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<strong>Star</strong> <strong>Trek</strong> : <strong>Voyager</strong> <strong>RPG</strong> <strong>d20</strong> <strong>System</strong><br />
by J H G Foss<br />
Version 23c<br />
Based on the Enterprise Era (2130 - 2170) version done by:<br />
martinthegnome@yahoo.com<br />
Incorporating things from:<br />
www.memory-alpha.org<br />
<strong>Star</strong> <strong>Trek</strong> Online<br />
Dungeons and Dragons 3.5<br />
D20 Modern<br />
<strong>Star</strong> Wars Loot table<br />
Colour Key:<br />
Black - Origional Enterprise Era Version<br />
Blue - Added for <strong>Voyager</strong> Version<br />
Red - New in this version
Change Log<br />
V8 Going into lots more detail about ships weapons and systems<br />
V10 More races. extra stuff for Mystics. More detail on sensors. Pictures added for all species<br />
V11Subspace and Warp<br />
V12 Babi Iji Picket, Replicators, Sensors Skills, EMP Grenades<br />
V13Numiri weapons, Two Weapon fighting, new grenades<br />
V15 Remove stun on Non-lethal damage. Replicator Use DCs. Treat Injury DCs. Shield Types. Healing<br />
Equipment, Telepathy, Mind Meld<br />
V16 Modified Suggestion. Modified grenades<br />
V17 Android/AI stuff added - vaguely<br />
V18 <strong>Star</strong>ted work on a new class - Science Specialist. rules on stats and feats<br />
V19 cleaned up loot table. Added Baneans and Numiri. Science Specialist completed (except for all synergies)<br />
Science Class added. Added rules for AI regarding Energy Shields and Controlled Shutdowns and<br />
many other things. Soak and HP for weapons.<br />
V20 Firmed up the rules on HP and Andriods/AI. Currencys. Space combat / warp. Health, death and repair for<br />
Andriods and AI. Currency in the Delta Quardrant. Alternative rules for Energy Use. Warping In Solar<br />
<strong>System</strong>s sorted out. Fighting during Warp. More rules on Replicators. Dilithium section added<br />
V21 A bit more work on Unarmed Combat. Added some tables for rules on Attacks of Opportunity. Moved<br />
Prone rules to the right place. Added rules for aiming. Added combat reflexes. Expanded rules on<br />
healing.<br />
V22 Heavy Weapons. Notes on Weapons Heading. Taking Aim. Note on Weapons Proficiencies<br />
V23 Emergency Grab Bags, Turning at Warp, <strong>Star</strong>ship Repairs, Stern Chases, Stat and Skill Items, Tech<br />
Levels. Cyberware (stub), Genetics (stub). Tidied up the <strong>Star</strong>ship descriptions and modified the way that<br />
Energy Use works and tweaked many ships systems data. Added Sample NPCs<br />
to do :<br />
<br />
<br />
<br />
Movement / Thruster - Space / Atmos?? What do these numbers mean?<br />
drop out of warp, the baddies overshoot. how much at impulse to get back?<br />
improve the NPCs
Table of Contents<br />
1. LEVELS .................................................................................................................................................. 7<br />
2. Character Species and Classes ............................................................................................................... 8<br />
Human .............................................................................................................................................. 10<br />
Andorian ........................................................................................................................................... 11<br />
Klingons ............................................................................................................................................. 12<br />
Aenar ................................................................................................................................................ 13<br />
Nausicaan .......................................................................................................................................... 14<br />
Orions ............................................................................................................................................... 15<br />
Risan ................................................................................................................................................. 16<br />
Denobulan ......................................................................................................................................... 17<br />
Orantakken ........................................................................................................................................ 18<br />
Tandaran ........................................................................................................................................... 19<br />
Kreetassan ......................................................................................................................................... 20<br />
Tellarites ............................................................................................................................................ 21<br />
Vulcan ............................................................................................................................................... 22<br />
Suliban .............................................................................................................................................. 26<br />
Axanar ............................................................................................................................................... 28<br />
Xindi .................................................................................................................................................. 29<br />
Artificial Intelligence - Android ........................................................................................................... 33<br />
Artificial Intelligence - Self-Aware Hologram /Avatar .......................................................................... 34<br />
Other Species .................................................................................................................................... 39<br />
More Species here: ............................................................................................................................ 41<br />
Delta Quadrant Species...................................................................................................................... 42
Delta Quadrant Species (NON-CANNON)............................................................................................ 47<br />
3. Character Classes ................................................................................................................................ 51<br />
Pilot ................................................................................................................................................... 53<br />
Operations Specialist ......................................................................................................................... 55<br />
Medic ................................................................................................................................................ 57<br />
Tactical Specialist............................................................................................................................ 60<br />
Mercenary ......................................................................................................................................... 62<br />
Boomer ............................................................................................................................................. 64<br />
Mystic................................................................................................................................................ 66<br />
Science Specialist ............................................................................................................................... 70<br />
4. Advanced Training............................................................................................................................... 75<br />
Commanding Officer .......................................................................................................................... 76<br />
Chief Engineer ................................................................................................................................... 78<br />
Ace .................................................................................................................................................... 80<br />
Elite Trooper ...................................................................................................................................... 81<br />
Intelligence Operative ........................................................................................................................ 83<br />
Explorer ............................................................................................................................................. 85<br />
5. Skills and Techniques .......................................................................................................................... 87<br />
Skills .................................................................................................................................................. 87<br />
Skill Descriptions................................................................................................................................ 90<br />
6. Language .......................................................................................................................................... 102<br />
7. Techniques........................................................................................................................................ 103<br />
Technique Descriptions .................................................................................................................... 104<br />
8. Equipment ........................................................................................................................................ 111<br />
Tech Levels ...................................................................................................................................... 113<br />
Trade Goods .................................................................................................................................... 114<br />
Exotic and Toxic Compounds ............................................................................................................ 115<br />
Armor Types .................................................................................................................................... 116<br />
Uniforms ......................................................................................................................................... 117<br />
Weaponry ........................................................................................................................................ 118<br />
Sidearms ................................................................................................................................ 118<br />
Rifles ..................................................................................................................................... 118<br />
Heavy Weapons ..................................................................................................................... 119<br />
Notes on Weapons................................................................................................................. 120
Equipment ....................................................................................................................................... 124<br />
9. <strong>Star</strong>ships ........................................................................................................................................... 130<br />
<strong>Star</strong>ship <strong>System</strong>s Descriptions .......................................................................................................... 134<br />
Weapons <strong>System</strong>s ............................................................................................................................ 149<br />
10. Space Movement and Combat ...................................................................................................... 156<br />
MOVEMENT .................................................................................................................................... 156<br />
COMBAT .......................................................................................................................................... 161<br />
11. Ship Classes .................................................................................................................................. 167<br />
11.2 Shuttle Craft ............................................................................................................................. 168<br />
Generic Shuttlecraft ............................................................................................................... 168<br />
Shuttlepod ............................................................................................................................. 170<br />
Generic Freighter/Runabout/Scout ........................................................................................ 172<br />
Raider .................................................................................................................................... 174<br />
The Aeroshuttle ..................................................................................................................... 176<br />
Babi Ijo Picket (In system police / military patrol craft) ........................................................... 178<br />
Heavy Cruiser (Large)(TL 12) .................................................................................................. 180<br />
Heavy Cruiser (Huge)(TL 12) ................................................................................................... 182<br />
Explorer (TL 10)...................................................................................................................... 184<br />
T’Plana Hath Survey Vessel (Freighter)(TL 11) ......................................................................... 187<br />
12. Organizations of the Era ................................................................................................................ 189<br />
Major Organizations ........................................................................................................................ 189<br />
Earth Organizations ................................................................................................................ 189<br />
Vulcan Organizations ....................................................................................................................... 191<br />
Orion Organizations ......................................................................................................................... 193<br />
Klingon Organizations ...................................................................................................................... 194<br />
13. Game Mechanics .......................................................................................................................... 195<br />
14. COMBAT NOTES ............................................................................................................................ 201<br />
Firing more than once in a combat round. ....................................................................................... 202<br />
SETTINGS ......................................................................................................................................... 203<br />
Suppressing Fire .............................................................................................................................. 203<br />
Taking Aim ....................................................................................................................................... 203<br />
Cover ............................................................................................................................................... 204<br />
Two Weapon Combat ...................................................................................................................... 206<br />
Aiming at body locations.................................................................................................................. 207
Unarmed Combat ............................................................................................................................ 207<br />
15. THE IP SYSTEM .............................................................................................................................. 208<br />
16. PET PROJECTS ............................................................................................................................... 209<br />
17. STANDARD ISSUE EQUIPMENT ...................................................................................................... 211<br />
18. SHIFTS ON VOYAGER ..................................................................................................................... 212<br />
19. LOOT ............................................................................................................................................. 214<br />
20. REPLICATORS................................................................................................................................. 221<br />
21. Dilithium ....................................................................................................................................... 222<br />
22. Sample NPCS................................................................................................................................. 223
1. LEVELS<br />
Levelling is as per D+D3.5, thus:<br />
Level<br />
XP required<br />
1 0<br />
2 1000<br />
3 3000<br />
4 6000<br />
5 10,000<br />
6 15,000<br />
7 21,000<br />
8 28,000<br />
9 36,000<br />
10 45,000<br />
HP increases<br />
As per D+D3.5 you may make a roll, or you may take the average of the roll. If your HD is 10, then at<br />
level 2 take 5, then level 3 take 6. Etc.<br />
Stats and Feats (Technique)<br />
At every third level you get a new technique. At every forth level a +1 to any stat.<br />
<strong>Star</strong>ting Skills<br />
Humans that have trained in <strong>Star</strong>fleet or a similar organisation, aliens that have trained in an<br />
organisation similar to <strong>Star</strong>fleet get the following skills for free:<br />
First Aid – 1 rank<br />
Technical Authoring – 1 rank<br />
Sidearms(Energy) – 1 rank<br />
Grenades – 1 rank<br />
Martial Weapons (melee) – 1 rank
2. Character Species and Classes<br />
Races<br />
<br />
Human<br />
Klingon<br />
Andorian<br />
Aenar (telepathic)<br />
Nausicaan<br />
Orion<br />
Risan<br />
Denobulan<br />
Orantakken (telepathic)<br />
Tandaran<br />
Kreetassan<br />
Tellarite<br />
Vulcan (telepathic)<br />
Suliban (genetic-morph; standard)<br />
Axanar<br />
Xindi (Primate; Arboreal; Reptilian; Insectoid; Aquatic)<br />
Artificial Intelligence – Android<br />
Artificial Intelligence – AI<br />
Others – Kantare, Enolians, Antarans, Coridanites, Xyrillian, Romulans, Cardassians<br />
Delta Quadrant (Canon) – Ocampa, Talaxian, Kazon, Vidiians, Markov-Kalto, Banean, Numiri<br />
Delta Quadrant (Non-Canon) – Treebadians, Norlots, Gornands, Babi-Ijo, Burung Mera<br />
Classes<br />
Pilot<br />
Operations Specialist<br />
Medic<br />
Tactical Specialist<br />
Mercenary<br />
Boomer<br />
Mystic<br />
Science<br />
Advanced Training<br />
Commander<br />
Chief Engineer<br />
Ace<br />
Elite Trooper<br />
Intelligence Operative<br />
Explorer
Known Species<br />
The <strong>Star</strong> <strong>Trek</strong> Universe is expansive with a plethora of races and cultures (and even subcultures)<br />
available. The given Species are chosen for the amount of exposure Humanity had with them<br />
between the years 2140 and 2165.<br />
Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans are all preoccupied<br />
with gratification but truth to be told, you can find all kinds within each of the galactic<br />
Species.<br />
That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or a privateer<br />
but if the campaign you play is set around an official organization (Earth <strong>Star</strong>fleet, Vulcan High<br />
Command, Andorian Imperial Guard, Klingon Imperial Fleet) it would be prudent to keep all the PCs<br />
the same Species for the sake of a certain level of authenticity. After all, a Nausicaan gunner on a<br />
Vulcan ship wouldn’t make much sense.<br />
Some exceptions can be made (ahem, T’pol?) but only after consultation with the Game Master. If<br />
you’re game is set after 2161 and the birth of the Federation then you are allowed to have a ship with<br />
any Federation Member or Affiliate Species on it. Each Species description will give you a brief outline<br />
of the Species, a list of other Species that they have good or bad relations with, the pros and cons of<br />
the Species in<br />
terms of game mechanics and what languages they would have the opportunity to learn (Universal<br />
Translator technology is haphazard at best).<br />
You can play a character from any of the races listed in this Chapter. The Species descriptions given<br />
are an explanation of the majority of that Species’ population but if you wish to play you character in a<br />
different way go right ahead (just check with your Game Master first). Just keep in mind the<br />
understanding that your character is breaking the societal norms of their Species and that others of<br />
their kind may react to that.
