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Thread: Expanded Star Trek Spacedock for 25th century and beyond

  1. #1

    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 SU’s for the more advanced technologies. For each additional century I allow for an additional 10 to 15 percent more SU’s per size of starship. So a size 5 ship would normally have 900 – 1,900 SU’s available but a 25th century starship would have 1035 – 2185 SU’s thus a 285 SU’s with the 15% for additional advancements in technology. Where as a 30th century vessel same size would have 1710 – 3610 SU’s 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 SU’s Cost of 24 but in the 26th century the ship would be charged for 18 SU’s 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 SU’s 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 SU’s 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 SU’s 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 SU’s 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 SU’s 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 SU’s> Available 25th Century
    Type H (Generates 70 Power/round) <70 SU’s> Available 26th Century
    Type I (Generates 80 Power/Round) <80 SU’s> Available 27th Century
    Type J (Generates 90 Power/round) <90 SU’s> Available 28th Century
    Type K (Generates 100 Power/round) <100 SU’s> 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………SU’s…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 SU’s 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 Roddenberry’s 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 SU’s.

    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 bonus’s 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…….SU’s…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 SU’s with addition of 2 strength and – security.

    Tractor beams
    A class Epsilon is available at a cost of 15 SU’s 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 SU’s with 10 power and a bonus of +4 for only the stringent of explorer class starships.

  2. #2
    Phasers work the same as the scale going up to type XXV (25). They cost the same with .8 per type and number of shots. Auto-phaser interlock Class Delta costing 5 with and accuracy of 3/4/5/8 comes into existence after 26th century.

    Disruptors work the same as the scale going up to a type 28. They cost 2 SU’s per shot per type likes.

    Torpedoes work the same yields increase only slightly no more than 100 more than whatever the phaser and disruptor ratings are. Feel free to add two more additional torpedoes to the spread per century.

    TA/T/TS expand’s up after 26th century from the Spacedock list.
    Class……………SU….Power…Strength….Bonus
    Class Zeta………21…...7………12…………+4
    Class Eta……......24…...8……….13…………+4
    Class Theta……..27…...9……….14…………+5
    Class Iota……….30…...10………15………...+5

    Expanded Shielding
    Use with caution as these shields are nearly impenetrable with standard phasers and photon torpedoes at certain levels. I would not suggest that anyone replace their shuttlecraft’s shields with the Class 20 as it just will not fit into the hull. Numbers wise yah it will but common sense is the key.

    Expanded SHIELD TABLE
    Shield Generator……...SU…………….Protection
    Class 8 (Post-TNG)……8 x Size………..1410 - 1600
    Class 9 (Post-TNG)……9 x Size………..1610 - 1800
    Class 10 (Post-TNG)…10 x Size……..…1810 - 2000
    Class 11 (Post-TNG)…11 x Size………...2010 - 2200
    Class 12 (Post-TNG)…12 x Size………...2210 - 2400
    Class 13 (Post-TNG)…13 x Size…………2410 - 2600
    Class 14 (Post-TNG)…14 x Size………...2610 - 2800
    Class 15 (Post-TNG)…15 x Size…………2810 - 3000
    Class 16 (Post-TNG)…16 x Size………...3010 - 3200
    Class 17 (Post-TNG)…17 x Size………...3210 - 3400
    Class 18 (Post-TNG)…18 x Size………...3410 - 3600
    Class 19 (Post-TNG)…19 x Size………...3610 - 3800
    Class 20 (Post-TNG)…20 x Size………...3810 - 4000

    Distortion Amplifiers…………….SU…………..Threshold
    Class Kappa (Post-TNG)………..5.5 x Size…….460 – 500
    Class Lambda (Post-TNG)………6 x Size………510 – 550
    Class Mu (Post-TNG)……………6.5 x Size….…560 – 600
    Class Xi (Post-TNG)...................7 x Size………610 – 650
    Class Omicron (Post-TNG)……..7.5 x Size…….660 – 700
    Class Pi (Post-TNG)……………..8 x Size……….710 – 750
    Class Rho (Post-TNG)…………..8.5 x Size……..760 – 800
    Class Sigma (Post-TNG)…….….9 x Size……….810 – 850
    Class Tau (Post-TNG)…………..9.5 x Size…..…860 – 900
    Class Upsilon (Post-TNG)………10 x Size………910 – 950
    Class Phi (Post-TNG)…………...10.5 x Size….…960 – 1000
    Class Chi (Post-TNG)…………...11 x Size………1010 – 1050
    Class Psi (Post-TNG)…………...11.5 x Size…….1060 – 1100
    Class Omega (Post-TNG)………12 x Size………1110 - 1150
    Class Omega-X (Post-TNG)……12.5 x Size…….1160 - 1200
    Class Omega-XX (Post-TNG)….13 x Size………1210 - 1250
    Class Omega-XXX (Post-TNG)….13.5 x Size……1250 - 1300
    Class Omega-XXXX (Post-TNG)….14 x Size……1310 - 1350

    Auto-destruct system works the same but it can be contained to the vessel only as it disinergrates the ship down to the subatomic level leaving little to no traces.

