Building Chariots of the Gods
The ships of Starfleet are heroes of the story almost as much as the people who crew them. With voice-interactive computers, holodecks, and by the 25th century, holographic crew, a Starfleet vessel (and presumedly, an Imperial Klingon Naval vessel, a Cardassian Union Vessel, an a Stellar Imperial Romulan Vessel) can have distinct personalities. In a Traveller game, most Starfleet vessels are firmly Capital Ship class, that is, over 10,000 dTons. Though there are plenty of smaller Adventure Class ships warping through subspace. The ubiquitous Runabouts stationed at DS9 are great examples of a Starfleet ship that masses about 100 or so dTons. For purposes of designing the navies in the Star Trek Universe, we’ll be leaning heavily on High Guard, and dipping into the Traveller Companion.
Warp Speed!
The Jump Distances in Traveller figure into Lightspeed (C) by a simple formula, Jump Value X 3.62 (light years) X 52 (weeks). For that week that a Traveller vesel is in jumpspace, they emerge at their destination at an effective speed of C (though the physics of Jump space vessels don’t actually travel faster than C).
Once the speed in terms of C is known, Warp Speeds can be figured in different scales based on the era of Star Trek. In TOS and the TOS movies, the formula is the cube root of C. with no upper limit. In the TNG and later eras (though we haven’t heard much about the 32nd century’s scale.. more on that later), the formula is Warp Speed = Warp Factor 10/3 * C.
When compared to Traveller, the various transluminal speeds look like this
- Speed measured in C/ Jump Drive / TOS (Cochraine Scale) Warp / TNG (Okuda Scale) Warp
- 189 C / Jump 1 / 5.74 / 4.82
- 357 C/ Jump 2 / 7.23 / 5.83
- 567 C / Jump 3 / 8.28 / 6.7
- 755 C / Jump 4 / 9.11 / 7.3
- 945 C / Jump 5 / 9.81 / 7.81
- 1,135 C / Jump 6 / 10.43 / 8.25
At one point, Voyager is reported at traveling at Warp 9.97 (Okuda Scale). This is roughly equal to Jump 25. Jump 8 allows crossing a subsector in a single jump. Which is Warp 11.18 (Cochraine) or Warp 8.99 (Okuda Scale).
Whichever Warp Scale a Star Trek Campaign uses is only truly important in so far as the GM remains consistent. After all, in the series’ and the movies, the ships went as fast as they needed to go for the plot. Values were written to contrast the impression of speed. “Warp Factor 5” was relatively middle of the road. “Warp Factor 8” would often be accompanied by the sound effect of an engine hum to make it seem like the ship is pushing it’s limits. Since the Cochraine and Okuda scales differ, especially at the high end of the scale.
Warp Drives and Dilithium
The Warp 5 project started in the 22nd Century as chronicled in the Star Trek :Enterprise Series, at this time, the United Federation of Planets was not yet inaugurated, but Starfleet was in existance and acted as the Navy for a United Earth.
By the 23rd Century, Warp Drives could routinely reach Warp 8 (on the Cochraine scale). And by the 24th Century, after adopting the Okuda Scale, Warp Drives could reach Warp 9.9 and higher.
Warp Drives in Star Trek feature several fundamental differences from the Jump Drive in Traveller. Warp Drive does not leave the Spacetime it is in fully, instead it creates a Warp Bubble and travels through that subspace region to travel at superluminal speeds. Fuel for Star Trek vessels is not the massive holds of Hydrogen Feul that Traveller vessels use. Star Trek uses a much smaller mass of Antimatter (or in the case of the Romulan Imperial Star Navy, an artificial singularity). While the fuel for an Antimatter Power Plant does not demand as much fuel space as Hydrogen, but Star Trek ships are very hungry for power.
Dilithium Crystal is a regulator of the matter/antimatter reaction. The crystals degrade through use and need to be refreshed often, so most vessels carry a supply of crystals. When that supply runs low, the vessel resupplies at a Starbase, or trades for fresh crystals at a nearby station or planet.
For Star Trek Vessels, fuel capacity is measured in time rather than distance. The Warp Core (Power Plant) is the ship’s component that consumes both Antimatter and Dilithium Crystal. The Power Points the Warp Core generates, are what are spent in the Warp Drive, the Impulse Drive, shields, weapons, computers, life support, transporters, even the replicators. When designing a starship, most of the space that would be used for Fuel will likely be taken up by an expanded Power Plant.