Human<br />
Humans are easily the most outwardly, idealistic and expansionist race. Humans have no true<br />
specialty or extraordinary qualities and are average in both a technological and physical sense.<br />
Instead they are more idealistic, outgoing and cooperative than other races.<br />
A founding member of the United Federation of Planets, Humans of Earth became warp-capable in<br />
2063, which was the same year they experienced first contact with an alien species, the Vulcans.<br />
Human adaptability and their strong tradition of innovation and cooperation have brought them to the<br />
forefront of the current interstellar situation. It is for this very reason, however, that Human society is<br />
constantly changing and evolving. This is seen not only on the isolated colonies and boomer groups,<br />
but also in the staid and settled core worlds as well. Fashion, speech and especially political views<br />
are constantly changing.<br />
For species that are steeped in tradition and genealogical reverence as the basis of their societies,<br />
the Human fascination with the novel experience and their unending desire to innovate and explore,<br />
to discover for the sake of discovery, are all difficult concepts to grasp for other Species.<br />
Physiology: Bilaterally symmetrical bipedal primates, Humans are a warm-blooded species with an<br />
average lifespan of around 120 years, although some individuals have achieved a much older age.<br />
Humans are not the strongest of species, but they are resilient. They can survive with one lung or<br />
kidney (they have two of each normally), and surprisingly they can go days without water and weeks<br />
without food due to their bodies' ability to conserve water and live off stored fat respectively. Their<br />
bodies' efficient temperature regulation allows them to survive cold temperatures to a far greater<br />
degree than other races such as the Tellarites, or high temperatures that would be uncomfortable for<br />
an Andorian.<br />
Homeworld: Earth (Founding Member of the Federation 2161)<br />
Sun: Sol<br />
Colonies: Luna (Sol IIIa) Vega Colony (Alpha Lyrae II) Mars (Sol IV) Jupiter Station (Sol V)<br />
Autonomous: Proxima (Alpha Centauri)<br />
Languages: Human<br />
Optional: Vulcan, Andorian and Denobulan<br />
Human Species Traits:<br />
• Base Speed is 10 meters<br />
• 1 extra Feat at 1st level<br />
• Species Antagonism: Xindi, Suliban, Klingon<br />
• 4 extra skill points at 1st level, 1 extra skill point at each additional level<br />
• Medium Size
Andorian<br />
The Andorians are a humanoid species from the moon Andoria, capital world of the Andorian Empire,<br />
and are one of the founding members of the United Federation<br />
of Planets.<br />
Andorians are a militaristic warrior race. This is underscored by the fact their weapons have no stun<br />
setting. Service in the Andorian Imperial Guard is considered honourable, and military ranks have a<br />
great influence on social reputation.<br />
Andorians never fight without reason and deplore dishonesty, but they are capable of duplicity.<br />
Andorians consider their race to be deeply emotional and passionate, even violent; they<br />
aren't known for their charity and have few sympathies, but they placed a high value on family and<br />
loyalty.<br />
A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel<br />
to the death in which the combatants fight against each other with a ice miner's tool, the ushaantor.<br />
An enormous body of rules and regulations existed around this code of honor, summing up to<br />
12,000 amendments. The Ushaan could be demanded by someone as a means of personal<br />
vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing<br />
combatants to put up a replacement for themselves. Furthermore, each married combatant could<br />
postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the<br />
fight might be called off, if one combatant disabled the other in way so he could not continue the<br />
duel.<br />
Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair.<br />
Andorians have a higher metabolism than Humans. Andorians are very susceptible to high<br />
temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates<br />
approaching the boiling point of water.<br />
Andorians have two antennae on their heads that they use for balance. Andorians have at least<br />
four anatomical variations regarding the placement of their antennae. Some have antennae<br />
sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal<br />
bone. The loss of an antenna is a humiliating experience for an Andorian.<br />
Homeworld: Andoria (Founding Member of the Federation 2161)<br />
Sun: Procyon VII<br />
Colonies: Weytahn (disputed)<br />
Languages: Andorian<br />
Optional: Vulcan, Tellarite, Aenar and Orion<br />
Andorian Species Traits:<br />
• Medium Sized<br />
• Base Speed is 10 meters<br />
• Species Antagonism: Vulcans, Tellarites, Nausicaan<br />
• Immune to the effects of extreme cold and low oxygen environments<br />
• Andorians tend to be very arrogant to those who haven’t earned their trust, giving them a<br />
–2 to Charisma. The harsh environment of Andoria has also toughened them as a species<br />
giving all Andorians a +2 to Constitution.
Klingons<br />
The Klingons are a humanoid warrior species that originates from the planet Qo'nos M-class planet.<br />
One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value<br />
honor and combat. The aggressive Klingon culture has made them an interstellar military power to be<br />
respected and feared.<br />
Klingons believe that they have the instinctive ability to look an opponent in the eye and see the intent<br />
to kill. Because of their aggressive outlook, the Klingons have generally had poor relations with other<br />
races after they began to move out into space. Because the worlds of the<br />
Klingon Empire are resource-poor, the Klingons have developed an intense belief in the need for<br />
expansion and conquest in order to survive.<br />
Klingon society is extremely complex. It is based on a feudal system organized around traditional<br />
Great Houses of noble lineage, to which various parts of the population owe fealty. The Great<br />
Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor.<br />
Males traditionally dominate public life in the Empire, assuming the leading roles in politics and<br />
the military with only rare exceptions. Klingon women are treated as equals except in politics<br />
and matters of inheritance. They are prohibited by law from serving in the High Council and<br />
cannot take control of their Houses unless they have the money and no male successors of the<br />
lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and<br />
lust for blood and honor as the men. Klingon society functions through a system of family<br />
reputation and honor.<br />
Physiology: On average Klingons are larger and physically stronger than Humans, though<br />
they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly<br />
different from that of Humans. There is a great deal more multiple redundancy in their organs, a<br />
principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have<br />
twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural<br />
function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung,<br />
evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but<br />
even into advanced old age are still strong enough for combat.<br />
Homeworld: Qo’nos<br />
Sun: Khronos<br />
Colonies: Praxis, Rura Penthe and Kling<br />
Languages: Klingon<br />
Optional: Orion, Nausicaan<br />
Klingon Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Species Antagonism: All. Klingons disdain all other species.<br />
Immune to fear effects.<br />
Klingons are tough and powerful. They receive a +2 to Strength and a +2 to<br />
Constitution. They are very inhospitable and not scholarly resulting in a –4 to<br />
Charisma and a –2 to Intelligence.
Aenar<br />
The Aenar (pronounced EEH-NAR) are a humanoid race native to the Northern Wastes of<br />
Andoria, and a subspecies of the Andorians. The Aenar of the 22nd century lived in an<br />
underground compound on Andoria, shielded by a dampening field. The Aenar have no leader, but<br />
will appoint a de facto leader or speaker if a situation warrants it. Aenar have a strict law<br />
against reading the minds of other people without prior consent. They have a strictly pacifist<br />
ideology, and deplore violence.<br />
The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians<br />
discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have<br />
maintained diplomatic contact with the Andorian government.<br />
Physiology: The Aenar are physiologically very similar to the Andorians, with two antennae sprouting<br />
from their heads, although the antennae of the Aenar have small indentations in the funnel shaped<br />
tips. The Aenar are completely blind and have no skin or hair pigment, resulting in a pale white<br />
appearance (similar to human albinos). The most distinctive trait of the Aenar, however, is their highly<br />
evolved telepathic abilities. An Aenar is capable of reading minds and of psychically projecting itself to<br />
other humanoids. They use telepathy to communicate amongst themselves. Given that the Aenar are<br />
a subspecies of Andorians, therefore actually a member of the same species, they are genetically<br />
compatible with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone.<br />
Homeworld: Andoria<br />
Sun: Procyon VII<br />
Colonies: None<br />
Languages: Aenar<br />
Optional: Andorian<br />
Aenar Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Immune to the effects of extreme cold and low oxygen environments<br />
An Aenar character can use the following abilities at will at a range of 100 :<br />
1. Detect the surface thoughts of any sentient being<br />
2. Project a mental image to any sentient being<br />
3. Speak to any other willing telepath via telepathic means<br />
Due to their blindness Aenar receive a –4 to Dexterity. Their blindness does not prevent<br />
them from performing normal activity however. The Aenar have a keenly developed<br />
ESP that allows them to sense the location of objects (like a mental Sonar). While this<br />
allows them to interact with the world around them, it also causes them to interact with it<br />
at a much slower pace than other Species.
