Farpoint Sector RPG Simplified Rules.

In this you will find the 3 important sections that new players need to know. They are, Combat Rules, Ship Stats, and Movement/Sensors. 


COMBAT RULES 

When entering battle players gain power up to their main power stat (Though they are permitted to use batteries, but batteries must be recharged by allocating main power to
them). 

The first things many players will do is raise shields. Shields power cost is equal to the shield stat divided by ten (IE: Shields of 210 cost 21 power to raise, or 210/10 = 21). Should players choose not to raise their shields then all hits on their ships go to hull and systems. 

After shields have been raised (Or not, depending on players choice) the player can use his energy to attack. He can: 

1)Fire beams. For each power point dedicated to a beam, the beam does 4 points of damage. So if you put 3 points into a beam it will do 12 points of damage. A beam can not do more damage then the max damage potential per emitter (The beam stat in the ship stats). So a ship with an emitter stat of 20 can not make a beam do more then 20 points of damage (For 5 power). However, a ship CAN fire as many beams as it likes up to it's emitter numbers per turn(Number of emitters for each ship is posted with the ship stats. For example, a Galaxy has 14 emitters. It can fire 14 20 damage point beams, though this would cost 70 power and the ship does not produce this much power). Bolt weapons are a little different. They aren't as accurate as beams but they can be fired multiple times from the same emmiter, as long as the ship has the energy to fire them 

2)Fire a Torpedo. Torpedoes cost 4 power per torp (Except micro-torps which cost 3, and Borg torps, see below) and do varying amounts of damage (See ship stats for torpedo damage). A ship can only fire as many torpedoes as it's spread max in a round (For example: A Galaxy could fire 5 torpedoes a combat turn). The max spread for each ship will be posted with it's stats, but it follows this standard list: 

Scouts/Fighters = max 2 torps
Frigates/Destroyers = max 3 torps
Light/Standard Cruisers = max 4 torps
Heavy/Battle cruisers = max 5 torps
Battleship/Dreadnought = max 6 torps
Borg Ships = max 6-10 torps 

Borg torpedoes are a little different from other races torpedoes in power cost. They cost 10 power points per torpedo regardless of damage. 

As ships take damage they may also use power to repair themselves according to the
following table: 

1 power point = 4 shield points
4 power points = 1 hull point
1 power point = 5 system hit points
10 power points = brings a destroyed system back to 1 hp. 

To repair system damage you can allocate 1 power point to repair 5 system hit points. If a system is destroyed it requires 10 power points to bring it back to 1 hp. From then on it can be repaired normally. 

Borg ships are special. They don't have shields. However, they DO regenerate a certain amount of damage per turn (See individual ship stats) and it only costs a Borg ship 2 power points to repair 1 hull point, 1 power point to repair 8 system hp's and 5 power points to bring a destroyed system back to 1 hp. 

A player can use emergency power to fire more weapons or do repairs. However, once used emergency power is gone. To get it back a player must dedicate power to his batteries (IE: If a ship has 52 main power and 15 emergency power and it uses it's emergency power [For an extra 15 power points that turn] then it needs to recharge it's batteries. So say on the next turn it has 52 main power and 0 emergency power. If it puts 15 power to emergency power [IE: recharging the batteries], then it would have 42 power to use that turn. But next turn it would have 52 main and 15 emergency again). Batteries are automatically recharged after a battle. 

If a ship has it's minimum crew or less then it suffers a penalty to weapons power cost to
simulate the lack of manpower. It costs twice as much power as usual to fire (IE: It costs 2 power for 4 beam damage and 10 power per torpedo). 

Ships suffer crew casualities comparitive to their hull stat. If a ship with 1000 crew suffers 50% hull damage, then it's crew falls to 500. If a ships hull is down to 25% then the crew would be at 250. The only ships exempt from these rules are Runabouts and
fighters. Their crew casualities are up to the Captain (Because these ships only have a
crew of 2 to 4). 


To board a ship and capture it the defender ship must have it's shields down. The attacking ship must beam an equal number of crew into the defender equal to the
remaining crew on defender + 1/4 (So if a ship had 500 crew left an attacker would have
to beam 625 over to capture it). This results in 50% casualities to both attacker and
defender (So in that previous example 250 of the defender crew would be captured and 312 of the attacker crew would be left to guard them). At this point the attacker must beam the minimum amount of crew necessary to run the captured ship over to take control (So in that previous example, you'd have 250 prisoners, 312 guards and 250 controlling crew [Assuming the ship is a Galaxy] on board). Prisoners can be dealt with however the boarder wishes, though atrocities are frowned apon. Most races/factions will transfer them to a prison station, or try to convert them. 

