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