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Thread: Expanded Spacedock Notes and Other Thoughts

  1. #1

    Expanded Spacedock Notes and Other Thoughts

    Expanded Spacedock Notes and Other Thoughts

    Back when I started to spacedock the Ships for Star Wars and Battlestar Galactica, and even before that the Temporal Spacedock notes I had to expanded the spacedock and size charts to allow the ships have a shield or warp reactors greater than the Spacedock manual that was its own not just extended up from the top level. That was a couple of years ago I made them up and have been using them. I think that you can find them useful so I feel it is time to reveal them to those that want to use them.

    Some of this is things I generated but they never worked well in testing or once they were done were just rubbish. I present the good and bad for your entertainment.

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    I will start with the sensors they are all post Star Trek Then Next Generation that I have only made a few ships that are beyond the TNG era. These sensors extends up from where they Spacedock chart ends.

    Long Range Sensor
    Type 9 EX … 36 SU’s
    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 SU’s
    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 SU’s
    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 SU’s
    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 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 24 Light-years (1.5/1.6 – 8.4/8.5 – 18.0/18.1 – 24.0)

    Type 14 EX ... 56 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 7.0/7.1 – 10.0)
    Low Resolution: 25 Light-years (1.8/1.9 – 8.4/8.5 – 18.5/18.6 – 25.0)

    Type 15 EX ... 60 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 26 Light-years (2.0/2.1 – 9.0/9.1 – 19.0/19.1 – 26.0)

    Type 16 EX ... 64 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 27 Light-years (2.0/2.1 – 8.4/8.5 – 19.0/19.1 – 27.0)

    Type 17 EX ... 68 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 28 Light-years (2.0/2.1 – 8.4/8.5 – 19.0/19.1 – 28.0)

    Type 18 EX ... 72 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 29 Light-years (2.0/2.1 – 9.0/9.1 – 19.0/19.1 – 29.0)

    Type 19 EX ... 76 SU’s
    High Resolution: 10 Light-years (0.9/1.0 – 1.9/2.0 – 6.9/7.0 – 10.0)
    Low Resolution: 30 Light-years (2.0/2.1 – 10.0/10.1 – 21.0/21.1 – 30.0)

    Type 20 EX ... 80 SU’s
    High Resolution: 11 Light-years (1.0/1.1 – 2.0/2.1 – 7.0/7.1 – 11.0)
    Low Resolution: 30 Light-years (3.0/3.1 – 10.0/10.1 – 21.0/21.1 – 30.0)

    Type 21 EX ... 84 SU’s
    High Resolution: 12 Light-years (1.2/1.3 – 3.6/3.7 – 8.4/8.5 – 12.0)
    Low Resolution: 30 Light-years (3.0/3.1 – 10.0/10.1 – 21.0/21.1 – 30.0)

    Type 20 EX ... 88 SU’s
    High Resolution: 12 Light-years (1.2/1.3 – 3.6/3.7 – 8.4/8.5 – 12.0)
    Low Resolution: 31 Light-years (3.1/3.2 – 10.0/10.1 – 21.7/21.8 – 31.0)

    Below these can be used for the long-range, lateral and Navigational sensors as well

    Strength packages
    Class 11 … 22 SU’s … Strength 11
    Class 12 … 24 SU’s … Strength 12
    Class 13 … 26 SU’s … Strength 13
    Class 14 … 28 SU’s … Strength 14
    Class 15 … 30 SU’s … Strength 15

    These are for the long-range and lateral
    Gain Packages
    Class Gamma … 12 SU’s … (+3)
    Class Delta ….… 24 SU’s … (+4)

    For the Navigational sensors the following
    Class Gamma … 8 SU’s … (+3)
    Class Delta …… 16 SU’s … (+4)

    In the past I have posted all my other sensor modifications before so I won’t post them again here. A little looking around you can find them.

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    These made some of the Star Wars ships look really good and smoothed out costs better. These notes are the expansions that the shields above what is in the spacedock to a point where we run out of Greek lettering and then some. I started this expansion when I was looking at the increasing in starship sizes and advancement of ships that were encountered. I have noted that the Post-TNG versions of the shields are generated by me using the same rhythm of generations from a class seven and going up here the shields climb much like those of the book. In my personal notes I have also placed the original spacedock shields but to save space here I just showed what I needed to.

    Here are the shields expansions
    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
    These are just like those in the sourcebook.

    These are here just because in generated them they are new shield grids. Other than Type D, I wouldn’t use them. Type E and F for a distant future ship would look great but other than that forget them
    Type D (Post TNG)….4 x Size……..66% increase in protection
    Type E (Post TNG)….8 x Size……..75% increase in protection (26th century or later)
    Type F (Post TNG)….16 x Size……100% increase in protection (28th century or even later)

    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)….14 x Size………1260 - 1300
    Class Omega-XXXX (Post-TNG)….14.5 x Size………1310 - 1350

