New FASA Systems - Oddities
Reserve Batteries
Up to 0Xl (late TOS) tech ships have a number of points of Battery Power equal to x.2 of their Superstructure (ex: 4 on a Constitution), starting with 1X, ships have Battery Power equal to x.25 of their Superstructure (ex: 5 on a Constitution, 6 on an Enterprise)
Klingon Phasers
While not many people are aware of it, and while they fell into disuse after over a century, the Klingons, experimenting with improved arsenals on their ships, and trying to pack more firepower on their ships, developed Phasers, and put them onto their ships in larger numbers, most famously on the F-5 and D-7B.
Klingon Phasers were shorter ranged, and did low-medium amounts of damage, but were light on mass and ss, almost to the extent of Orion Disruptors, and were also sometimes used for point-defense in addition to obvious antiship combat. Over time, the Phaser-Disruptor-Drone Scheme became Uncommon in 2282, and Rare in 2389.
KH-1 (2243)
Mass- 80
SS- 0.2/0.3
WDF- 0.5
Firing Chart- F
Max Beam Power- 2
KH-2 (2244)
Mass- 90
SS- 0.4/0.7
WDF- 1.3
Firing Chart- H
Max Beam Power- 3
Modifiers-
+3- (1-2)
+2- (3-4)
+1- (5-6)
KH-3 (2245)
Mass- 125
SS- 0.4/0.7
WDF- 3.2
Firing Chart- L
Max Beam Power- 5
Modifiers-
+3- (1-4)
+2- (5-8)
+1- (9-12)
KH-4 (2270)
Mass- 250
SS- 1.0/2.0
WDF- 6.8
Firing Chart- U
Max Beam Power- 6
Modifiers-
+3- (1-7)
+2- (8-15)
+1- (16-20)
KH-5 (2320)
Mass- 300
SS- 1.4/2.8
WDF- 8.8
Firing Chart- X
Max Beam Power- 6
Modifiers-
+3- (1-7)
+2- (8-15)
+1- (16-22)
I've been puzzling over how to make Klingon 'Polaron' torpedoes work in the STCS. It's an SFC/SFA weapon that was developed in response to Federation 'Quantum' torpedoes which places their use firmly in the TNG/DS9/Dominion War era.
Here are a couple of links that explain the weapon system to a degree:
http://www.xenocorp.net/Fleets_Guilds/St....klin_ships.html
http://en.wikipedia.org/wiki/List_of_weapons_in_Star_Trek
Using the Tactical Starship Combat Klingon photon torpedoes as a basis (in comparison to TSC Fed quantum torpedoes), I've come up with the following:
Klingon Polaron Torpedoes
Description:
Klingon Polaron Torpedoes are modifications of standard Klingon Photon Torpedoes that have the ability to pass through an enemy ship's shields and detonate. Additionally, the polaron torpedo can disrupt random systems on an enemy ship when extra power is applied during the arming process.
Polaron torpedoes are photon torpedoes with a high-powered polaron generator installed which produces a polaron field around the torpedo. This allows the polaron torpedo to pass through an enemy's shields and impact directly against an enemy ship's hull. The polaron torpedo requires double the normal amount of 'power to arm' than the standard photon torpedo it is based upon. The additional 'power to arm' is necessary to initiate the polaron generator on the torpedo. Additional power can be channeled into the polaron generator (double the additional amount required to normally initiate the polaron generator) during the arming process which essentially puts the generator in an 'overload' mode. When the torpedo explodes, the over-loaded polaron generator also detonates producing a polaron pulse that can disrupt individual ship system(s) (as per the Engineering Damage Table in the Graduate Course) on the target ship.
Any Klingon photon torpedo system can be modified to arm and fire as a polaron torpedo system. This makes a Klingon 'KP' launcher into a 'KPP' launcher capable of launching the standard photon torpedoes that the system is based on or polaron-modified torpedoes of the same type (i.e. a KP-6 photon torpedo system can be modified to fire as a KPP-6 polaron torpedo system). The system can fire the normal photon torpedoes it is designed to launch or can arm and fire polaron-modified torpedoes of the same type.
To upgrade a standard Klingon photon torpedo system to fire polaron torpedoes, add 50% to any listed 'KP' photon torp's weight and SS requirements (multiply individual weight and SS numbers by 1.5). This allows for the additional power conduits to arm polaron-modified torpedoes and shield the system against the higher radiation curve produced by such torpedoes when they are armed and fired.
The cost of modifying standard photon launchers to fire polaron torpedoes is considerable. System cost is two and a half times higher than listed values for any given 'KP' photon torp system to 'KPP' specifications (multiply listed cost values by 2.5).
Game Play, Arming:
As stated, the modified KP system can fire normal photon torpedoes of polaron torpedoes. To arm a polaron modified torpedo, double the 'power to arm' (i.e a standard KP-6 photon torpedo requires 2 power points to arm. A KPP-6 polaron-modified torpedo would require 4 points to arm. This arms the torpedo and initiates the polaron generator in the torpedo. This is true whether the KP system requires 1 or 2 points to arm the standard photon torpedo (i.e. a KP-5 torp requiring 1 point to arm would require 2 points to arm a KPP-5 polaron-modified torpedo). It should be noted that a KPP polaron-modified torp loaded in the launcher need not be armed to fire with the polaron generator initiated. If only enough power is allocated to arm the torpedo as a standard photon torp, it will fire as a normal photon torp.
To arm a polaron torpedo in 'over-load' mode that produces a disruptive pulse upon detonation, an additional 50% power must be allocated during the arming process (i.e. a KPP-5 requires 1 point of power to arm in normal photon mode, 2 points of power to arm in standard polaron mode and 3 points to arm in polaron over-load mode. A KP-6 requires 2 power points to arm in normal photon mode, 4 points to arm in standard polaron mode and 6 points to arm in polaron over-load mode).