The only exception to the ship boarding rules is Borg vessels. Original Borg ships can not be captured (These ships are the: Borg Scout, Borg Sphere, Borg Diamond, Borg Tactical Cube, Borg Command Cube). You CAN, however, board and capture an ASSIMULATED ship. However, in that case the Borg NEVER surrender and CAN'T be captured. They fight to the death on a 2 on 1 ratio. So if an assimulated Borg ship is boarded and it has 1000 crew you'd have to send over 2000 crew yourself, and ALL would be slain (As would the Borg). You could then beam over a control crew. 

VERY IMPORTANT! 

Power recharges at a rate of 25% every 5 minutes. After using all your power you do not get anymore power for 5 minutes and at that time you only get 25%. At that time you can post and use your new power amount or wait until you have more power. The time from your post and your power supply is as follows: 

5 minutes RT from post: 25% max power
10 minutes RT from post: 50% max power
15 minutes RT from post: 75% max power
20 minutes RT from post: 100% max power 

This should keep combat flowing and allow players to participate at the rate they desire. Keep in mind that it's up to you to track your power, and the generation process doesn't start until the time you POST, not the time you start creating your post. As with many portions of this game this works under the honor system so please be honest. 

Also, in single or small ship engagements the power rules do NOT need to be adhered to strictly. Feel free to have your power regenerate once all ships have fairly gone. These power rules are designed primarily to allow all to partake in large battles.


SHIP STATISTICS 


*Cloaking will take up 40% of a ships power*

Fighters/Shuttlecraft 

Cardassian Hideki Fighter
Hull:60 Shields:30
Power:24 Phaser:12 (Type VI) 
E.P.:4 Torps:15 (Micro)
Crew:1 min\2 standard\10 max
2 Phaser Beam emitters
Torpedo Spread is 2 per turn
Max Speed:Warp 4
*3 Power pts needed to raise shields 

Maquis/Federation Fighter
Hull:65 Shields:40
Power:28 Phaser:12 (Type VI) 
E.P.:4 Torps:15 (Micro)
Crew:1 min\2 standard\10 max
3 Phaser Beam emitters
Torpedo Spread is 2 per turn
Max Speed:Warp 5
*4 Power pts needed to raise shields 

Danube Class Runabout
Hull:75 Shields:60
Power:28 Phaser:12 (Type VI)
E.P.:4 Torps:15 (Micro)
Crew:2 min\4 standard\25 max
4 Phaser beam emitters
Torpedo Spread is 2 per turn
Max Speed:Warp 6
*6 Power pts needed to raise shields 

Yellowstone Class Runabout PROTOTYPE 
*Further Research Needed*
Hull:80 Shields:80
Power:32 Phaser:12 (Type VI)
E.P.:6 Torp:30 
Crew:2 min\4 standard\20 max
5 Phaser beam emitters
Torpedo Spread is 2 per turn
Max Speed:Warp 7
*8 Power pts needed to raise shields 

Type 9 Shuttlecraft
Hull:65 Sheilds:50
Power:28 Phaser:12 (Type VI)
E.P.:6 Torps:15 (Micro)
Crew= 1 min\2 standard\ 4 Max
3 Phaser Beam Emitters
Torp Spread: 2 per turn
Max Speed: Warp 6 sustained for 12 hrs max
Norm cruise: Warp 4
*5 Power Pts needed to raise sheilds.


