Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 26 August 1994 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by me imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. Star Trek is copyrighted by Paramount, and the same stuff listed above counts here, too. ================================================================================ Technology Notes for Star Trek Gaming. Developed for the TimeLords system by I. Marc Carlson. (Note: The Original Star Trek Series is TL 20, the More recent versions have been TL 23). Communicator The Communicators used by the Federation, Romulans, Klingons and the Ferengi all are similar in nature and should be considered as a form of FTL walkie-talkie with about a 500 km range. They can be in the form of a ComBadge, such as the Federation currently uses), set into a wrist or back of the hand setting, hand-held, etc.. Transporters can "lock onto" a signal from a Communicator to increase realiablity of transport. TL 16 Pow 300 200hrs PC16I 2 2 .2 S 16 -- TL 17 Pow 333 222hrs PC17I 2 2 .18 S 17 -- TL 18 Pow 366 244hrs PC18I 2 2 .25 S/1 18 -- TL 19 Pow 400 266hrs PC19I 2 2 .25 S/1 19 11cm long TL 20 Pow 433 288hrs PC20I 2 1 .1 S/1 20 12cm long TL 21 Pow 466 310hrs PC21I 2 1 .1 S/1 21 On wrist TL 22 Pow 500 332hrs PC22I 3 1 .05 VS 22 ComBadge TL 23 Pow 533 354hrs PC23I 3 1 .05 VS 23 ComBadge EnviroMonitor 4 mod 50hrs PC14II 3 4 2 M 14+ -- +3 to Int Skills Specialty Module --- --- --- 2 2 .5 S 14 -- +10 to Int & Per Skills EnviroMonitor 4 mod 50hrs PC15II 3 4 2 M 15+ -- Specialty Module --- --- --- 2 2 .1 S 15 -- +10 to Int & Per Skills AutoAnalyzer 6 mod 50hrs PC16II 2 2 2.5 M 16+ -- Specialty Module --- --- --- 2 1 .1 S 16 -- +10 to Int & Per Skills AutoAnalyzer 6 mod 50hrs PC17II 2 2 2.5 M 17+ -- Tricorder 6 mod 50hrs PC18I 2 1 2.5 S/2 18+ -- Memory Disks/Specialty Module --- --- 1Kquad 5 1 .002 VS 18 -- +10 to Int & Per Skills, or record 1 hour of full sight & sound/Kquad Tricorder 6 mod 50hrs PC19I 3 1 1.0 S/2 19+ -- Tricorder 8 mod 36hrs PC20I 4 1 .8 S/2 20+ -- Memory Disks/Specialty Module --- --- 2.5Kquad 5 1 .002 VS 20 -- +10 to Int & Per Skills, or record 1 hour of full sight & sound/Kquad Tricorder 12 mod 36hrs PC21I 5 1 .7 S/2 21+ -- Tricorder 18 mod 24hrs PC22I 10 1 .5 S/2 22+ -- Memory Chips --- --- 4.5Kquad 5 1 .001 VS 18 -- Record 1 hour of full sight & sound/Kquad Tricorder 27 mod 18hrs PC23I 15 1 .35 S/2 23+ -- TR 580 - Can perform up to 6 scanning tasks. Can communicate with larger computers (upto 40,000 km away), and can emergency core dump to larger ship in (.875 secs). Tricorders can be "networked" with each other or with a larger computer system. 7.3 kq (RAM), 6.9 kq (ROM). Crystal Chips 4.5 kq. Image recording (4.5 hours/chip) input from 27 different info modules (3 at a time) - default to Geological, Meteorological, Biological "modules". Also includes "Wilderness Survival" (which analyzes water, organic material, locates, shelter and water), "Security" module (includes site perimeter alarm, scanning for and identifying Bio-electrical pattern traces), Phoretic Analyser to study chemical compounds, Dynoscanner to detect low level molecular activity, Positron Emmisions Scan, Translater module... +10 to INT or PER Skills Medical Tricorder 12 mod 36hrs PC20I 4 1 .8 S/2 20+ -- Medical Tricorder 12 mod 36hrs PC21I 5 1 .7 S/2 21+ -- Medical Tricorder 18 mod 36hrs PC22I 10 1 .5 S/2 22+ -- Medical Tricorder 27 mod 18hrs PC23I 15 1 .43 S/2 23+ -- TR 595 (P) - Has a medical "peripheral" attachment. Can perform up to 6 scanning tasks (including scanning total body processes, organ system function, disease/organism infiltration, bodily e-m functions, Phoretic Analyser to studies chemical compounds, Psychotricorder that can read last 24 hours of memories, Dynoscanner which can detects low level molecular activity such as "Life Signs", Verifier Scan/Encephalic Polygraph Scan, Resonance Tissue Scan to screen for infection, Positron Emmisions Scan, etc. There can be an audible beap to indicate a creatures hear rate. Can communicate with larger computers (upto 40,000 km away), and can emergency core dump to larger ship in (.875 secs); or augment it's internal database of most known humanoids and 217 DNA based non-humanoids. Tricorders can be "networked" with each other or with a larger computer system. 