Constructing new Races for FASA' STCS

Here are the 5 Tech Levels, applied separately to each of the separate areas of Systems.

Tech 1: State-of-the-Art, often developed far ahead of other races'tech, about a decade in advance.

Tech 2: Second-Rate, uncommon, but still fairly easy to attain.

Tech 3: The most common, lags behind noticably, with some formidable capabilities.

Tech 4: Durable Hull, but primitive systems, often a few decades behind.

Tech 5: Small and Speedy, systems occasionally get to be advanced, but are mostly primitive.

Control Computers

Tech 1: Max WDF- 150, 10 Models

Tech 2: Max WDF- 140, 8 Models

Tech 3: Max WDF- 140, 7 Models

Tech 4: Max WDF- 100, 6 Models

Tech 5: Max WDF- 40, 4 Models

Warp Engines

Tech 1: Ranges A-G, some Transwarp, two models that produce 6 and 8 or 8/9 Power, 1d6+6 that produce

10-odd power units, and 1d6 that produce 20-30 power units. Transwarp produces 30-60 Power Units.

Tech 2: Ranges A-G, two models that produce 5 and 10 power, 1d6+5 that produce 10-odd power units, and

and 1d6 that produce 20-30 power units.

Tech 3: Ranges A-G, two models that produce 6 and 8 or 8/9 Power, 1d6+5 that produce 10-odd power units,

and 1d6-1 that produce 20-30 power units.

Tech 4: Ranges A-G, one model that produces 4-9 Power, 1d6+4 that produce 10-odd power units, and 1d6-2

that produce 20-30 power units.

Tech 5: Going up to Range C, D, E or F, two models that produce 4-9 power each, and 1d6 that produce

10-odd power units

Warp Speeds Attainable

Tech 1: 8/10, 7/9, 6/8, 4/6

Tech 2: 8/9, 7/8, 6/8, 5/6

Tech 3: 7/9, 6/8, 6/7, 4/6

Tech 4: 7/8, 6/8, 5/7, 5/6

Tech 5: 8/10, 7/9, 6/8, 6/7

Ed Note- Any Tech may have Microwarp, at Stress Charts A-D for Engines and Superstructure,

Cruising and Maximum Speeds of 2-6, Power Provided is 2-4.

Impulse Engines

Tech 1: Ranges A-G, 1-2-3, 2-4-6, higher ranges start with 2-6 Power, but then multiplies by 1.5 or 2

Tech 2: Ranges A-F, 1-2-3, 2-4-6, higher ranges start with 2-6 Power, but then multiplies by 1.5 or 2

Tech 3: Ranges A-F, 1-2-3, 2-4-5, higher ranges start with 2-6 Power, but then multiplies by 1.5 or 2

Tech 4: Ranges A-F, 1-2, 2-3-4, higher ranges start with 1-4 Power, but then multiplies by 1.5 or 2

Tech 5: Ranges A-C, 1-2-3, 1-2-3, 2-4-6

MPR Generation

Tech 1: 1/4 to 3/2 and 1/1 for Class I-II, 2/1 (IX), 3/1 (X), 4/1 (XII), 5/1 (XIII), 6/1 (XIV), 7/1 (XVI)

Tech 2-3: 1/3 to 1/1 for Class I, 2/1 (V), 3/1 (IX), 4/1 (XI), 5/1 (XIV), 6/1 (XV), 7/1 (XVI)

Tech 4: 1/2 to 1/1 for Class I, 2/1 (IV), 3/1 (VII), 4/1 (IX), 5/1 (XIII), 6/1 (XIV), 7/1 (XV)

Tech 5: 1/2 for Class I, 1/1 (III), 2/1 (V), 3/1 (VII), 4/1 (X)

Mass Generation

4,000-6,000 for old engines

1,000-3,500 for A-Range engines

8,000-20,000 for B-Range engines

25,000-65,000 for most other engines

65,000, 68,500, 70,000, 72,000, 78,000, 80,000, 85,000, 90,000 for Class XIII or higher Engines

90-1,460 for impulse engines (Tech 5 gets 20-300)

Can have Microimpulse of 1-30 mt

SS Generation

0.2 for A-Range Warp, 1.0-2.0 for B-Range Warp, other engines get 2.0-8.0

Shields

Tech 1: SPRs are 1/1, 1/2, 1/3, and 1/4, Max Shield Power/Degradation is 16/1 per 2/3/4/6 Classes

Tech 2: SPRs are 1/1, 2/3, 1/2 and 1/3, Max Shield Power/Degradation is 15/1 per 2/2/3/4 Classes

Tech 3: SPRs are 1/1, 1/2 and 1/3, Max Shield Power/Degradation is 15/1 per 2/4/6 Classes