Frigates/Destroyers/Frieghters 


Transport Ships
Hull:120 Shields:100
Power:36 Phaser:8 (Type IV)*Defensive*
E.P.:8 Torps:N\A
Crew:25 min\50 standard\500 max
2 Beam emitters
Max Speed:Warp 6-7
*10 Power pts needed to raise shields 

Oberth Class
Hull:110 Shields:110
Power:36 Phaser:12 (Type VI)
E.P.:8 Torps:30
Crew:15 min\60 standard\300 max
3 Phaser Beam emitters
Torpedo spread is 2 per turn
Max Speed:Warp 6
*11 Power pts needed to raise shields
*The Oberth has a lower spread then other frigates because it was originally designed as a science ship and it's tube is meant to fire probes, not torpedoes 

B'rel BOP
Hull:120 Shields:120
Power:40 Phaser:16 (Type VIII)
E.P.:8 Torps:30
Crew:4 min\12 standard\22 max
2 Disruptor Bolt Cannons
Torpedo spread is 3 per turn
Max Speed:Warp 9.6
*12 Power pts needed to raise shields 

Miranda Class
Hull:130 Shields:120
Power:40 Phaser:16 (Type VIII)
E.P.:8 Torp=30
Crew:25 min\100 standard\500 max
6 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.2
*12 Power pts needed to raise shields 

Soyuz 
Hull:135 Shields:130
Power:42 Phaser:20 (Type X)
E.P.:10 Torp=30
Crew:25 min\100 standard\500 max
8 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.0
*13 Power pts needed to raise shields

Talosian DD 
Hull:150 Shields:130
Power:44 Phaser:16 (Type VIII)
E.P.:12 Torp:30
Crew:50 min\200 standard\800 max
8 Compression Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.2
*13 Power pts needed to raise shields 

Miranda Class II PROTOTYPE
*Further Research Needed*
Hull:140 Shields:130
Power:44 Phaser:16 (Type VIII)
E.P.:8 Torp:30
Crew:25 min\100 standard\400 max
8 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.6
*13 Power pts needed to raise shields 

New Orleans Class
Hull:140 Shields:130
Power:44 Phaser:12 (Type VI)
E.P.:8 Torp:30
Crew:50 min\200 standard\1000 max
5 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.4
*13 Power pts needed to raise shields 

Centaur Class
Hull:160 Shields:140
Power:44 Phaser:16 (Type VIII)
E.P.:12 Torp:30
Crew:25 min\100 standard\500 max
7 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.5
*14 Power pts needed to raise shields 

Romulan Scout Ship
Hull:125 Shields:120
Power:40 Phaser:12 (Type VI)
E.P.:8 Torps:30
Crew:10 min\40 standard\200 max
2 Disruptor Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.6
*12 Power pts needed to raise shields 

Saber Class
Hull:150 Shields:140
Power:44 Phaser:16 (Type VIII)
E.P.:8 Torps:30
Crew:25 min\100 standard\500 max
4 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.5
*14 Power pts needed to raise shields 

Steamrunner Class
Hull:155 Shields:140
Power:44 Phaser:16 (Type VIII)
E.P.:12 Torps:30
Crew:50 min\200 standard\800 max
9 Phaser Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.5
*14 Power pts needed to raise shields 

Constellation Class
Hull:155 Shields:140
Power:44 Phaser:16 (Type VIII)
E.P.:12 Torp:30
Crew:75 min\300 standard\1000 max
10 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.2
*14 Power pts needed to raise shields 

Dominion Attack Ship
Hull:165 Shields:150
Power:44 Phaser:20 (Type X)
E.P.:12 Torps:30
Crew:5 min\20 standard\100 max
3 Polaron Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9.8
*15 Power pts needed to raise shields 

Defiant Class
Hull:175 Shields:160
Power:48 Phaser:20 (Type X)
E.P.:12 Torps:40
Crew:15 min\60 standard\300 max
4 Pulse Phaser emitters + 1 Phaser Beam emitter
Torpedo spread is 3 per turn
Max Speed:Warp 9.98
*16 Power pts needed to raise shields 


Light/Standard Cruisers 

Shelley 
Hull:145 Shields:160
Power:40 Phaser:16 (Type VIII)
E.P.:18 Torp:30
Crew:50 min\200 standard\700 max
6 Phaser Beam emitters
Torpedo spread is 3 per turn
Max Speed:Warp 9
*16 Power pts needed to raise shields 
*Can carry 12 fighters in a launch bay situated in it's engineering hull
*Has lower spread do to fighter bay installation

Nova Class
Hull:150 Shields:150
Power:44 Phaser:16 (Type VIII)
E.P.:16 Torp:30
Crew:25 min\100 standard\500 max
8 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9
*15 Power pts needed to raise shields 

Cardassian Galor Class
Hull:165 Shields:160
Power:44 Phaser:16 (Type VIII)
E.P.:16 Torp:30
Crew:100 min\400 standard\1500 max
7 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.2
*16 Power pts needed to raise shields 