Polaron over-load mode is a dangerous option. For each polaron torpedo armed in over-load mode, their is a 10% chance of premature detonation. This means that the torpedo explodes in the launcher for full damage to the firing ship and renders the launcher irreparable for the duration of combat. Additionally, the disruptive pulse from the over-loaded polaron generator automatically disrupts the firing ship's system(s) as per the STCS Graduate Course Engineering Damage Table on page 36 of the STCS rulebook. Disrupted system(s) on the firing ship are off-line for the duration of the game turn and are not reparable during the game turn. A repair roll may be made at the start of the next power allocation phase to restore systems disrupted in this manner.
Captains arming polaron torpedoes in over-load mode must roll a d10 for each torpedo armed in this manner. A roll of 1 indicates a detonation of the over-loaded torp. The captain then must roll on the Engineering Damage Table to determine the effects of the polaron pulse on the ship's system(s).
Game Play, Firing and Damage:
Once a polaron torpedo is armed in photon, standard polaron or polaron over-load mode, it fires using the same chart as the standard photon torpedo system it is based upon (i.e. a KP-5 uses firing chart Q, so the KPP-5 in standard or over-load polaron mode fires using firing chart Q, a KP-6 uses firing chart R, so the KPP-6 in standard or over-load polaron mode fires using firing chart R, etc.). If a hit is indicated (no matter the arming mode), the standard amount of damage normally done by the torpedo applies as per STCS rules.
If the torpedo has the polaron generator initiated and a hit is indicated against an enemy ship's shield(s), the enemy ship's captain must make a saving throw against the polaron torpedo passing through the shield and striking his or her ship directly. This has a direct correlation to the range of the ships engaged in combat. The enemy captain must consult the firing chart of the KPP torpedo that has struck his or her ship. The 'save' will depend on the range of the firing ship. For example: A Klingon captain fires a KPP-6 with the polaron generator armed at an enemy ship at a range of 9 hexes. The chance to hit is 1-6 on a d10. The Klingon captain rolls a 5 indicating a hit. The enemy captain then must roll to save to see if the polaron-armed torpedo passes through the shield. Since the chance to hit was 1-6, the chance to save is 1-4 on a d10. If the enemy captain rolls 1-4 on a d10, the torpedo doesn't penetrate the shield but does detonate normally against the shield and inflicts the normal damage done against a shielded side. If the enemy captain rolls 5-10 on a d10, the polaron torpedo passes through the shield unimpeded and damages the ship directly. This sort of saving throw applies over the range of the polaron torpedo. If a firing chart indicates a hit on 1-10 (short range), the polaron torpedo automatically passes through the enemy's shields. If the chart indicates a hit on a 1 out of 10 (long range), the enemy captain saves on a roll of 1-9 out of 10 if a hit is indicated.
These same rules apply for a polaron torpedo armed in over-load mode with the following exceptions:
A polaron torpedo that passes through a shield successfully or strikes an unshielded side requires the enemy captain to roll automatically on the afore-mentioned Engineering Damage Table. Systems rolled on the table are 'disrupted' as opposed to being damaged. Systems disrupted in this manner are inoperable until a successful repair roll is made in the following repair phase. A successful standard repair roll will restore such disrupted systems to full operation. Unlike the disruption done to a firing ship when a polaron torpedo in over-load detonates in it's breach (which can't be repaired until the next turn), repairs can be attempted at the end of a turn phase on disrupted system(s) on a target ship during the normal repair phase.
If a polaron torpedo in over-load does not penetrate a shield and the full damage from the torpedo is absorbed by the shield, no additional effect is inflicted on the enemy ship and the enemy captain is not required to roll on the Engineering Damage Table.
If a polaron torpedo in over-load mode detonates against a shield but does more damage than the shield can absorb, the enemy captain can save against the polaron pulse disruption as follows:
1-4 damage points - auto save
5-10 damage points - save on 1-8 on a d10 die roll
11-15 damage points - save on 1-6 on a d10 die roll
16-20 damage points - save on 1-4 on a d10 die roll
21-25 damage points - save on 1-2 on a d10 die roll
26-30 damage points - save on 1 on a d10 die roll
31+ damage points - no save, roll on Engineering Damage Table
The above saves apply per torpedo hit and do not apply to cumulative damage done by multiple torpedo hits. If the captain on the target ship fails the saving throw(s), he/she must roll on the Engineering Damage Table per hit to determine the effects of the over-loaded polaron pulse on ship systems.
Disruption from over-loaded polaron torpedoes isn't the same as actual damage and the effects are temporary. However, while a system is disrupted, it is inoperable until the effect either dissipates or a successful repair roll is made during the repair phase to restore the system. Disruption from an over-loaded polaron torpedo pulse equals 5 points of disruption to an affected ship's system per torpedo hit. Disruptions from hits from multiple over-loaded polaron torpedoes is also cumulative on individual ship systems. For example, two polaron over-load pulses from two torpedoes strike in the same phase. Each hit is rolled on the Engineering Damage Table and both rolls indicate that the shield grid is disrupted. Each disruption equals 5 points, so an accumulation of 10 points of disruption occurs to the shield system. In the next repair phase, the captain of the disrupted ship will need to roll vs. 10 points of disruption to that system (same as trying to repair damage).
If 25 points of disruption is accrued in the same combat phase on the same ship's system, attempts to repair the disruption cannot be attempted in that phase (same as if 25 points of actual damage had occurred). However, disruption, unlike actual damage, slowly dissipates by 5 points per combat phase. By the next phase, the amount of disruption to the system is 20 points and a repair roll is allowed in the repair phase to attempt to overcome the disruption to the system.
Please note: WDF values for any polaron-modified KPP torpedo system will be the same as the KP photon system that it is based upon. WDF is tabulated by the range of and damage done by an individual weapon system. Since range and damage remains the same from KP to KPP conversions, the WDF will remain the same.
I think this approach to incorporating Klingon Polaron Torpedoes in the game works fairly well versus the TNG-era Federation Quantum Torpedoes detailed at Tactical Starship Combat. Instead of a 'bigger torp, bigger bang to bring down bigger, stronger shields' approach, they operate the same as normal photon torpedoes but have unique tactical options for Klingon captains to explore and exploit.
To make this short and sweet - I need an editor to try and make
heads/tails of some new rules I've got worked up. (See below.)
OK - now let me explain.