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    Now comes the biggest change is the power generation with the warp cores.
    Class 1 – 13 would be the same
    Class 14/EX … 150 SU’s … 700-749
    Class 15/EX … 160 SU’s … 750-799
    Class 16/EX … 170 SU’s … 800-849
    Class 17/EX … 180 SU’s … 850-899
    Class 18/EX … 190 SU’s … 900-949
    Class 19/EX … 200 SU’s … 950-999
    Class 20/EX … 210 SU’s … 1000-1049
    Class 21/EX … 220 SU’s … 1050-1099
    Class 22/EX … 230 SU’s … 1100-1149
    Class 23/EX … 240 SU’s … 1150-1199
    Class 24/EX … 250 SU’s … 1200-1249
    Class 25/EX … 260 SU’s … 1250-1299
    Class 26/EX … 270 SU’s … 1300-1349
    Class 27/EX … 280 SU’s … 1350-1599
    Class 25/EX … 290 SU’s … 1250-1299
    Class 26/EX … 300 SU’s … 1300-1349
    Class 27/EX … 310 SU’s … 1350-1399
    Class 28/EX … 320 SU’s … 1400-1449
    Class 29/EX … 330 SU’s … 1450-1449
    Class 30/EX … 340 SU’s … 1500-1549
    Class 31/EX … 350 SU’s … 1550-1599
    Class 32/EX … 360 SU’s … 1600-1649
    Class 33/EX … 370 SU’s … 1650-1699
    Class 34/EX … 380 SU’s … 1700-1749
    Class 35/EX … 390 SU’s … 1750-1799
    Class 36/EX … 400 SU’s … 1800-1849
    Class 37/EX … 410 SU’s … 1850-1899
    Class 38/EX … 420 SU’s … 1900-1949
    Class 39/EX … 430 SU’s … 1950-1999
    Class 40/EX … 440 SU’s … 2000-2049

    My Warp drive modifications for the Power Cores and Nacelles have been posted previously as well as a Temporal Spacedock, Early space travel, 20th Century surface, planetary surface structures, Borg notes, a brief Ferengi notes, Star Wars, Battle Star Galactica, Gene Roddenberry’s Andromeda, I have generated different Armor notes and Babylon 5 Spacedock notes.

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    I have never seen a need to make any better impulse engines as once you have achieved the speed of half the speed of light and still need to go faster you might as well engage the warp engines as you are already expending the same power you would at warp factor one. The only change I do is increase power that the engines can generate. Few ships need to travel faster than one quarter the speed of light as they are usually just traveling to and fro carrying out business than combat or are in an emergency. The cost of 5 SU’s gains the ship an additional 8 power per engine topping out at an increase of double of the original power generation for the engines.

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    There is the one future ship in Star Trek Enterprise where the ship was twice or even three times larger on the inside than on the outside of the ship. There are a few ways that I thought about it one was a special set up and generating size and the best other ways were one of two ways one was taking the outside size and doubled the size of SU’s to generate the ship or generating the interior size can dividing it in half to figure the exterior size. So a size six ship would be a size three on the outside for combat appearance.

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    Some of the biggest versions of Star Wars, Battlestar Galactica, Gene Roddenberry’s Andromeda and Babylon 5 ships and stations exceed even my size table below and there were some of the ships and vehicles that were larger than the original spacedock scale so I had to expand the chart

    SPACEDOCK EXTENDED STARSHIP SIZE TABLE
    Size … Length … Beam … Height … SU … Mass Range
    20 … 10,000 – 11,999 meters … 5,500 – 6,999 meters … 3,000 – 3,599 meters … 17,000 – 24,000 … 34,000,000 – 37,999,999 metric tonnes
    19 … 8,500 – 9,999 meters … 4,500 – 5,499 meters … 2,400 – 2,999 meters … 14,000 – 20,000 … 31,000,000 – 33,999,999 metric tonnes
    18 … 7,000 – 8,499 meters … 3,500 – 4,499 meters … 2,100 – 2,399 meters … 11,000 – 17,000 … 27,000,000 – 30,999,999 metric tonnes
    17 … 6,000 – 6,999 meters … 3,000 – 3,499 meters … 1,800 – 2,099 meters … 9,000 – 15,000 … 23,000,000 – 26,999,999 metric tonnes

    For each size above the top level additional 2000 to 3000 meters in size for all categories, and an additional 2000 SU’s per size and two to three million Metric Tonnes per size. Babylon 4 would fall into the size 19 for the space station only a little larger than Babylon 5 space station a size 18.

    There comes a point in the scale that it becomes infant in its SU’s as the limited size and scale are lost, where as an Earth size planet in spacedock would be size 21,271 (earth’s diameter 12,756 kilometers) that would provide the builders with 42,516,000 to 42,521,000 SU’s to construct the planet size ship weighing in at 42,531,000,000 to 42,532,999,999 metric tonnes (as far as I can remember I have never heard the estimated weight of the Earth but I guess it weights far more than 42 billion metric tonnes and would have more SU’s than 42 million.) With population of 6 billion at the end of the 20th century the SU’s would be far above 36 billion for just the use able surface material. I would say a planet would have hundreds of millions more SU’s than the 36 billion it would be somewhere above the following number that I estimate as the SU’s using a total managable population of 10 billion and back engineering using the space station figures and giving it a multiplication of 100 million and you get this 6,000,000,000,000,000,000. Then for the weight multiply by another million and the planetary weight in metric tonnes.

    So for a planet sized starship the sky is the limit on SU’s. then there would be a biological component to the planet see below the Biological ship component for the Earth would cost 2,127,100 SU’s and that would cover the planets only, animals would cost extra.