K'Vort BOP
Hull:120 Shields:160
Power:44 Phaser:20 (Type X)
E.P.:16 Torps:30
Crew:20 min\52 standard\150 max
6 Disruptor Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.8
*16 Power pts needed to raise shields 

K'Tinga Class
Hull:165 Shields:160
Power:44 Phaser:16 (Type VIII)
E.P.:12 Torp:30
Crew:100 min\400 standard\1000 max
10 Disruptor Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.2
*16 Power pts needed to raise shields 

Prometheus Class
Hull:185 Shields:170
Power:48 Phaser:24 (Type XII)
E.P.:16 Torp:35
Crew:50 min\200 standard\1000 max
10 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.98
*17 Power pts needed to raise shields 

Excelsior Class
Hull:170 Shields:170
Power:48 Phaser:16 (Type VIII)
E.P.:16 Torp:30
Crew:125 min\500 standard\3000 max
12 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.4
*17 Power pts needed to raise shields 

Intrepid Class
Hull:175 Shields:170
Power:52 Phaser:16 (Type VIII)
E.P.:18 Torp:30
Crew:75 min\300 standard\1500 max
10 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.98
*17 Power pts needed to raise shields 

Excelsior Class Refit
*Further Research Needed*
Hull:175 Shields:180
Power:52 Phaser:16 (Type VIII)
E.P.:18 Torp:35
Crew:125 min\500 standard\3000 max
14 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:9.9
*18 Power pts needed to raise shields 

Akira Class
Hull:180 Shields:180
Power:52 Phaser:20 (Type X)
E.P.:18 Torps:30
Crew:125 min\500 standard\2000 max
8 Phaser Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.8
*18 Power pts needed to raise shields
*This escort cruiser has a larger spread then other cruisers because it was designed for torpedo support 

Ambassador Class
Hull:180 Shields:190
Power:52 Phaser:16 (Type VIII)
E.P.:18 Torp:30
Crew:175 min\700 standard\3500 max
10 Phaser Beam emitters
Torpedo spread is 4 per turn
Max Speed:Warp 9.7
*19 Power pts needed to raise shields 


Heavy/Battle Cruisers 

Talosian CA 
Hull:170 Shields:180
Power:52 Phaser:20 
E.P.:20 Torps=30
Crew:150 min\600 standard\2800 max
16 Compression Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.6

Vorcha Class
Hull:175 Shields:180
Power:48 Phaser:20 (Type X)
E.P.:16 Torps=30
Crew:125 min\500 standard\2500 max
15 Disruptor Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.8
*18 Power pts needed to raise shields *18 Power pts needed to raise shields 

Cardassian Keldon Class
Hull:180 Shields:180
Power:48 Phaser:16 (Type VIII)
E.P.:18 Torps:30
Crew:150 min\600 standard\3000 max
9 Phaser Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.6
*18 Power pts needed to raise shields 

Ferengi Marauder
Hull:190 Shields:200
Power:52 Phaser:20 (Type X)
E.P.:20 Torps:30
Crew:150 min\600 standard\3000 mx
8 Plasma Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.85
*20 Power pts needed to raise shields 

Dominion Battlecruiser
Hull:190 Shields:200
Power:52 Phaser:20 (Type X) 
E.P.:20 Torps:30
Crew:175 min\700 standard\3500 max
14 Polaron Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.8
*20 Power pts needed to raise shields 

Nebula Class
Hull:185 Shields:210
Power:52 Phaser:20 (Type X)
E.P.:20 Torps:30
Crew:175 min\700 standard\3500 Max
9 Phaser Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.9
*21 Power pts needed to raise shields 

Galaxy Class
Hull:200 Shields:220
Power:56 Phaser:20 (Type X)
E.P.:20 Torps:30
Crew:250 min\1000 standard\5000 Max
14 Phaser Beam emitters
Torpedo spread is 5 per turn
Max Speed:Warp 9.96
*22 Power pts needed to raise shields 


Battleships/Dreadnoughts 


Husnock Warship
Hull:210 Shields:200
Power:56 Phaser:20 (Type X)
E.P.:20 Torps:40
Crew:220 min\900 standard\4500 max
5 Particle Beam emitters
Torpedo spread is 6 per turn
Max Speed:Warp 8.5
*20 Power pts needed to raise shields 