As most of you know - we deliberately do NOT (and I mean NOT) try and
change the rules for combat from the FASA system. Nor do we have ANY
plans to do so. Our equipment is specifically designed to fit directly
into the FASA combat system with not extra "how-to's" for use. Many
have heard-of or played Star Fleet Battles - and one of the biggest
complaints is the sheer AUDACIOUS use of rules upon rules - taking most
of the "fun" and speed out of the game. That is why we haven't (and
won't) officially add in complex rules for new equipment (most notably
weapon) unless absolutely needed for balance sake.
THAT BEING SAID! I had forgotten I promised to put out a one-sheet with
some of the concepts for equipment we have out there these days. I was
kindly reminded to finish up that little project and try and bring some
new play-value to the FASA system. So I went ahead and dug up my notes
on things like the Spiral Wave Disruptor or the Pulse Torpedo and typed
them all in.
I have NO idea if they make any sense.
So if someone wants to take a quick read and try to see if it makes
sense - please let me know if I need to explain better (which I can
guarantee I will need to do!)
NOW! These are not all my ideas - and they are definitely not going to
be used as official rules. They are just house rules that you can
choose to use or not to use. All our weapons are designed to be used
"as-is" in game terms and none of the material listed below should
supplant standard equipment use without everyone agreeing before hand.
Some of this will slow your game down - just be warned! If you've got
alternate rules for some of this equipment please sned me a DIRECT email
and let me know what they are. I'll gather them up and put out another
email similar to this one. (No reason for just a few of us to have all
the fun trying to make up rules!!)
OK - this is the "BELOW" part:
-------------------------------------------------------
Alternate Rules:
HEAVY PHASERS - Vulcan heavy phasers are direct line of sight weapons
that require significant time to aim. Vulcan captains must declare what
arc they are aiming toward (if a heavy phaser covers more than one arc.)
and may not fire the weapon until the second or third phase of the turn.
For example - a heavy phaser with a firing arc of f/p may fire at
targets either in the forward or port firing arc but not both. If a
target vessel moves from the declared arc (say from the forward TO the
port arc), the heavy phaser can no longer fire at it.
PHASER CANNONS - Federation phaser cannons are direct line of sight
weapons. A phaser cannon may have either a singe firing arc (forward,
port, starboard or aft) or opposing arcs (forward/aft or
port/starboard). Phaser cannons are restricted to the firing arcs shown
below.
IMAGE 1 (I think Bill has the graphic that should go here)
HEAVY DISRUPTORS - Romulan and Gorn heavy disruptors, like phaser
cannons, are direct line of sight weapons. Heavy disruptors may only
have a single firing arc (forward, port, starboard or aft). Unlike
phaser cannons, heavy disruptors may target any vessel in the listed
arc.
PLASMA DISRUPTORS- Ferengi plasma disruptors can be set to distribute
their damage along the three facing arcs of a target vessel. Ferengi
captains must declare their action and may not fire their weapons until
the second phase of the turn. Damage is divided evenly among the three
arcs, with odd numbered damage being applied to the primary target arc.
(For example - 10 points of damage would be divided into 3, 4, 3 along
the facing shield side.) If a Ferengi captain does NOT declare he is
distributing damage, he/she may fire in phase 1 of the turn and all
Plasma Disruptors are handled as standard beam weapons.
SPIRAL WAVE DISRUPTORS - Cardassian SWD's may be double charged and fire
in two separate phases of any given turn. SWD's may not exceed listed
damage in any one phase. Double armed SWD's may NOT be armed in the
subsequent turn once both shots have been made. Power that has NOT been
discharged CAN be held over for 1 turn. If the power is not discharged
in the following turn, the damage is lost and 1/3 the armed damage is
done to the firing vessel. SWD's that are double charged will do double
damage is hit during combat. (Example: A CSD-2 can be charged to 24
points of damage and make two 12-point attacks against the same target
in two separate phases. If only 12 points of damage are used, the
remaining power can be kept in the SWD and used in the next turn. If it
is NOT used in the next turn, the power is lost with a total of 4 points
of damage down to the Cardassian ship.)
PULSE DISRUPTORS - Klingon Pulse Disruptors can be Double Charged and
fired twice in any phase of a turn. They can not be armed in the
subsequent turn. Both shots can be made in one phase or split between
any two phases. Power that is not used is lost and the weapon can not
be armed during the next turn. Double Charge weapons that are hit while
armed only do the weapons standard damage.
DISRUPTOR MISSILES- Andorian DM's can be set to spread their damage
across three facing arcs of a target vessel. Damage is distributed
evenly with odd-damage going to the primary facing arc. Andorian
captains do not need to declare their intention to spread damage to the
target vessel. The information CAN be obtained by a successful sensor
roll from the target vessel. Disruptor Missiles CAN be saved across
turns.
PLASMA MISSILES- Romulan Plasma Missiles are designed to spread their
damage across three facing arcs of the target vessels. Each missile
will automatically distribute 5 points of damage to the two support
shield arcs. The remainder of the damage is applied to the target arc.
If the supporting shield arcs are energized, the damage is absorbed. If
they are NOT energized or have been knocked down from other weapons fire
- the damage is applied directly to the Superstructure. Plasma Missiles
CAN be saved across turns until used.
PULSE TORPEDOES - Tellarite Pulse Torpedoes can be set to spread their
damage across three phases of any one turn. If a shield generator is
knocked out during that turn, a full 1/3 of the torpedoes damage is done
to that arc. Odd damage is added to the final damage roll. (Example: A
TAMT-6 can be set to do 8 points of damage against a single shield arc
in three subsequent phases. If the shield generator is damaged in phase
1, the full 8 points are done to that shield arc in phase 2 and phase
3.) Pulse torpedoes may only be fired in phase 1 of any turn.
DRONES - Drones are ALSO optional; - you can use 'em, lose 'em, or modify 'em, some Klingon, Kzinti, Orion, WYN, FRAX, Qari, Flivver, and (rarely) Federation and Britanian ships have em', either listed specifically, or, as with determining on the chart below, see based on the Class of Ship how many Drone Racks the Computer and Shuttlebay can handle.
