Types of Warp Cores

I was talking with the group that I do the technical part for and we wanted to add a change to the Warp cores as we noted the changes that were mentioned in The Next Generation Episode Relics and several different episodes of Voyager and Deep Space Nine. These notes below will work in conjunction with the previous posted notes.

http://forum.trek-rpg.net/showthread...ight=warp+core
http://forum.trek-rpg.net/showthread...Other-Thoughts

These changes are being discussed whether or not they will adopt them into use. I wrote these up in an afternoon that after looking here and there at notes on the internet.

Matter/Anti-Matter Multi stage single phase Reaction Warp Core (Most 22nd-century starship)
SU’s Cost: none
Though this is the basic design of all warp cores it is the easiest to construct. It utilizes the standard matter and anti-matter injection system and a dilithium crystal to control the reaction. Though this system is standard it provides no enhancements to the production of power. The widely adopted Zefram Cochran design has been praised across the alpha and Beta quadrants as a marvel of technology and simplicity in design. Previous designs were less effective so any earlier designs and has a penalty of one.

Matter/Anti-Matter Multi stage duo phase Reaction Warp Core (Most 23rd-century starships pre-2200 - 2270)
SU’s Cost: 1 SU per 100 power generated
A revolution in Cochran’s design increased the reliability (no bonus or penalty as per above) as well as it increased power production by one percent. Many alien governments have bought illegally obtained Cochran technical plans of the Federation plans and integrated them into their ships. This core takes exact calibrated temperatures to mix matter and anti-matter with the desired results. (Roll 3d6 to determine the time that it takes to properly heat matter and anti-matter to usable temperatures.)

Matter/Anti-Matter Multi stage triple phase Reaction Warp Core (Most 23rd-century starship post-2270)
SU’s Cost: 1 SU per 100 power generated
With the massive refit of the Federation Starfleet, the installation of larger and more powerful Warp cores have resulted in the triple phase reaction systems. Though these systems are capable of great reliability they do have failures that are devastating to the ship. If the core is not properly aligned it may cause a ship to generate an artificial wormhole. (Though like its predecessor this core takes exact calibrated temperatures to mix matter and anti-matter with the desired results. (Roll 3d6 to determine the time that it takes to properly heat matter and anti-matter to usable temperatures.)See wormhole notes in my collection of notes in PDF form.) This system generates 1.5 percent more power with a plus one in reliability.

Matter/Anti-Matter Multi stage quad phase Reaction Warp Core (Most early 24th-century starship post-2320)
SU’s Cost: 1 SU per 100 power generated
With the re-engineering of the Warp speed scale for the increased speeds, the need of more powerful engines were designed and the ships were need of an engine that could supply that power and the Quad phase. Though successful the quad phase was but lacked the dependability of the triple phase warp core.

Matter/Anti-Matter Multi stage fifth phase Reaction Warp Core (Second run Galaxy, Nebula and Sovereign class starships circa mid 24th century)
SU’s Cost: 2 SU per 100 power generated
Arising from the need of larger and longer-term exploration ships the Federation commissioned the Galaxy Class program and the fifth phase warp cores were born. With the reliability that lacked in the quad phase the fifth phase swept in and the quad phases were mostly retired out of most ships. The fifth phase generates 2 percent more power and has a plus two dependability.

Plasma Matter/Anti-Matter Reaction Warp core (Intrepid and Nova Class starships)
SU’s Cost: 3 SU per 100 power generated
With the construction of the Intrepid class and the prototype of the Federations first full battleship the Defiant Class the need for a variant to the standard warp core came about. Constructed in conjunction with other newly admitted Federation species this core has a three times the power reserve stored in the active core that it generates per round. This core allows the safer siphoning of warp plasma from the core to be stored in tanks that hold 10 points of power that can be reintroduced into the core at any time needed where this was not recommended on older warp engines (nevertheless they could but required 3d6+5 hours to do so). This core if properly maintained is the most reliable design that Starfleet has constructed as it can be ejected to prevent a warp core explosion and once clear of the ship the core instantly vents the warp plasma and cools down to the local temperatures. Ejecting the core this way the core sustains 2d6 damage. This damage needs to be repaired before it can be reinstalled into the ship.

Other related references to use with these changes

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core

http://forum.trek-rpg.net/showthread...ight=warp+core