  2. #2
    Weapons
    Advanced Phaser Arrays
    Type ............... per 5 …... per 40 ... per 200 ... damage ...power
    Type XIII ....... 1.3 ......... 10.4 ......... 52 …....... 260 ......... 26
    Type XIV ....... 1.4......... 11.2 …...... 56 .......... 280 …...... 28
    Type XV ........ 1.5 ........ 12 ............ 60 ........... 300 ......... 30
    Type XVI ....... 1.6 ........ 12.8 ......... 64 …....... 320 …...... 32
    Type XVII ...... 1.7 ….... 13.6 ......... 68 …....... 340 …...... 34
    Type XVIII ..... 1.8 ........ 14.4 …..... 72 …....... 360 ……... 36
    Type XIX ........ 1.9 …... 15.2 …..... 76 …....... 380 .......... 38
    Type XX …...... 2 ......... 16 ............ 80 …....... 400 …...... 40
    Type XXI ......... 2.1 ...... 16.4 …..... 84 …....... 420 ……... 42
    Type XXII ........ 2.2 ....... 16.8 ....... 88 ........... 440 …....... 44
    Type XXIII ....... 2.3 ....... 17.2 ....... 92 ........... 460 ……... 46
    Type XXIV ....... 2.4 ....... 17.6 ....... 96 ........... 480 …...... 48
    Type XXV ........ 2.5 ....... 18 ......... 100 .......... 500 …...... 50
    Type XXVI ....... 2.6 ....... 18.4 .......104 .......... 520 …...... 52
    Type XXVII ..... 2.7 ....... 18.8 ....... 108 .......... 540 …...... 54
    Type XXVIII .... 2.8 ....... 19.2 ....... 112 .......... 560 …...... 56
    Type XXIX ....... 2.9 ....... 19.6 ....... 116 ......... 580 …...... 58
    Type XXX ........ 3 ........... 20 ......... 120 ......... 600 ......... 60

    Expanded Disruptor Table (Can be used as Subatomic Disruptors as well)
    Disruptor …. SU … Damage … Power … Shots per round
    Type 14 …... 56 …. 300 ……… 30 ……… 5
    Type 15 …... 60 …. 320 ……… 32 ……… 5
    Type 16 …... 64 …. 340 ……… 34 ……… 6
    Type 17 …... 68 …. 360 ……… 36 ……… 6
    Type 18 …... 72 …. 380 ……… 38 ……… 6
    Type 19 .….. 76 …. 400 ……… 40 ……… 6
    Type 20 …... 80 …. 420 ……… 42 ……… 6
    Type 21 …... 84 …. 440 ……… 44 ……… 7
    Type 22 …... 88 …. 460 ……… 46 ……… 7
    Type 23 …... 92 …. 480 ……… 48 ……… 7
    Type 24 …... 96 …. 500 ……… 50 ……… 7
    Type 25 …... 100 … 520 ……... 52 ……… 7
    Type 26 …... 104 … 540 ……... 54 ……… 8
    Type 27 …... 108 … 560 ……... 56 ……… 8
    Type 28 …... 112 … 580 ……... 58 ……… 8
    Type 29 …... 116 … 600 ……... 60 ……… 8
    Type 30 …... 120 … 620 ……... 62 ……… 8
    Type 31 …... 124 … 640 ……... 64 ……… 9
    Type 32 …... 128 … 660 ……... 66 ……… 9
    Type 33 …... 132 … 680 ……... 68 ……… 9
    Type 30 …... 136 … 700 ……... 70 ……… 9

    Subatomic Disruptors are constructed much the same as phaser versatilities but use the same list as Disruptors. The subatomic disruptors are usually found on future Time ships.

    TECH NOTES
    Advanced Rotating frequency technology is a simple modulation of the frequencies adjusting the phaser frequencies after shot for fighting the Borg. The device costs an additional 2 SU’s to the phaser arrays and be added to even the Disruptors once Romulans capture a ship with an intact phaser array. The Federation shared the technology with the Klingons in accordance with the Khitomer Accords. The rotational effect adds to the difficulty to the defense against the phasers with an addition of +1 to any roll.

    Example: Saucer Dorsal Phaser Array <48>
    Type: X
    Damage: 200 [20 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 Dorsal
    Firing Arc: 360 degrees dorsal
    Firing Modes: Standard, Continuous, Pulse, wide-beam, Advanced Rotating frequency technology

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    Botanical Garden
    SU Cost: size x 1
    Power Cost: size x 1 for power per round
    The botanical gardens on a starship can also be considered a science laboratory and is placed where the ship can use natural light when the chance comes for the to be used. Most botanical gardens have exotic plants that are found only on certain planets. However, there are plants that considered too be dangerous life forms that are carried on the ships. Some of the plants are high efficacy air processors even better than the best life support systems that can be build. Only starships size three or larger have these botanical labs and size five or large have functional Botanical gardens. This applies to Space Station doubling the costs for power and tripling it for SU’s usually a starbase has large areas where there are park areas. They are mostly not used for any kind of food production but for recreation. The area that the gardens are is equal to the SU’s in size the recreation area’s are luxurious in comparison to aeroponics or hydroponic gardens that can produce food are more functional that beauty.

    Additional gardens such as the first garden would cost the same as the first for power and SU’s. There are no reasons to restrict the number of gardens on a ship as long as there are enough SU’s available, as a vessel collecting ecological specimens would need to place them into habitats that are individualized to their biology.

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    BIOLOGICAL SHIPS
    SU’s Cost: 100 x size
    Power cost: None

    The Vorlon, Shadow and Species 8472 vessels are biological starships that are capable of independent living and decisions. As per the Babylon 5 Ship Builder’s Manual and Ships of the Galaxy I used the method in the Shadow and Vorlon ships. When attacking the vessels half the inflicted damage goes to the Biomass with the exception of damage to armor. When the Biomass is go the ship is no longer a living entity.

    Were as for Shadow and Vorlon technology, the material is generated with a predetermined designs and structures of the ship allowing the growth of the weapons and all other systems. Using the materials to grow the ship in a living vessel, predetermine the necessary SU’s for the bioship to grow a single SU as a rule of thumb I figure 4 SU’s to grow 1 SU for most ships and one SU per day. The ships will grow at a rate of one to two SU’s per day as long as materials are supplied to sustain the growth. A Shadow Cruiser would take three to six years to create a ship. This creation method allows for fleets of ships grown in secret and awaits the moment to be called to duty. The genetic materials are placed deep under the surface of planet’s surface and allowed to grow naturally.

