle 50 or 100 would be too unfair. The only other option I had was to make the Temporal Warp Core Size related such as 10 x size costing 110 additional SU's for the core and a shuttle size two would have only a 20. The note I have been generation are not complete. Let me know what you think.

  4. #4
    Join Date
    Aug 2003
    Location
    Bodenheim, Germany
    Posts
    356
    I think it would be the best Solution to use the latter one.
    A Massive ship like the Krenim Behemoth has certainly enough SU's available, so spending additional 110 SU's to make a temporal Warp core is a fairly good trade off for the benefits it reaps, and you can have smaller ships equipped with these devices.
    It in handling this with a size related rule you take care of the issue of why should the equipment for a temporal Core cost only 20 SU's for all Ship sizes.

  5. #5
    I'll make the changes to the design when I get time. The 20 SU's was a throw back to the old version of the Wells-class I created. This version was not a design I've posted. Although this was one of my fist designs I still like it the best of any I've done.

    http://forum.trek-rpg.net/showthread...ighlight=Wells


    Thanks for the input.

  6. #6
    Here is the revised Version of the Krenim Temporal Warship I've tested it more than I have any other ship.

    Krenim Temporal Warship
    Class and Type: Krenim Temporal Warship
    Commissioning Date: 2174

    Hull Systems
    Size: 11
    Length: 1 km (1000 meters)
    Radius .3 km (300 meters)
    Decks: 60
    Mass: 8,500,000 metric tons
    SUs Available: 4000
    SUs Used: 3740

    Hull Outer <44>
    Hull Inner <44>
    Resistance Outer Hull: 4 <3>
    Resistance Inner Hull: 4 <3>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 5 (Protection 80/120) <35>
    Backup: Class 5 (Protection 40) <18>
    Backup: Class 5 (Protection 40) <18>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 110/25/1,300
    Crew Quarters
    Spartan: None
    Basic: 75 <8>
    Expanded: 45 <9>
    Luxury: 14 <14>
    Unusual: 1 <1>

    Environmental Systems
    Basic Life Support [9 Power/round] <44>
    Reserve Life Support [5 Power/round] <22>
    Emergency Life Support (66 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 10 years worth <110>
    Food Replicators [11 Power/round] <11>
    Industrial Replicators Type: network of small Replicators [2 Power/round] <11>
    Type: 8 Large unit [2 Power/replicator/round] <24>
    Medical Facilities: 6 (+1) [6 Power/round] <30>
    Recreation Facilities: 5 [10 Power/round] <40>
    Personal Transport: Turbolifts, Jefferies tubes [2 Power/round] <11>
    Fire Suppression System [1 Power/round when active] <11>
    Cargo hold: 400,000 cubic meters <12>
    Locations: Cargo Bays throughout the ship
    Escape Pods <3>
    Number: 50
    Capacity: 4 persons per pod
    Propulsion Systems
    Warp Drive Nacelles: Type 2 <15>
    Speed: 2.0/4.0/6.0 [1 Power/.2 warp speed]
    Uprating Packages: P1, P2, P3, P4 to sustainable <20>
    PIS: Type C (6 hours of Maximum warp) <6>
    Special configuration: embedded nacelles <44>
    Impulse Engine Type: 2 Class 3A (.5c/.75c) [5/7 Power/round] <18 (x2=36)>
    Location: aft
    Reaction Control System (.025c) [2 Power/ round when in use] <11>

    Power Systems
    Warp Engine Type: Temporal warp Core (equal to a Class 12/R see notes) (generates 600 Power/round) <240>
    Locations: Engineering hull, decks
    Impulse Engine[s]: 2 Class 3A (generate 28 power/engine/round)
    Auxiliary Power: 6 reactors (generate 5 Power/reactor/round) <18>
    Emergency Power: Type C (generates 35 Power/round) <35>
    EPS: Standard Power flow, +150 Power transfer/round <70>
    Standard Usable Power:

    Operations systems
    Bridge: Saucer dorsal <55>
    3 Computers Core: [5 Power/round] <22 (x3=66)>
    ODN <33>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward engineering hull, ventral of the saucer

