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