CLASS
I- 1
II- 1
III- 1
IV- 1
V- 1
VI- 1
VII- 2 (3 in the case of the D-20)
VIII- 2
IX- 3
X- 4
XI- 6
XII- 7
XIII- 8
XIV- 10
XV-XX- 12
Missile Cruisers, Destroyers, Frigates, can have double.
Yes, FASA actually did have Drones, although they followed more of the Final Reflection Novel, in that they're usually target practice drones, and seldom used as weapons, however, this is how they work as weapons (can only be fired as sublight or they'll explode .75 seconds after leaving the rack!)
Drone Weapon Type- KDN-5
Mass- 227 mt
SS- 0.92
WDF: 1.0
Number per Rack- 7
MUs- 1
Endurance- 3 turns
Power to Arm- 1
Damage- 5
Here's how to construct drones for FASA, also good for bringing over drones from SFB.
Number per Rack: add +20 mass, +0.1 per drone
MUs: Add +5 mass per drone, +0.1 per four drones
Endurance: Add +10 per four drones, +0.1 per three drones
Power to Arm: 1-5
Damage: add +10 mass per 2 points of damage
WDF: Damage dv/10, x2, xMUs
Marines
For Boarding Party and Ground Assault events, generate using the following chart below, the number of Marine points carried per ship.
Class
I: 1
II: 2
III: 3
IV: 4
V: 7
VI: 7
VII: 7
VIII: 8
IX: 8
X: 8
XI: 9
XII: 10
XIII: 12
XIV: 12
XV: 14
XVI: 20
XVII: 25
XVIII: 30
XIX: 40
XX: 50
Klingon Ships, or Assault Ships, may add up to 30 additional points to this.
Each 40 Crew = 1 Point
Each Turn, both sides roll and consult the Chart below for results.
0-1 higher- 1 point killed
2-4 higher- 2 points killed
5-9 higher- 3 points killed
10+ higher- 4-5 points killed.
Static Torpedoes-
The Ferengi sometimes used crackling Electricity/Neutron Balls called Static Torpedoes, alongside Disruptors and various stolen/traded/purchased weapons in Opt Mounts.
FRST-1 (2260)
Mass- 75
SS- 0.5
WDF- 1.5
Firing Chart- E
Power to Arm- 1
Damage- 6
FRST-2 (2306)
Mass- 120
SS- 1.1
WDF- 3.3
Firing Chart- L
Power to Arm- 1
Damage- 8
FRST-3 (2313)
Mass- 260
SS- 1.5
WDF- 6.4
Firing Chart- N
Power to Arm- 2
Damage- 13
FRST-4 (2320)
Mass- 480
SS- 2.2
Firing Chart- O
Power to Arm- 2
Damage- 15
FRST-5 (2330)
Mass- 540
SS- 3.0
Firing Chart- Q
Power to Arm- 2
Damage- 18
FRST-6 (2363)
Mass- 660
SS- 4.0
Firing Chart- T
Power to Arm- 2
Damage- 22
Tractor Stasis
Standard System used by the Ferengi to capture and steal enemy vessels and derelicts.
Effects-
If successfully hits target, target is tractored and moves with the firing ship, as well as having all weapons and shields paralyzes.
FRTS-1 (2313)
Mass- 360
SS- 1.2
Firing Chart- H
Power to Arm- 3
Effects- if it hits, target is paralyzed and tractored
Racial Cannon
Simulator Weapon that Damages Minorities more. It is sometimes attributed to the Pigs and the Nazi Star Empire.
RSC-1 (2269)
Mass- 260
SS- 2.1
WDF- 7.5
Firing Chart- V
Power to Arm- 5
Damage- 10+M
Modifier Chart
Caucasians- +0
Niggers- +12
Asians- +6
Indians- +10
Spics- +8
Jews- +8
If one ship has ERCM (Electronic Racial Counter-Measures), it can roll to block Racial Cannon, a roll of 6 or more past the adequate point enables the ship to block all weapons from the enemy vessel, or double the odds of them hitting, and as the two go to accusations, counter-accusations, anti-racism, anti-anti-racism, anti-anti-anti-racism, anti-anti-anti-anti-racism, both players can continue to roll, and roll, countering and cancelling each other's hits.
Gorn Plasma Carronades
I don't use these in Eta Universe because they seem to be too much of a late-addition gimmick to keep people into SFB, but here it is, for those who want to experiment:
GPC-1 (2278)
Mass- 280
SS- 1.1
WDF- 2.0
Firing Chart- F
Power/Damage Ratio- 1/2
Max Damage- 8
Gorn Plasma Torpedoes
I use much from SFB for the Gorn, including these
GPL-1 (2217)
Mass- 145
SS- 2.0
WDF- 5.1
Firing Chart- E
Power to Arm- 4
Damage Chart- RL-1
GPL-2 (2221)
Mass- 160
SS- 2.3
WDF- 6.0
Firing Chart- F
Power to Arm- 5
Damage Chart- RL-1
GPL-3 (2273)
Mass- 400
SS- 2.5
WDF- 13.7
Firing Chart- T
Power to Arm- 8
Damage Chart- RL-3
GPL-4 (2276)
Mass- 1,220
SS- 3.6
WDF- 11.5
Firing Chart- O
Power to Arm- 16
Damage Chart- RL-2
The Generator below makes Orion Ships, as the ancient Orions operated millenia ago, cheap, with tacky/sporty/calligraphic details on the hulls and various geometric shapes and bootlegs of other races adopted.