    In generating these vessels for Babylon five some liberties were taken in the design but I attempted to stay true to their concepts. I think the vessels work well in the Spacedock format even though there are some with weapons that are far too heavy for battle in the Star Trek realm.

    Bio-Alloy (Vorlon, Shadow and Species 8472 type ships)
    Bio-Alloy is a material that is grown and it tougher than the standard hull of a starship hull. A Bio-Alloy cost 2 x size in SU’s of space and gives an automatic bonus of +2 Resistance to the outer hull of a ship. Few species have mastered the art of growing a starship hull around the premade starship hull.

    A Bio-Alloy hull is far more difficult to scan through. Thought the biggest disadvantage is that the hull requires a minor circulatory system and will re-grow damaged portions of the hull as strong as before. Any Bio-Alloy can regenerate 10% of its total damage ever day. If the power system is damaged, this cannot occur, however.

    When applied to the hull of a conventionally constructed starship, whether on the inside or outside it grows into the existing metal and makes it stronger. This works even better for the older ships that have begun to show weakness or previous damage. (With the use of these growths the inner and outer hulls must be generated as well.)

    Whit the construction of a crossover vessel with augmented Shadow technology the bio-alloy had the tendency to grow the long spires.

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    Extended 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

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    One of my latest additions is the Double Hull

    In one of my latest design changes for the Death Star is a double hull design that provided the massive battle station just a little more protection against attacks. The cost of a double hull is basically twice as much as a standard hull of a starship and can only be used on Space Stations. In the 20th century the double hull was a designed to prevent a ship from sinking or spillage of dangerous materials in this case it is to protect the station form the hazards of space that penetrated the shields or the crash of a small fighter into the surface after a fighter has been damaged.

    As an example:

    Imperial Death Star II (this version of the station not yet fully completed)
    Class and Type: Death Star Class Mobile Space Battle Station
    Commissioning Date: a long time ago…

    Hull Systems
    Size: 110
    Diameters: 160 kilometers
    Decks: 1600 (only the 5.6 kilometer upper section of the exterior surface is habitable)
    Mass: 307,999,999 metric tons
    SUs Available: 1,700,000
    SUs Used: (some of the outer and inner hull not completed leaving the station vulnerable (roughly 73.67% complete) SU’s used: 1,222,271) 1,461,681

    Double Hull Outer (some of the outer hull not completed (75% complete) <330>) <440 x 2 = 880>
    Hull Inner (some of the outer hull not completed (80% complete) <352>) <440>
    Resistance Outer Double Hull: 40 (Outer hull with open areas of hull not yet completed has no outer resistance) <54>
    Resistance Inner Hull: 20 <27>
    Ablative Armor 1500 <300>

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    Stargate Hyper drive
    There are many types of hyper drives that can be installed into the ships that are far faster than the Warp Drive Engines. Each of the drives are powerful engines and are not completely compatible with most technologies of other species while requiring substantial power to operate per round.

    Type …………………………. SU …….. Power … Speed
    Earth Hyper drive ……………. 50 …….. 25 …….. .1 light-yrs per minute
    Early Goa’uld ………………… 100 ……. 50 …….. .5 light-year per minute
    Enhanced Goa’uld ………….. 150 ……. 75 …….. .75 light-year per minute
    Asguard drive ……………….. 200 ……. 100 ……. 1.0 light-years per minute
    Enhanced Asguard drive …… 300 ……. 150 …… 2.0 light-years per minute
    Ancients Hyperdrive ………… 500 ……. 250 ……. 5.0 light-years per minute

    Naquada Reactor
    A naquada reactor generates power equal to that of the SU’s cost.

  3. #3
    I can’t remember if I have posted this one for Star Trek / Babylon 5 crossover battles.

    Dimensional Rift Generator
    SU Cost: 150 for the generators +300 for the stabilization component for stabilizing the rift portion of the generator.
    Power Cost: 150 for a standard generator + 150 power per round.

    The technology for the Dimensional Rift Generator came from another universe that the technology was created by a technologically advanced species that traveled between dimensions. The alternative universe Federation was able to obtain the technical details to construct the device. It requires Industrial Fabrication units time to generate one SU (such as an Industrial Fabrication Unit Mark IX seven and half to twelve and half hours to generate the basic device and a standard replicator would take twelve and half minutes to generate the device.)

    Designed much like that of a Navigational Deflector but creates an artificial tunnel through space only a single MU in length, that bridge across a dimensional barrier between universes. A ship travels at .1c impulse can cross the distance to the other side and allow the rift to collapse and reseal itself. It takes two minutes of steady projection of the rift generators beam to open the beach large enough to allow several or more ship to sail through before it reseals itself. The generator requires the nearness of a planet and star to allow the dimensional breach to open.

    The fabric of the space is equal to 1500 per kilometer and can be beached with a beam doing 20 per round to cause a breach. The breach will immediately begin to reseal at a rate of 20 per round and seals in 75 rounds (over 6.25 minutes). The breach will be five thousand kilometers in diameter. Once the breach has been sealed the breach cannot be opened again for several days with in several AU’s distance.

    Once the barrier is breached and the barrier begins to normally reseal the barrier. The additional stabilization portion of the generators creates a stable tunnel that is difficult to collapse. A modulated Type II Photon Torpedo can cause the opening to collapse and will collapse at one hundred per round. Any ship caught in the rift will be crushed by the barriers restoring.

