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