Tech 4: SPRs are 2/1, 1/1, and 1/2, Max Shield Power/Degradation is 14/1 per 1/2/3 Classes

Tech 5: SPRs are 1/1, 1/2, 1/3 and 1/4, Max Shield Power/Degradation is 12/1 per 1/1/1/2 Classes

Beam Generation

First, determine whether the Race has Phasers, Disruptors, Blasters, Particle Beams, Masers or X-ray

Lasers

Mass from weakest to strongest is 200-600, although some stronger beam weapons have 700-850 mt

SS extends from 0.3/0.5 to 2.2/3.3 across the models, although Tech 4 has twice the SS, and

Tech 5 has half the SS

+3, +2 and +1 modifiers are applicable for nearly all of the beam weapons

Tech 1: 20 Models of Beam Weapon extending from F-Y Firing Chart, Max Beam Power is 2-10

Tech 2: 14 Models of Beam Weapon extending from B-X Firing Chart, Max Beam Power is 3-9

Tech 3: 14 Models of Beam Weapon extending from A-V Firing Chart, Max Beam Power is 2-9

Tech 4: 8 Models of Beam Weapon extending from B-W Firing Chart, Max Beam Power is 3-7

Tech 5: 5 Models of Beam Weapon extending from E-U Firing Chart, Max Beam Power is 3-7

Missile Generation

Determine whether the Race has Photon Torpedoes, Merculite Rockets, Neutron Torpedoes, Plasma Torpedoes,

Hellbores, or PPDs

For Missiles...

Mass from weakest to strongest is 60-280, although some races have 200-800 mt

SS extends from 0.8 to 2.4

You can give the Race a "Long-Lance" Model of Heavy Weapon that has Firing Chart T-Y

Tech 1: 7 Models of Heavy Weapon extending from C-S Firing Chart, Power to Arm 1, Damage 6-20

Tech 2: 6 Models of Heavy Weapon extending from B-R Firing Chart, Power to Arm 1, 2 for

Torpedoes that do more than 10 Damage, Damage 6-20

Tech 3: 3 Models of Heavy Weapon extending from A-Q Firing Chart, Power to Arm 1, Damage 6-10

Tech 4: 4 Models of Heavy Weapon extending from B-K Firing Chart, Power to Arm 2, Damage 5-18

Tech 5: 3 Models of Heavy Weapon extending from A-J Firing Chart, Power to Arm 1, Damage 4-10

For Plasma...

Give the race 2-6 Models of Plasma Weapon

Mass from weakest to strongest is 100-300

SS from weakest to strongest is 2.0-4.0

Firing Chart for each Plasma Chart is E-F (RL-1), M, N, O, Q (RL-2), and P and T (RL-3)

Power Cost is 8-20, can be lowered to 4-7 at an additional 0.6-0.8 WDF

Damage Chart is RL-1, RL-2, or RL-3

WDF is 3.9-4.5 (RL-1), 10.8-12.6 (RL-2), or 12.7-14.2 (RL-3)

For Hellbore...

Give the race 2-6 Models of Hellbore Weapon

Mass from weakest to strongest is 120-600

SS from weakest to strongest is 1.5-3.2

Firing Chart for each Hellbore Chart is M, N, O, Q (HHB-1 and HHB-1), and T-Y (HHB-3)

Power Cost is 8-14

Damage Chart is HHB-1, HHB-2 or HHB-3

WDF is 6.0 to 18.0

For PPD...

Give the race 2-6 Models of Plasmatic Pulsar Device

Mass from weakest to strongest is 200-800

SS from weakest to strongest is 0.8 to 4.0

Firing Chart for each PPD is G-V

Power Cost is 5-20

Number of Pulses is 3-8

Damage per Pulse is 4/1 to 7/3

If Race is -1X or 0Xe tech, you can give them Lasers and Accelerator Cannons as below:

Laser Generation

Mass is 200-300 mt per 1 Max Beam Power, if using the highest Firing Chart Entries and +2 Modifiers,

add a further 100-50 mt for ea.

Firing Chart is D-K

Max Beam Power is 2-3

only +2 and +1 Modifiers are allowed

Accelerator Cannon Generation

Mass is 400-900, SS is 1.5 to 3.0

Firing Chart is A-I

Power to Arm is 3-6

Damage is 6-14

Tech Level Generation

Put together the numbers from each category's Tech No.: Tech 1 (5), Tech 2 (4), Tech 3 (3), Tech 4

(2), Tech 5 (1)

Total Number

1-5: -1X

6-10: 0Xe

11-17: 0Xs

18-25: 0Xl

26-40: 1X, sometimes 2Xe