7.3 kq (RAM), 6.9 kq (ROM). Crystal Chips 4.5 kq. Image recording (4.5 hours/chip) input from 27 different info modules (3 at a time). +10 to INT or PER Skills Medical Equipment Biobed Sensor and Support Unit/Diagnostic Table & Scanner -- -- -- 10 3000 500 VL/14 19+ -- This is the standard for "hospital beds" found in medical units, infirmaries and hospitals. It contains a full range of sensors and Diagnostic Scanners that project their findings on a nearby monitor. The Biofunction Monitor measures Central Nervous System activity, composite neural activity, sensory function, cardiovascular activity, pulse, blood pressure, temperature, respiration, cellular activity, hypothalimic reponse, mitochondrial activity, electrolyte convergence. Each Biobed also contains a Somnetic/Alpha Wave Inducer, to force sleep, as well as a low level Quarantine Field, and a Bioregenerative Field. The Biobed is capable of supporting a Surgical Support Frame/Cryosurgical Frame. There is a more powerful version of the Biobed that carries a more broad range of diagnostic and biofunction scanners. Medikit -- -- ** 2 1 .25 S/1 19+ -- This is a small strap-on case designed to carry emergency medical supplies. Medical Tricorder Field Hypospray Spray Applicator Physiostimulator Medical Scanner/Diagnostic Scanner Medicine/Vials 16 - Analgine 8 - Dyvoline (Antitoxin) 800 - Formazine (Stimulant) 8 - Hyronalin (Antirad) 1 - Inoprovaline (Neural Stimulant/Ressusitative) 8 - Melanex (Anesthetic) 8 - Norep (Stimulant/Antihistamine) 16 - Sterilite (Antibiotic/Antiinfective) 1 - Stokaline (Vitamins) 1 - TriOx (Anti-Anoxia) Medikit -- -- ** 3 2 .25 S/2 23+ -- This is a small satchel case designed to carry emergency medical supplies. Medical Tricorder Field Hypospray Spray Applicator Medical Scanner/Diagnostic Scanner Cardiostimulator/Defib Module/Cardiac Induction Unit Neural Link Cortical Stimulator/Neural Stimulator Physiostimulator Respirator Respirator Cartridges Medicine/Vials 16 - Analgine 8 - Dyvoline (Antitoxin) 800 - Formazine (Stimulant) 8 - Hyronalin (Antirad) 1 - Inoprovaline (Neural Stimulant/Ressusitative) 8 - Melanex (Anesthetic) 8 - Norep (Stimulant/Antihistamine) 16 - Sterilite (Antibiotic/Antiinfective) 1 - Stokaline (Vitamins) 1 - TriOx (Anti-Anoxia) Autosuture/Vitalizer 3cm 10J/s PC19I 10 2 .15 S 20+ -- Biocomputer 500Pow 100hrs PC16II 15 5 3.5 M/2 16+ -- Bioregenerative Field Generator ** 18000KJ/h ExtPow 10 20 10 L 19+ -- Multiplies patient's CON x 3. Can regrow physical limbs in (Healing #) number of days. Mass of Field Generator = ((cu. meters of Field)/((TL-16)*10))*100 Field Size (in cubic meters) = (kg/100)*((TL-16)*10) The Bioregenerative field is used to repair internal and external body damage without the need of opening up the patient's body for more invasive methods. The Bioregenerative field effectively speeds up the body's natural healing process. It is really only effective on physical damage that the body could naturally heal. Cardiostimulator/Defib Module/Cardiac Induction Unit -- 1000J/s PC19II 10 1 .25 S 19+ -- Cortical Stimulator/Neural Stimulator .4m 20J/s PC19I 10 1 .01 S 21+ -- Decompression Chamber -- -- Varies 100 7500 500+ EL+ 9+ -- Detronal Scanner 1m 40KJ/h ExtPow 10 1 .1 M 13+ -- Reads and encodes DNA patterns. Must be connected to larger computer. Dynoscanner 10m 40KJ/h PC19I 10 1 .1 M 13+ -- Detects low level molecular activity Exoscalpel/Laser Scalpel/Autosuture Size 000 (1ang) 6cm 10J PC19I 10 2 .23 S 20+ -- Size 00 (2ang) 6cm 10J PC19I 10 2 .22 S 20+ -- Size 0 (3ang) 6cm 10J PC19I 10 2 .22 S 20+ -- Field Hypospray 2cm -- 80cc 10 1 .06 VS/2 19+ -- The hypospray is a hand-held device used for the subcutaneous and intravenous administration of medication on a subject. The hypospray injects the subject by use of a pinpoint high-pressure, low-volumn microscopic aerosuspension stream. This allows medication to be administerd through the skin, clothing, exoskeleton, chiton, etc (as long as the AV is 2 or less) without other, more invasive means such as mechanical penetration. It takes two seconds to remove and replace a medication vial. Medical Scanner/Diagnostic Scanner 3m 50J/Hr PC19I 15 1 .023 S/1 19+ -- K-1, K-2 (Blood Pressure), K-3 (Pain Level/Brain Activity), Temperature, Lung capacity (liters/dm^3), respiration, pulse, cell rate (CO2 in Respiration), Blood Q^5 (Heart activity), Blood T^2x10 (BP) Medicine/Vials -- -- 70cc 1 1 .08 S 19+ Neural Calipers 6cm 10J PC19I 10 2 .22 S 20+ -- Surgical instrument Osteotractor/Bone Knitter .4m 10J/s PC19II 10 1 .68 S/3 19+ -- Mends broken bones. Physiostimulator 6cm 10J PC19I 10 2 .22 S 20+ -- Stimulates metabolism. +3 to Sta/Con Respirator Cartridge -- -- 10hrs 2 1 .1 S -- Respirator -- 10Hr 1cartr. 