Nausicaan<br />
The Nausicaans are a humanoid species native to the planet Nausicaa.<br />
While little has been seen that would indicate any pan-Nausicaan governmental or military<br />
organization, Nausicaan society seems to consist of large piracy clans. Hunting parties of several<br />
warpcapable starships or raiders work out of asteroid bases, and pirates would be armed with energy<br />
weapons of various design.<br />
Most contact with Nausicaans is in the form of isolated run-ins with civilians who would seem to be<br />
independent operators, though the practice of using asteroids as settlements seems to be<br />
normal for non-piracy groups as well.<br />
Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve<br />
inflicting pain or injury, including one that involves tossing darts at each other's chest.<br />
The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle<br />
Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, illtempered<br />
manner. They are generally tall humanoids surpassing two meters in height, with great<br />
body strength. Their faces are commonly ashen in color and are distinguished by a prominent<br />
bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also<br />
have a line of four small horns that run vertically down the forehead.<br />
Homeworld: Nausicaa Prime<br />
Sun: Nausicaa<br />
Colonies: numerous asteroid colonies throughout the sector<br />
Languages: Nausicaan and Orion<br />
Optional: Vulcan, Tellarite, Andorian, Klingon and Xyrillian<br />
Nausicaan Species<br />
Traits:<br />
Medium to<br />
Large Sized<br />
Base Speed is<br />
15 meters<br />
Species<br />
Antagonism:<br />
Humans<br />
Nausicaans are incredibly strong, more so even thanKlingons and receive a +4 to Strength. They<br />
A Nausicaan <strong>Star</strong>base also aren’t know for their personalities and receive a –2 to Charisma and a –2<br />
to Wisdom.
Orions<br />
The Orions are a humanoid species originating from the planet Orion. Little is known about the<br />
organization of the Orion government, or if indeed, a central government exists.<br />
Despite the rich cultural history of Orion and outside of their "official" stance of neutrality, a dark side<br />
of the<br />
Orion culture exists in their active trafficking of forced labor through the Orion slave markets.<br />
The primary entity operating within these confines are known as the Orion Syndicate, which is<br />
comprised of a conglomeration of traders, pirates and smugglers.<br />
These individuals are also well known for their many illegal operations outside of the slave trade<br />
including: extortion, theft, raids, kidnappings and assassinations.<br />
A secondary entity operating within the Orion realm is<br />
known as the Orion Free Traders. The Orion Free Traders have a limited established<br />
relationship with the Vulcans.<br />
Physiology: Orions are known for their distinctive green skin. Orion males are typically bald<br />
and, on average, taller and more muscular than an average Human male. Orion females are very<br />
animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction.<br />
In Orion society the males are slaves to the females. As a means of deception to other species,<br />
however, the Orions maintain the facade that the females are the slaves. Selling Orion females on<br />
the Orion slave market commonly does this.<br />
Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their<br />
highly potent pheromones accelerates the metabolisms of males of many species, raising<br />
adrenaline production to dangerous levels which causes aggression and ultimately a form of<br />
delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the<br />
"owner" males begin taking orders from their "slave" females.<br />
Homeworld: Orion<br />
Sun: Pi Orionis<br />
Colonies: numerous trade enclaves throughout the sector<br />
Languages: Orion<br />
Optional: Vulcan, Tellarite, Andorian, Klingon, Nausicaan, Risan and Xyrillian<br />
Orion Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Orions are incredibly personable and appealing to the opposite sex. This gives them an<br />
inherent +4 to their Charisma score.
Risan<br />
The Risans are a humanoid race from the planet Risa noted for their hedonistic approach to life. Risa<br />
is in a binary system and although it is naturally a swampland its extensive weather modification<br />
system gives the entire planet a tropical climate.<br />
Combined with the local's easygoing approach to life this has made Risa a very popular holiday<br />
destination.<br />
The Risan language is not spoken by many non-Risans, as most visitors do not bother to learn it.<br />
Risans are extremely close to Humans in appearance, but do have a small mark on their forehead as<br />
well as a different internal biology, which rendered Human treatment at Risan hospitals difficult in the<br />
2150s.<br />
The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people.<br />
The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is<br />
indicated with a statue called Horga'hn, which would become a symbol of the culture on the<br />
planet.<br />
Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect<br />
except for the markings they bear on their foreheads. They can even crossbreed with Humans,<br />
along with other humanoid races like Andorians and Orions.<br />
Homeworld: Risa<br />
Sun: Epsilon Ceti<br />
Colonies: None<br />
Languages: Risan plus any other two of player’s choice<br />
Optional: Any<br />
Risan Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Risans receive two bonus skill<br />
points at every level<br />
Risans have a knack for<br />
languages and need only spend<br />
one skill point to speak a<br />
language at the conversational<br />
level (which normally requires<br />
three skill points)<br />
Risans need only spend one skill point to read/write a language at the proficient level (which<br />
normally requires three skill points)
Denobulan<br />
The Denobulans are a humanoid species from the planet Denobula. The Denobulans believed they<br />
were the only intelligent species in the galaxy until the B'Saari made first contact.<br />
Denobulans are typically polygamous, where a man typically has three wives, who each have three<br />
husbands. This creates extremely large extended families; Phlox had 720 familial relationships, 42<br />
with romantic possibilities. In addition, Denobulan marriages are not exclusive, and married<br />
Denobulans can be intimate with anyone they choose. The females emit powerful pheromones during<br />
their mating season. Male Denobulans often become combative during this time, and mating can<br />
require medical supervision. Denobulans typically prefer to be amongst large groups and find solitude<br />
uncomfortable. However, Denobulans, at least males, are uncomfortable being touched by persons<br />
they are not intimate with. Amongst Denobulans, it is considered healthy for a person to hallucinate,<br />
as it is seen a harmless way to release nervous energy.<br />
Physiology: Denobulans have prominent facial ridges running down either side of the<br />
forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice<br />
in the center of the forehead and a ridged chin.<br />
They also have ridges on their back, along the spine. Their toenails are dark brown and yellow<br />
striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have<br />
very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the<br />
middle of their chest, up to their throat.<br />
Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel<br />
threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form<br />
native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally<br />
require very little sleep, but they do hibernate for five to six days each year.<br />
(GM: Note that Denobians had all but disappeared by the time of <strong>Voyager</strong>)<br />
Homeworld: Denobula<br />
Sun: Denobula Triax<br />
Colonies: Pyrithia (Draconis IV)<br />
Languages: Denobulan<br />
Optional: Vulcan, Human, Tellarite, Risan and Kreetassan<br />
Denobulan Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence<br />
and a +2 to Wisdom<br />
Denobulans have a genetic ancestry as cliff dwellers and therefore receive a<br />
natural +10 Climb Bonus<br />
Species Antagonism: Antarans
Orantakken<br />
Orantakken are telepathic humanoids from the planet Oran'taku located just outside the Delphic<br />
Expanse. The Orantakken had no concept of spoken language until they made first contact with other<br />
species.<br />
Orantakken telepathy is different from most telepathy. Most races telepathically transmit words and<br />
sounds, the Orantakken however transmit pure thoughts and images. This is far more efficient but can<br />
only be practiced by Orantakken.<br />
The second and even more interesting aspect of the Orantakken’s telepathic ability is their ability to<br />
recognize each living organism by its’ genetic resonance frequency. That ability combined with their<br />
natural eidetic memories allows them to experience and study the worlds around them with quite a<br />
unique perspective.<br />
The Orantakken appear to be standard humanoids with a textured bony enlargement just over the<br />
ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp<br />
technology equal to Warp One.<br />
Physiology: Physiologically, Orantakken are humanoid with their only known external difference<br />
from Humans being a series of horizontal ridges down the back of their neck and along their<br />
spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their<br />
body chemistry becomes interdependent, causing withdrawal symptoms if the two people<br />
separate. The effect gets stronger with each mating and separation can be fatal.<br />
Homeworld: Oran'taku<br />
Sun: Chi Leonis<br />
Colonies: None<br />
Languages: Orantakken<br />
Optional: Any<br />
Orantakken Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Orantakken are highly telepathic and can communicate with and locate any<br />
specific individual with 100 miles of their location<br />
They can recognize any individual by the genetic resonance frequency at a range<br />
of 50 feet<br />
Orantakken have a perfect eidetic memory<br />
Species Antagonism: Suliban<br />
Due to their evolutionary path stressing the need for greater mental prowess<br />
opposed to physical prowess, Orantakken have a –2 to Strength and a –2 to<br />
Constitution.