Steps for Generating Ancient Orion Ships
v1.0
by MMA
1: Choose a Simple Geometric Shape
2: Roll 1d10 for Superstructure
3: Roll 1d10x25 for SCUs
4: Choose Damage Chart
5: Roll 1d10 for Transporters/Shuttles
6: Roll 1d6 and consult the chart below for MPR
1: 1/1
2: 3/2
3: 2/1
4: 4/1
5: 5/1
6: 6/1
6: Roll 1d10 for Lasers
8: Roll 1d6 for each Laser Arc
9: Roll 1d6 and consult the chart below for the lone forward Heavy Weapon
1-2: ODN-X
3-4: OAC-X
5-6: OP-X
10: Roll 1d10 for Armour per Facing
11: Roll 1d100 for Crew
12: Roll 2d20 for Passengers
WYN Drone Racks - homegrown in the Star Cluster
WYNDN-SRN-XCBB (2278)
Mass- 800
SS- 2.1
WDF- 4.0
Number per Rack- 12
MUs- 4
Endurance- 8 turns
Power to Arm- 2
Damage- 5
WYNDN-SRN-SD (2316)
Mass- 295
SS- 1.8
WDF- 28.0
Number per Rack- 6
MUs- 10
Endurance- 1 turn
Power to Arm- 1
Damage- 14
Torg's Vulcan Systems he did up for the D'Kyr Class
VC-XIX (2116)
Mass- 5,350
SS- 1.3
Classes- IV-X
WDF- 30
VW-3 (2118)
Mass- 43,000
SS- 6.0
D- 13.3
CCR- VC-XIX
MPR- 3/1 to 4/1 (V-VII), 4/1 to 5/1 (VIII-XII), 5/1 to 6/1 (XIII)
Power Provided- 28
Stress Charts- F/G
Cruising Speed- Warp 6
Emergency Speed- Warp 7
VIE-1, 2, 3, 4, 5, 6, 7, 8, 9, 10 (2104, 2105, 2106, 2107, 2108, 2109, 2110, 2111, 2112, 2113)
Mass- 600
SS- 0.1
CCR- VC-XVII
D- 0.5, 1, 1.5, 1, 1.5, 1,5, 2, 2.5, 3, 3.5
MPR- 2/1 to 5/1 (V-XII)
Power Provided- 1, 2, 3, 2, 3, 3, 4, 5, 6, 7
VSS (2112)
Mass- 5,050
SS- 4.8
CCR- VC-XVIII
D- 8.5/8.5/8.5/8.5/7.5/7.5/7/7/7/7/6/5.5/5/4/3/2/1/0.5
SPR- 1/2
Max Shield Power- 12/12/12/12/11/11/10/10/10/10/9/8/7/6/4/3/2/1
VPE-Mk.XII (2112)
Mass- 5,000
SS- 1.2/2.8
WDF- 2.9
Firing Chart- K
Max Beam Power- 6
Modifiers-
+2- (1-6)
+1- (7-12)
VP-2 (2104)
Mass- 500
SS- 0.4
WDF- 2.0
Firing Chart- H
Power to Arm- 1
Damage- 8
OWA-3 Warp Engine
In FASA's 1st Edition Ship Construction Manual, they had some Tholian Systems that were dropped and forgotton, with Beams and Photon Torpedoes, and they gave the Orions this OWA-3 Warp Engine, which I have used on some Orions and WYN.
Mass- 6,250 ea
SS- 0.6 ea
D- 18.25 ea
CCR- Mk III/Mk IV/Mk VI/Mk VI
MPR- 1/1 to 2/1 (II-IV), 2/1 to 4/1 (III-VII), 3/1 to 5/1 (IV-IX), 4/1 to 6/1 (V-X)
Power Provided- 19 ea
Stress Charts- G/D, G/F, G/G, G/I
Cruising Speed- Warp 8
Emergency Speed- Warp 10
Early Years Ferengi Systems
There's a bigass gap for Ferengi and Cardassian Systems before TNG, so you could use STCS Design Consortium Systems in their place, or use these new Ferengi Systems I give you
Control Computers
System Name Mass SS Classes WDF Developed
FRAC 45 0.1 I 2 1887
FRBC 200 0.25 II-IV 15 1922
FRCC 350 0.4 III-V 30 1925
FRDC 1500 0.9 IV-IX 40 1945
FREC 3200 1.1 V-XIII 50 2000
FRFC 8100 2.3 IV-IX 95 2062
Warp Engine Evolution
FRWAs: 1887, 1893, 1898
FRWBs: 1918
FRWCs: 1925, 1945
FRWDs: 1950, 2000, 2002
Warp Engines (+1 Computer Type per additional Nacelle, +1/+1 Stress and C/E Factors)
System Name Mass SS MPR CCR D Power Stress C/E
FRWA-1, 2, 3 1800 0.2 3/2 to 2/1 (I-II) FRAC 11.5 7, 8/9, 11 E/H 6/9
FRWB-1 14000 1.4 1/1 to 3/1 (III-V) FRBC 8.5 12/14 F/I 5/7
FRWC-1, 2 32000 2.8 2/1 to 4/1 (VI-XI) FRDC 6, 8.5 26, 36 H/J 7/8
FRWD-1, 2, 3 65000 4.8 3/1 to 6/1 (X-XIII)FREC 9 20, 22, 46 D/E 8/9
Impulse Engines
System Name Mass SS MPR CCR D Power Developed
FRIA-1, 2 25 0.1 3/2 to 1/1 FRAC 1.5 1, 2 1887, 1890
FRIB-1, 2, 3, 4 368 0.1 1/1 to 4/1 FRBC 4 3, 4, 8, 12 1925
FRIC-1, 2, 3 620 0.1 2/1 to 4/1 FRCC 1.5 2, 3, 4 1977
FRID-1, 2, 3 350 0.1 2/1 to 5/1 FRDC 2 2, 4, 8 2022
FRIE-1, 2, 3 568 0.1 2/1 to 4/1 FREC 4.5 8, 12, 16 2048
FRIF-1, 2, 3 960 0.1 3/1 to 6/1 FRFC 5 10, 12, 26 2124, 2180, 2270
Shields
System Name Mass SS CCR SPR Max Shield Power
FRAS-1 165 0.4 FRAC 2/1 7/6/6/5/3/1
FRAS-2 210 0.6 FRBC 2/1 9/9/7/6/5/3/2/1
FRBS-1 315 0.8 FRDC 2/1 13/12/12/12/10/9/7/5/2/1
FRCS-1 880 1.0 FRFC 2/1 14/14/14/14/14/13/12/10/9/8/7/7/5/3/2/1
FRDS-1 300 1.1 FRDC 1/1 14/13/12/12/11/10/9/8/8/7/6/5/4/2/1
FRDS-2 235 1.0 FRCC 1/2 15/15/14/14/14/12/11/10/10/8/7/6/4/3/2
FRES-1 400 1.4 FREC 1/1 18/18/18/17/16/15/15/15/14/13/12/12/11/11/10/9
FRFS-1 500 2.2 FRFC 1/2 16/16/16/16/16/16/16/15/15/14/13/13/12/10/8/6/4