1 1 .05 S/5 -- Provides whatever gas is in cartrige to breathing aparatus in a controlled fashion Sample Container --- --- 7.5L 5 18 1.5 M/2 12+ 9 kg full Somnetic Inducer/Alpha Wave Inducer/Cortical Scanner .4m 10J/s PC19I 10 1 .01 S 11+ -- Somnetic Inducer/Alpha Wave Inducer/Cortical Scanner .4m 10J/s PC19I 10 1 .01 S 11+ -- Sonic Separator Used for delicate operations 6cm 10J/s PC19I 10 2 .22 S 20+ -- Spray Applicator 2cm -- 80cc 10 1 .016 VS/1 19+ -- Surgical Eyepiece -- --- --- 2 1 .01 M 7+ -- Tissue Mitigator 6cm 10J PC19I 10 2 .22 S 20+ -- Surgical Instrument Tri Laser Connector 6cm 10J PC19I 10 2 .22 S 20+ -- Seals & reconnects nerves Powercell TL16 I -- -- 10KJ 2 1 .01 VS/1 16 -- PC17I -- -- 100KJ 2 1 .01 VS/1 17 -- PC18I -- -- 50KJ 2 1 .001 VS/1 18 -- Hyperpwr PC19I -- -- 100KJ 2 1 .001 VS/1 19 -- Hyperpwr PC20I -- -- 5*10^10J 5 1 .001 VS/1 20 -- Krellide PC21I -- -- 1*10^11J 5 1 .001 VS/1 21 -- Krellide PC22I -- -- 1.5*10^11J 5 1 .001 VS/1 22 -- Krellide PC23I -- -- 2*10^11J 5 1 .001 VS/1 23 -- Krellide PC16II -- -- 20KJ 2 1 .02 VS/1 16 -- PC17II -- -- 200KJ 2 1 .02 VS/1 17 -- PC18II -- -- 100KJ 2 1 .002 VS/1 18 -- Hyperpwr PC19II -- -- 200KJ 2 1 .002 VS/1 19 -- Hyperpwr PC20II -- -- 1*10^11J 5 1 .002 VS/1 20 -- Krellide PC21II -- -- 2*10^11J 5 1 .002 VS/1 21 -- Krellide PC22II -- -- 3*10^11J 5 1 .002 VS/1 22 -- Krellide PC23II -- -- 4*10^11J 5 1 .002 VS/1 23 -- Krellide PC16III -- -- 30KJ 2 1 .03 VS/1 16 -- PC17III -- -- 300KJ 2 1 .03 VS/1 17 -- PC18III -- -- 150KJ 2 1 .003 VS/1 18 -- Hyperpwr PC19III -- -- 300KJ 2 1 .003 VS/1 19 -- Hyperpwr PC20III -- --1.5*10^11J 5 1 .003 VS/1 20 -- Krellide PC21III -- -- 3*10^11J 5 1 .003 VS/1 21 -- Krellide PC22III -- --4.5*10^11J 5 1 .003 VS/1 22 -- Krellide PC23III -- -- 6*10^11J 5 1 .003 VS/1 23 -- Krellide PC16IV -- -- 60KJ 2 1 .06 VS/1 16 -- PC17IV -- -- 600KJ 2 1 .06 VS/1 17 -- PC18IV -- -- 300KJ 2 1 .006 VS/1 18 -- Hyperpwr PC19IV -- -- 600KJ 2 1 .006 VS/1 19 -- Hyperpwr PC20IV -- -- 3*10^11J 5 1 .006 VS/1 20 -- Krellide PC21IV -- -- 6*10^11J 5 1 .006 VS/1 21 -- Krellide PC22IV -- -- 9*10^11J 5 1 .006 VS/1 22 -- Krellide PC23IV -- --1.2*10^12J 5 1 .006 VS/1 23 -- Krellide PC16V -- -- 120KJ 2 1 .06 VS/1 16 -- PC17V -- -- 1200KJ 2 1 .06 VS/1 17 -- PC18V -- -- 600KJ 2 1 .006 VS/1 18 -- Hyperpwr PC19V -- -- 1200KJ 2 1 .006 VS/1 19 -- Hyperpwr PC20V -- -- 6*10^11J 5 1 .006 VS/1 20 -- Krellide PC21V -- -- 1*10^12J 5 1 .006 VS/1 21 -- Krellide PC22V -- -- 2*10^12J 5 1 .006 VS/1 22 -- Krellide PC23V -- --2.4*10^12J 5 1 .006 VS/1 23 -- Krellide PC16VI -- -- 240KJ 2 1 .06 VS/1 16 -- PC17VI -- -- 2400KJ 2 1 .06 VS/1 17 -- PC18VI -- -- 1200KJ 2 1 .006 VS/1 18 -- Hyperpwr PC19VI -- -- 2400KJ 2 1 .006 VS/1 19 -- Hyperpwr PC20VI -- -- 1*10^12J 5 1 .006 VS/1 20 -- Krellide PC21VI -- -- 2*10^12J 5 1 .006 VS/1 21 -- Krellide PC22VI -- -- 4*10^12J 5 1 .006 VS/1 22 -- Krellide PC23VI -- -- 5*10^12J 5 1 .006 VS/1 23 -- Krellide TRANSPORTERS Transporters are Matter-Energy conversion devices that take an object or being and transform it into a pattern of phased energy that can be transmitted as a complex trans-barrier signal through the first level subspace (a.k.a. hyperspace) domain to a set of desired coordinates, and re-transformed into its origin form. The Matter Transporter was initially developed in the mid Twenty-Second Century, but was not deemed safe for use by living beings until 2219. Even after that the device was continually refined. Transporter operation is fairly straight-forward. The object being transported is first "locked onto" by the standard scanners. This lock may be maintained, in general, indefinitely. When the actual transportation is to begin, the object is encased in a force-field, known as the Annular Confinement Beam, at which point everything within the ACB is scanned by the Virtual Focus Molecular Imaging Scanners. Because these scanners are designed to register the individual subatomic particles and quanta within the area of the ACB, the transporter is able to actually effect things that might otherwise be "invisible" to other sensor systems. Because of the nature of sub-atomic particles, Heisenberg compensators are required to overcome the uncertainty of positioning. The information gained during this scanning process is fed into the autosequencers and form the basis of the "transporter ID trace". Because the immense amount of stored data