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Thread: System Generation (STCS)

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    System Generation (STCS)

    CONTROL COMPUTER GENERATION

    The first model in a Range of Computers
    Mass: 1d6x10
    SS: 0.1 per 25 mt
    Classes: I-II, I-III or I-IV
    Max WDF- 2-5

    The second model
    Mass: 1d10x50
    SS: 0.1 per 100 mt
    Classes: From I or II up to VII-X
    Max WDF- 8-18

    Most other Models
    Mass: 2d10x500
    SS: 0.1 per 250 mt
    Classes: From III-IX up to XIII-XX
    Max WDF- 10 per 500 mt

    WARP ENGINE GENERATION

    Mass Generation

    Small, A-range Engines are 1,000-4,000 per nacelle
    B-range Engines are 10,000-20,000 per nacelle
    most other Engines get 20,000-62,500 per nacelle
    The biggest Engines get 60,000-80,000 per nacelle

    Superstructure Generation

    Small, A-range Engines get 0.1-0.3 per nacelle
    B-range Engines get 1.0-2.0 per nacelle
    most other Engines get 2.0-5.5 per nacelle
    The biggest Engines get 5.0-7.0 per nacelle

    Power Generation

    Small, A-range Engines have 1 '1' subtype producing 6 power per nacelle, and a '2' subtypr producing 8 power
    from each odd-nacelle arrangement, and 9 power from each nacelle in en even arrangement
    B-range Engines have 8+1d6 Power per Nacelle
    most others have 14 or 14+1d6 Power per Nacelle
    the Largest Engines have 20+2d6 Power per Nacelle

    Select Stress Charts

    After you've selected Stress Chart for Engines and Hull, consult the Stress Chart.
    The first entry where a ship starts to take damage after hazardous maneuvers determines Cruising Speed,
    +1 to +3 Warp Facters higher is Emergency Speed

    Control Computer Requirements
    CCR is 1 per 3 Power generated by one of the nacelles

    IMPULSE ENGINE GENERATION

    A-Range Impulse Engines are 20-150 mt
    Most other Impulse Engines are 200-600 mt
    The largest Impulse Engines are 650-1500 mt

    Superstructure of almost all Impulse Engines is 0.1

    Control Computer Requirement is +1 Model for every +5 Impulse Engines

    Power Provided for Impulse Engines is 1-6 for TOS and earlier Impulse Engines, 4-18 for later Engines,
    the largest Engines get 20-50

    POSSIBLE MPR RANGES

    1/4: I
    1/3: I
    1/2: I-II
    1/1: I-V
    3/2: II-VI
    2/1: I-VII
    3/1: II-XII
    4/1: IV-XIII
    5/1: VI-XV
    6/1: VI-XVI
    7/1: XI-XX

    Choose from these MPRs for each Warp and Impulse Engine

    MONITOR ENGINE GENERATION

    Mass is 1,000-10,000 mt
    SS is 0.2-2.0
    MPR is 3/2 to 3/1
    Appropriate Classes are I-VII
    Power Provided is 5-18

    WEAPON GENERATION SECTION

    Laser Generation

    Max Beam Power
    Mass: 1d6x100 + 100 per 1 Max Beam Power + 1d100
    SS: 0.4 per 1 Max Beam Power, 0.2 per +2 modifier, 0.133 per +1 modifier
    Modifiers WDF (Add to WDF Generation)
    only +2 and +1 Modifiers are allowed, and they rarely cover all the Laser's applicable Hexes
    +0.1 WDF for Firing Chart A, +0.2 WDF for Firing Chart B-D, +0.25 for F-G, +0.3 for H, +0.4 for I-K

    Phaser Generation

    Max Beam Power
    Mass: 50 per 1 Max Beam Power (100 for earlier Phasers), 100 for Modifiers, +d6x10 for heavy models
    SS: 0.3/0.36 per 1 Max Beam Power for earlier models, 0.22/0.33 per 1 Max Beam Power for later models
    Modifiers WDF (Add to WDF Generation)-
    +0.14 per +3 Hex, +0.07 per +2 Hex, +0.03 per +1 Hex


    Disruptor Generation

    Max Beam Power
    +1 Max Beam Power added
    Mass: +100
    SS: +0.15
    Modifiers WDF (Add to WDF Generation)-
    +0.14 per +3 Hex, +0.07 per +2 Hex, +0.03 per +1 Hex, sometimes having a +2 for all Hexes

    Blaster Generation
    +1 Max Beam Power Added
    Mass: +70-100 per 1 added
    SS: 0.1/0.175 per 1 added
    For Modifiers, +40-60 Mass, x1.5 SS, and for WDF, +0.14 per +3 Hex, +0.07 per +2 Hex, +0.03 per +1 Hex

    Accelerator Cannon Generation
    For 1 Point of Damage
    Mass: 55 mt per 1 added
    SS: 0.2 per 1 added if Power Cost 3, 0.3 per 1 added if Power Cost 4, 0.4 per 1 added if Power Cost 5-6
    WDF- 0.1 per 1 Damage if Power Cost 3, .7142 per 1 Damage if Power Cost 4-6 up to 10 Damage, each +1 beyond adds +0.3 WDF