    Auxilary Spacecraft systems work the same as the they are.

    Here is an example of the U.S.S. Enterprise NCC-1701-J
    Class and Type: Universe-class Heavy Explorer
    Commissioning Date: 26th century

    Hull Systems
    Size: 15
    Length: 3,300 meters
    Beams: 2,300 meters
    Height: 420 meters
    Decks: 133
    Mass: 16,500,000 metric tons
    SUs Available: (5,000 – 8,000 + (2 centuries (15 x 2 = 30%) = 7500 – 10,400)
    SUs Used: 8,236

    Hull Outer <60>
    Hull Inner <60>
    Resistance Outer Hull: 14 <18>
    Resistance Inner Hull: 14 <18>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 9 (Protection 120/180) <51>
    Backup: Class 7 (Protection 60) <26>
    Backup: Class 7 (Protection 60) <26>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 3,325/2,000/80,000
    Crew Quarters
    Basic: 2830 <283>
    Expanded: 1865 <373>
    Luxury: 530 <530>
    Unusual: 100 <100>

    Environmental Systems
    Basic Life Support [15 Power/round] <60>
    Reserve Life Support [8 Power/round] <30>
    Emergency Life Support (90 emergency shelters) <30>
    Gravity [8 Power/round] <15>
    Consumable: 3 years worth <45>
    Food Replicators [15 Power/round] <15>
    Industrial Replicators: Type: network of small Replicators [2 Power/round] <15>
    Type: 4 Large unit [2 Power/replicator/round] <12>
    Medical Facilities: 12 (+4) [12 Power/round] <70>
    Emergancy Medical Hologram: Mark IV [6 power/round] <20>
    Recreation Facilities: 10 (six Main Holodecks; thirty personal holodecks; Large, Luxurious Eating Facilities; four large lounges; eight small lounges) [20 Power/round] <80>
    Personal Transport: Turbolifts, Jefferies tubes [2 Power/round] <45>
    Fire Suppression System [1 Power/round when active] <15>
    Cargo hold: 10,000,000 cubic meters <300>
    Locations:
    Escape Pods <35>
    Number: 680
    Capacity: 8 persons per pod

    Propulsion Systems
    Quantum Slipstream Drive (.5 light-year per round) [120 Power/round] <80>
    Impulse Engine Type: Class 8 (.75c/.95c) {additional 16 power} [7/9 Power/round] <50 x 2 = 100>
    Location:
    Reaction Control System (.025c) [2 Power/ round when in use] <15>

    Power Systems
    Warp Engine Type: Class 20/X (generates 1900 Power/round) <300>
    Locations:
    Impulse Engine[s]: 2 Class 8 (generate 80 power/engine/round)
    Auxiliary Power: 6 reactors (generate 5 Power/reactor/round) <18>
    Emergency Power: Type H (generates 70 Power/round) <70>
    EPS: Standard Power flow, +500 Power transfer/round <125>
    Standard Usable Power: 2060

    Operations systems
    Bridge: <75>

    Computers (Quantum)
    Core: [8 Power/round] <60>
    Core: [8 Power/round] <60>
    Core: [8 Power/round] <60>
    Uprating: Class Gamma (+3) [3 Power/computer round] <18>
    ODN <45>

    Computer Automation [10 power/round] <150>

    Navigational Deflector [5 Power/round] <60>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location:
    Auxiliary Deflector: forward bow <15>

    Sensor Systems
    Long-range Sensors [5 Power/round] <115>
    Range package: Type 13 EX (Accuracy 3/4/7/10)
    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 – 18/18.1 – 24.0)
    Strength Package: Class 12 (strength 12)
    Gain Package: Class Delta (+4)
    Coverage: 5000 additional phenomena/substances

    Lateral Sensors [5 Power/round] <63>
    Strength Package: Class 12 (strength 12)
    Gain Package: Class Delta (+4)
    Coverage: 5000 additional phenomena/substances