Tandaran<br />
The Tandaran are a humanoid race that originated on Tandar Prime.<br />
Tandaran law is unusual in that it is based entirely on "Guilty until proven innocent" and they have a<br />
notoriously strict penal system.<br />
In Tandaran, military/political rank influences social standing. Because Tandaran are members of a<br />
militant civilization, who consider defending the Tandaran Protectorates and their own personal honor<br />
of foremost importance, military service and its accompanying rank are decisive factors in determining<br />
social eminence.<br />
The totalitarian nature of Tandaran society, in which dissent is often a crime and Tandaran security<br />
officers masquerade as citizens, has led many Tandaran to be extremely paranoid.<br />
The Tandaran government has established trade routes with various Tellarite merchants.<br />
Physiology: Externally, Tandaran bear a striking resemblance to Risans in every aspect except<br />
for the markings they bear on their foreheads. Where the Risan mark is generally<br />
centered on the forehead the Tandaran mark is right above the bridge of the nose.<br />
Tandaran can crossbreed with other Humanoids but their xenophobic paranoia<br />
makes this extremely taboo.<br />
Homeworld: Tandar Prime<br />
Sun: Tandar<br />
Colonies: Several Planetary colonies in the Tandar Sector<br />
Languages: Tandaran<br />
Optional: Suliban, Tellarite<br />
Tandaran Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Species Antagonism: Suliban<br />
Tandaran society lends itself to paranoia. As a result Tandaran characters begin<br />
play with an inherent +10 bonus to the following skills: intimidate and sensemotive.<br />
Tandaran receive a +5 bonus vs. rolls to resist fear and mind-controlling effects
Kreetassan<br />
The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the<br />
Alpha Quadrant. When a ship is in orbit of Kreetassa, it is, as a courtesy, expected to align its<br />
chronometers with that of the Kreetassan Capital City.<br />
The Kreetassan language is very complex by Human standards. The words for eat and mate are very<br />
similar. They consider eating in public a taboo. It is something to be performed privately in the same<br />
manner as mating. Kreetassan are often offended when they see other species eating their food in<br />
public. Individuals who have regular contact with other species grow accustomed to the sight but<br />
never participate in what they consider to be a vulgar display.<br />
On the Kreetassan homeworld in front of the Hall of Diplomacy stands a row of Alvera trees that are<br />
over 300 years old, which are considered cultural treasures by the Kreetassan. Defacing them in<br />
anyway is a major offence to their people, however, if it is done accidentally, there is a special<br />
apologizing ceremony that involves cutting the tree into many pieces.<br />
Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout<br />
the sector for them and other starship components.<br />
Physiology: Kreetassan are a humanoid race that has an elaborate facial structure. They have<br />
heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the<br />
forehead (nose to hairline), covering one-third its width. They wear their hair long and braided<br />
and were dressed in long, brown, embellished gowns.<br />
Homeworld: Kreetassia<br />
Sun: Piraeus Alpha<br />
Colonies: None<br />
Languages: Kreetassan<br />
Optional: Any<br />
Kreetassan Species Traits:<br />
Medium Sized<br />
Base Speed is 10 meters<br />
Kreetassan are an extraordinarily intelligent species. Due to this they receive a +4 bonus<br />
to Intelligence. However, due to their taboo heavy culture they receive a –2 to Charisma.<br />
Kreetassan may not break the following taboos:<br />
May not eat in public<br />
Must keep their hair long. If it is cut short for any reason they must be<br />
hooded in public<br />
Kreetassan do not speak untruths<br />
Kreetassans do not touch others in public
Tellarites<br />
Tellarites are a warp capable race from the class M planet Tellar Prime, located not far from the<br />
Sol system. In 2161, they become one of the founding races of the United Federation of<br />
Planets.<br />
Tellarites are known to be an impatient people. They were also known for their stubborn pride.<br />
They have a propensity toward strong emotion. However, they enjoy a good argument, which is even<br />
considered a sport on Tellar. Tellarites often begin an interaction with a series of complaints; this is<br />
how they start arguments with someone they have recently met. If they have nothing to complain<br />
about they will simply insult the person.<br />
Because of their ability to argue, Tellarites make excellent politicians.<br />
Physiology: Tellarites are a sturdy humanoid species with distinguished snouts. They wear beards and<br />
their hands are sometimes hoof-like in appearance.<br />
Tellarites consider canine to be something of a delicacy. They find human room temperature to be<br />
cold, indicative of a higher body temperature. Tellarites cannot tolerate cold temperatures much more<br />
so than other species. They consider the freezing temperature of water to be an extreme weather<br />
condition.<br />
Homeworld: Tellar Prime<br />
Sun: Piraeus Alpha<br />
Colonies: Several moons within their native solar system<br />
Languages: Tellarite<br />
Optional: Andorian, Vulcan, Tandaran and Human<br />
Tellarite Species Traits:<br />
Medium Sized<br />
Base Speed is 10<br />
meters<br />
Due to their<br />
intolerance of cold<br />
weather, Tellarites<br />
suffer the penalties<br />
of extreme cold<br />
weather at 0* Celsius<br />
as opposed to the<br />
normal –25* Celsius A Sample of Tellarite Script<br />
Since argument is such<br />
integral parts of their culture Tellarites receive a +10 bonus to the following skills:<br />
diplomacy and bluff. For the same reasons Tellarites receive a -2 to Charisma.
Vulcan<br />
Vulcans are a humanoid civilization instrumentally responsible for the founding of the United<br />
Federation of Planets. They are widely known for their logical minds and stoic natures. The<br />
Vulcan homeworld is the planet Vulcan.<br />
Culturally one of the most fascinating species in the Beta Quadrant, the Vulcans were once an<br />
extremely violent and emotional people (even by Earth standards) who waged almost constant<br />
warfare on one another. They believed in a variety of gods, such as war, peace and death. As their<br />
level of technology improved, the Vulcans eventually reached a point where their violent nature<br />
threatened species extinction.<br />
In an effort to avoid this fate, a Vulcan named Surak developed a new philosophy thereby igniting the<br />
Time of Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the<br />
uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an<br />
ethical system devised by Surak and based purely on logical principles. All expression of<br />
emotions, negative or positive, was completely forbidden.<br />
Although this new philosophy spread rapidly across Vulcan, a minority, many of who were<br />
known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive<br />
war began including the use of atomic bombs and among the victims was Surak himself.<br />
Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most<br />
notably on the planet Romulus, where they founded what eventually became the Romulan <strong>Star</strong><br />
Empire.<br />
Physiology: Genetically, Vulcans and Humans are similar enough that they can produce<br />
offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief<br />
exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external<br />
ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale<br />
skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black<br />
hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar<br />
to those found in Humans of African decent. In contrast to their external similarities, Vulcan<br />
internal anatomy differs radically from that of humans. For instance, their heart is where a<br />
Human's liver would normally be, and beats several hundred times per minute.<br />
Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in<br />
desert conditions. For example, they can survive for several days without water and have inner<br />
eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and<br />
sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations<br />
without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on<br />
average three times physically stronger than humans and are noticeably more agile.
Homeworld: Vulcan<br />
Sun: Eridani A<br />
Colonies: P’Jem, several other science and philosophical outposts<br />
Languages: Vulcan<br />
Optional: Human, Andorian, Klingon and Tellarite<br />
Vulcan Species Traits:<br />
Base Speed is 10 meters<br />
Medium Sized<br />
Vulcans receive a +2 to Strength, Constitution and Dexterity due to their well formed<br />
physiology<br />
Vulcans receive a 2 to Charisma as many find the stoic approach to life standoffish<br />
Due to their strict logical and unemotional existence Vulcans lack intuition and receive a<br />
–4 to Wisdom<br />
Vulcans are telepathic but must make physical contact with another sentient in order to<br />
share thoughts through a Vulcan Mind Meld. Vulcan gain +1 Rank in Telepathy for free and a further<br />
+4 bonus when using it for Mind Melds.<br />
Vulcans have developed a telepathic nerve attack caused the Vulcan Nerve Pinch; in<br />
order to perform this attack a Vulcan needs to make a successful melee attack; if the<br />
attack hits the defender needs to make a Fortitude Save vs. SKILL CHECK 10 +<br />
Character level of the Vulcan + Intelligence Modifier or fall unconscious for 1d10<br />
rounds.<br />
http://en.memory-alpha.org/wiki/Vulcan<br />
http://en.wikipedia.org/wiki/Vulcan_%28<strong>Star</strong>_<strong>Trek</strong>%29
Mind Meld<br />
http://en.memory-alpha.org/wiki/Vulcan_mind_meld<br />
The Vulcan mind meld was a telepathic link between two individuals, allowing for the exchange of<br />
thoughts, thus in essence allowing the participants to become one mind.<br />
It was a psionic technique for "synaptic pattern displacement". Normally it was employed only by<br />
Vulcans.<br />
It was a deeply personal thing, part of the private life, and generally not used on aliens, although<br />
cases were known where the mind meld was initiated between a Vulcan and a non-Vulcan.<br />
Those in a meld shared consciousness in a kind of gestalt.<br />
The following DCs apply.<br />
Task DC Notes<br />
With a friendly Vulcan 10 May take 10 or 20.<br />
With a hostile Vulcan<br />
Opponents Will Save<br />
With a friendly other known species 15 May take 10 or 20.<br />
With a hostile other known species Opponents Will Save +1<br />
With a friendly other unknown 20 May take 10 or 20.<br />
species<br />
With a hostile other unknown Opponents Will Save +2<br />
species<br />
Transferring soul or 'katra' to willing 30 May take 10 or 20.<br />
individual<br />
Transferring soul or 'katra' to Opponents Will Save +10<br />
unwilling individual<br />
Transferring soul or 'katra' to 'katra 40 May take 10 or 20.<br />
arc'<br />
With an unconscious Vulcan 20 May take 10 or 20.<br />
With a comatose Vulcan 25 May take 10 or 20.<br />
With an unconscious known 25 May take 10 or 20.<br />
species<br />
With a comatose known species 30 May take 10 or 20.<br />
With an unconscious unknown 30 May take 10 or 20.<br />
species<br />
With a comatose unknown species 35 May take 10 or 20.<br />
Target is being mentally controlled<br />
by another (i.e. under 'Suggestion')<br />
+4 DC T'pol did this in a mirror<br />
universe. Spock did this to a<br />
guard<br />
Not able to touch / perform ritual +4 DC difficulty Must be no further than 5ft<br />
away<br />
On the other side of wall / rock +4 DC difficulty Spock did this once<br />
Peforming a bridge between two<br />
other minds<br />
+4 DC difficulty Make two rolls, one for each<br />
target.<br />
Tuvok did this.<br />
Attempting to shield your mind and only probe the target :<br />
A second roll is made with the same DC. Failure means that the target sees as much of your mind as<br />
you see of theirs (I.e everything!). You may not take 10 or 20 on this roll.<br />
Critical Failures<br />
A critical failure has a 10% chance of inflicting 'Pa'nar Syndrome' on the recipient if they are Vulcan.<br />
(If the melder was 'untrained' (no ranks in Mind Meld) then the chance is 50%)
Results of the Meld<br />
Once melded each party has access to the memories and emotions of the other (unless the melder is<br />
shielding themselves).<br />
The melder may attempt to implant a suggestion into the target. This acts the same way as the Mystic<br />
'suggestion' technique. Most Vulcan's consider this very unethical.<br />
The melder may attempt to repair or restore parts of the targets mind (i.e. cure amnesia) by making<br />
another roll on the target DC used to make the meld. The same applies for removing memories or<br />
making other alterations.<br />
After the Meld<br />
Both parties make a DC 10 Fort check. Failure means they are fatigued.<br />
Both parties make a DC 10 Will save. Failure means you suffer a 'loss of identity' for a period. -2 CHA<br />
and -2 to all Knowledge skills.<br />
The drug Lexorin (http://en.memory-alpha.org/wiki/Lexorin) will counteract this.<br />
Further notes:<br />
Note: Some species are immune to Mind Melds e.g. Cardassians.<br />
Note: Some species or alien creatures are dangerous to meld with and will result in unconscious or<br />
worse for the melder.<br />
Note: Most Vulcan's are very opposed to performing Mind Melds on unwilling or unconscious beings.<br />
Note: Transferring the soul to and from beings and vessels is a very rarely undertaken type of meld<br />
usually only done by priests.<br />
Note: Certain alien memory virus (http://en.memory-alpha.org/wiki/Memory_virus) and can be<br />
transmitted between individuals.
