Starship: U.S.S. Enterprise NCC-1701 Craft: Federation Starship Constitution Class Type: Exploratory Starship Scale: Capital Length: 288.6m, Height: 72.6m, Width: 127.l m Crew: 430, Gunners: (?) skeleton: 250, +5 Crew Skill: varies Passengers: 500 Cargo Capacity: ? Consumables: 3 years Cost: not available for sale Warp/Hyperdrive Multiplier: x1 (cruise x3) Hyperdrive Backup: N/A Nav Computer: Yes Maneuverability: 1D+1 Space: 5 Hull: 3D Shields: 2D+ 2 (Special Shields rules) Sensors: Passive: 50 / 1D Scan: 100 / 2D Search: 200 / 3D Focus: 7 / 3D+2 Weapons: Phaser Banks: 3 Fire Arc: Forward, Right, Left Crew: 4 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 3-15/35/75 Atmosphere Range: 300m-1.5 km /3.5 km /7.5 km Damage: 4D (variable settings) Photon Torpedo Launchers: 2 Fire Arc: Forward Crew: 6 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 3D+1 Space Range: 2-12 / 30 / 60 Atmosphere Range: 200m-l.2km / 3 km / 7 km Damage: 9D Tractor Beam Arrays: 1 Fire Arc: Forward Crew: 3 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 2D+1 Space Range: 1-5 / 15 / 30 Atmosphere Range: 100-500m / 1.5km / 3 km Damage: 4D Starship: U.S.S. Enterprise NCC-1701-D Craft: Federation Starship Galaxy Class Type: Exploratory Starship Scale: Capital Length: 655m,Height: 135m, Width: 560m Crew: 1500, gunners: 1(?), skeleton: 500, +5 Crew Skill: varies Passengers: 5000 Cargo Capacity: ? Consumables: special (see Replicators) Cost: not available for sale Warp/Hyperdrive Multiplier: x1/2 (cruise x3) Hyperdrive Backup: N/A Nav Computer: Yes Maneuverability: 3D Space: 6 Atmosphere: (Saucer module only) 280; 800 km/hr Hull: 3D Shields: 4D (see special shields rules) Sensors: Passive: 75 11D+ 2 Scan: 150 13D+2 Search: 300 I 5D Focus: 8/6D+2 Weapons: Phaser Banks: 12 (9 on Battle Section, 3 on Saucer) Fire Arc: Total Coverage Crew: 1 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 6D Space Range: 3-15 / 35 / 75 Atmosphere Range: 300m-1.5 km / 3.5 km / 7.5 km Damage: 5D (variable settings) Photon Torpedo Launchers: 3 (forward and aft Battle Section, forward on Saucer) Fire Arc: Total Coverage Crew: 1 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 4D . Space Range: 2-12 / 30 / 60 Atmosphere Range: 200m.-1.2 km / 3 km / 7 km Damage: 9D Tractor Beam Arrays: 5 (Front, Rear, 3 shuttle bays) (Not including 3 mooring emitters) Fire Arc: Total Coverage Crew: 1 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-5/15/30 Atmosphere Range: 100.500m / 1.5km / 3 km Damage: 5D Starship: TNG Shuttle Craft: Federation Personnel Shuttle Type 6 Type: Light Short-Range Warp Shuttle Scale: Starfighter Length: 6.0m,Height: 2.7m, Width: 4.4m Crew: 2, gunners: 1 skeleton: 1, +5 Crew Skill: varies Passengers: 6 Cargo Capacity:? Consumables: special (see Replicators) Cost: not available for sale Warp/Hyperdrive Multiplier: x4 for 36 hours (cruise x5 for 48 hours) Hyperdrive Backup: N/ A Nav Computer: Yes Maneuverability: 20 Space: 5 Atmosphere: 480: 800 km/h Hull: 2D+2 Shields: 2D (see special shields rules) Sensors: Passive: 30 / 10+2 Scan: 75/30 Search: 125 / 40+ 1 Focus: 4 / 50+2 Weapons: .Type IV Phaser Emitters: 2 (For Special Operations -Not Standard) Fire Arc: Front Crew: 1 Scale: Starfighter Skill: Starship Gunnery Fire Control: 40 Space Range: 1-3 / 12 / 25 Atmosphere Range: 100-300m / 1.2 km /2.5 km Damage: 5D (variable settings) Warp Vs. Hyperspace: Star Wars fans don't really care how long you have to travel through Hyperspace, or how fast -just as long as you get there first. As a result the warp vs. Hyperspace rules I've created are extremely simple. If you know a ships maximum Warp capability subtract that from 10, divide by two and round to the nearest standard Hyperspace multiplier. This is the maximum speed for that ship, Warp is variable and the ship can travel at any Multiplier slower to a maximum of times 10. Ships should not be allowed to travel at maximum for more than 12 hours unless otherwise specified. Normal cruising speed would be a multiplier of 4 or 3, maximum cruising speed 3 or 2. Example, the Enterprise D can reach speeds of up to Warp 9.3 for up to 12 hours. (10 -9.3)/2 = .35, which rounds up to a Multiplier of .5 (Same as the Millennium Falcon). It's normal cruising speed is Warp 5, equivalent to a Multiplier of 3. It's maximum cruising speed is Warp 1m, or Multiplier of 2. Warp 10 and a Multiplier of 0 are roughly the same as an Infinite Improbability Drive, infinite speed, so don't even think about it. Warp Drive is held by similar constraints as Hyperdrive. Neither can allow a ship to come to close to stellar objects while traveling without risking the destruction of said ship. Both require a Navigational Computer to assist in plotting a course away from such objects. It is extremely dangerous, though possible, to use either within a solar system. Use the same modifiers for pilot rolls that are already used, very little adaptation is necessary. The advantage to using a ship with Warp Drive over a ship with Hyperdrive is that since a ship in Warp does not leave real space it is possible to scan, carry on communications, and such while traveling. Ships in Hyperspace can't do this. By the same token, ships at Warp can be scanned while at warp -so may be easier prey for anyone who looks for them.
Special Rules:
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