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

STA main page
STA Campaign Planning Form