Suliban<br />
Suliban are no more evolved than Humans, and normally possess three bronchial tubes. Vulcan<br />
evaluation concluded they were non-threatening. The Suliban are a nomadic humanoid species<br />
from Sector 3641 whose homeworld became uninhabitable in the 1850s.<br />
The Suliban Cabal is an interstellar terrorist organization composed of Suliban that place great<br />
emphasis on genetic modification. Common modifications to members of the Cabal included the<br />
addition of two bronchial tubes, altering the alveoli clusters to process multiple atmospheres, the<br />
installation of subcutaneous pigment sacs, the telepathic ability to sense deception and biomimetic<br />
clothing. The Cabal's military forces include ships such as the Cell Ship and the Stealth Cruiser, as<br />
well as Helix installations.<br />
Not all Suliban are members of the Cabal; many regard the actions of the more violent members<br />
of their species with disgust. Even so they themselves face considerable enmity from other<br />
species, and some species such as the Tandaran keep all Suliban captive whether they are active<br />
members of the Cabal or not.<br />
In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal<br />
Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging<br />
attacks within the Klingon Empire, making it appear as if one faction was attacking another,<br />
leading to a civil war.<br />
Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex<br />
to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only<br />
the head is returned to the Helix Complex where it is put on public display.<br />
Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be<br />
approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over<br />
125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are<br />
naturally amicable.<br />
Homeworld: Suliban Alpha (Destroyed)<br />
Sun: Suliban<br />
Colonies: Suliban have assimilated into several other space faring cultures; Cabalists<br />
maintain secret Helix outposts that are also used as colonies<br />
Languages: Suliban plus one of player’s choice<br />
Optional: Any
Suliban Species Traits:<br />
Base Speed is 10 meters<br />
Medium sized<br />
Non-Cabal Suliban receive a +2 to Charisma due to their naturally amicable demeanors.<br />
Species Antagonism: Tandaran<br />
o Cabal Antagonism: All. Suliban Cabalist have a definitive ‘master race’ complex<br />
Genetically enhanced Suliban can choose three of the following enhancements:<br />
o Breathe any gaseous atmosphere<br />
o Ability to alter appearance to any humanoid species encountered<br />
o The telepathic ability to sense deception<br />
o Ability to consume any nontoxic material for sustenance<br />
o The ability to climb across any surface like insects do<br />
o Have a flexible bone structure that allows them to bend any part of their body in any direction<br />
o Compression of the body down to 2” thickness for up to 60 seconds at a time<br />
o The ability to see in the infrared and ultraviolet spectrums (+5 to Spot checks)<br />
o Increased sense of hearing (+5 to listen checks)<br />
o The ability to blend in with any surroundings (+5 to Hide)
Axanar<br />
In 2151, the Earth ship Enterprise NX-01 made first contact with the Axanar under unfortunate<br />
circumstances.<br />
An Axanar vessel was found adrift in space, with its crew hooked up to draining tubes. The Axanar<br />
were being harvested for their triglobulin. The Axanar are an androgynous humanoid species with<br />
an average life span of 400 years, native to the planet Axanar.<br />
The Axanar language is spoken by the Axanar species.<br />
Like the languages of many humanoid species, the language contains consonant and vowel sounds<br />
like those found in Human languages.<br />
The Axanar homeworld is highly fertile in reference to food crops and this allows the Axanar to<br />
conduct a decent amount of trade with non-planetary based species such as the Nausicaans,<br />
Orions and Suliban Cabalists.<br />
Physiology: The Axanar body produces triglobulin from its zymuth gland. This substance has<br />
medical and aphrodisiacal properties, and is used by a number of different species for those<br />
purposes. Some even forcefully 'harvest' Axanar for their triglobulin.<br />
The Axanar apparently prefer a nitrogen-methane atmosphere but can breath a<br />
nitrogen-oxygen atmosphere.<br />
Homeworld: Planeta Axanaris<br />
Sun: Astris Axanaria<br />
Colonies: Luna Axanaris<br />
Languages: Axanar<br />
Optional: Nausicaan, Orion and<br />
Suliban<br />
Axanar Species Traits:<br />
Base Speed is 10 meters<br />
Medium sized<br />
Axanar are unaffected by telepathic<br />
abilities<br />
Axanar are an extraordinarily hearty Planeta Axanaris and its moon, Luna Axanaris<br />
Species and receive an inherent +2 to<br />
Constitution
Xindi<br />
The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse,<br />
known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early<br />
2150s change the course of history and initiate the series of events that help establish United<br />
Earth as a major interstellar power.<br />
Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed<br />
extinct. The surviving species are united under the governance of the Xindi Council, which<br />
contains two representatives from each species.<br />
The different Xindi species are extremely similar in their functionally important DNA, sharing<br />
over 99.5% despite the apparent physical differences. All the Xindi species share distinctive<br />
ridges on their cheekbones and foreheads.<br />
Xindi-Aquatics<br />
The Xindi Aquatics are a non-humanoid race that has evolved to living underwater. They are one of<br />
the six original species of Xindi, with whom they share a common genetic ancestry.<br />
They respond better to visual stimuli and are extremely suspicious of the spoken word. They admire<br />
boldness and confidence and treat hushed tones with suspicion.<br />
Xindi-Aquatic communication is highly complex and, since the Aquatics are underwater beings, they<br />
do not use their mouths. When using the past tense, they switch to SONAR.<br />
Physiology: The Aquatic females are larger and have rougher skin than the males who are more slim<br />
and have smoother skin. Females have a more humanoid looking face, where as male faces are<br />
rounder.<br />
They have slit-like irises in their eyes and are capable of seeing far better underwater than<br />
humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws,<br />
with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of<br />
olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for maneuverability<br />
and their hind limbs are fins.
Xindi-Arboreal<br />
Xindi-Arboreal are among the most peaceful of the six original Xindi species. Xindi-Arboreal are afraid<br />
of the water. They are considered to be lethargic by the other Xindi species. They are also extremely<br />
calm, even when taken hostage.<br />
Physiology: In appearance, Xindi-Arboreal are covered with hair, have long sharp fingernails, dark<br />
eyes, and a ridge running from their noses to the back of their heads.<br />
This species probably evolved from some sort of arboreal primate.<br />
Xindi-Insectoid<br />
The Insectoid language is a clicking dialogue that is the most unusual and complex of all Xindi. In fact,<br />
there are 67 dialects of the Insectoid language. Insectoid have names that grow longer and more<br />
difficult to pronounce as they grow older.<br />
Xindi-Insectoid interpret raised voices as a sign of hostility. They are quick to make decisions and are<br />
often in alliance with the Reptilians. Both species trade their technology between each other and<br />
usually agree on all decisions.<br />
Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones.<br />
They are, as their name suggests, insect-like in appearance. They are genderless and reproduce<br />
asexually. They protect their young by making a hatchery brig attached to their ships and shield it<br />
if trouble arises. Their average life expectancy is only approximately twelve years.
Xindi-Primate<br />
Xindi-Primates are among the most peaceful of the five Xindi races.<br />
The Primates, more than any other Xindi species, resemble Humans. They have, like all Xindi,<br />
distinctive ridges on their cheekbones. They also have larger foreheads. Like Humans, the Primates<br />
have distinct white and black racial differences. They have no eyebrows.<br />
Other Xindi see the Primates as honest and trustworthy.<br />
However, they are not seen as being very resilient. They are also the most intellectual species of<br />
Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.<br />
Xindi-Reptilian<br />
Reptilians are perceived as being untrustworthy and impatient by the other Xindi species. A common<br />
Reptilian saying is "Patience is for the dead." It is said that dealing with Reptilians is like bargaining<br />
with the sun; you make no progress, and you come away burned. Nevertheless the Reptilians are the<br />
first choice for when force is needed.<br />
With their easily provoked and opinionated nature, Xindi-Insectoid often side with the Reptilians on<br />
certain issues.<br />
They sometimes even share ships with each other.<br />
The Reptilians live out a militaristic lifestyle and hope to ultimately rule over all the other species of<br />
Xindi. Reptilian soldiers are surgically implanted with a "suicide gland" that unleashes a neurotoxin<br />
when they are captured. The Reptilians also use thermal chambers on board their ships due to their<br />
endothermic circulatory systems. Reptilians prefer to be on or near the ground as opposed to up in<br />
the air.
