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