FRGS-1 625 3.2 FRFC 1/3 20/19/18/17/16/15/15/14/14/13/12/11/11/10/9/8/7
FRHS-1 980 6.6 FRHC 1/3 17/17/17/17/17/16/16/16/16/15/15/15/14/14/14/12
Shield D Codes
FRAS-1: 20/17/17/14.5/8.5/3
FRAS-2: 23/23/20/17/14.5/8.5/5/3
FRBS-1: 37/34.5/34.5/34.5/28.5/23/20/14.5/5/3
FRCS-1: 41.5/41.5/41.5/41.5/41.5/37/34.5/28.5/25.5/23/20/20/14.5/8.5/5/3
FRDS-1: 20/19/16/16/14/13/11/10/10/9/7/6/5/3/1
FRDS-2: 10.5/10.5/10/10/10/8.5/7.5/7/7/5.5/5/4/3/2/1
FRES-1: 30/30/30/27/24/21/21/21/20/19/16/16/14/14/13/11/10/9/7/6/3
FRFS-1: 11.5/11.5/11.5/11.5/11.5/11.5/11.5/10.5/10.5/10/9.5/9.5/8.5/7/5.5/4/3/3/2/1
FRGS-1: 9.5/9/8.5/8/7.5/7/7/7/7/6.5/6/5.5/5/4.5/4/3.5/3/2.5/2/1.5/1/0.5
FRHS-1: 8/8/8/8/8/7.5/7.5/7.5/7.5/7/7/7/7/7/7/6/5/4/4
Shields Developed
FRAS-1: 1914
FRAS-2: 1925
FRBS-1: 1932
FRCS-1: 1960
FRDS-1: 2002
FRDS-2: 2011
FRES-1: 2033
FRFS-1: 2040
FRGS-1: 2090
FRHS-1: 2253
Particle Beams
FRB-1 (1888)
Mass- 150
SS- 0.4/0.7
WDF- 0.3
Firing Chart- A
Max Beam Power- 3
FRB-2 (1918)
Mass- 210
SS- 0.7/0.9
WDF- 1.7
Firing Chart- F
Max Beam Power- 5
Modifiers-
+2- (1-5)
+1- (6-8)
FRB-3 (2002)
Mass- 350
SS- 1.4/1.9
WDF- 4.7
Firing Chart- N
Max Beam Power- 7
Modifiers-
+3- (1-3)
+2- (4-7)
+1- (8-13)
Early Disruptors
FRD-A (2039)
Mass- 150
SS- 0.7/0.9
WDF- 0.5
Firing Chart- F
Max Beam Power- 2
FRD-B (2062)
Mass- 230
SS- 0.8/1.2
WDF- 2.7
Firing Chart- N
Max Beam Power- 4
Modifiers-
+3- (1-2)
+2- (3-4)
+1- (5-6)
FRD-C (2112)
Mass- 500
SS- 1.5/2.0
WDF- 2.0
Firing Chart- F
Max Beam Power- 5
Modifiers-
+3- (1-2)
+2- (3-5)
+1- (6-8)
FRD-D (2120)
Mass- 460
SS- 1.4/1.7
WDF- 1.1
Firing Chart- G
Max Beam Power- 3
Modifiers-
+2- (1-3)
+1- (4-5)
FRD-E (2180)
Mass- 620
SS- 1.7/2.2
WDF- 5.6
Firing Chart- K
Max Beam Power- 5
Modifiers-
+3- (1-4)
+2- (5-7)
+1- (8-10)
FRD-F (2215)
Mass- 650
SS- 2.1/3.1
WDF- 6.0
Firing Chart- R
Max Beam Power- 8
Modifiers-
+3- (1-6)
+2- (7-10)
+1- (11-16)
Top Secret Romulan Systems
At Chak, a world in the Triangle, there is a secret Research Station far below the surface, which has developed new systems for the Romulan Star Empire. These systems were completed in 2291-2299, and as Romulans and IKS were beaten back in the 2310s and 2320s, Chak was eventually and silently evacuated, with only some barren underground bases left.
RPL-X4
Mass- 240
SS- 4.5
WDF- 15.0/25.0
Firing Chart- V
Power to Arm- 12
Damage Chart- 40/40/36/36/36/32/32/28/24/24/20/20/16/16/12/12/8/8/4/4/4
This Plasma Weapon was larger and more powerful, a part of attempting to give the Star Navy far more firepower on their ships than even the ISC, Andromedans and Xorkaelians. Only a few were tested on ships, being unstable, although they almost immediately led to the more stable and reliable RPL-4 in 2299.
Starcracker Bomb
Mass- 2,000
SS- 0.9
WDF- 40.0
Firing Chart- Q
Power to Arm- 2
Damage- 32
These enormous bombs were intended to be slotted one per ship ventrally, and used to destroy or cripple special targets. Due to increasing action and success by teh Federation and Klingons in repelling the Romulans, they were too preoccupied to have a regular class of ship make use of these descendents of the Earth-Romulan War Star Bombs.
Superwarp Engine
Mass- 74,000 ea
SS- 7.0 ea
D- 15.5 ea
CCR- R6M/R6M-1/R8M/R9M
MPR- 5/1 to 7/1 (X-XI), 6/1 to 7/1 (XI-XVI), 6/1 to 7/1 (XIV-XIX), 7/1 to 9/1 (XV-XXII)
Power Provided- 34 ea
Stress Charts- M/Q, O/R, P/S, Q/S
Cruising Speed- Warp 10
Emergency Speed- Warp 13
An attempt to match the Federation's 2Xe Transwarp, this was the most successful of the top secret projects, and a prototype Z-19 Battleship made use of the Superwarp, making some successful runs on two tests, making a novalike burst of energy, then compressing into an accelerated Warp Field with bubbling and hiccuping effects produced by the engines making many small warp fields to move the ship almost instantly to Warp 10-13. After several battles with Klingon, ISC and Andromedan Ships, the vessel fought an Andromedan Pulverizer to a standstill and chased it through an RTN network at Superwarp, disappearing soon after.
