Star Trek Vehicles

created by Gene Roddenberry.


 
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:

Shields:
Shields for Star Trek ships are significantly different than shields for Star wars ships. First, the shields are not divided between fire arcs, there is only one shield for the entire ship. Second, their shield strength is rather high when you take that into account. However, shields do not protect against ion weapons, and Trek ships do not have ion weapons themselves, so can't use them against other ships.

Vehicle Damage:
Ships in Star Trek react differently in one important way when taking damage. No matter where the ship is hit, the bridge stations blow up. Circuit breakers are lost technology in the Trek universe apparently.

Damage Table Results Additional Trek Effect
Shields Blown /Controls Ionized 2D Stun damage on a random station
Lightly Damaged Roll on Lightly damaged Table Below
Heavily damaged Roll on Heavily damaged Table Below
Severely damaged Roll on Severely damaged Table Below
Destroyed Boom!!


Lightly Damaged

Roll Damage Table result Additional Trek Effect
1-2 Ship loses 1D of Maneuverability 1D Damage to Helm
3 1 random on-board weapon emplacement hit and destroyed 2D damage at Gunner Station
4 1 random on-board weapon emplacement rendered inoperative but not hit by blast 1D damage at Gunner Station
5 Ship loses 1D from Shield code 2D damage at a random station
6 Ship loses 1 from the number of moves it can make in a turn 1D Damage to Helm

Heavily Damaged

Roll Damage Table result Additional Trek Effect
1-2 Ship loses 2D of Maneuverability 3D Damage to Helm
3-4 1 Complete on-board weapon system hit and destroyed. All weapons of that type are rendered inoperative due to a major system loss. Determine system randomly 3D damage at Gunner Station
5 Ship loses 2D from Shield code 2D damage at a random station
6 Ship loses 2 from the number of moves it can make in a turn 2D Damage to Helm


Severely damaged

Roll Damage Table result Additional Trek Effect
1 Dead in space. All drives and maneuvering systems are destroyed 3D Damage to Helm
2 Warp core breach. If the core is not ejected within 3 rounds it will explode and destroy the ship. 3D damage at a random station
3 Disabled warp drives. The ship cannot engage the warp drive and teach warp speeds until the drive is repaired. 2D damage at a random station
4 Weapons systems off-line. None of the weapons systems may be powered up until they are repaired. 3D damage at Gunner Station
5 Hull integrity lost. The crew has 1D rounds to abandon ship. 3D damage at 2 random stations
6 Destroyed. The ship immediately disintegrates in a ball of flame. Everybody is dead!


 

Random Station* (Roll 2D)

Roll Station
2 Flight Control (Conn)
3 Science I Station
4 Operations Management (Ops)
5 Tactical (Security/Defense)
6 Command Stations
7 Mission Ops.
8 Science II Station
9 Roll twice more
10 Roll once more and add 1D to the damage
11 Roll twice more and add 1D to the damage
12 Roll twice more and add 2D to the damage
* For detailed descriptions of each station's position and function see the ST: TNG technical manual.