The Warp Drive functions the same as explained in High Guard pp. 80-81. It uses no feul, but a starship needs to generate power (with a starship the size of the TOS Constitution Class (60 dKTons) that runs into a little more than 10,000 power points) to use the Warp Drive.
Shields Up! Arm Phasers! Load Photon Torpedoes!
Most Star Trek vessels use Deflector Shields or Screens as their primary defense against weaponry. Using High Guard, Deflector Shields count as Improved Energy Shields in the 23rd Advanced Energy Shields (page 84). Most vessels designed for hazardous duty have multiple shields. Usually Six (Fore, Aft, Starboard, Port, Dorsal and Ventral which can overlap to cover each other.
Phaser Banks function close to the rules found for Tachyon Cannon Bays in High Guard pp 82-83. In general Phaser Banks are higher powered and more versatile than Disruptors. In the 23rd Century, Phaser weapons are only used by the Federation and their allies. The rest of the Galaxy was using Disruptors. By the 24th Century, most every navy in the Alpha and Beta Quadrants had adopted Phaser technology for their starships.
Disruptors are very common in the 23rd and 24th Centuries. Relatively simple to design and maintain compared to Phasers, Disruptors follow the rules found for Plasma-pulse Cannon Bays in High-Guard pp 82-83. Even in the 24th Century, when the navies of the Major Empires in the Alpha and Beta Quadrant have adopted Phaser weaponry as their primary weapons systems, Disruptors remain common for system and colonial defense fleets, merchants operating in hazardous regions, and of course, pirate syndicates.
Photon Torpedoes, and the late 24th century development of Quantum Torpedoes were pioneered by the Federation. By the late 23rd Century, Photon Torpedoes had been engineered and adopted by the Klingon Empire.
- Photon Torpedo
- Tech Level: 23rd Century
- Thrust: 15
- Damage: 4DD
- Power: 50
- Traits: Smart, AP 15
- Quantum Torpedo
- Tech Level: 24th Century
- Thrust: 15
- Damage 8DD
- Power: 75
- Traits: Smart, AP15, Burst 10
Photon Torpedoes use the rules for Antimatter Torpedoes in High Guard pp 39-41. By the 24th Century, the mass of a Photon Torpedo is reduced to 20% of it’s older design. That is, a 24th Century torpedo masses 15 torpedoes per ton. In the 24th Century, the photon torpedo launcher are capable of launching volleys of 10 torpedoes (use the trait AF10). Quantum Torpedoes have a greater yield and to reflect this, double the damage characteristic (12D). 23rd Century vessels are restricted to Barbettes and Small Torpedo Bays. 24th Century Vessels can mount Medium Torpedo Bays. In either era, only installations the size of Starbases or Deep Space Stations can mount Large Torpedo Bays. In the 24th Century, Torpedo Barbettes and Torpedo Bays are designed to be loaded with either Photon or Quantum Torpedoes.
Plasma Torpedoes are a weapon infamously developed by the Romulan Star Empire. These weapons were first developed in the 23rd Century and had enormous destructive power at close ranges, but their damage fell off at longer ranges, eventually dissipating entirely.
- Plasma Torpedo
- Tech Level: 23rd Century
- Thrust: 10
- Damage: 6DD Adjacent/ 5DD Close/ 4DD Short/ 3DD Medium/ 2DD Long/ 1DD Very Long/ No Damage at Distant Range
- Power: 90
- Traits: Smart, Enveloping
Enveloping Trait: The enveloping trait applies damage to every active shield upon detonation.
By the 24th century some ships designed explicetly for battle began to carry spinal mount weapons. The Romulan Star Empire had refined their plasma torpedo into a powerful beam weapon that could deliver punishing blasts without the limitations of launching a boiling ball of plasma.
- Plasma Beam Spinal Mount
- Tech Level: 24th century
- Range: Very Long
- Damage: +14D
- Power: +6000
- Traits: AP 15, Auto 10
Cloaks and Holodecks
A technology developed in the mid-23rd century by the Romulan Star Empire, the Cloaking Device is just as infamous as the Plasma Torpedo. In fact, the two were initially designed to work in tandem with one another. Coming out of cloak to launch a torpedo at close range and returning to cloak to avoid return fire and position for the next attack.
