Federation Tech Levels
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The Star Trek universe is a classic example of Safe-Tech [UT10-11]. As such, most technologies advanced rapidly--TL11^ by 2236. Technologies that actually modify the mind or body experienced significant setbacks--TL9 at 2236 [UT8]. What follows is a detailed accounting of what technologies exist in the Star Trek: Aurora campaign.
Transportation
TL 11^--Reactionless thrust; FTL travel; matter transmission.
Power
The United Federation of Planets has made great strides in power technology, keeping up with or exceeding other nearby galactic powers.
Technology | Tech Level | Explanation | Ref |
---|---|---|---|
Power Cells | 11 | These zero-resistance power sources are made of superconducting materials. The energy storage technology is not volatile. If misused, a power cell might destroy the device it's in, but the power cell itself will never explode. | UT19 |
Fusion Generators | 11 | Fusion power is ubiquitous across the Federation. Portable reactors, able to provide power to a typical household, cost $100,000 and weigh only 50 lbs. | UT20 |
Antimatter Generators | 11 | Antimatter power, while not as safe or cost efficient as fusion power, achieves the power densities required for warp drive and photon torpedos. Semi-portable generators exist (e.g. in shuttle craft and fighters) which will provide power for 5 years. They cost $200,000, weight 100 lbs. | UT20 |
Solar Panels | 9 | While an old technology, they compete with fusion power for low-level power needs. Solar power arrays are also used in the production of antimatter--usually on low population Class D moons dedicated for this purpose (where He-3 for fusion reactors is also harvested). | UT20 |
Weapons and Armor
NOTE: Phaser stun does not automatically drop you; there is a HT roll to resist. Phaser disintegration does not make you disappear; it simply does crush explosive damage (as opposed to the kill setting which does burning damage).
Technology | Tech Level | Explanation | Ref |
---|---|---|---|
Personal Phasers: Stun Setting | 11^ | Starfleet makes us of a Stun setting which affects the nervous system of most species. As neural weapon science is controlled by the Federation, weapons made for civilian use never have a Stun setting. | UT121 |
Personal Phasers: Kill Setting | 10 | Standard laser technology ubiquitous throughout the Federation. | UT114-116 |
TL11^--Compact heavy particle-beam weapons and force fields for starships.
Biotechnology/Medicine
TL9--tissue engineering, bionics, but human genetic engineering is illegal.
Computers
While computer technology has advanced with regard to speed and storage, no known extant interstellar society has developed a true artificial intelligence.
Technology | Tech Level | Explanation | Ref |
---|---|---|---|
Small Computer | 11 | E.g. the computer contained within the Starfleet issue tricorder. It is Complexity 7, stores 10,000,000 TB of data, costs $100, weighs 0.5 lbs, runs 20 hours on two B cells, and is LC4. | UT22 |
Mainframe Computer | 11 | E.g. the computer found aboard Federation starships. It is Complexity 11, stores 100,000,000,000 TB of data, costs $1,000,000, weighs 4000 lbs, and is LC3. | UT22 |
Interactive Relational Database (IRD) chip | 11 | Each chip contains the necessary software and database to provide a +2 bonus to a single technological skill. An Easy skill is Complexity 6 and cost $30; an Average, Hard, or Very Hard skill is Complexity 7 and cost $100. | HT25 |
Artificial Intelligence | Artificial intelligence is unheard of in the Federation (requiring technology in advance of duotronics--the current state of the art in 2236). | HT23 |
See Also
Federation Weapons
Federation Body Armor
Federation Equipment