    Sensor Systems
    Long-range Sensors [5 Power/round] <70>
    Range package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-years (.5/.6-1.0/1.1-3.8/3.9-5.0)
    Low Resolution: 17 Light-lights (1/1.1-6.0/6.1-13.0/13.1-17.0)
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena
    Lateral Sensors [5 Power/round] <39>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena

    Navigational Sensors: [5 power/round] <26>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)

    Chronometric Sensors (see notes below) [10 Power/round] <78>
    Strength Package: Class 9 (strength 9)
    Gain Package: Class Gamma (+3)
    Coverage: Detect an additional 4000 substances/Phenomena
    Probes: 200 <20>
    Sensor Skill: 5

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 3, Coordination 2 [1 Power/round in use] <11>

    Navigational Computer
    Main: Class 2 (+1) [1 Power/round] <2>
    Backups: 2 <2>
    Inertial Damping Field
    Main <88>
    Strength: 6 [3 Power/round]
    Number: 4
    Backup <22>
    Strength: 4 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Class 5 [2 power/round] <10>
    Strength: 5
    Security: -2
    Emergency Communications: [2 Power/round] <1>

    Tractor Beams
    Emitter: Class Beta [3 Power/Strength used/round] <6 (x7=42)>
    Accuracy: 4/5/7/10
    Lactation: one on each of spars of the Temporal Incursion Cannon, three aft and 120 degrees from one another
    Emitter: Class Alpha [3 Power/Strength used/round] <3 (x2=6)>
    Accuracy 5/6/8/11
    Location: one in each shuttle bay

    Transporters
    Type: Personnel [4 Power/use] <16 (x4=64)>
    Pads: 4
    Emitter/Receiver Array: Personnel Type 6 (40,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 2 in saucer, 1 in Engineering

    Type: Emergency [5 Power/use] <14 (x3=42)>
    Pads: 14
    Emitter/receiver Array: Emergency Type 3 (15,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 3

    Type: Cargo [4 power/use] <13 (x2=26)>
    Pads: 400 kg
    Emitter/Receiver Array: Cargo Type 3 (40,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location: 2

    Security Systems Rating: 4 <16>
    Anti-Intruder System: Yes [1 Power/round of use] <11>
    Internal Force Field [1 power/3 Strength] <11>
    Science Systems Rating: 3 (+2) [3 Power/round] <26>
    Specialized Systems: one Temporal laboratory <5>
    Laboratories: 25 <6>

    Tactical Systems
    Temporal Incursion cannon <800>
    Damage: See text [400 power]
    Number of Emitters: (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: forward
    Firing arc: 90 degrees
    Firing Modes: Continuous

    Pulse Disruptors <46 (x12=552)>2969
    Type: 10
    Damage: 220 [22 Power]
    Number of Emitters: (up to 3 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Various locations
    Firing Arc: 360 degrees forward
    Firing Modes: Standard, Pulse,

    Torpedo Launcher<18 (x4=72)>
    Standard Load: Chroniton torpedo (300 Damage) See notes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: Forward
    Firing Arc: Forward, but are self-guided
    Torpedoes carried: 250 <25>

    TA/T/TS: Class Gamma [2 Power/round]<12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Shields (Forward, Aft, Port, Starboard) <90 (x4=360)>
    Shield Generator: Class 3 (protection 500) [50 power/shield/round]
    Shield grid: Type C (Increase in Protection 750)
    Subspace field Distortion Amplifiers: Class Delta (Threshold 166)
    Recharging System: Class 1 (45 seconds/9 rounds)
    Backup Shield Generators: 4 (1 per shield) <11>
    Auto-Destruct System <11>

    Auxiliary Spacecraft systems
    Shuttlebay(s): Capacity for 10 Size worth of ships <20>
    Standard Complement:
    Location(s): Main Shuttlebay
    Captains Yacht: None

    Temporal Starships Spacedock
    There have been several Temporal starships through out the Star trek series. In the latest series of Star Trek RPG we are playing the needs a starship. Using the Star Trek The Expanded Universe “All our Yesterdays” the Time Travel Sourcebook to back engineer the starships. These are not official Spacedock or using the converting back to the Basic system in a reverse page 175 of Spacedock. Instead of dividing down multiplying up works to give the ruff outline of the vessel while filling in the gaps with standard Spacedock notes. The vessels are close to being what they need to be for the adventure before adjustments.