regarding quantum positioning needed to perform such a scan requires so much computer space, ID traces are rarely stored, and are generally simply "overwritten" by the next transportation. Also cargo transporters and replicators are not programmed to operate at that level of detail, but only at the molecular level. As soon as the data is stored the Ionizers and Phase Transition Coils work in tandem to perform the quantum matrix manipulation required to transform the object into phased matter in what is known as the "dematerialization process". This is what produces the familiar gold "sparkles" of the older style Federation Transporters, and the red and blue effects of later Federation systems, as different means of dematerialization and phase transition were developed. A method used by some technologies uses what is known as a "Hyglanian Shift" to dematerialize the object, which produces a variation on the familiar golden sparkle effect. Other dematerialization processes result in other patterns: a reddish blotchy shimmering (older Klingon), a red solid swipe with some swirling golden sparkles (new Klingon), a fast green dissolve (Romulan), white swirling effect (Pakled), a blue-gray spiral pattern (old Ferengi), amber sparkles (Ferengi and Cardassian), translucent light green with a glowing double helix effect (Borg). The dematerialization process leaves distinctive residual ionization traces that can be detected later. Note that during the dematerialization and the following processes, the object being transported is capable of speech and limited movement until the appropriate body part is dematerialized, though this is not recommended. At all times, a living object being transported remains conscious and relatively aware of what is happening to them. At this point, the object is now "phased matter", existing along the first level subspace barrier, and is fed into what is known as the matter stream held in the Pattern Buffer. An active feed Pattern Buffer maintains a single, analog control over the matter stream while a multiplex, or multi-feed Pattern Buffer maintains a much more complex continuous control over the matter stream. With the older active-feed Pattern Buffers there exists a possibility for side effects that might be experienced by a being who undergoes repeated transportation. The so-called "Transporter Psychosis" was originally diagnosed in 2209, and referred to a condition caused by breakdown of neurochemical molecules during transport. The condition affects the body's motor functions, as well as autonomic systems and the higher brain functions. Victims suffer from paranoid delusions, multi-farct dementia, tactile and visual hallucinations, and psychogenic hysteria. Peripheral symptoms. Peripheral symptoms include sleeplessness, accelerated heart rate, myopia, muscular spasms and dehydration. After the development of the multi-feed Pattern Buffer in 2319, there have been no cases reported, although some races, such as the Cardassians and Ferengi, still utilize the older technology. While held in the pattern buffer, a number of things can be done to or with the matter stream such as the manipulation of energy, enabling the Transporter Operator to drain energy packs or negate a beam of fired energy. It is while in the pattern buffer that the biofilters seek out specific patterns of life and remove them from the transported object. However, biofilters can only seek out those life forms that they have been programmed to look for. However this currently includes 95% of all known viruses and bacteriological agents. In older model transporters, the "decontamination proceedure" had to be done on a materialized object, essentially scanning the object and transporting the requisite lifeforms away without dematerializing the host. It is also possible, though not recommended, at this point to alter the pattern trace in order to adjust the genetic material of the transported object. Finally, while in the pattern is in the matter stream, the ship scans the targeted landing sight, when possible, and the pattern is altered to match the landing site's relative velocity and spatial positioning. At this point, the transporter emitter array sends out a subspace carrier wave signal along the first level subspace barrier. The ACB is then "beamed" along this carrier wave to the destination. At the destination, the ACB returns fully to normal space and the long range phase transition rematerialization process