    Missile Generation
    For 1 Point of Damage
    Mass: 20-40 per 1 added
    SS: 0.1 per 1 added, plus 1d10 devided by 10 for the final result
    WDF- Consult WDF Generation, multiply Number by Missile Damage, then divide by 168; - that's it
    Power Cost: always 1 for advanced nations, For more primitive nations, Power Cost is 2 for Torpedoes that do more than
    10 Damage, for Real Primitive ones, Power Cost is always 2
    Max Possible Damage is always 20 for Photon Torpedoes, higher for other weapons

    WDF Generation (all weapons)

    Multiply the corresponding Firing Chart number below by the Max Beam Power

    A: 20
    B: 36
    C: 31
    D: 36
    E: 36
    F: 42
    G: 49
    H: 55
    I: 56
    J: 62
    K: 65
    L: 68
    M: 80
    N: 81
    O: 80
    P: 91
    Q: 94
    R: 102
    S: 108
    T: 112
    U: 120
    V: 121
    X: 122
    Y: 144
    Z: 161

    Then divide by 168, no adding decimals for Modifiers is necessary for Missiles, Plasma gets it's own special WDF Calculation,
    below

    Plasma Torpedo Generation

    First, choose a Plasma Chart, which will determine the Damage and much of the possible range;

    RL-1
    RL-2
    RL-3
    AMPB

    Then find the Applicable Firing Cahrt Entries for your Plasma Chart Entry

    RL-1: E-F
    RL-2: M, N, O, Q
    RL-3: K, P, T, V

    Then, start out with the following base Mass, SS and WDF-

    RL-1: 100+1d6x10, 2.1, 3.9
    RL-2: 100+2d6x10, 3.4, 11.1
    RL-3: 120+1d6x10, 2.5, 13.7
    AMPB: 200+4d6x10, 3.6, 20.2

    Then, find the base Power Cost for the Plasma Chart

    RL-1: 10
    RL-2: 15
    RL-3: 8
    AMPB: 20

    Then, for every subtraction of 1 from the Power Cost, add 10 mt, 0.1 SS, and 0.1 to WDF,
    Every addition of 1 to the Power Cost is similar, subtract 10 mt, 0.2 SS, and 0.3 to WDF

    Misc Step.:
    For determining Tech Level and Efficiency, Roll 1d6

    1: 30 mt and 0.2/0.333 SS per 1 Max Beam Power
    2: +0 mt and +0 SS
    3: +50 mt and +0.1/0.2 SS
    4: +100 mt and +0.1/0.3 SS
    5: +150 mt and +0.2/0.3 SS
    6: +200 mt and +0.2/0.3 SS


    SHIELD GENERATION

    Possible Shield Point Ratios are 2/1, 1/1, 2/3, 1/2, 1/3, 1/4, 1/5, 1/6, 1/7, and 1/8

    Defense Codes for Max Shield Powers of SPR 2/1, 1/1, 2/3, 1/2, 1/3, 1/4, 1/5, 1/6, 1/7, and 1/8

    Max Shield Power

    1: 2, 1, 0.5
    2: 4, 2, 1.5, 1, 0.5
    3: 6, 3, 2.5, 2, 1.5, 1, 0.5
    4: 8, 4, 3.5, 3, 2, 1, 0.5
    5: 10, 5, 4.5, 3, 2, 1, 0.5
    6: 12, 6, 5.5, 4, 3, 2, 1, 0.5
    7: 14, 7, 6.5, 5, 4, 3, 2.5, 2, 1, 0.5
    8: 16, 8, 7.5, 5.5, 4.5, 3.5, 2.5, 1.5, 1, 0.5
    9: 18, 9, 8.5, 6, 4.5, 3.5, 2,5, 1.5, 1, 0.5
    10: 20, 10, 9.5, 7, 5, 4, 3, 2, 1, 0.5
    11: 22, 11, 10.5, 7.5, 5.5, 4, 3, 2, 1, 0.5
    12: 24, 12, 11.5, 8.5, 6, 4, 3, 2, 1, 0.5
    13: 26, 13, 12.5, 9.5, 6.5, 4.5, 3.5, 2.5, 1.5, 1
    14: 28, 14, 13.5, 10, 7, 4.5, 3.5, 2.5, 1.5, 1
    15: 30, 15, 14.5, 10.5, 7, 5, 4, 3, 2, 1
    16: 32, 16, 15.5, 11.5, 7.5, 5.5, 3.5, 1.5, 1, 0.5
    17: 34, 17, 16.5, 12.5, 8, 6, 4, 3, 2, 1
    18: 36, 18, 17.5, 13.5, 8.5, 6.5, 5, 4, 3, 2
    19: 38, 19, 18.5, 14.5, 9, 7, 6, 5, 4, 3
    20: 40, 20, 19.5, 15.5, 9.5, 7.5, 7, 6, 5, 4
    +1 above 20: +2, +1, +1, +1, +.5, +.5, +1, +1, +1, +1
    Last edited by Meteo; 09-30-2019 at 12:19 PM.
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