Frax Disruptors
For a long time, sometimes to test new systems, but other times simply out of convienence, the Klingons simply used their own systems to represent FRAX Ships, which included Disruptors, although from time to time, various Engineers and Administrators experimented with giving FRAX Warships their own, original Disruptors, and while they remained an uncommon occurrence, they often gave the occasional new Warship Class or Variant a strong, "unknown" quality against Kliingon Warships in the Simulators.
FXD-1 (2236)
Mass- 80
SS- 0.4/0.6
WDF- 0.4
Firing Chart- D
Max Beam Power- 2
FXD-2 (2238)
Mass- 150
SS- 0.6/0.9
WDF- 2.2
Firing Chart- I
Max Beam Power- 4
Modifiers-
+3- 1-3
+2- 4-10
+1- 11-12
FXD-3 (2252)
Mass- 340
SS- 0.7/1.0
WDF- 4.2
Firing Chart- Q
Max Beam Power- 6
Modifiers-
+3- 1-4
+2- 5-6
+1- 7-14
FXD-4 (2270)
Mass- 480
SS- 1.2/1.6
WDF- 7.0
Firing Chart- U
Max Beam Power- 9
Modifiers-
+3- 1-5
+2- 6-10
+1- 11-20
FXD-5 (2278)
Mass- 660
SS- 2.0/3.0
WDF- 11.0
Firing Chart- X
Max Beam Power- 12
Modifiers-
+3- 1-14
+2- 15-16
+1- 17-22
Positron Guns
An odd weapon sometimes added to Starfleet Ships as tertiary firepower in the late 23rd Century, they don't have a normal Power Cost, instead you pay usually 1 MU to arm the weapon.
FPG-1 (2268)
Mass- 180
SS- 1.3
WDF- 6.0
Firing Chart- N
MU Cost- 1
Damage- 12
FPG-2 (2278)
Mass- 200
SS- 1.4
WDF- 7.5
Firing Chart- Q
MU Cost- 2
Damage- 14
Ulfgardzook's Aux. Systems
SHIPS BATTERIES ( 1 unit is 5 batter packs) MASS - 1 mt / unit POWER 1 point / unit 1 unit / 20 crew min of 1 unit
FOOD / MATERIAL FABRICATORS - 1 mt / unit ( each type ) 1 unit / 10 crew ( each type min of 1 each
SENSORS -- 5 mt X ships class min of 1
TURBO LIFT -- 2 mt X ships class
TRASNPORTERS -- 1 mt / pad min of 1
LIFE SUPPORT SYSTEMS --- ( air water waste recycling equipment ) 100 mt X ships class
NAVIGATIONAL DEFLECTORS -- 10 mt X ships class
Systems Converted from the LUG Time Travel Sourcebook
Type Epsilon Customizer
Mass- 500
SS- 1.0/1.2
WDF- 32.3
Firing Chart- Z
Max Beam Power- 31
Modifiers-
+3- 1-14
+2- 15-22
+1- 23-26
Type Zeta Subatomic Disruptor
Mass- 2.5
SS- 0.2/0.3
WDF- 42.6
Firing Chart- Omega
Max Beam Power- 42
Modifiers-
+3- 1-15
+2- 16-23
+1- 24-26
Chroniton Torpedoes
Mass- 550
SS- 3.0
WDF- 25.7
Firing Chart- Y
Power to Arm- 4
Damage- 30 (pierces non-temporal defenses)
Chronal Drive
Mass- 4,000
SS- 0.5
D- 14.5
CCR- Any Control Computer with a maximum WDF of 50 or higher
MPR- 1/1 to 5/1 (III-XII)
Power Provided- 40
Stress Charts- XB/XE
Cruising Speed- 2d10 Centuries
Emergency Speed- 5d10 Centuries
Krenim Pulse Disruptors
Mass- 850
SS- 2.8/4.2
WDF- 10.4
Firing Chart- X
Max Beam Power- 12
Modifiers-
+3- 1-7
+2- 8-15
+1- 16-22
Tholian Systems
TC-QC
Mass- 4,250
SS- 1.5
Classes- II-X
WDF- 300
TVTWA-1
Mass- 26,000
SS- 2.3
D- 90
CCR- TC-QC
MPR- 2/1 to 5/1 (IV-XI)
Power Provided- 120
Stress Charts- A/C
Cruising Speed- Warp 9.99993
Emergency Speed- Warp 9.999995
TIHa
Mass- 200
SS- 0.1
D- 28.5
CCR- TC-QC
MPR- 3/2 to 6/1 (III-XIV)
Power Provided- 31
TXSA
Mass- 360
SS- 2.1
D- 12
CCR- TC-QC
SPR- 1/8
Max Shield Power- 66 up to Class XVIII, 65 for Class XIX, 64 for Class XX
TR-D
Mass- 270
SS- 1.3/1.7
WDF- 9.2
Firing Chart- S
Max Beam Power- 11
Modifier-
+3- 1-12
+2- 13-14
+1- 15-16
And now, the Dreaded M-5 Computer!!!