begins. It is entirely possible for the Transporter operator to intentionally disrupt the ACB in transit and disperse the phased matter normal space. This process, however, will release a tremendous amount of energy as the matter "re-phases" back into normal space, then unleashes much of its molecular bonding energies as its original configurations have been destroyed. Also any energy that the object had held, say in a battery, will also be released. This release of energy often takes the form of an explosion. The process is much the same for bringing an object "to" the Transporter unit, with the exception that the ACB is initially formed, the dematerialization occurs and so forth at a distance. The ACB is then drawn back to the emitter array and rematerialization takes place. Each transport takes 5 seconds from the moment the ACB is engaged until it is disengaged. System reset and cool down takes 85 seconds, meaning that each transporter station can perform only one transport operation every 90 seconds. To transport a mass of 250 kg requires an expenditure of 37MW. The maximum range of a transporter depends on the maximum effective range of the Imaging Scanners, the Ionizers, and the Phase Transition equipment. Under normal circumstances, this range is 40,000km. For emergency or shuttle-based transporters this is 15,000km. If a transporter can link into a system containing its own equipment, that range can be extended greatly. Emergency transporters are programmed to seek out and maintain a lock on any other systems that it might be appropriate to use. Interference by subspace distortion, EM radiation fields, and so forth can lower the operating range of the transporter. Transporters can not operate though force screens, dense masses of matter, intense energy or gravimetric fields, etc. that either distort the information to and from the Imaging Scanners, or else significantly affect the structure of the subspace barrier. Interferance can also be caused by certain radioactive minerals or ores, Ionic radiation, and so forth. Interference can be partially decreased by utilizing either tandem transporter units, and essentially "beaming" from one unit to the other at the destination; or using Pattern Enhancers to improve the information flow between the Unit and the Distant Transport location. Interference can also be combatted by forcing more energy into the system, in an attempt to "Punch through" the interference, in much the same way that a radio does. Transporting from a Transporter station that is within a "Warp Bubble" is possible but only if the destination is under similar subspace phase conditions. The less similar the conditions, the greater the likelihood of transporter failure. What this means is that if transporting an object from a vessel under warp, it is best if the destination is traveling at the same WF. Transporting while the target and destination are at wildly different velocities (for example, a ship traveling at .2C (7.9x10^11 kps), and a planet moving at 30 kps) can create a minor distortion in the materializing pattern, giving the sensation described as "moving through walls". This is often referred to as "Near Warp Transport" since it is usually performed by a vessel dropping out of warp only long enough to complete the materialization cycle. To successfully transport an object to or from a destination, a successful modified Transporter Operation roll must be made. If it succeeds, then the transport occurred correctly. If it failed then the amount that it was failed by will be added to a second Transporter Operation skill roll (which will also be modified by all the original modifiers). If this is made, the object returns to its staring place unharmed. If this roll is failed, then the amount that the roll was failed by (including any modifiers) will govern the result. If the second roll was failed by 1-15 points (1-10 in older model transporters), then the object is destroyed in a particularly grisly fashion. If it was failed by 16-19 points (11-19 in older models) the object will begin to suffer from some form of physical imbalance, most likely Transporter Psychosis. If the roll was failed by 20 or more, something "weird" happens. "Weird" in this case indicates that the the object was somehow duplicated, what thrown out of phase with the material universe, swaps bodies with a paralell univers, and so forth. If a different operator tried to intercede in a failed Transporter Operation, and