    Hull Resistance
    The nature of a temporal starship precludes the need of a heavy hull resistance time ships. Some of the Temporal ships from Star Trek The Expanded Universe “All our Yesterdays” the Time Travel Sourcebook have rather low hull resistance making them fragile. Where other have heavier hull resistance than that of conventional 24th century starships.

    Temporal Transporters
    Temporal transporters are generated the same the one’s found in the Spacedock. Generally there are at least one of these transporters per ship.
    Federation Temporal Fleet has at least one use to send temporal operatives through to different time periods to deal with temporal incidents.

    Chronometric Sensors
    Most all ships that can travel through time need to have sensors to detect any object in the time path that they would be traveling through. Few ships have the powerful sensors to see the movement of time and its out comes. Most twenty-fourth century starships would have sensors that can only detect an active temporal distortion or the residual elements of the distortion with the standard sensors, but with Chronometric Sensors the more information than that the normal sensors would. The Chronometric Sensors can detect even the precursors to the temporal distortions. Range of the Chronometric sensors cost one SU per light year with the first light year being free, with a range of no more than that of the Long range sensor systems.
    To power the Chronometric Sensors need twice the power than the standard sensors. The increase of sensor power to increase the range and power of the detection.
    Chronometric Sensors sensors have a difficulty for jamming by simple devices such as food replicators as they have to be shielded with a dampening field.

    Strength Package / SU / Strength
    Class 1 / 2 / 1
    Class 2 / 4 / 2
    Class 3 / 6 / 3
    Class 4 / 8 / 4
    Class 5 / 10 / 5
    Class 6 / 12 / 6
    Class 7 / 14 / 7
    Class 8 / 16 / 8
    Class 9 / 18 / 9
    Class 10 / 20 / 10

    Gain Package / SU / Test Result Bonus
    Standard / 0 / + 0
    Class Alpha / 3 / +1
    Class Beta / 6 / +2
    Class Gamma / 12 / +3
    Class Delta / 24 / +4
    Class Epsilon /48 / +5

    Subatomic Disruptors or Advanced Phaser Arrays
    Chronotron Disruptor/Subatomic Disruptor is a powerful weapon capable disintegrating all atomic bonds between matters. The weapon costs 2 SU’s per 10damage. Power works out the same as the Phaser and disruptors.

    Temporal Warp Core
    A temporal warp core costs 10 x size in SU’s in addition to the normal the SU’s cost for the Warp Core. (A vessel may have a conventional warp core and may have need for a second warp core. A second warp core could be a non-temporal warp core to power the temporal weapons and defenses systems.

    This Temporal weapon and warp core prevent conventional directed energy weapons and Torpedoes from damaging it. Only weapon systems that share a temporal weapon signature or have been modified to detonate in a certain temporal frequency can cause damage to the ship.

    Temporal Warp Drive
    Su’s Cost: +10 to Standard nacelle selection
    Power 1 power/.1 warp factor

    A temporal warp drive takes the ship outside time and space allowing the ship to travel suspended in time and space. Normal dangers would be only a minor risk to the class of starship.

    Temporal Transwarp Drive
    Su’s Cost: 16 x size
    Power Cost: (16 x size) power per round

    Used by some alien species to travel at high warp speeds and through time forward and back ward through time. While traveling is handled much like that of standard Transwarp drive.

    Time Travel with Temporal Warp Drive
    Time travel methods listed above is handled much the same as that as each light year is equal to that of a year. So a vessel equipped with a temporal warp nacelle Type 6D would have a max time travel of 9.6 years per round. This would take 23 hours to travel twenty years in time, where as a Temporal Transwarp Drive would take only 69 minutes to travel the same time period.

    Temporal Embedded Nacelles
    Most of the standard vessels have Embedded nacelles constructed the same as that for a conventional starship.

    Temporal Rift Generator (or Tachyon field Generator (Star Trek Voyager Endgame))
    SU Cost: 5 x size for the generator
    Power Cost: 40 power (optional: 20 power +1 power per 10 years of rift travel)

    Designed much like that of a Navigational Deflector but works much like that of an artificial tunnel through space only a few thousand kilometers long that bridges across a few hundred years. A ship travels at one quarters impulse can cross the distance to the other side and allow the rift to collapse and seal itself.