    The resealing the barrier can be accelerated by using the ships deflector dish and requires double the power to seal the breach twice as fast as long as the deflector is projecting against the breach. For starships equipped with a trio of Modulated Photon Torpedoes can cause the breach to collapse even with the stabilization field times ten the usual collapse. It requires thirty six rounds to modulate a Type II but requires the crew to open the casing for a type I and one hour to make the adjustments to the torpedoes. Energy weapons used against the barrier increases the collapse by 5 per round per hit.

    For the Temporal use the Dimensional Generator requires a Temporal Rift Generator as well as the Dimensional Generator.

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    I think that I have posted these before but I thought that it would be benifical to do so again if I had because I have made modifications for its use in Gene Roddenberry’s Andromeda.

    Processor/Ore Refinery
    SU’s Cost: Size + 10 for processor, +2 for additional product produced, + 10 for a fully automated systems, +2 SU’s for the computer monitoring
    Power Cost: Equal to the SU’s for power.

    Build much like the Terok Nor/Deep Space Nine space station in orbit of the home planet of Bajor, this is station was used during the Cardassian rule to strip mining the planet. Each of these processors required four crewmembers per 1 SU.

    Example: The Cardassian Ore Processing Space Station, Terok Nor with its six Ore Processors and a single processors with 22 SU’s, would have 88 forced Bajoran laborers working the processors many functions. With six processors operating at the same time would bring the Bajoran laborers up to 528. For the processor operation of feeding the processor, monitoring the individual operations of the processor and handling the finished products and storing the materials into the cargo holds.

    When active these processors could produce one kilogram of useable product per round per SU’s cost. This would allow production of over fifteen tons of processed ore per hour for Terok Nor for a single processor, with the three producing 45 tons. Oddly these Terok Nor Processors cold easily process over 1000 tons in a 24-hour period. One could estimate that at least once a day a cargo ship would arrive to haul off the product while others freighters would be arriving to deliver at least two loads of ore per day.

    Processors can be processing only one kind of material at any time with an additional material made from the impurities taken from the ore with the cost of two SU’s. This does not reduce the tonnage processed but GMs will decide on the percentage. If it was me I would say that each ton of ore processed twenty percent would be impurities in the ore that would have to be dealt with by removing and eight percent would be hazardous materials that would have to be stored and two percent for anything else that could come up to you.

    The United Federation of Planets tends to use fully automated processor systems and requires only one person per 2 SU of processor. Example: If the Federation installed the automated processor in the DS9 at 32 SU’s would have a crew of 16 workers instead of the 88. This system can also be completely run by a computer system with the addition of 2 SU’s and then where no personnel would be needed.

    The different types of processors can be processing everything from mineral ores to rare gasses, food processors converting animal and grown food from their raw forms to the eatable forms. In Alien the Commercial Starship Nostromo 180924609 a towing tug pulling a cargo pallet with automatic processors.

    Here is the add in for the Terok Nor space station

    Ore Processor: 3 processors units (15 kilos/round) [22 power/round] <22 x 3 = 66>

    Gene Roddenberry’s Andromeda Processing and Manufacturing – the Automated Manufacturing is double the cost that will cover the fact that the High Guard ships will collect asteroids and process the ore into missiles. But after a while doing some figuring I returned the costs back to the lower levels and the ship can generate a single missile every minute once production has begun. I slowed the production to so the total missile payload of Andromeda’s would take only 4400 minutes or 73.3 hours. The total of projectile weaponry would take 75.2 hours.

    Example: Glorious Heritage Class Heavy Cruisers system
    Asteroid Ore Processing and Kinetic Weapons Production (generates one missile or 1 SU of smart bullet per minute) [33 power/round] <33>

    ------------------------------------------------------------------------------------------------------------------------------

    Mine laying
    Seen most vividly in Gene Roddenberry’s Andromeda with the Tyr laying a field of mines behind the ship to eliminate the Than pursuers in one episodes. In Star Trek: Deep Space Nine the Defiant was laying mines across the mouth of the wormhole but I think those where pushed out of a door into space and the mines drift into place using thrusters or in Voyager during the year of Hell Janeway ejected Photon torpedoes allowing them to drift into the torpedoes like mines. This may not be too functional in Star Trek but in Andromeda, Battlestar Galactica, and Babylon 5 with the ships and the like they could be quite handy. While in Enterprise it is seen the Enterprise deploying a sub-space communication satellite in one episode and another spoken about in other episodes.

    Here is a bit of technology that could be installed on any ship Star Trek or other. It is useable for mass and single mine launch.

    Mine Laying Technology
    SU Cost: 5 + 1/spread
    Power cost: 5 + 1 per mine deployed in spread

    Whether strategically laying a single mine in an exact location or laying a hazard field in the path of another starship, the craft can lay a spread three times the width of the ships beam in a single launch and drifting out wider but saturating the area.

    The largest mine laying can be no more than twelve mine from a single launcher in a single round. In Star Trek a starship would likely be able to deposit one to four mines in a single round. In Andromeda the Andromeda can deposit anything from ten to twenty mines from multiple launchers. These mine laying systems can also place satellites into orbit as well as a starship.

    Aft Mine Laying <13>
    Standard Load: Class 2 (100 damage)
    Spread: 12
    Range: 1
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Power: [5 + 1 mines released]
    Location: Aft hull
    Firing arc: Aft drift

    The above is the mine laying device installed on a Glorious Heritage-class Heavy Cruiser but there are three additional devices installed on the Andromeda as well in strategic place on the aft belly of the hull allowing the mines to drift out behind the ship. With these four mine deployment behind the ship.

    Used in deploying an orbital mine field blockading the surface in several orbits at half the orbital speeds. The mine field can be activated once the final mine is deployed or from a distance by using a special coded signal. Like the mines from Deep Space Nine they can be set to use their thrusters to swarm in on a single ship. The mines can also be designed to target a single starship or starship signature.