D'deridex (Romulan) Warbird
Hull:210 Shields:220
Power:60 Phaser:24 (Type XII)
E.P.:24 Torp:40
Crew:375 min\1500 standard\7000 max
12 Disruptor Beam emitters
Torpedo spread is 6 per turn
Max Speed:Warp 9
*22 Power pts needed to raise shields 

Negh'var Class
Hull:235 Shields:220
Power:60 Phaser:24/28 (Type XII)
E.P.:20 Torp:40
Crew:225 min\900 standard\4500 max
20 Disruptor Beam emitters + 2 Heavy Disruptor Bolt cannons (Use second phaser damage number for bolt cannon. Unlike most bolt cannons, these heavy disruptor bolts can only be fired once per combat turn due to the extreme power drain and heat caused by firing these weapons.) 
Torpedo spread is 6 per turn
Max Speed:Warp 9.7
*22 Power pts needed to raise shields

Sovereign Class
Hull:225 Shields:230
Power:60 Phaser:24 (Type XII)
E.P.:20 Torp:40
Crew:200 min\800 standard\4000 max
12 Phaser Beam emitters
Torpedo spread is 6 per turn
Max Speed:Warp 9.98 Max
*23 Power pts needed to raise shields 

Talosian DN 
Hull:235 Shields:240
Power:62 Phaser:24 
E.P.:20 Torp:40
Crew:300 min\1000 standard\5000 max
14 Compression Beam emitters
Torpedo spread is 6 per turn
Max Speed:Warp 9.85 Max
*24 Power pts needed to raise shields 

Dominion Battleship
Hull:275 Shields:290
Power:70 Phaser:28 (Type XIV)
E.P.:28 Torps:40
Crew:500 min\2000 standard\10000 max
30 Polaron Emitters
Torpedo spread is 7 per turn
Max Speed:Warp 9.7
*29 Power pts needed to raise shields


Borg Ships *The collective does NOT have cloaking technology!*


Borg Scout
Hull:1000 Shields:N\A
Power:150 Phaser:20
E.P.:20 Torps:40
Crew:500 min\2000 standard\8000 Max
20 Energy Beam emitters
Torpedo spread is 6 per turn
Max Speed:Transwarp Drive
*+50 Hull Points Regeneration Ability Per Combat Turn
*No factions except for Borg can control derelict Borg vessels.
*Impossible to capture. 

Borg Sphere
Hull:2000 Shields:N\A
Power:200 Phaser:40
E.P.:40 Torps:60
Crew:10000 min\40000 standard\200000 Max
40 Energy Beam emitters
Torpedo spread is 7 per turn
Max Speed:Transwarp Drive
*+100 Hull Points Regeneration Ability Per Combat Turn
*No factions except for Borg can control derelict Borg vessels.
*Impossible to capture.
*Has ability to assimilate ships. 

Borg Diamond
Hull:3000 Shields:N\A
Power:250 Phaser:60
E.P.:60 Torps:80
Crew:15000 min\60000 standard\300000 Max
60 Energy Beam emitters
Torpedo spread is 8 per turn
Max Speed:Transwarp Drive
*+150 Hull Points Regeneration Ability Per Combat Turn
*No factions except for Borg can control derelict Borg vessels.
*Impossible to capture.
*Has ability to assimilate ships. 

Borg Tactical Cube
Hull:4000 Shields:N\A
Power:300 Phaser:85
E.P.:80 Torps:100
Crew:20000 min\80000 standard\400000 Max
80 Energy Beam emitters
Torpedo spread is 9 per turn
Max Speed:Transwarp Drive
*+200 Hull Points Regeneration Ability Per Combat Turn
*No factions except for Borg can control derelict Borg vessels.
*Impossible to capture.
*Has ability to assimilate ships. 

Borg Command Cube
Hull:5000 Shields:N\A
Power:350 Phaser:100
E.P.:100 Torps:120
Crew:25000 min\100000 standard\500000 Max
100 Energy Beam emitters
Torpedo spread is 10 per turn
Max Speed:Transwarp Drive
*+250 Hull Points Regeneration Ability Per Combat Turn
*No factions except for Borg can control derelict Borg vessels.
*Impossible to capture.
*Has ability to assimilate ships. 