    Where other versions would need a deflector pulse or Modulated Photon Torpedo to collapse the rift. To modulate the Photon Torpedo or arrange the deflector pulse takes a difficulty check of 10. A standard Photon Torpedo detonated in the rift or on the edge of the rift could cause a premature collapse of one end. A vessel traveling through a rift when the rift is collapsed the vessel is virtually crushed by the rift. A jump to warp with a high difficulty risk of catching the edge of the rift.

    Example: The Starship Indiana chasseing a Temporal Starship fires a photon torpedo missing the temporal ship and striking the edge of the rift causing a slowed collapse of the rift. The Indiana calculates the risk of crashing into the rifts edges as they begin to touch. The Indiana’s Captain’s has two orders the vessel to maximum impulse to avoid the edge of the rift and catch the time ship or all reverse. Either requires a difficulty check of 10.

    The risk to the ship either way is great. The Indiana could catch the edge of the rift as it collapses or not slowing fast enough and slamming into the edge of the collapsed rift destroying the ship. Either way the ship is like an egg dropped on the floor.

    Notes: The standard Navigational Deflector can be modified to work as a Temporal rift Generator and open a rift once. The Deflector will burn out and needs to be repaired over 72 hours with a difficulty check of 9. The standard Navigational Deflector takes twice as long to open a rift and create a temporal rift large enough to enter.

    Temporal Shields
    The temporal shields cost an additional 1 x size much like the regular shields are made up. The shield for conventional weapons is next to invulnerable to the weapon unless the weapons are modified with a difficulty of 8 to the modification. Temporal Shields cost 2 power per 10 protection. The shields act as normal shields when in combat against temporal weapons.

    Crews
    Temporal ships have reduced crews equal to that of a 24th century Federation Science Ship. This is do to that temporal starships are highly automated vessels. This way they require few crew to maintain the ship.

    Chroniton torpedo
    The Chroniton torpedo ignores conventional shielding penetrating to the hull of the ship. The detonation damaging the vessel severely if the damage is nears a vital area. A typical Chroniton torpedo does 300 Damage on impact with a ships hull.

    I'm still working on the vessel that we will be using in our up coming game. We haven't figured out what it will be like. So far it will be large than the Hawkeye-class. http://forum.trek-rpg.net/showthread...hlight=Hawkeye This will be the final fight of this starship.
    Last edited by Omega1967; 01-08-2007 at 09:13 AM.

  7. #7
    I've come up with some addendums to the Temporal Rift Generator.


    Temporal Rift Generator (or Tachyon field Generator (Star Trek Voyager Endgame))
    SU Cost: 5 x size for the generator
    Power Cost: 40 power (optional: 20 power +1 power per 10 years of rift travel)

    Designed much like that of a Navigational Deflector but works much like that of an artificial tunnel through space only a few thousand kilometers long that bridges across a few hundred years. A ship travels at one quarters impulse can cross the distance to the other side and allow the rift to collapse and seal itself.

    Where other versions would need a deflector pulse or Modulated Photon Torpedo to collapse the rift. To modulate the Photon Torpedo or arrange the deflector pulse takes a difficulty check of 10. A standard Photon Torpedo detonated in the rift or on the edge of the rift could cause a premature collapse of one end. A vessel traveling through a rift when the rift is collapsed the vessel is virtually crushed by the rift. A jump to warp with a high difficulty risk of catching the edge of the rift.

    Example: The Starship Indiana chasseing a Temporal Starship fires a photon torpedo missing the temporal ship and striking the edge of the rift causing a slowed collapse of the rift. The Indiana calculates the risk of crashing into the rifts edges as they begin to touch. The Indiana’s Captain’s has two orders the vessel to maximum impulse to avoid the edge of the rift and catch the time ship or all reverse. Either requires a difficulty check of 10.

    The risk to the ship either way is great. The Indiana could catch the edge of the rift as it collapses or not slowing fast enough and slamming into the edge of the collapsed rift destroying the ship. Either way the ship is like an egg dropped on the floor.

