ICON Starship Construction System VII: ROCK-ET-MAN!!!

Choose a Class Rating, wi/Tonnage Below:

I: 1-5,000
II: 5,000-15,000
III: 15,000-25,000
IV: 25,000-40,000
V: 40,000-60,000
VI: 60,000-80,000
VII: 80,000-100,000
VIII: 100,000-120,000
IX: 120,000-140,000
X: 140,000-160,000
XI: 160,000-180,000
XII: 180,000-210,000
XIII: 210,000-240,000
XIV: 240,000-300,000
XV: 300,000-350,000
XVI: 350,000-400,000
XVII: 400,000-450,000
XVIII: 450,000-500,000
XIX: 500,000-600,000
XX: 600,000-700,000

Size and Hull Durability Generation

Use the Matching Size-Class below:

I: 1
II: 2
III: 3
IV: 3
V: 3
VI: 4
VII: 4
VIII: 5
IX: 5
X: 5
XI: 6
XII: 6
XIII: 7
XIV: 7
XV: 8
XVI: 8
XVII: 9
XVIII: 10
XIX: 11
XX: 12

Resistance is 1 per 4 Classes, or the Alternate Method below:

I: 1
II-IV: 2
V-XIV: 3
XV-XVI: 4
XVII-XVIII: 5
XIX-XX: 6

Structural Points = Size x 20

Max Computers

1 per 1 Size, max
Power Cost is 1 per 2 Computers for Pre-Duotronics and Duotronics, and 1 per 1 for Later Duotronic and Isolinear

Life Support Costs

1 (1-5)
2 (6-29)
3 (30-49)
4 (50-99)
5 (100-999)
6 (1000-1999)
7 (2000-7999)
8 (8000-16000)
9 (16001-25000)
10 (25001+)

Transporter Cost is 1 per 2; - of any type

Vessels often have 1 fv, 1 av Tractor Beam, sometimes more on more Advanced Ships


Engine Generation


Warp Engines

21st-early 22nd Centuries have 1.0-2.1
22nd Century has 2.0-4.0
23rd Century has 3.0-6.0
24th Century has 8.0, 9.0 or 9.2

Maximum Speeds are 0.2-1.0, sometimes 2.0 higher

21st Century has 30 minutes sustainable Maximum Warp
22nd Century has 2-3 Hours sustainable Maximum Warp
23rd Century has 6 Hours sustainable Maximum Warp
24th Century has 12 Hours sustainable Maximum Warp

for Fast Cruisers and Heavy Explorers, multiply Sustainable Time by 1.33



Impulse Engines

Class
I: .25c/.5c, .5c
II-VII: .4c/.66c, .5c/.7c, .5c/.75c
VIII-XII: .5c/.75c, .6c/.8c, .75c/.9c
XIII-XX: .75c/.9c, .75c/.92c, .7c/.95c


Power Generation

Class

I: 80
II: 90
III: 100
IV-V: 115
VI-VII: 125
VIII-X: 140
XI-XII: 150
XIII-XIV: 160
XV: 180
XVI: 200
XVII-XVIII: 210
XIX: 220
XX: 250

Sometimes for older ships, subtract -5 from the Power

Sensors

For Long-Range Sensors, see the Chart Below (most get developed in the mid 23rd Century)

+0/4 ly
+0/8 ly
+0/10 ly
+1/12 ly
+1/13 ly
+1/14 ly
+1/15 ly
+2/15 ly
+2/16 ly
+2/17 ly
+2/18 ly
+2/22 ly
+2/25 ly

There's +0/.5, +0/1, +1/1, +2/1 and +2/2 for Lateral Sensors

+0 and +1 and +@ for Navigational

Cloak Cost is Sixe x 4


Weaponry

2260s and onward ships have 10/30,000/100,000/300,000 Range, and 2 per I of Type Number in Damage

Every 5 in Damage requires 1 Point of Computer

Older, up to 2250s ships have the following Laser Cannons

Sorac-Class: 4/10,000/30,000/100,000 (2)
Brenkai-Class: 5/12,000/36,000/125,000 (4)
Schawlow-Class: 6/15,000/45,000/150,000 (6)
Gould-Class: 7/20,000/60,000/175,000 (8)
Magnusson-Class: 8/25,000/75,000/200,000 (10)
Tesla-Class: 9/27,000/80,000/250,000 (10)

Walsh-Class: 6/12,000/60,000/180,000 (8)
Hemholtz-Class: 9/27,500/85,000/225,000 (10)

Missile Range for Chemical Rockets is 5/1,250/15,000/25,000
Missile Range for Nukes is 9/250,000/750,000/2,500,000
Missile Range for Accelerator Cannons is 9/275,000/900,000/2,800,000
Missile Range for Photon Torpedoes is 10/300,000/1,000,000/3,000,000 or 15/300,000/1,000,000/3,500,000
Missile Range for Quantum Torpedoes is 20/350,000/1,250,000/4,000,000

Older ships have 5-10 Damage Chemical Rockets, 10-16 Damage Nuclear Missiles, 16-18 Damage Accelerator Missiles,
18-20 Damage Photon Torpedoes, 21-30 Damage Quantums, and 40 Damage Hadrons.

Each 5 Spread is 1 Point of Computers.

Shield Generators

Protection: Applicable Classes

4/4: I
10/10: I-II
15/15: I-III
20/20: I-III
25/25: I-IV
30/30: I-IV
15/18: I-II
18/22: II-IV
20/25: II-V
28/35: II-VII
30/40: II-VII
35/45: III-X
24/36: I-VII
36/50: II-IX
40/60: VI-XI
45/60: VI-XI
48/60: VI-XII
48/64: VI-XV
48/70: X-XV
50/70: X-XV
55/75: X-XV
60/80: IX-XVII
65/85: XIII-XVII
70/90: XVIII-XX
75/95: XVIII-XX
80/100: XVIII-XX

Non-Ablative Armour- 2 per 1 Size +4
Ablative Armour- 2 Points per 1 Size
Solar Sail/Panels: Power: 30
Slip Drive: Slip 2.5, sometimes higher, as the 25th Century Progressee
Plasma Torpedoes are 30/35/40 Damage, -10 per Range Bracket,
8/200,000/400,000/750,000 or 9/250,000/900,000/1,500,000 or 10/350,000/950,000/2,000,000
Other Weapons cover 10/30,000/100,000/300,000 or 15/300,000/1,000,000/3,500,000 or the sphere directly around the ship,
with Damage of 16-30