By the end of the 23rd Century, an exchange of Naval technology between the Romulan Star Empire and the Klingon Empire gave cloking technology to the Imperial Klingon Navy, and a fleet of mothballed D-7 Battlecruisers to the Romulan Star Navy. The Klingon cloaking device is in general less effective and less efficient than the Romulan. By the Khitomer Conferences, Starfleet had become very good at uncovering the Klingon cloak. While the Romulans continued to develop and refine their cloaked navy into the following centuries, presumably all the way to Unification.
- Romulan Star Navy Cloak
- Tech Level: 23rd Century
- Stealth Effect: -15 to Sensor checks
- Power: 50 per 1,000 dtons
- Imperial Klingon Navy Cloak
- Tech Level: 23rd Century
- Stealth Effect: -10 to Sensor checks
- Power: 100 per 1,000 dtons
- Advanced Romulan Star Navy Cloak
- Tech Level: 24th Century
- Stealth Effect -25 to Sensor checks
- Power: 75 per 1,000 dtons
Replicators in the 23rd century produce nutritional food for every species on board ship. The fare focuses on compatibility, and primarily serves the needs of the species that comprise the polity the ship serves, and have a secondary capacity to serve guests and passengers. The fare is passable and is served in a variety of shapes and colors (looking very much like a ’60s version of “future food”)
In the 24th century, replicators are advanced enough to accommodate the cuisine and tastes and cultural preferences of the person entering the order. The 24th century replicator also incorporates transporter technology. The food is generated and prepared within the recycling and reclamation matrix at the molecular level, heated (or cooled) to the desired temperature (again through molecular excitement within the reclamation matrix) and immediately transported to a micro transporter pad at the user interface. The ship’s computer maintains an extensive database of recipies as well as the personal modifications from more creative crewmembers.
There are, of course limitations, Klingons, Kzinti and Gorn often complain that replicators do not produce live food convincingly, and their navies often maintain stasis holds with live prey to satisfy their instincts.
By the 24th century, positronic computers have allowed for convincing personal interactions, and a combination of holographic emitters, localized electromagnetic force and specialized replicator use have resulted in the development of the Holodeck. Spartan navies like the Imperial Klingon Navy, Romulan Star Navy, (Cardassian) Union Navy and others consider Holodecks at best a frivolity and at worst a distraction. They do make use of the technology for shipboard training, and interrogation, but seldom for recreation.
Starfleet, on the other hand has a Holodeck on nearly every vessel by the end of the 24th century. Some ships, like the Galaxy class have several. Smaller ships may be restricted to a tiny conference room, but Holodecks are a part of the crew morale and restoration policy. Ships that do not have a Holodeck are frequently directed to starbases or facilities with Holosuites to relieve the tension of long patrols away from suitable shore leave planets.
A Campaign’s Ship is both Character and Home
In a Star Trek campaign, the ship the characters serve aboard is as important and colorful as the characters themselves. When voyaging between stars, the ship is the characters’ self-contained world. When at the adventure destination, the ship becomes a base of operations, a source of supplies. While a given team of player-characters can be promoted (or demoted) to different ships, the nature of the Star Trek setting encourages each assignment to last long enough that the characters identify with the ship.
Even in the 23rd century, a ship’s computer is capable of interacting on a personal level. Quirks can develop in a ship’s operating system through extended use as the ship’s database of personal logs, psychological and medical data and communications grow. In most cases these quirks are purged with routine overhauls and upgrades, however, some may persist, giving the character’s ship a distinct “voice” and persona to interact with. Most of the time, the ship is compelled to service of the crew. (Especially following the M5 incident, no one in Starfleet had a great desire to give command control over to the ships’ computer). But there are rare exceptions where the ship’s computer may become more insistent in it’s “service” requests phrased almost as orders, advice colored with agendas. It is up to the GM, and the players as to how much personality they would like their ship to have. With the addition of Holographic Crew, a ship’s computer could have one or more instances of itself among the crew, performing duties.
Now, boldly go where no one has gone before!

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