they can reach the controls within the 5 second operating time of the machine, they must roll a Transporter Skill Operator roll to determine if they get control of the machine in time. Then must make a second roll to determine success. If the first roll was failed, the amount it was failed by is used as an additional modifier to the second skill roll. Success indicates the transport was successful. The results of failure are determined as above. Modifiers. Transporting TO a location +10 (Base 20,000 km) -1/1,000 km (***NB. This Bonus applies ONLY to inital attempt. Any failed rolls will be made as though this were +0) Transporting FROM a location +0 (Base 30,000 km) -1/1,000 km Transporter Lock Aided by Communicator or equivalent: +4 Transporter Lock Aided by another transporter: +7 Transporter Lock Aided by Pattern Enhancer: +5 Minimal Interference -4 Moderate Interference -8 Heavy Interference -12 Transporting through dense materials (Rock, Cement, basic Metals...) -1/100 meters. Transporting through Ultradense materials (Neutronium, Tritanium, etc...) -1/meter. Transporting through shielded materials (Forcescreens, etc...) -1/millimeter. Transprtng thru a Warp Field(-10/WF difference; -1/.1WF Dif.) Max Range = ((TL-17)*8,000 km) TL19 (Standard Range) 6,000km 3 hexes (Max. Range) 16,000km 5 hexes TL20 TOS (Standard Range) 9,000km 3 hexes (Max. Range) 24,000km 8 hexes TL21 TMP (Standard Range) 12,000km 4 hexes (Max. Range) 32,000km 11 hexes TL22 (Standard Range) 15,000km 5 hexes (Max. Range) 40,000km 13 hexes TL23 TOS (Standard Range) 18,000km 6 hexes (Max. Range) 48,000km 16 hexes Movement: This is the information I can glean from "Canon" sources, so far. The notation of K/s is based on a variable scale hex map, based on the speed of the faster moving vessel (ie, if you are moving at 10,000 kph, and your opponent is at One Quarter Impulse, for tactical purposes you are standing still while they are moving at 6 hexes per second). Acceleration of 10km/s^2 Movement Power Cost to maintain Speed KPH 3K/s 300K/s 3000K/s Subspace Distortion Field LOW SUBLIGHT 0 0 50MJ Standard Orbital 9600 1 50MJ .000037 Impulse 10,000 1 50MJ 20,000 2 50MJ 30,000 3 50MJ 40,000 4 50MJ 50,000 5 50MJ 60,000 6 50MJ 70,000 6 50MJ 80,000 7 50MJ 90,000 8 50MJ .00037 Impulse 100,000 9 50MJ MEDIUM SUBLIGHT .001C/.004 Impulse1.08E6 100 1 50MJ .01 Impulse 2.7E6 270 3 51MJ .01C/.04 Impulse 1.08E7 1000 10 1 54MJ .05 Impulse 1.35E7 1 55MJ .10 Impulse 2.6E7 2 60MJ .15 Impulse 4.0E7 3 65MJ .20 Impulse 5.4E7 5 70MJ .25 Impulse 6.7E7 6 75MJ .30 Impulse 8.1E7 7 80MJ .35 Impulse 9.4E7 8 85MJ .40 Imp (.1C) 1.08E8 10 90MJ .45 Impulse 1.2E8 11 95MJ .50 Impulse 1.3E8 12 100MJ .55 Impulse 1.5E8 14 105MJ .60 Impulse 1.6E8 15 110MJ .65 Impulse 1.8E8 17 115MJ .70 Impulse 1.9E8 18 120MJ .75 Impulse 2.0E8 19 125MJ .80 Imp (.2C) 2.2E8 20 130MJ .85 Impulse 2.3E8 21 135MJ .90 Impulse 2.4E8 22 140MJ .95 Impulse 2.6E8 24 145MJ Full Impulse (.25C) 2.7E8 25 150MJ HIGH SUBLIGHT (Generally not used to increasing relativistic effects) .30C 3.2E8 30 170MJ .40C 4.3E8 40 210MJ .45C 4.9E8 45 230MJ .50C 5.4E8 50 250MJ .60C 6.5E8 60 300MJ .70C 7.6E8 70 800MJ .75C 8.0E8 75 1000MJ .80C 8.6E8 80 1500MJ .90C 9.7E8 90 5000MJ TRANSLIGHT 300,000 K/s Power Cost to maintain (or Lightsec/sec) Warp Field WF0 (Static Warp Bubble) 100,000MJ WF1.0 SOL 1 20,000MJ/300MJ WF1.1 1 300MJ WF1.2 2 325MJ WF1.3 2 350MJ WF1.4 3 400MJ WF1.5 4 600MJ WF1.6 5 1,500MJ WF1.7 6 4,000MJ WF1.8 7 15,00MJ WF1.9 8 60,000MJ WF2.0 10 400,000MJ/2,000MJ WF2.1 12 2.5x10^3MJ WF2.2 14 3x10^3MJ WF2.3 16 4x10^3MJ WF2.4 19 5x10^3MJ WF2.5 21 8x10^3MJ WF2.6 24 2x10^4MJ WF2.7 27 4x10^4MJ WF2.8 31 2x10^5MJ WF2.9 35 1x10^6MJ WF3.0 39 3x10^6MJ/2x10^4MJ WF3.1 43 2.5x10^4MJ WF3.2 48 3x10^4MJ WF3.3 54 4x10^4MJ WF3.4 59 6x10^4MJ WF3.5 65 8x10^4MJ WF3.6 72 2x10^5MJ WF3.7 78 3x10^5MJ WF3.8 86 1x10^6MJ WF3.9 93 2x10^6MJ WF4.0 102 1x10^7MJ/2.5x10^5MJ WF4.1 110 2.75x10^5MJ WF4.2 120 3x10^5MJ WF4.3 130 4x10^5MJ WF4.4 140 5x10^5MJ WF4.5 150 6x10^5MJ WF4.6 162 1x10^6MJ WF4.7 174 3x10^6MJ WF4.8 187 5x10^6MJ WF4.9 200 1x10^7MJ WF5.0 214 3x10^7MJ/1x10^6MJ WF6.0 393 7x10^7MJ/4x10^6MJ WF7.0 656 3x10^8MJ/2x10^7MJ WF8.0 1024 6x10^8MJ/1x10^8MJ WF9.0 1517 2x10^9MJ/1x10^9MJ Forcefields: AV = ((Power of shield (in MW))/(TL-14))*25 for "Blunt trauma" AV = ((Power of shield (in MW))/(TL-14))*100 for "Total Damage" BP = ((Dissapation rate (in MW))/(TL-14))*25 Energy Efficiency = (TL-14) * 5% Phasers TL20 Beam Power DV Cost I .01 MW 383 .25MW II 