Homeworld: Xindus (Destroyed)<br />
Sun: Theta Eridani<br />
Colonies: numerous; the Xindi spread out across the region known as the Delphic Expanse<br />
Xindi-Aquatic Species Traits:<br />
Base Speed is 20 meters (submerged)<br />
Large sized<br />
Cannot breathe gaseous atmosphere<br />
+2 to Intelligence<br />
Species Antagonism: Humans<br />
Languages: Xindi-Aquatic<br />
Can understand but not speak Xindi -Standard and –Insectoid<br />
Optional: None; Aquatics cannot speak (but may understand) any other language<br />
Xindi-Arboreal Species Traits<br />
Base Speed is 10 meters<br />
Medium Sized<br />
Aqua-phobic<br />
+2 to Wisdom, -2 to Strength<br />
Xindi-Insectoid Species Traits<br />
Base speed is 20 meters<br />
Medium sized<br />
+4 to Constitution, -2 to Wisdom and Intelligence<br />
Species Antagonism: Humans, Xindi-Primate and -Arboreal<br />
Languages: Xindi-Insectoid<br />
Can understand but not speak Xindi -Aquatic and –Standard<br />
Optional: None; Insectoid cannot speak (but may understand) any other language<br />
Xindi-Primate Species Traits<br />
Base Speed is 10 meters<br />
Medium Sized<br />
Species Antagonism: Humans<br />
+2 to Intelligence, -2 to Wisdom<br />
Xindi-Reptilian Species Traits<br />
Base Speed is 10 meters<br />
Medium Sized<br />
+4 to Strength, -2 to Charisma, -2 to Intelligence, -2 to Wisdom<br />
Species Antagonism: All; Reptilians hate all other Species, including the other Xindi<br />
species.<br />
Due to their reptilian physiology, Xindi-Reptilians suffer the penalties of extreme cold<br />
weather at 10* Celsius as opposed to the normal –25* Celsius
Artificial Intelligence -<br />
Android<br />
Artificial Intelligence comes in many shapes and forms, but in terms of beings that are playable as<br />
characters they fall into two main categories, android and avatar.<br />
An android is self-contained, it does not need to be in contact with an AI core.<br />
A good example of an Android is Data : http://en.memory-alpha.wikia.com/wiki/Data<br />
See Rules applying to both Android/AI below for more on Androids.
Artificial Intelligence -<br />
Self-Aware<br />
Hologram /Avatar<br />
Artificial Intelligence comes in many shapes and forms, but in terms of beings that are playable as<br />
characters they fall into two main categories, android and avatar.<br />
An avatar can be of three sub-types, and can be changed at any time if the technology is available.<br />
The three types are:<br />
1. Physical - i.e. a robotic body<br />
2. Soft Light - i.e. a hologram which does not have the ability to manipulate its environment.<br />
3. Hard Light - i.e. a hologram which does have the ability to manipulate its environment.<br />
An artificial intelligence of this type's physical being is in an AI core, housed somewhere or part of the<br />
main computer of a star ship (e.g. The EMH on <strong>Voyager</strong>). Its avatar is merely a projection of itself.<br />
A good example of an AI/Avatar is The Doctor: http://en.memory-alpha.wikia.com/wiki/The_Doctor<br />
CORE: The AI core needs to be housed in a place with a suitable power supply and must be regularly<br />
maintained by itself or by engineers or suffer corruption (see below).<br />
Functional distance of the AI’s Avatar increases with level. (Level 1 = 100m, 2 = 1km, 3 = 100km, 4 =<br />
1 AU, 5 = 10 AU, 6 = 1 LY, 7 = 10 LY, 8 = 40 LY)<br />
An Avatar of an AI core may not function more than 40 LY distant from the core. This is the limit of<br />
subspace communication and can only be increased with booster stations.<br />
Using, loosing and replacing an Avatar:<br />
Soft Light Avatars.<br />
Soft Light Avatars are merely projections and cost nothing to replace. Within 100 metres of the AI core<br />
they can move freely between walls and such like. Greater than 100m from the core and they rely on<br />
sensory feedback from the Avatar and must move as a normal being moves. They cannot be hurt by<br />
any normal physical means but can be destroyed by EMP devices and subspace blocking. They<br />
cannot manipulate their environment.<br />
To project another SLA takes the AI core takes 1 round.<br />
If it possesses the technology to do so a SLA may change into a Hard Light Avatar in 1 round.<br />
Hard Light Avatars.<br />
Hard Light Avatars function as Soft Light Avatars except they can (if they chose to do so) manipulate<br />
their environment. They are semi-autonomous and can suffer 1 hour per level of loss of contact with<br />
the main AI core. If they do not regain contact with the core then they are lost and the AI core loses<br />
500xp.<br />
To project another HLA takes the AI core takes 25 minutes minus level.<br />
A Hard Light Avatar may revert back to a Soft Light Avatar in 1 round.
Physical Avatars<br />
Physical Avatars function more like Androids. They can function quite happily away from the AI core<br />
indefinitely, but if they are lost before regaining contact all XP gained during that period is lost plus<br />
1000xp. If they are maintaining contact with the core and are destroyed the core loses only the<br />
1000xp.<br />
A new PA can take weeks to rebuild depending on the services available. If a replacement PA already<br />
exists then it takes the AI core 24 hours minus level to get it up and running.<br />
Energy Shields: All Avatars may have problems when passing through energy shields. They may<br />
function normally if the shield is primitive enough, but may suffer corruption, XP loss and potential<br />
total shut down of the avatar.<br />
Controlled shutdown. An AI can shutdown a soft light avatar in 1 round. A Hard Light Avatar may be<br />
shutdown (and this avoid XP loss from 'death') in 25 minutes minus level. A Physical Avatar takes 60<br />
minutes minus level. It takes the same amount of time to reactive an avatar.
Rules applying to both Android/AI:<br />
Homeworld: Any with the suitable technology level<br />
Languages: Android/AI start with a selection of local languages. They can learn additional languages<br />
very quickly via programming.<br />
Andriod Traits:<br />
Base Speed is 10 meters<br />
Medium sized. Heavier than most humanoids though at approx 100kg (Androids and PAs)<br />
Skills and Feats are dealt with slightly differently and are considered to be ’Upgrades’. Skills are as<br />
normal except skill points can be moved around if the Android takes a 24 hour rest period. Feats are<br />
as normal but can be retrained during a 24 hour rest period. There are special feats that are only<br />
available to Androids (see below)<br />
- EXP – Android/AI gain XP as normal, but may not gain IP points.<br />
- Android/AI may gain extra INT based skills by uploading them. No more than 3 additional<br />
Ranks in any given skill. The more skills gained in this way the greater the risk of<br />
corruption. Not all skills can be learned in this way (see list below).<br />
- Android/AI may add +1 to all Knowledge skills per rank in Use Computer<br />
- Android/AI are immune to disease, poison, radiation, mind control and intoxication<br />
- Android/AI do not require sleep<br />
- Android/AI are susceptible to computer corruption and computer viruses<br />
- Android/AI do not regain HP by healing, but by Repair checks<br />
- +4 INT, -4 WIS, +2 STR, +2 DEX, -4 CHA<br />
- Android/AI must be regularly maintained or suffer CON damage<br />
- Androids do not become fatigued or exhausted<br />
- Most, but not all Android/AI have Ethical Subroutines (http://en.memoryalpha.wikia.com/wiki/Ethical_subroutine).<br />
This is left up to the Player. If they are disabled<br />
then the Android/AI will function differently, but again this is a Role Play aspect left up to<br />
the player.<br />
Level Adjustment: +2<br />
Skills that may be learned via uploading: Computer Use, Replicator Use, First Aid, Technical<br />
Authoring / Report Writing, All Knowledge Skills, All Profession Skills, All Language skills, Use<br />
Tricorder, Dock, Pilot, Plot Course, Navigate, Repair, Transporter Use, Write Program, Treat Injury,<br />
Use Explosive, Survival, Ship Based Weapons<br />
Health, Repair and Death<br />
Physical Avatars/Androids gain HP from their class just as other races do. Androids and Physical<br />
Avatars take damage from combat as other races do unless otherwise noted.<br />
Their bones may be made of metal but their delicate components mean that they take damage just as<br />
much as other races although they can optionally feel no pain. They may have their internals<br />
armoured though (see feats).<br />
Heaing a PA/A is done by using either the Craft(Robotics) or Repair skills in the same way a medic<br />
uses the Treat Injury skill. (see Treat Injury). Repair is a general skill though and such there is a -4<br />
modifier when using it.<br />
New Physical Avatar/Android bodies can be created with the right tools and parts. This should be<br />
treated as a pet project though as it is no easy task and could easily take months. Other<br />
augmentations to the body can be treated as pet projects.
Android/AI Feats:<br />
Emotion Chip: (+2 CHA), (Android only)<br />
<strong>Star</strong>ship Interface: Gain control of all ship systems, giving a +2 to all skill rolls related to control of<br />
the star ship and its systems.<br />
Duplicate/Backup: An Android or AI may make a copy of themselves to a suitable Core or Body.<br />
(If an AI does this each day then XP loss on 'death' is halved)<br />
Personality Program - The AI/Android may take on the personality of anyone they have a suitable<br />
amount of information about (And in effect exchange INT, WIS and CHA stat points). This process<br />
takes 60 minutes minus level.<br />
Holographic Family: (AI only) Provides +2 to Sense Motive, +2 to Diplomacy<br />
Security Measures: All attempts to hack or interfere with the AI or Android (such as disabling Ethical<br />
Subroutines) are now twice as hard.<br />
Holographic Matrix Alteration: The AI Soft/Hard Light Avatar may change shape to be any other<br />
humanoid being.<br />
Emergency Class Alteration: the AI / Android may at will change one class type to that of another<br />
class type. They must meet all requirements of the class they are changing to. This feat may be taken<br />
multiple times (for different classes). (For instance when the Doctor changed from the EMH<br />
(Emergency Medical Hologram) to the ECH (Emergency Command Hologram). Base Attack, Fort,<br />
Ref, Will, Special Feats and Defence all change to that of the new Class. Class Skills are moved to<br />
that of the new Class.<br />
+1 corruption each time Class is Altered.<br />
Android to AI Conversion: With this feat an Android may fully download and integrate itself into an<br />
empty and suitable AI core. The Android may then function as an AI's Physical Avatar. (This feat may<br />
also be gained via a pet project, number of days required to be determined by the GM).<br />
AI to Android Conversion: With this feat an AI may leave its core entirely and function fully within its<br />
existing Physical Avatar. The AI core may be kept as a backup facility. (This feat may also be gained<br />
via a pet project, number of days required to be determined by the GM).<br />
Additional Projections: An AI may operate another Soft or Hard Light projection if the technology<br />
exists to allow it to do so. This feat may be taken multiple times.<br />
Armoured Skeleton: the Physical AI / Android skeleton is toughened up. +2 to soak. (This feat may<br />
also be gained via a pet project, number of days required to be determined by the GM).
