Step 1:
Roll 1d8 to determine Size

Step 2:
Consult the Chart to determine Resistance

Size
1-2: 1
3-6: 2
7-8: 3

Step 3:
Structural Points are Size x 20, as usual

Step 4:
Roll 1d100x1d10 to determine Crew

Step 5:
Passengers are a fifth of the Crew

Step 6:
Evac Limit are Crew+Passengers+25

Step 7:
Roll 1d4 for Number of Computers

Step 8:
Roll 1d10 for Transporters and another 1d10 for Shuttlecraft

Step 9:
Roll 1d4 for Tractor Beams. Choose the Arc

Step 10:
Roll 1d10 and consult the Chart

Warp Factor

1: 4
2: 5
3: 6
4: 6.5
5: 7
6: 7.5
7: 8
8: 8.5
9: 9
10: 9.3

Step 11:
Roll 1d10 and consult the Chart

Speed

1: .25c/.5c
2: .5c
3: .5c/.7c
4: .5c/.75c
5: .6c/.8c
6: .6c/.85c
7: .65c/.85c
8: .7c/.9c
9: .72c/.9c
10: .75c/.9c

Step 12:
Roll 1d10 and consult the Chart

Power

1: 80
2: 115
3: 125
4: 130
5: 150
6: 160
7: 170
8: 175
9: 180
10: 185

Step 13:

Roll 1d6 and consult the Chart for Long-Range Sensors, Later Sensors are +0/1 ly and +0

1: +0/8 ly
2: +0/10 ly
3: +1/12 ly
4: +1/13 ly
5: +1/14 ly
6: +1/15 ly

Step 14:

Roll 1d8 and multiply by 2; - this becomes the Beam Weapon Damage, then choose a wonky
arc for it, from 60 to 540 degrees, you can put a few, or even several Beam Weapons on the ship

Step 15:

Put up to 1 fv Plasma Torpedo Launcher (Spread- Not Capable Range- 18/285,000/985,000/2,500,000)
Put up to six Photon Torpedo or Merculite Missile Launchers in any arcs, Spread - 1-5

Step 15A:
All Weapons have Accuracy- 5/6/8/11

Step 15B:
Torpedoes have Range- 10/300,000/1,000,000/3,000,000 and Damage- 16 or 18

Step 16:

Roll 1d10 and consult the Chart for Shields

Protection

1: 10/15
2: 16/24
3: 24/36
4: 28/35
5: 30/40
6: 36/48
7: 38/50
8: 48/70
9: 49/72
10: 50/75

Step 17:
Sensor and Weapon Skill are 3