    ----------------------------------------------------------------------------------------------------------------------------

    Optional Mine rule
    Types of Mines
    Type ……… Damage … size storage in comparison to torpedo’s
    Class 1 …… 50 ………. .25
    Class 2 …… 100 ……… .5
    Class 3 …… 150 ……… 1
    Class 4 …… 200 ……… 1 (This mine is equal to the self-replicating mines in Deep Space Nine but without a cloaking device)
    Class 5 ….. 250 ……….. 2
    Class 6 ….. 300 ……….. 2

    The mines come in different sizes and can be deployed in spreads that are larger fields such as a deployment above would be four times that the standard size if a Class 1 is released would be a spread of 48 mines in a single launch. This would be the same amount of potential damage whether a class one or a class four when struck.

  4. #4
    Self-Repair Systems
    SU’s Cost: Size x 4
    Power Cost: Size x 6

    The commonwealth has created a series of androids and automatically programmed nanobots that repair the All Systems Commonwealth High Guard ships. Damage repair for 1 Su takes 3d6 x damage modifier (see chart) gives the amount of time to repair in hours the ship. An example would be 20 SU’s of damage would take over seven hours to make repairs to the ship. The more damage the longer it takes. Over a thousand would take the nanobots and other robots to repairs would take almost a year but repairs to the slipstream drive to travel to the local repair yard to make extended repairs. This is available on ships larger than size four. The more damage the longer the repairs but more than a third of the ships SU’s in damage it take a ship yards to repair if the ship can return to such a facility.

    Self-repair systems are use by Commonwealth, Magog and Pyrian ships.

    Damage modifier…digits………….difficulty
    Single digits …..….…5……………...+2 (the repairs are automatic.)
    Double digits…..……10………….….+5 (the repairs are automatic.)
    Triple digits……........100…………...+10 (requires assistant and direction by the ship’s crew)
    Quadruple digits…....1000………… Requires a ship yard facility

    ------------------------------------------------------------------------------------------------------------------------------

    AI Processor
    Su’s Cost: size x 1
    Power: size x 1

    The Artificial Intelligence systems on the ships have to have the specialized processor that requires at least a computer uprating of Class Alpha and two or more Computer cores. The AI’s are the crew’s liaison with the ships computers and the sensor information that is processed by the AI’s analytical processors. This allows the AI to provide the crew with them most pertinent information that they need in real time.

    The ships AI is inherently loyal to the ship’s captain and the crew above all the All Systems Commonwealth. An AI has its own personality that is its own. Most of the AI chooses their own appearance and that could be whatever the AI decides it to be.

    ------------------------------------------------------------------------------------------------------------------------------

    AG Generators
    SU’s Cost size 2.5 x size
    Power Cost: 1 x size

    This is an Anti-gravity system used to make a very large ship lighter allowing the ship to depart the surface using its own thrusters to make orbit. This simply turns the several million metric tons starship into a feather weight vessel. Alone an AG generator can move an object at 1 meter per second but in combination with thrusters or impulse engines increases speeds by .1c of speed. The AG allows the ship to leave the planet’s surface with thrusters only. The AG fields may fail and the ship can go crashing back to the ground but this is not a usual happening as most ships that have an AG field has more than one AG emitter to reduce the ships weight but are all under the same cost. A rule of thumb is that the ship has an equal number of generators to the ships size.

    I hope some of these are useful, enjoy.

  5. #5
    Quote Originally Posted by Omega1967 View Post
    ------------------------------------------------------------------------------------------------------------------------------

    BIOLOGICAL SHIPS
    SU’s Cost: 100 x size
    Power cost: None

    The Vorlon, Shadow and Species 8472 vessels are biological starships that are capable of independent living and decisions. As per the Babylon 5 Ship Builder’s Manual and Ships of the Galaxy I used the method in the Shadow and Vorlon ships. When attacking the vessels half the inflicted damage goes to the Biomass with the exception of damage to armor. When the Biomass is go the ship is no longer a living entity.

    Were as for Shadow and Vorlon technology, the material is generated with a predetermined designs and structures of the ship allowing the growth of the weapons and all other systems. Using the materials to grow the ship in a living vessel, predetermine the necessary SU’s for the bioship to grow a single SU as a rule of thumb I figure 4 SU’s to grow 1 SU for most ships and one SU per day. The ships will grow at a rate of one to two SU’s per day as long as materials are supplied to sustain the growth. A Shadow Cruiser would take three to six years to create a ship. This creation method allows for fleets of ships grown in secret and awaits the moment to be called to duty. The genetic materials are placed deep under the surface of planet’s surface and allowed to grow naturally.

    In generating these vessels for Babylon five some liberties were taken in the design but I attempted to stay true to their concepts. I think the vessels work well in the Spacedock format even though there are some with weapons that are far too heavy for battle in the Star Trek realm.

    Bio-Alloy (Vorlon, Shadow and Species 8472 type ships)
    Bio-Alloy is a material that is grown and it tougher than the standard hull of a starship hull. A Bio-Alloy cost 2 x size in SU’s of space and gives an automatic bonus of +2 Resistance to the outer hull of a ship. Few species have mastered the art of growing a starship hull around the premade starship hull.

    A Bio-Alloy hull is far more difficult to scan through. Thought the biggest disadvantage is that the hull requires a minor circulatory system and will re-grow damaged portions of the hull as strong as before. Any Bio-Alloy can regenerate 10% of its total damage ever day. If the power system is damaged, this cannot occur, however.

    When applied to the hull of a conventionally constructed starship, whether on the inside or outside it grows into the existing metal and makes it stronger. This works even better for the older ships that have begun to show weakness or previous damage. (With the use of these growths the inner and outer hulls must be generated as well.)