1.55 MW 1023 3.88MW III 1.55 MW 1023 3.88MW IV 2.1 MW* 1113 5.25MW V 2.6 MW* 1179 6.50MW VI 3.1 MW* 1238 7.75MW VII 3.6 MW* 1289 9.00MW VIII 4.1 MW* 1336 10.3MW IX 4.6 MW* 1376 11.5MW X 5.1 MW 1419 12.8MW (Max Range) 300,000km TL23 Beam Power DV Cost I .01 MW 383 .182MW II 1.55 MW 1023 2.82MW III 1.55 MW 1023 2.82MW IV 2.1 MW* 1113 3.82MW V 2.6 MW* 1179 4.73MW VI 3.1 MW* 1238 5.64MW VII 3.6 MW* 1289 6.55MW VIII 4.1 MW* 1336 7.45MW IX 4.6 MW* 1376 8.36MW X 5.1 MW 1419 9.27MW (Max Range) 300,000km Phasers I .01 MW DV 385 (Ave. 211) II 1.55 MW 1023 (561) III 1.55 MW 1023 (561) IV 2.1 MW 1113 (612) V 2.6 MW 1129 (621) VI 3.1 MW 1238 (681) VII 3.6 MW 1289 (709) VIII 4.1 MW 1336 (735) IX 4.6 MW 1376 (757) X 5.1 MW 1419 (780) (Max Range) 300,000km Main Phaser Bank (76 5.1 MW emitters) 387.6MW DV 24112 (Ave. 13262) Ferengi Electro Plasma Bolts 500MW DV 2211 (Ave. 1216) Romulan Disruptors 20GW DV 13808 (Ave. 7594) Photon Torpedoes Energy = ((TL-17)*5%)*Total Energy of Explosive Mass (Example: 1.5kg of Antimatter = 2.7x10^17J] Range = (200+(TL-18))^2 km Yield(J) Million Tons TNT DV@1km DV@10km DV@50km TL18 1.4x10^16 3.3 974,586 238 0 Range: 40,000 km TL19 2.8x10^16 6.7 3,167,246 796 2 Range: 285,000 km TL20 4.1x10^16 10.0 6,309,573 1585 5 Range: 750,000 km TL21 5.4x10^16 13.0 9.856,068 2476 8 Range: 1,438,000 km TL22 6.8x10^16 16.0 14,028,265 3524 11 Range: 2,350,000 km TL23 8.1x10^16 19.0 18,788,025 4719 14 Range: 3,500,000 km Energy Plasma Weapon (Romulan)(TL20) Yield(J) Million Tons TNT DV@1km DV@10km DV@50km 1.10^29/5x10^27 1.19x10^12 2.4x10^16 6.03x10^12 1.9x10^10 DV@3000km DV@6000km DV@9000km DV@12000KM DV15000km DV@33000km 7300 600 140 50 22 1 Efficiency: ((TL-19)*5%) Velocity of 5.4x10^8km/sec; takes 3 seconds to explode. Range: 1.62x10^9km DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP MkI Sonic Disruptor (Klingon) 1cm 46 1/1 +1 +2 Pist 1.0 S/3 20 20 SA/I 1 1 4 2 MkII Sonic Disruptor (Klingon) 1cm 46 1/1 +1 +2 Pist 1.2 S/3 20 20 SA/I 1 1 4 2 MkIII Sonic Disruptor (Klingon) 1cm 46 2/2 +1 +2 Pist 2.5 S/4 20 20 SA/I 1 2 4 2 Varon-T Disruptor (5mm) 148 1/1 +1 +4 Pist .4 S/1 23 10 SA/I 1 1 4 1 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Laser Pistol (Star Fleet) (5mm) * 1/1 +1 +1 Pist 1.2 S/2 19 20 SA/C 1 1 3 1 Setting Damage Cost 1. Stun 8IV 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 2. Kill 70II 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes death in most creatures due to the shock of organic disruption. Beam heats to 2000+ Celsius. 3. "Overload" Laser Rifle (Star Fleet) (5mm) * 3/3 +1 +0 RIFL 3.9 S/3 19 40 SA/C 1 2 3 1 1. Stun 8IV 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 2. Kill 70II 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes death in most creatures due to the shock of organic disruption. Beam heats to 2000+ Celsius. 3. "Overload" Phaser I (TOS) (5mm) * 1/1 +1 +2 Pist .8 S/1 20 20 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser II (TOS) (5mm) * 2/2 +1 +2 Pist 1.5 S/2 20 70 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser III (TOS) (5mm) * 3/3 +1 +1 RIFL 3.9 S/3 20 105 SA/C 1 1 4 2 (Notes: Stunning damage causes lingering chills and muscular aches.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (TMP) (5mm) * 1/1 +1 +2 Pist .8 S/1 21 30 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser II (TMP) (5mm) * 2/2 +1 +2 Pist 1.5 S/2 21 105 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (5mm) * 1/1 +1 +2 Pist .8 S/1 22 60 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser II (5mm) * 2/2 +1 +2 Pist 1.5 S/2 22 210 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (TNG) (5mm) * 1/1 +1 +4 Pist .9 S/1 23 ** SA/I 1 1 4 1 Clip = 248,276 Setting Damage Cost 1. Lt. Stun 3V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 6V 3 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 11IV 10 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. "Heat" 28III 32 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 5. "Heat" 36III 54 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 6. 63III 169 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 7. "Kill" 85II 307 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 8. "Disrupt" 148I 940 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. OL "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser II (TNG) (5mm) * 3/3 +2 +1 Pist 1.5 S/1 23 ** SA/I 1 1 4 1 Clip = 1,551,724 Setting Damage Cost 1. Lt. Stun 3V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 6V 3 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 11IV 10 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. "Heat" 28III 32 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 5. "Heat" 36III 54 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 6. 