    Notes: The standard Navigational Deflector can be modified to work as a Temporal rift Generator and open a rift once. The Deflector will burn out and needs to be repaired over 72 hours with a difficulty check of 9. The standard Navigational Deflector takes twice as long to open a rift and create a temporal rift large enough to enter.
    The Temporal Rift Generators work much like that of a Navigational Deflector for range and use. The generation of a rift opens a rift one in size per round. An Intrepid-class would take six rounds and a galaxy would take eight to create a rift large enough for a starship.

    To collapse a Rift with a deflector pulse generated with a navigational dish would collapse the rift in half the time it took to open the rift to have it collapse. Any ship caught in the center of the collapsing would easily be destroyed, as the rift is 1,000,000 kilometers in length.

    Any ship within 30,000 kilometers of the rifts opening receives 10 x the size of the rift that is being opened in Su's damage starting with the hull and shield generators.

    Although the Temporal Rift is unstable the tunnel sides are hard as any metal or energy barrier that could be encountered. Scraping the hull of a ship causes 1 of damage to the resistance of the part of the hull scrapped. The Temporal Rift's tunnel wall moves in an ungulates mass shifting position from round to round increasing navigational difficulty.
    Last edited by Omega1967; 01-11-2007 at 08:44 AM.

  8. #8
    Join Date
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    Designed much like that of a Navigational Deflector but works much like that of an artificial tunnel through space only a few thousand kilometers long that bridges across a few hundred years.
    I have probably missed something but is their any sure way to travel back in time to a exact date?
    Travelling via temporal rift appears to me a matter of exact energy measurement.
    If so would you have the the Science officer and the Chief engineer make some tests to determine the exact time and date?
    (With heavy penalties if they use a standard navigational deflector)

  9. #9
    The engineer wwould make a difficulty check of 9 when he adjusts the Nav deflector, the science officer would make a check on his calculations and the helms officer would make a check on navagating the rift.

    This is a lot of checking but can't make time travel like driving down to the seven-elleven on the corner.

  10. #10
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    I thought it would be more difficult as there is something at stake i would make at least one of them to spend a courage point as well.

    Only Spock gets to have time travel seem to be easy And even he should have some problems too

  11. #11
    Increase the difficulty if you want I set a level that would be a challenge but not a major hinderance to the characters adventure.

    As a note the first time this rule was used the three failed their first attempt to use these in my similations.

  12. #12
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    I was thinking along the lines of the more "demanding" Maneuvers in Spacedock that require to expend a courage Point before even trying.

    Time travel is a dangerous and potentially lethal enterprise, nothing to be attempted every day.

  13. #13
    Unless your name is James T. Kirk... 19 separate violations, the man was a Menace!

    I'm going to add my vote to "Costs a Courage Point"
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  14. #14
    Dave (my co-game master) and I Don't make things all too impossible but more realistic as the luck is in the getting it done. Courage, Fate, Force or any other for the games we’ve mastered over the years were just not used. Everyone who participates in our games accepted our point of view.

    A few times they could have saved a character while other times that character is destined to be what they are.

    It’s not as if we haven’t used them but not as much as other groups we are in contact with do. It’s just the way we do our thing.

  15. #15
    Here's the Time ship that I said that we were using. I didn't want to post it until the adventure was over. It's alien crew were snaching up early earth Space craft see http://forum.trek-rpg.net/showthread.php?t=14008 as it has the ships in it.

    This vessel is based on a larger version of a Galaxy-class warship with a heavier guns. It out gunned the Hawkeye-class easily. http://forum.trek-rpg.net/showthread...hlight=Hawkeye


    Time traveling warships
    Class and Type: Unkown-Class Strike Cruiser Commissioning Date: Unknown

    HULL SYSTEMS
    Size: 9
    Length: 790.29 meters
    Beam: 356.8 meters
    Height: 214.79 meters
    Decks: 40
    Mass: 5,500,000 metric tons
    SUs Available: 3,400
    SUs Used: 3,380

    Hull Outer <36>
    Hull Inner <36>
    Resistance Outer Hull: 10 <12>
    Resistance Inner Hull: 10 <12>