    Whit the construction of a crossover vessel with augmented Shadow technology the bio-alloy had the tendency to grow the long spires.

    ------------------------------------------------------------------------------------------------------------------------------
    OK, quite like this. Also useful for Gomtuu in TNG and of couese Farscape 'Leviathan' technology. There are enough Bio-ships our there even with 2 examples in the trek universe for this requirement.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  6. #6
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    For power systems for higher-tech cultures, I would argue that the power/SU would increase, rather than just adding on to the end of the power chart. Similarly for lower-tech cultures, they would get fewer power/SU. I.e. a race that never developed antimatter power would use pure fusion generators (i.e. Auxiliary Power). So instead of using a M/AM reactor that provides close to 5 pts of power per SU, the AP provides 1.667 power per SU.

    The mass of Earth is roughly 6e24 kilos, or 6e21 tons, or 6 zettatons. This is ~142 billion times as large as your mass estimate.

    Also, be careful with dimensions and mass. If you double the length, width, and height, keeping everything else the same, the ship will mass 8 times as much. Your size 20 ship is twice the length, width, and height of your size 17 ship (so it is 8 * the volume), yet the mass is only ~30% higher. Assuming the mass of the Size 17 ship is correct, then the larger ship should be in the mass range of 188,000,000-~200,000,000 tons.

    Plus the masses listed for the ships need to be redone. For example, your size 17 ship (using the shortest dimensions) has a total volume of 32.4 million cubic meters, and with the highest mass has a density of 1/1200 tons per cubic meters (.833 kg/cubic meter). As a comparison, the density of air is roughly 1.2 kg/cubic meter. The Spacedock charts result in ships being less dense than air. This is a problem inherent with Spacedock itself, rather than just your chart.


    As to a starship sized Earth not including the mass of the animals, that is what the Crew Quarters are for.


    For Phaser Arrays, I go with the following formula:
    .04 * (Type) * (emitters) = total SU.
    (Type) * 2 = Power

    This lets me plug in two numbers, and get the entire chart.

    For Disruptors:
    (Type) * 4 = SU
    (Type+1)*20 = Damage
    Damage/10 = Power
    (Type/5)+2 = shots/turn

    The annoying part about the Disruptors is that you can't make a rapid-fire light disruptor (good vs small craft), or a spinal mount Disruptor firing single shots to crack enemy ships open.


    For the Botanical Garden, I'd argue that the power is used by the computer, cleaning, monitoring, and other systems to make sure the plants are healthy, as the power needs for a starship in combat mean a few lights on for plants is a trivial output. Now if this included advanced inertial dampening systems (so you have a garden and not a tornado disaster area) that would work much better.


    For Advanced Engine power needed per round, check out the power draw of the shield grid on a ship. Warp 9.985 (fastest seen in Spacedock) would require 50 Power. However, raising one of the Enterprise's four shields requires 120 power.


    For Ore processing, why would it need 1 power per SU? Fusion engines produce almost 2 power per SU, and instead of doing nuclear fusion, you are smelting ore. I'd go with a flat SU amount for the Ore Processing Facility (similar to how Crew Quarters are a flat SU, you just install as many as you choose, or Shuttle bay requirements). You could provide one benefit where a Computer system can oversee as many Ore Processing units, as the vessel's size. This gives an encouragement to install them on larger facilities.

    I.e.:
    Ore Processing Array Monitoring and Reporting Computer: 2 SU (can provide monitoring and status reports for a number of Ore Processing units up to the mounting vessel's Size, needs 3 Workers to provide 24/7 monitoring) (1 Power)

    Manual Ore Processing Unit (needs 40 Laborers) (10 SU) (1 Power)
    Automated Ore Processing Unit (needs 10 Workers) (20 SU) (5 Power)
    Fully Automated Ore Processing unit (1 Oversight Engineer needed per 5, FRU) (22 SU) (6 Power)

    Options:
    Secondary material processing (max of one per Ore Processing Unit) (2 SU) (1 Power)
    Security Monitoring Equipment (used on Manual and Automated Ore Processing units to reduce chance of sabotage) (4 SU) (2 Power)
    Safety Equipment (used on Manual and Automated Ore Processing units to reduce the number of accidents) (4 SU) (2 Power)

    Laborers can be put in any type of Quarters (often Barracks, getting 60 per SU)
    Workers require Basic Quarters (10/SU)
    Engineers require Expanded Quarters (5/SU)


    For Ore processing rates, I'll use Aluminum as an example. The density of Aluminum is about 2 tons per cubic meter. Cargo bays are 33,000 cubic meters per SU. So to fill just that SU with aluminum, you will need 66,000 tons of aluminum (2 months production assuming 1000 tons per day). The Deneva (from SRMV1, aka Ship Recognition Manual - Starfleet) has space for 6 modules, each with 200,000-600,000 cubic meters capacity. That is 2.4 million to 7.2 million tons of aluminum needed to fill it, not counting its internal cargo capacity. Assuming Terok Nor produces 1000 tons per day, that means a Deneva transport will take from 6-20 years to be filled up.

    For a real life comparison, during 2014, 50 million metric tons of aluminum were produced on Earth. The estimates for Terok Nor (1000 tons per day) are nice on a planetary scale (it is just over the Lapanga Aluminum smelting plant), but for a stellar nation it is a minor note (TN would be producing just under 1% of Earth's total aluminum production).