    Navigational Sensors: [5 Power/round] <48>
    Strength Package: Class 12 (strength 12)
    Gain Package: Class Delta (+4)
    Probes: 200 <20>
    Sensor Skill: 5

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 4, Coordination 3 [1 Power/round in use] <15>

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

    Inertial Damping Field
    Main <240>
    Strength: 10 [3 Power/round]
    Number: 8
    Backup <60>
    Strength: 7 [2 Power/round]
    Number: 8
    Attitude Control [4 Power/round] <4>

    Communications Systems
    Type: Class 12 [2 Power/round] <39>
    Strength: 12
    Security: -10 (Class Epsilon Uprating)
    Basic Uprating: Class Gamma (+3)
    Emergency Communications: [1 Power/round] <1>

    Tractor Beams
    Emitter: Class [3 Power/Strength used/round] <12 x 3 = 36>
    Accuracy: 4/5/7/10
    Lactation: Aft, forward, dorsal

    Emitter: Class Beta [3 Power/Strength used/round] <6 x 4 = 24>
    Accuracy: 5/6/8/11
    Location: Shuttlebays

    Transporters
    Type: Personnel [11 Power/use] <31 x 12 = 372>
    Pads: 12
    Emitter/Receiver Array: Personnel Type 13 (1 light-year range)
    Energizing/Transition Coils: Class L (strength 12)
    Number and location: There are multiple transporter nodes located throughout the ship

    Type: Emergency [13 Power/round] <18 x 12 = 216>
    Pads: 44
    Emitter/Receiver Array: Emergency Type 5 (25,000 km range)
    Energizing/Transition Coils: Class L (strength 12)
    Number and location: There are multiple transporter nodes located throughout the ship

    Type: Cargo [11 Power/round] <26 x 12 = 312>
    Pads: 1000 kg
    Emitter/Receiver Array: Cargo Type 9 (1 light-years range)
    Energizing/Transition Coils: Class L (strength 13)
    Number and location: There are multiple transporter nodes located throughout the ship

    Security Systems Rating: 5 <20>
    Anti-Intruder System: Yes [1 Power/round] <15>
    Internal Force Field [1 Power/3 Strength] <15>
    Science Systems Rating: 4 (+3) [5 Power/round] <35>
    Specialized Systems: 5 <25>
    Laboratories: 90 <18>

    Tactical Systems
    Primary Type XX Phasers <122 x 2 = 244>
    Type XX
    Damage: 400 [40 Power]
    Number of Emitters: 280 (up to 7 shots per round)
    Targeting Systems: Class Gamma (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Dorsal Saucer, Ventral Saucer
    Firing arc: 500 degrees
    Firing Modes: Standard, Pulse, continuous, wide-beam

    Secondary Type XX Phaser Arrays <88 x 5 = 440>
    Type XX
    Damage: 400 [40 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Targeting Systems: Class Gamma (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Ventral Engineering, port nacelle support Ventral, starboard nacelle ventral, port nacelle support Dorsal, starboard nacelle dorsal
    Firing arc: 450
    Firing Modes: Standard, Pulse, continuous, wide-beam

    Torpedo Launcher <30 x 6 = 180>
    Standard Load: Type X Photon torpedoes (400 damage),
    Mark V Quantum/Singularity torpedoes (800 damage)
    Spread: 12
    Range: 15/350,000/1,500,000/4,050,000
    Targeting Systems: Class Gamma (Accuracy 3/4/6/9)
    Power: [20 + 5 per torpedo fired]
    Location: Four forward, two aft
    Firing Arc: forward or aft, but are self-guided
    Torpedoes carried: 750 <75>

    TA/T/TS: Class Zeta [7 Power/round] <21>
    Strength: 12
    Bonus: +4
    Weapon Skill: 5

    Shields (Forward, Aft, Port, Starboard) <432 x 4 = 1728>
    Shield Generator: Class 12 (protection 2400) [240 Power/shield/round]
    Shield grid: Type C (50% increase to Protection 3600)
    Subspace field Distortion Amplifiers: Class Rho (Threshold 800)
    Recharging System: Class 4 Regenerative (50 shields) [50 power/round]
    Backup Shield Generators: 8 (2 per shield) <16>
    Auto-Destruct System <15>

    Auxiliary Spacecraft systems
    Shuttlebay(s): Capacity for 112 size worth of ships <224>
    Standard Complement: 56 Shuttlepods and shuttlecraft
    Location(s): four hanger bays
    Captains Yacht: Ventral Saucer <10>

  3. #3
    Join Date
    Aug 2000
    Location
    Susanville, CA USA
    Posts
    300
    Has anyone playtested these?

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