63III 169 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 7. "Kill" 85II 307 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 8. "Disrupt" 148I 940 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 9. 309I 4075 Beam vaporizes thick layers of ceramic and metal alloys. 10. 429I 7837 Beam vaporizes thick, heavy structural materials. 11. 664I 18809 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 12. 753I 33856 Beam vaporizes 50 cu meters (sg.6.0). 13. 813I 45141 Beam vaporizes 90 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 4). 14. 889I 58307 Beam vaporizes 160 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 5). 15. 951I 73354 Beam vaporizes 370 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 6). 16. 1067I 97179 Beam vaporizes 680 cu meters (sg.6.0). Metals break up explosively. OL 1.5*10^8E 1 Kiloton of TNT (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser III (TNG) (5mm) * 3/4 +2 +0 RIFL 3.5 S/4 23 ** SA/I 1 1 4 1 Clip = 2,327,586 (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) SHIP COMBAT I envision ship combat being performed as though it were Normal Combat between two armored opponents with projectile weapons. The appropriate weapon's skill will be that of the Tactical Officer (TO), NOT the Captain, though the Captain will order Where What gets fired. Energy used is kept track of by the engineering officer, and can be redirected. Perception of anything OTHER than the combat at hand is handled by other sensory officers. Since a TO is trained to use a ship's weapons, there are NO bonuses for computer assist. Firing without a computer "lock" will count as a "Snap- shot", as is, firing without a computer (no matter how often you do it). Since the Movement numbers are reduced to something resembling Melee Movement, penalties for movement, aiming at a moving object, and so forth are the same as though the "hex" scale were Meters, rather than thousands of Kilometers. What can anyone do? Communications Officer: She can try to establish contact with them, try an interpret what they are sending to the ship, or even between each other's vessels. She can even try to pick up the Intraship communications between the captains and their crew. Barring that, she can jam communications between the alien Finally, she can try and see if there are any other Feddy ships in the neighborhood who can help, or who need help. Engineering Officer: Everything costs power, from Phasers and Shields, to movement and Life Support. When things get beoken, he gets to fix them. And when the Captain comes up with some dippy idea about rigging the Photon Torpedoes to spew chocolate milk, who do you think is _supposed_ to do it (if he's not keeping the Engines from exploding)? Science Officer: In many ways, he is the ship's eyes and ears. The information he can bring in about the alien vessels are going to help the Captain make the vital decisions about whether or not to Negotiate or Attack. He can try to determine exploitable weaknesses in the opposition's vessels, and if nothing else, can leave the bridge to either rig the Photon Torpedoes to spew Chocolate Milk, or rush down to Engineering for an Heroic suicide. Helm: It is my belief that the HELM got the job of Tactical control, since in the original series, the ship's weapons only fired fore-ward, and therefore helm control was required for aiming. So he actually gets to aim and fire the phasers and sometimes the Photon Torpedoes; tries to get weapons locks, readies weapons, fires weapons, etc. Navigator: The Navagator really doesn't have a lot to do in combat, other than look around for planets and stuff that might be in the way. That and to give the Helm someone to talk to. So we go ahead and give Shield Control to them and let them fire the occasional photon torpedo, just to make them feel better. They also get to scream a lot and get take over by aliens where ever necessary to the plot. Captain: The Captain takes all of the information, puts it together, and makes the decisions about who does what when. OTOH, there are really few if any skill rolls that can apply to this Position. The Captain makes the strategic/tactical decisions and informs the rest of the bridge.