    An easy way to improve Terok Nor's production is to state that there were six locations inside the station that processed ore, rather than just 6 Ore Processing units. This allows us to add in more Ore Processing units until the total is impressive to a stellar empire. (I figure Terok Nor was built to process the strategic minerals that were mined from Bajor, not the regular stuff, and it would be processing ~100,000 tons per day, for ~70% of Earth's aluminum production). Technically the Cardassians could have built another station to further boost production, but then you would have had two station commanders, each equal rank, in the same system, doing the same job. The amount of political problems that would have caused would have made the second station not worth the effort.


    For Mine laying, we already have that in Spacedock, on page 71, and 146. Each mine takes up .05 SU. Your notes have a mine launch system, so that does help.

    Of course, if someone wants to compare the Federation mine (doing 200 pts of damage) to the Klingon mine (cloaked, and does 1000 pts of damage), and argue that the Klingon mine should do 100 instead, that is a good point.


    For the AI Processor, I'd go with a fixed SU cost, rather than dependent on the size. What you could go with is a connection system to the ship that is based on size. So a 10 SU AI system would need a (Size * 1) connection system to allow it to run the ship.


    For the Antigravity system allowing a ship to land on a planet, we already have a smaller and less power-intensive version in Spacedock. Combine Atmospheric Capability (Size * 1) with the Planetfall Ability (Size * 1), and you get a better version. But perhaps the other universe's don't have that compact technology.

  7. #7
    You made some good points. I like the idea for power for higher tech.

    I have never heard the stats on the Earths weight and mass being figured out that closely I only add it to show the scale looses something down the way of calculations. In Gene Roddenberry’s Andromeda there is an episode where there is a space station that is acting like a planet. Being the planet would be empty it would not have a planetary weight would it.

    The engines and weapons and the shields are just continuances of where spacedock left off. As they were mostly for the Star Wars ships than Star Trek as Babylon 5 and Battlestar Galactica don’t use shields. I have used them on Space stations such as a Federation Starbase.

    The garden is more park than food production. Think trees, grass and flowers and recreation. Even a tree and grass can survive a little cold for the time a battle would take. Dirt can retain heat for some time even if it is from someone walking bare foot on grass. I was at a demonstration a few years back showing the technology that could expose the foot prints through imaging technology. I am sure you have seen similar things on TV and in movies.

    Ore processing figured using my numbers would require a couple of cargo ships a week per each of the three ore processors in the three upper and lower pylons. Filling at lease one cargo hold in that time. This is just to give the players some numbers to recite during the game to make their play more real. As an example a News paper can print several tons of news papers in taking a Dozen or so pallets with adds (1.25 x 1.25 x 1.5 meters figuring to be ruffly 2.34375 cubic meters of space) in about around two hours if all works right. This refers to a week day paper not a Sunday that is usually two to five times the size depending on the season in twice the time as a week day. This is not ore production but is an example that different materials that are process take different times.

    The AI was to enhance the computer of the High Guard ships in our Andromeda Crossover adventures. I thought that a base number would hurt the idea of a large warship with AI system as then any ship from a size one escape pod could have an AI to a massive world ship could have the same AI system.

    The Antigravity systems is a replacement for ship that do not have a Warp coil to lower the ship mass. Also it is technology that is mention in Andromeda several times.

  8. #8
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    So long as you're doing Babylon 5 tech, it should be noted that the Shadows' "ginsu-knife" beams that overawe all the known races are simply phasers. They look like phasers and behave exactly like phasers. If it walks like a duck and quacks like a duck...

  9. #9
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    ..And yes, before someone beats me to it, if it weighs the same as a duck... it's a witch!

  10. #10
    I agree that they act like a Phaser or Disruptor weapon but they call them "Lasers," "Lighting beams," and my fav "Neutron Cannon."

  11. #11
    I was flipping through posting here and I noticed that I had not responded to the request for the Shadow and Vorlon weapons systems. Too many things going on at one time at that time as it is always. I treated the weapons just as I would a phaser rating using the same designs but equaling out the power such as a Shadow ship that big fellows would have a destructive shot of somewhere around 900 damage I think it calculated out a little over that but here is the shadow ships weapon.

    Molecular Slicer Beam <112>
    Type:
    Damage: 900 [90 Power]
    Number of Emitters: 120 (up to 3 shots per round)
    Targeting Systems: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location: forward
    Firing arc: 360 degrees
    Firing Modes: Standard

    And the Vorlon weapon is

    TACTICAL SYSTEMS
    Molecular Slicer Beam <52>
    Type:
    Damage: 380 [38 Power]
    Number of Emitters: 120 (up to 3 shots per round)
    Targeting Systems: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location: forward
    Firing arc: 360 degrees
    Firing Modes: Standard

    Sorry about the slowness of it but here it is now. To build all the Babylon 5 ships and stations I used Babylon 5 Wars and ships of Babylon 5 RPG book to work them out. I used the basic Spacedock phaser chart to equal out the weapons SU’s. I set the Omega class Destroyers heaviest weapons systems as equal to a constitution class weapons system and worked out the details with a little math and where that didn’t work I faked it. Once again, sorry about the slowness of it.

  12. #12
    I spent all day on this. Here are my spacedock notes. My Spacedock construction notes all it there are some other peoples stuff in here but not all has credits to it. This is just my notes and I saw that there was interest out there in it so I generated a PDF for everyone who wants to use it. Omerga1967
    Attached Files Attached Files

  13. #13
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    Thumbs up

    thanks mate, very useful and appreciated.
    AKA-Dean
    "I will never make excuses for who I am. It is the way I was born. I am a HUNTER. a BONE COLLECTOR."
    Wave Man, the term "wave man" is the English translation of 'Ronin' (Japanese word) and literately translates to "wandering person" and in a modern context a WaveMan is one who is socially adrift or a SalaryMan who is between employers.

  14. #14
    Your welcome

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