Corruption and Complexity<br />
Computer systems, despite every safe guard, become in more danger of failure the more complicated<br />
they become. Also, if not under a regular maintenance regime then corruption may also occur.<br />
Complexity points are gained as follows:<br />
+1 point per level<br />
+1 point per feat<br />
+1 point per 10 skill ranks<br />
+1 point per 5 skill ranks gained form uploading<br />
Corruption points are gained as follows:<br />
+1 point per week not given any maintenance.<br />
+1 point per HP damage taken<br />
Whenever the GM deems it appropriate (such as well taking heavy damage from phaser fire or<br />
carrying out a day’s worth of highly complicated tasks) a corruption check should be made. Roll a<br />
d100 aiming to get more than the complexity level + corruption level. Normal day to day activity would<br />
not trigger a corruption check.<br />
A failure means that a roll is made on the table below:<br />
01-50 No immediate effect, but general degradation of systems. +1 to corruption<br />
51-60 -1 temporary modifier to a random INT based skill until repaired<br />
61-70 -1 temporary modifier to a random Stat until repaired<br />
71-80 Temporary confusion - stunned for d4 rounds<br />
81-90 Temporary slowing of systems - 2 to all rolls until repaired<br />
91-99 -50xp as memories are lost<br />
00 <strong>System</strong> crash. In effect unconscious until repaired<br />
Removing Corruption<br />
The persons reversing the corruption of the AI/Android must have at least 3 ranks in Repair, 3 ranks in<br />
Write Program and at least 1 rank in Knowledge(Robotics), otherwise they will do more harm than<br />
good.<br />
DC 20+(AIs level) Repair check to fix. Takes 24-Repair skill hours. This removes Repair skill level +<br />
Write Program + Knowledge(Robotics) points of corruption.<br />
An android or AI may maintain itself of course, but not as effectively as a well-trained outsider. When<br />
self-maintaining all DC checks are DC 25+(AIs level) and Corruption will never go below 5 (unless its<br />
below 5 already).<br />
A critical failure (fail on a roll of 1) adds d6 points of Corruption.
Other Species<br />
There are several other species that are space faring and active in the Sector during the 2140s –<br />
2160s. Not much is known of all of them but here is an overview of some of the more interesting ones.<br />
Kantare<br />
Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like<br />
violet colored markings on the sides of their head from the hairline to the temples, and at the base<br />
of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed<br />
sophisticated holographic technology some time before this.<br />
Enolians<br />
The Enolians are a humanoid species. By the mid-22nd century, they ran the Canamar prison.<br />
They are a significant interstellar power, operating hundred of starships and several busy trading<br />
outposts. Their judicial system is not known for its fairness.<br />
Antarans<br />
The Antarans are humanoid species with a lifespan of at least 60 years upon reaching adulthood.<br />
Antarans have been at war with the Denobulans several times, the last conflict of which took<br />
place in the 19th century. However Antarans continued to strongly dislike Denobulans until at<br />
least the 2150s, even though encounters between the two species were extremely rare. This<br />
behavior is due to widespread prejudices (on both sides). The Antarans take it further than the<br />
Denobulans do as every Antaran is taught from childhood that all Denobulans are enemies, to be<br />
feared and reviled.
Coridians (Coridanites)<br />
Coridan is a M-class planet in the Coridan system, homeworld of the Coridians. In 2151, it had a<br />
population of over 3 billion. It is rich in valuable resources, most significantly dilithium. In the<br />
2150s, Coridan is known for its extensive shipyards and its advanced warp-capable vessels.<br />
However, the planet is also embroiled in a conflict between rebel forces, supported by the<br />
Andorians, and the government, backed by the Vulcans. The Vulcan agenda was to keep the<br />
planet's existing government stable, which in turn assured its dilithium, exports to Vulcan.<br />
Coridan was one of the planets in the initial Coalition of Planets.<br />
Xyrillian<br />
The Xyrillian are a peaceful, warp-capable race of humanoids. Xyrillian have an unusual<br />
physiology. They do not have a metabolism based on water. Their atmosphere is hallucinogenic<br />
to most species, and as a result most other humanoids need to be weaned onto and off their<br />
atmosphere to avoid undesired effects. Xyrillian are also herbivores. When traveling, they grow<br />
vegetation on the walls of their ships. Xyrillian males usually carry infants to term in a pouch on<br />
the upper chest. Impregnation can occur with only minor physical contact. Humans and Xyrillian<br />
are genetically compatible.
Romulans<br />
An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever<br />
actually seen a Romulan face to face (yet) many have fallen prey to Romulan <strong>Star</strong>ships. If a<br />
Romulan <strong>Star</strong>ship Captain feels that they cannot win a battle they will scuttle their ship so as to<br />
not allow another species access to their genetic code and their technology. Romulans are<br />
constantly attempting to create distrust and conflict between the other species of the sector.<br />
Rumor has it that they have an outpost in the remote system called Algeron.<br />
http://en.memory-alpha.org/wiki/Romulan<br />
Cardassians<br />
The Cardassians were a humanoid species from the Alpha Quadrant. They were native to<br />
the planet Cardassia Prime, capital world of the Cardassian Union. Known throughout the<br />
Alpha Quadrant for their ruthlessness, the Cardassians became one of the greatest enemies<br />
of the United Federation of Planets and Klingon Empire when they joined the Dominion in<br />
2373. Their xenophobic attitude towards other species was well established throughout the<br />
quadrant after the Setlik III massacre during the Cardassian War, as well as when their<br />
atrocities during the Occupation of Bajor were revealed after their withdrawal in 2369.<br />
http://en.memory-alpha.org/wiki/Cardassian<br />
More Species here:<br />
http://startrek<strong>d20</strong>.wikia.com/wiki/Playable_Species
Delta Quadrant Species<br />
Ocampa<br />
The Ocampa or Ocampans were a humanoid species who lived on the planet Ocampa in the Delta<br />
Quadrant. Their early history was shrouded in mystery but their own legends told of a time when they<br />
were capable of great mental feats.<br />
http://en.memory-alpha.org/wiki/Ocampa<br />
Talaxian<br />
Talaxians were a warp-capable, technologically-advanced species native to the planet Talax in the<br />
Delta Quadrant.<br />
http://en.memory-alpha.org/wiki/Talaxian
Kazon<br />
The Kazon were an aggressive warrior species from the Delta Quadrant, first encountered<br />
by the Federation starship USS <strong>Voyager</strong> in 2371. As of 2372, they were divided into eighteen different<br />
sects.<br />
Each sect has possession of different natural resources over which the sects fight each other.<br />
The Kazon were known to the Borg as species 329, but were deemed unworthy of assimilation.<br />
http://en.memory-alpha.org/wiki/Kazon<br />
Vidiians<br />
The Vidiians were a species found in the Delta Quadrant. For two millennia the entire race<br />
suffered from a disease called the Phage that ate away at their DNA and organs. The Vidiian<br />
government is called the Vidiian Sodality.<br />
http://en.memory-alpha.org/wiki/Vidiian
Markov-Kalto<br />
Makull's species were a pre-warp humanoid species who populated a class M planet that USS<br />
<strong>Voyager</strong> encountered in 2371. They possibly had a monotheistic faith.<br />
The species had no satellite systems or spacecraft.<br />
During the 2370s, Pe'Nar Makull was the leader of a protest group who were against the use of<br />
polaric ion energy, believing that it was unstable and a threat to their planet.<br />
http://en.memory-alpha.org/wiki/Makull%27s_homeworld
Banean<br />
http://en.memory-alpha.wikia.com/wiki/Banean<br />
The Baneans were an avian humanoid species native to Banea in the Delta Quadrant. As of 2371,<br />
they were at war with the Numiri, with whom they originally shared a homeworld.<br />
A generally pleasant people, they had a strict legal system. For example, murderers were forced to<br />
relive their victim's last moments periodically, by means of inserting the memory engrams of the victim<br />
into their brain. The medical technology that made this possible was very advanced by Federation<br />
standards. Prior to this method, lethal injection was the means of punishment for murder.<br />
There were several Numiri spies among the Banean people. In 2371, one of these spies framed Tom<br />
Paris of the USS <strong>Voyager</strong> for the murder of the Banean weapons expert Tolen Ren, after a dalliance<br />
with his wife Lidell Ren.<br />
The Banean heart was located through the intercostal space between their eighth and ninth right ribs.<br />
They had distinctive forehead ridges similar to the combs of some species of Earth birds, and featherlike<br />
structures around their faces and on their brows.
Numiri<br />
http://en.memory-alpha.wikia.com/wiki/Numiri<br />
The Numiri were a spacefaring humanoid race found in the Delta Quadrant. In the 2370s, they were<br />
engaged in a war with the Banean species, with whom they once shared a homeworld. A paranoid<br />
and aggressive species, they would challenge any intruder who entered into the war zone. They make<br />
use of such advanced technology as regenerative shielding, their weapons were also equivalent of<br />
that of a Federation Intrepid-class vessel. Their vessels are small but advanced enough to stand up to<br />
an assault by a <strong>Star</strong>fleet vessel; however, their sensor technology cannot automatically detect the<br />
presence of a <strong>Star</strong>fleet shuttlecraft.<br />
In 2371, Numiri agents attempted to frame USS <strong>Voyager</strong> crew member Tom Paris for their<br />
assassination of Banean weapons designer Tolen Ren. As by Banean law, Paris was forced to<br />
experience the memories of the murder every fourteen hours. The Banean doctor who performed the<br />
procedure was the real murderer and a Numiri agent, who hid the data on Ren's weapons research in<br />
the memory engrams. If Paris suspected anything, he would have believed that the symbols were part<br />
of the procedure. Twice the Numiri assaulted <strong>Voyager</strong> to capture Paris, only to fail each time. Tuvok<br />
was able to divulge the truth behind the murders and the Numiri attacks. Those complicit in the<br />
murder were arrested and the memories removed from Paris, leaving the Numiri with nothing.