    Structural Integrity Field [1 Power/10 Protection/round]
    Main: Class 5 (Protection 80/120) <33>
    Backup 1: Class 5 (Protection 40) <17>
    Backup 2: Class 5 (Protection 40) <17>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 1,200/2,000/17,500
    Crew Quarters
    Barracks: Houses 1300 crewmen <22>
    Spartan: 250 <13>
    Basic: 900 <95>
    Expanded: 385 <77>
    Luxury: 110 <110>
    Unusual: 55 <55>

    Environmental Systems
    Basic Life Support [13 Power/round] <36>
    Reserve Life Support [7 power/round] <18>
    Emergency Life Support (54 emergency shelters) <18>
    Gravity [4 Power/round] <9>
    Consumable: 3 years’ worth<27>
    Food Replicators [9 Power/round] <9>
    Industrial Replicators
    Type: Network of small replicators [2 Power/round] <9>
    Type: 3 large unit [2 power/replicator/round] <9>
    Medical Facilities: 10 (+2) [10 Power/round] <50>
    Recreation Facilities: 8 [16 Power/round] <64>
    Personnel Transport: Turbolift, Jefferies Tubes [2 Power/round] <27>
    Fire Suppression System [1 Power/round when active] <9>
    Cargo Holds: 200,000 cubic meters <6>
    Locations: 18 main cargo holds and other minor holds throughout the ship
    Escape Pods <16>
    Number: 320
    Capacity: 10 person per pod

    PROPULSION SYSTEMS
    Warp drive Nacelles: Type 6C <100>
    Speed: 6.0/9.0/9.2 [1 power/.2 warp speed]
    PIS: Type H (12 hours of Maximum warp) <16>

    Impulse Engine Type: Class 7 (.75c/.92c) [7/9 Power/round] <35 (x4=140)>
    Location: Port Engineering section, Starboard Engineering section, Starboard Saucer section, Port Saucer section
    Reaction Control System (.025c) [2 Power/round when in use] <9>

    POWER SYSTEMS
    Warp Engine Type: Class 12/R (generates 630 Power/round) <133>
    Location: Engineering section
    Impulse Engine[s]: 4 class 7 (generates 56 Power/engine/round)
    Auxiliary Power: 4 reactors (generates 5 Power/reactor/round) <12>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +330 Power transfer/round <78>
    Standard Usable Power: 854

    OPERATIONS SYSTEM
    Bridge: Saucer section dorsal<45>
    Auxiliary Control Room: Engineering section<27>

    COMPUTERS
    Core 1: Saucer section, port [5 Power/round] <18>
    Core 2: Saucer section, starboard [5 Power/round] <18>
    Core 3: Engineering section [5 Power/round]< 18>
    Uprating: Class Beta (+2) [2 Power/computer/round] <12>
    ODN <27>

    Navigational Deflector [5 Power/round] <36>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward Ventral

    Temporal Rift Generator [20 Power+1 per 10 yrs] <45>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward Ventral

    Sensor Systems
    Long-range Sensors [5 Power/round] <54>
    Range Package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-year (.5/.6-1.0/1.1-3.8/3.9-5.0)
    Low Resolution: 17 light-years (1/1.1-6.0/6.1-13.0/13.1-17)
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Lateral Sensor [5 Power/round] <26>
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensor [5 Power/round] <24>
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Probes: 60 probes of varying types <6>
    Sensors Skill: 5

    Flight Control Systems Autopilot: Shipboard systems (flight Control) 4, Coordination 2 [1 Power/round in use] <14>

    Navigational Computer
    Main: Class 3 (+2) [2 Power/round] <4>
    Backup: 2 <2>

    Inertial Damping Field
    Main <108>
    Strength: 9 [3 Power/round}
    Number: 6
    Backup <27>
    Strength: 6 [2 Power/round]
    Number: 6
    Attitude control [2 power/round] <3>

    Communications Systems
    Type: Class 9 [2 Power/round] <26>
    Strength: 9
    Security: -5 (Class Gamma uprating)
    Basic Uprating: Class Beta (+2)
    Emergency Communications: Yes [2 Power/round] <1>