M-5 (2268)
Mass- 5,875
SS- 2.0
Classes- VIII-XVI
WDF- 80
Note- Lowers total crew requirement on ships to 10 (I-V), 20 (VI-XV), and 40 (XVI+)
Torg's Systems for the Heavy Horses Class Freighter
SMCC Mk I (2123)
Mass- 20
SS- 0.1
Classes- I-II
WDF- 1
SMCC Mk II (2127)
Mass- 80
SS- 0.2
Classes- I-III
WDF- 2
SMCC Mk III (2130)
Mass- 100
SS- 0.4
Classes- II-IV
WDF- 2
SMCC Mk IV (2140)
Mass- 300
SS- 0.5
Classes- III-V
WDF- 5
SMCC Mk V (2152)
Mass- 600
SS- 1.2
Classes- IV-VII
WDF- 10
WD-1 (2050)
Mass- 300
SS- 0.1
D- 11.5, 5.5, 3
CCR- SMCC Mk I/SMCC Mk II
MPR- 1/2 to 2/1 (I-III)
Power Provided- 4 ea
Stress Charts- G/K, H/L
Cruising Speed- Warp 1.5
Emergency Speed- Warp 1.8
WD-2 (2121)
Mass- 19,500
SS- 1.5
D- 8.5, 4
CCR- SMCC Mk III/SMCC Mk IV
MPR- 1/1 to 2/1 (IV-VI)
Power Provided- 6 ea
Stress Charts- C/D, D/F
Cruising Speed- Warp 4
Emergency Speed- Warp 5
WD-3 (2156)
Mass- 20,800
SS- 1.8
D- 5.5, 3.5, 3
CCR- SMCC Mk III/SMCC Mk IV
MPR- 2/1, 3/1, 4/1 (IV-VII)
Power Provided- 8 ea
Stress Charts- E/F, F/G
Cruising Speed- Warp 5
Emergency Speed- Warp 6
WD-4 (2180)
Mass- 21,000
SS- 2.0
D- 5.5, 4, 3.5
CCR- SMCC Mk IV/SMCC Mk V
MPR- 3/1, 4/1, 5/1 (V-IX)
Power Provided- 12 ea
Stress Charts- G/H, H/I
Cruissing Speed- Warp 6
Emergency Speed- Warp 7
SFIC 100 (2133)
Mass- 400
SS- 0.1
CCR- SMCC Mk III
D- 2, 1.5, 1
MPR- 2/1, 3/1, 4/1 (III-VII)
Power Provided- 3
SFIC 200 (2156)
Mass- 620
SS- 0.1
CCR- SMCC Mk IV
D- 2, 1.5, 1
MPR- 3/1, 4/1, 5/1 (IV-VIII)
Power Provided- 4
SFIC 300 (2175)
Mass- 800
SS- 0.1
CCR- SMCC Mk V
D- 3, 2, 1.5
MPR- 3/1, 4/1, 5/1 (V-IX)
Power Provided- 6
SLC-1 (2118)
Mass- 300
SS- 0.6
WDF- 0.2
Firing Chart- 0.2
Max Beam Power- 1
SLC-2 (2127)
Mass- 540
SS- 1.2
WDF- 0.4
Firing Chart- C
Max Beam Power- 2
SLC-3 (2156)
Mass- 660
SS- 1.5
WDF- 0.4
Firing Chart- D
Max Beam Power- 2
SLC-4 (2169)
Mass- 820
SS- 1.6
WDF- 1.2
Firing Chart- D
Max Beam Power- 3
Merculite Rockets I designed for thescreamingswede
FMR-2 (2220)
Mass- 140
SS- 0.9
WDF- 1.0
Firing Chart- B
Power to Arm- 2
Damage- 6
FTWC-3 Transwarp Engine
Mass- 41,150
SS- 1.1
D- (12.5, 9, 7.5) (9, 7.5, 6) (7.5, 6, 5) (6, 5, 4.5)
CCR- M-6A/M-7/M-7A/M-8A
MPR- 3/1 to 5/1 (V-VIII), 4/1 to 6/1 (VII-XI), 5/1 to 7/1 (IX-XIII), 6/1 to 8/1 (XI-XV)
Power Provided- 26 ea
Stress Charts- C/E, D/F, E/G, E/G
Cruising Speed- Warp 13/12/12/11
Emergency Speed- Warp 15/14/14/13
Revised Kinetic Cannons
QKC-1 (2273)
Mass- 200
SS- 0.8
WDF- 1.8
Firing Chart- F
Power to Arm- 2
Damage, Explosive- 6
Damage, Penetrating- 4/1
QKC-2 (2273)
Mass- 400
SS- 1.8
WDF- 3.5
Firing Chart- L
Power to Arm- 2
Damage, Explosive- 8
Damage, Penetrating- 5/2
QKC-3 (2273)
Mass- 600
SS- 2.5
WDF- 7.0
Firing Chart- S
Power to Arm- 2
Damage, Explosive- 10
Damage, Penetrating- 6/2
Axion Torpedoes
FRAX-1 (2232)
Mass- 120
SS- 0.8
WDF- 3.0
Firing Chart- D
Power to Arm- 2
Damage Chart- RL-1 divided by 2 (12/10/8/6/4/2)
FRAX-2 (2272)
Mass- 180
SS- 1.0
WDF- 5.5
Firing Chart- K
Power to Arm- 2
Damage Chart- RL-3 divided by 2 (14/14/14/12/12/10/10/8/8/8/6/6/6/4/4/2)
FRAX-3 (2283)
Mass- 225
SS- 1.2
WDF- 7.0
Firing Chart- P
Power to Arm- 2
Damage Chart- RL-2 divided by 2 (16/16/16/12/12/10/10/10/8/8/6/4/4/2)
Flivver Hyperdrones
FLVHDN-1 (2220)
Mass- 120
SS- 0.8
WDF- 3.6
Firing Chart- E
Power to Arm- 1
Damage- 10
FLVHDN-2 (2260)
Mass- 160
SS- 1.0
WDF- 10.0
Firing Chart- S
Power to Arm- 1
Damage- 15
FLVHDN-3 (2268)
Mass- 300
SS- 1.4
WDF- 17.1
Firing Chart- Y
Power to Arm- 1
Damage- 20
Spatial Torpedoes
FST Mk I (2101)
Mass- 50
SS- 0.1
WDF- 0.2
Firing Chart- C
Power to Arm- 1
Damage- 1
FST Mk II (2110)
Mass- 60
SS- 0.2
WDF- 0.2
Firing Chart- D
Power to Arm- 1
Damage- 1
FST Mk III (2148)
Mass- 110
SS- 0.4
WDF- 0.2
Firing Chart- B
Power to Arm- 1
Damage- 1
FST Mk IV (2154)
Mass- 135
SS- 0.8
WDF- 0.6
Firing Chart- G
Power to Arm- 1
Damage- 2
FST Mk V (2160)
Mass- 115
SS- 0.5
WDF- 0.4
Firing Chart- D
Power to Arm- 1
Damage- 2
Revised WDFs for the Accelerator Cannons
FAC-1: 2
FAC-2: 2.9
FAC-3: 3.7