Prototype Ships 

Guardian Class
Hull:290 Shields:280
Power:76 Phaser:24/28 (Type XII)
E.P.:27 Torp:40
Crew:350 min\1300 standard\6500 max
30 Disruptor Beam emitters + 2 Heavy Disruptor Bolt cannons (Use second phaser damage number for bolt cannon. Unlike most bolt cannons, these heavy disruptor bolts can only be fired once per combat turn due to the extreme power drain and heat caused by firing these weapons.) 
Torpedo spread is 7 per turn
Max Speed:Warp 9.8
*28 Power pts needed to raise shields 

Seperations: 

Guardian (Enlarged Negh'Var):
Hull: 250 Shields: 240
Power: 65 Phaser: 24/28 (Type XII)
E.P.: 24 Torp: 40
Crew: 250 min\1000 standard\4500 max
22 Disruptor Beam emitters + 2 Heavy Disruptor Bolt cannons (Use second phaser damage number for bolt cannon. Unlike most bolt cannons, these heavy disruptor bolts can only be fired once per combat turn due to the extreme power drain and heat caused by firing these weapons.) 
Torpedo spread: 6
Max Speed: Warp... 9.7
*24 points needed to raise shields. 

QIH: (Saucer)
Hull: 200 Shields: 180
Power: 55 Phaser: 24 (Type XII)
E.P.: 16 Torp: 40
Crew: 100 min\300 standard\2000 max
8 Beam emitters
Torpedo spread: 3
Max Speed: Warp 8
*18 points needed to raise shields.

Imperial Class
Hull:285 Shields:310
Power:75 Phaser:24 (Type XII)
E.P.:30 Torp:40
Crew:1000 min\5000 standard\10000 max
20 Phaser Beam emitters
Torpedo spread is 7 per turn
Max Speed:Warp 9.98
*31 Power pts needed to raise shields 


Stations 


Starbase
Hull:1500 Shields:1500
Power:350 Phaser:24 (Type XII)
E.P.:50 Torps:30
Crew:26250 min\105000 standard\525000 max
50 Beam emitters
Torpedo spread is 10 per turn
*150 Power pts needed to raise shields 

Outpost
Hull:750 Shields:750
Power:175 Phaser:24 (Type XII)
E.P.:25 Torps:30
Crew:13125 min\52500 standard\262500 max
25 Beam emitters
Torpedo spread is 6 per turn
*75 Power pts needed to raise shields 

Shipyard
Hull:800 Shields:600
Power:150 Phaser:16 (Type VIII)
E.P.:20 Torps:N/A
Crew:2000 min\5000 standard\40000 max
8 Beam emitters
*60 Power pts needed to raise shields 

"Orbital" Batteries
Hull:100 Shields:100
Power:50 Phaser:16 (Type VIII)
E.P.:20 Torps:30
Crew:N/A min\N/A standard\N/A max
4 Beam emitters
Torpedo spread is 4 per turn
*10 Power pts needed to raise shields 

Sensor Station
Hull:50 Shields:60
Power:12 Phaser:8 (Type IV)
E.P.:4 Torps:N/A
Crew:N/A min\N/A standard\N/A max
2 Beam emitters
*6 Power pts needed to raise shields 

Dilithium Mines
Hull:300 Shields:300
Power:50 Phaser:8 (Type IV)
E.P.:10 Torps:N/A
Crew:400 min\1000 standard\5000 max
4 Beam emitters
*30 Power pts needed to raise shields

Specialty Stations
Hull:700 Shields:700
Power:150 Phaser:20 (Type X)
E.P.:25 Torps:30
Crew:12000 min\50000 standard\250000 max
15 Beam emitters
Torpedo spread is 4 per turn
*70 Power pts needed to raise shields
*Prison Stations: These stations have increased internal security and the ability to house 100,000 prisoners in addition to the normal crew stat. 75% of the crew of a prison station are guards.
*Research Stations: These stations have labs and advanced computers that greatly enhance a factions ability to research new technology. For every research station dedicated to a project deduct 10% from the projects cost and time. No more then three research stations may work on a single project at a time. 50% of a research stations crew is scientists.
*Depot/Storage Stations: These stations have vast cargo bays and storage facilities. Capable of storing just about anything for any length of time most factions will want one eventually. These are used as main supply points for items that can't be replicated (Dilithium, torpedoes, advanced equipment and starship components, etc).
*Manufacturing Stations: These stations manufacture items that can't be easily replicated. Such items would be torpedoes, warp cores, advanced equipment and starship components, etc. For each one of these a faction dedicates to a construction project, be it starships or stations, 10% in cost and time is deducted. No more then 4 manufacturing stations can be dedicated to one project at a time. 50% of a manufacturing stations crew are workers.