    Tractor Beams
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: Aft ventral
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: Forward ventral (above deflector)
    Emitter: Class Alpha [3 power/Strength used/round] <9>
    Accuracy: 5/6/8/11
    Location: Shuttlebays 1, 2, and 3

    Transporters
    Type: Personnel [5 Power/use] <102>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 6 (40,000 km range)
    Energizing/Transition coils: Class H (Strength 8)
    Number and Locations: Four in saucer section, two in engineering section

    Type: Emergency [7 power/use] <102>
    Pads: 22
    Emitter/Receiver Array: Emergency Type 3 (15,000 km range)
    Energizing/Transition Coils: Class H (Strength 8)
    Number and Location” Four in saucer section, two in engineering section

    Type: Cargo [4 Power/use] <88>
    Pads: 400 kg
    Emitter/Receiver Array: Cargo Type 3 (40,000 km range)
    Energizing/Transition Coils: Class F (Strength 6)
    Number and location: Four on Deck 4, Four on Decks 38/39

    Cloaking Devices: Class 6 [40 power/class/round] <27>

    Security Systems Rating: 5 <20>
    Anti-Intruder System: Yes [1 Power/round] <9>
    Internal Force Fields [1 Power/3 Strength] <8>
    Science Systems Rating 2 (+1) [2 Power/round] <19>
    Specialized Systems: 2 <10>
    Laboratories: 20 <4>

    TACTICAL SYSTEMS
    Forward Phaser Cannon <56>
    Type: X
    Damage: 290 [29 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location: Saucer Forward
    Firing Arc: 180 degrees
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Saucer Dorsal Phaser Array <48>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Saucer Dorsal
    Firing Arc: 405 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Saucer Ventral Phaser Array <48>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Saucer Ventral
    Firing Arc: 405 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Upper Phaser Array (port) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section dorsal
    Firing Arc: 360 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Upper Phaser Array (Starboard) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section dorsal
    Firing Arc: 360 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Forward Phaser Array <24>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 80 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section forward (concealed when ship not separated)
    Firing Arc: 405 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Ventral Phaser Array <23>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 80 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section ventral
    Firing Arc: 405 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Aft Dorsal Phaser Array (Port) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section aft dorsal
    Firing Arc: 360 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Aft Dorsal Phaser Array (Starboard) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section Dorsal
    Firing Arc: 360 degrees Dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Aft Ventral Phaser Array (Starboard) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section Ventral
    Firing Arc: 360 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Battle Section Aft Ventral Phaser Array (Port) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 50 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Engineering section Ventral
    Firing Arc: 360 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Nacelle Ventral Phaser Array (Starboard) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 60 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Nacelle pylon aft ventral
    Firing Arc: 360 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Nacelle Ventral Phaser Array (Port) <17>
    Type: X
    Damage: 200 [20 Power]
    Number of Emitters: 60 (up to 1 shots per round)
    Auto-Phaser Interlock: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Nacelle pylon aft ventral
    Firing Arc: 360 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, wide-beam

    Aft Torpedo Launcher <17>
    Standard Load: Type II photon torpedo (200 Damage)
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: Engineering section aft
    Firing Arc: Aft, but are self-guided

    Forward Ventral Torpedo Launcher <17>
    Standard Load: Type II photon torpedo (200 Damage)
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: Engineering section forward
    Firing Arc: Forward, but are self-guided

    Torpedoes Carried: 275 <28>

    TA/T/TS: Class Gamma [2 Power/round] <12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Shields (Forward, Aft, Port, Starboard) <121 (x 4 = 484)>
    Shield Generator: Class 6 (Protection 1200)
    [120 Power/shield/round]
    Shield grid: Type C (50 % increase to 1800 Protection)
    Subspace Field Distortion Amplifiers: Class Theta (Threshold 400)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <9>
    Auto-Destruct System <9>

    AUXILIARY SPACECRAFT SYSTEM
    Shuttlebay(s): Capacity for 62 size worth of ships <124>
    Standard Compliment: 25 shuttles, 12 shuttlepods
    Location(s): Main shuttlebay (saucer section), two smaller bays (engineering section, forward dorsal, port and starboard)

    Personal notes: I should have changed the weapons over to that of Disruptors rather than that of Phasers.

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