MOVEMENT & SPACE OBJECTS 

On the map 1 Grid Square = 1 Sector.
1 Sector = 10 light years. 

1 day = 12 hours 

SPEED CHART: 

SPEED: Time to cross 1 Sector. 

Full Impulse = 40 years
Warp 1 - 2.5 years
Warp 2 - 1.5 years
Warp 3 - 6 months (Runabout/Fighter cruising speed)
Warp 4 - 1 month 
Warp 5 - 15 days (Runabout/Fighter max speed)
Warp 6 - 9.5 days (Starship cruising speed)
Warp 7 - 5.5 days
Warp 8 - 3.5 days
Warp 9 - 2.5 days (Warbird's max speed)
Warp 9.2 - 2 days
Warp 9.6 - 1 day (Max speed)
Warp 9.8 - 23 hours (being looked into)
Warp 9.85 - 22.5 hours (being looked into)
Warp 9.9 - 22 hours
Warp 9.99- 11 hours
Warp 9.9999 - 27.5 mins 

Maximumum speed for most ships is Warp 9.6 

The Warbird's max speed is Warp 9 

Borg Vessels max speed is 9.9 

Runnabouts/Fighters cruising speed = Warp 3
Max Speed = Warp 5 

Freighters Cruising Speed = Warp 5
Max Speed = Warp 7 

Cruising speed for all Starships is Warp 6. 

Players must remember that a starship can keep to its cruising speed indefinitely, however it will suffer damage if it travels for long period at HIGH WARP. Eg, the Galaxy can sustain maximum speed for 12 hour game time, then its engines shut down due to the dilithium crystals breaking down. 

MOVEMENT PENALTY: any ship which moves at maximumum speed for 1 Game Day (12 hrs) is restricted to impulse speed for 1 day and to Warp 6 for annother day. Borg ships however can travel at Warp 9.9 indefinitely. 

SPACE OBJECTS: 

As you traverse the map on your respective missions you will come accross various
astrological phenomena. Remember part of your role as a Starship Captain is exploration
and research in our quest to build the Alliance "Knowlage is Power!" 

NEBULA: 

There are 5 classifications of Nebula. 

Metrion Nebula: Shoots out volitile electrical currants and slow the movement of ships by 50%. The Metrion nebula also drains ships shields at the rate of 15% per hour and then will do the same to ships systems at 20% per hour. They tend to appear as red swirling clouds with electrical discharges. 

Radioactve Nebula: This nebula will kill your crew at the rate of 25% per hour regardless of ships status. These appear as a yellowish mist on visual. 

Metaphasic Nebula: Will negate the effect of any special weapons a ship may have, it increases shield recharge rate by 15% per hour. This nebula have a strong greenish cast. 

Cerulean Nebula: Is a haven from threats, shields and all weapons become inoperable, as do cloaking devices. These appear as a deep blue. 

Mutara Nebula: Slows down a ship by 25% and disables shields. It also makes it VERY hard to use sensors. These appear as a purple swirling mass. 

Asteroids: Appear in belts which are either moving or stationary.They are a total navigation hazard and should be avoided. While travel through them IS possible, it is EXTREMLY hazardous, and potentially damaging to the vessel attempting it. These can be composed of many things (Ice, iron, rock). They usually appear as brown floating rocks. 

Black Holes: Are a gravity well which will pull in and destroy any ship which has engines disabled and falls into its gravity pull. Also, any vessels passing the event horizon of a black hole is in EXTREME danger, even with operational engines. Going to warp to escape is the only option, though it does not always succeed. These often appear as an orange and white twisting funnel that disappears into a black maw. 

Wormholes: A gateway which allows ships to instantaneously travel great distances. These appear as light blue swirling portals in space. 

Planets: We are using the Federation scale of planet classification. Planets can be a source of resources both economic and personel. Facilities in orbit of inhabitable planets are more efficiant than those in deep space. Overall turn around times at these stations is improved by 30%. Planets appear in many shapes, sizes, colors, weather conditions, atmospheres, etc