Delta Quadrant Species (NON-CANNON)<br />
Treebadians<br />
Treebad-3 is a M-class water planet. It has many island chains where the dominant species, the<br />
Treebadians live in relative harmony.<br />
They are a peaceful species of humanoids descendant from octopus like creatures. They are<br />
advanced to about the stage of mid-21st century earth. The live primarily off fish and seaweed but<br />
land bases food stuffs are also grown.<br />
Treebadians look like humans except for dappled skin, longer noses and eyes that are both larger and<br />
more wide apart than humans.<br />
However, getting about will be less of a problem as Treebadians do not recognise each other by facial<br />
features but by smell. Also, several parts of society also go about masked the main three being :<br />
The Do-Sho Monks - Wear baskets with eye-slits on their heads<br />
Vatron Skiff Gangs - Landless gangs that tend to wear shark like masks and are more violent than<br />
normal Treebadians. They style themselves after ancient shark gangs of<br />
more primitive times<br />
The Soft Shelled - All Treebadians wear helmets when they go outside due to having soft skulls. It is<br />
like a human putting on shoes to go outside. Not doing so would get you<br />
noticed. 'The Soft Shelled' take this one step further and wear full visored<br />
helmets. They are considered 'Hypochondriacs' though and a bit sissy-like.<br />
Anyone wanting to pass themselves off as a Treebadian must also use a scent otherwise their human<br />
odour will be immediately spotted as alien. A Treebadian odour can be replicated. Treebadians pick<br />
up the following from scent so this can be pre-programmed :<br />
Gender, Age, Pregnancy/Gravid, Alpha-male/Paterfamilias, Alpha-female/Matron, Soldier/Police,<br />
Ruler/Dominar, Serf/Underclass, Self-worth/Confidence, Guilt, Need to go to the toilet.<br />
There are many more but this should be sufficient for a disguise.<br />
It almost always rains on Treebad-3 and the Treebadians combine scent with licked raindrops. It is not<br />
unusual for meeting Treebadians to lick each other. This is the human equivalent of a hand shake.<br />
Treebadian justice is different from human. Punishments are visited on all family members of a guilty<br />
party. All punishments are physical and immediate, usually a beating or branding. Treebadians are<br />
law-abiding though and this rarely happens.<br />
Due to the fact that they release a scent when they are guilty most Treebadians find it almost<br />
impossible to break the law or tell a lie without being found out. So-much-so they have not developed<br />
any skills in deceit, bargaining, bluffing or diplomacy. Your average Treebadian tells it like it is and is<br />
honest to the point of abruptness.
Norlots<br />
Norlots are an aggressive space fairing race. As well as operating as pirates in their own systems<br />
they have spread throughout the local area as mercenaries and renegades. Their crews are always<br />
male and very rarely take off their armoured space suits.<br />
Gornands<br />
An aggressive race of hunters that live on the only M class planet in the Gornand system. They attack<br />
with spears and bows. Tall and strong they are excellent warriors, but they are a long way away from<br />
making their way into space.
Babi-Ijo<br />
Homeworld : Rivo-3<br />
Known Locally as 'Ruma Babi'. Population: 45 billion. Tech : Warp, Replicator (Low level)<br />
The Babi-Ijo are a war like, lazy, gluttonous race of pig faced humanoids. They enjoy eating so much<br />
they often resort to cannibalism and will eat any other species they can catch.<br />
The planet is mostly barren desert, with vast cities that gather around the small seas and salt water<br />
lakes around the planets equator. The planet is a large ball of rock, it has no iron core, but it is<br />
far enough away from the star of Rivo to not suffer too much from the solar winds.<br />
However, species not local to the planet should take precautions against radiation.<br />
As the planet has no plate movement, there are never any earthquakes or volcanos. This has meant<br />
that the Babi-Ijo build perilously tall skyscrapers.<br />
The Babi-Ijo are lazy and corrupt. Graft is endemic in all industries and professions.<br />
They use a currency based on food. The planet is made up of 12 different nations that are federated<br />
into one planetary wide empire. Each nation has its own currency but these are prone to hyper<br />
inflation and pretty much worthless. Food stamps though are used for most trading and are stable, as<br />
each stamp can be traded for a meal.<br />
The Babi-Ijo store food in buildings much like a bank. Each food bank is shielded with a strong<br />
forcefield that prevents transporting and heavily guarded with robots and mercenaries. This is to<br />
prevent local criminal gangs from stealing food and food stamps.<br />
Many food items are rare and are traded for huge amounts.<br />
Babi-Ijo recognise each other by smell and thus all members of a humanoid species look much the<br />
same to them so using scent as a disguise is a viable option. They do not see colours and cannot<br />
focus.<br />
This makes them terrible shots, so weapons fired by Babi-Ijo usually have (unreliable!) auto-aiming.
Burung Mera<br />
Homeworld : Rivo-2<br />
Known Locally as 'Ruma Burung'. Population: 3 billion. Tech : Warp, Transporter, Replicator<br />
This is a small M class planet, about half the size of earth. It has low gravity, but a stable atmosphere.<br />
It is mainly forests and mountains. The planet is almost totally covered in trees and rather than<br />
concentrated cities, the planet is covered in endless treetop villages.<br />
The dominant species of Rivo-2 are the Burung Mera, a race of plump feathered avian humanoids.<br />
The gravity on Rivo-2 is light, about the same as the Earth's moon, so it is an easy place for the BM to<br />
fly in.<br />
They are aggressive in their nature but apart from the long running war with the Babi-Ijo they are not<br />
by nature war like.<br />
Most of the technology of the regional species is not their own, but discovered in archaeological sights<br />
of an ancient and dead race. It is thought this race died out when the Babi-Ijo ate them all.<br />
There is some evidence to support this.<br />
Burung Mera recognise each other via plumage and non-language skwaks. Humans are in essence<br />
faceless<br />
to them. They can recognise idividuals of other races via their voices, but this is nullified when<br />
using the universal translator. With more than a few people to deal with it is best to wear different<br />
colours to avoid confusion, assuming their are no obviously visible differences such as size.
3. Character Classes<br />
While the species of the sector have all developed very unique and prominent cultures in their own<br />
rights, the needs of space are the same across the board. Every starship needs technicians, pilots<br />
and a commanding officer to run her. Characters can be in space either because they are working for<br />
an organization (i.e. <strong>Star</strong>fleet) or are in space for military or scientific purposes. It might be that they<br />
are merchants (or maybe smugglers) and are looking to make a profit.<br />
Whatever the culture of a player’s character, the mechanics of the game are best served by having<br />
standardized progression for character types. Game mechanics aside, the actual role-playing is left<br />
entirely up to the players, the Game Master and the campaign style that you as a gaming group wish<br />
to choose. In other words, while an Andorian Operations Specialist and a Vulcan Operations<br />
Specialist use the same mechanics template the culture and species traits are entirely different and<br />
role-playing should reflect that.<br />
Ability Scores<br />
Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and<br />
Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest<br />
three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability<br />
scores are ready to go. Use the following table to determine your ability score modifiers.<br />
Ability Modifiers<br />
Score Modifier Score Modifier<br />
1 -6 15-16 +3<br />
2 -5 17-18 +4<br />
3 -4 19-20 +5<br />
4 -3 21 – 22 +6<br />
5-6 -2 23 – 24 +7<br />
7-8 -1 25 – 26 +8<br />
9-10 0 27 – 28 +9<br />
11-12 +1 29 – 30 +10<br />
13-14 +2 Ability Scores cannot<br />
surpass 30<br />
Add 1 point to any score at 4th level and every four levels your character obtains thereafter (8th, 12th,<br />
16th, 20th)<br />
Some telepathic abilities can affect ability scores; make sure that you keep track of what a<br />
decrease/increase in your score does to your ability score modifier<br />
Poisons, illness and disease can all affect ability scores<br />
Each Skill has a relevant ability and each character class relies more on some abilities<br />
than others.<br />
If a Characters Constitution score becomes 0 they die.
Weapons Proficiencies (Optional rule)<br />
These have been reworked slightly in our game. As usual, if you do not have the correct proficiency<br />
then the -4 modifier to the rolls apply.<br />
But now a Weapon Proficiency also functions as a skill. If you have the proficiency then this counts as<br />
a class skill and points can be spent in it and IP points gain. This skill modifier is added onto the<br />
attack roll of the weapon in use.<br />
Note: Do not apply Strength and Dexterity modifiers to Weapons Skills, these are applied to the Base<br />
Attack Bonus. A Weapon Skill is the Rank only, without modifiers.
Pilot<br />
From take-off to landing, a Pilots work is never done. One of the most integral positions on a<br />
starship of any class, Pilots tend to be freewheeling individuals that have a great passion for<br />
piloting.<br />
A starship’s Pilot is responsible for interstellar navigation, atmospheric travel and carrying out<br />
evasive and offensive manoeuvres during combat. When the starship is docked Pilots tend to be the<br />
first ones in the local <strong>Star</strong>base’s bar. Don’t judge too quickly because they’re always the first<br />
ones ready to get back out into space.<br />
The Pilot<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 0 1 2 1 <strong>Star</strong>ship Operations 3<br />
2 1 2 3 2 Combat Manoeuvres +1. Sensors 3<br />
3 2 2 3 2 4<br />
4 3 2 4 2 Evasive Manoeuvres. Sensors. Sensor 4<br />
Expertise.<br />
5 4 3 4 3 4<br />
6 5 3 5 3 Combat Manoeuvres +2. Sensors 5<br />
7 5 3 5 3 5<br />
8 6/1 4 6 4 Improved Navigation. Sensors Sensor 5<br />
Expertise.<br />
9 7/2 4 6 4 6<br />
10 8/3 4 7 4 Combat Manoeuvre +3. Sensors 6<br />
11 9/4 5 7 5 6<br />
12 10/5 5 8 5 Advanced Evasive Manoeuvres. 7<br />
Sensors. Sensor Expertise.<br />
13 11/6 5 8 5 7<br />
14 12/7 6 9 6 Combat Maneuver +4. Sensors 7<br />
15 13/8 6 9 6 8<br />
16 14/9 6 10 6 Sensors. Sensor Expertise. 8<br />
17 15/10/5 7 10 7 8<br />
18 16/11/6 7 11 7 Combat Maneuver +5. Sensors 9<br />
19 17/12/7 7 11 7 9<br />
20 18/13/8 8 12 8 Pilot Mastery. Sensors. Sensor<br />
Expertise.<br />
9
Class Features<br />
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 every second level.<br />
In addition this class gains the feat 'Sensor Expertise' in a sensor of their choice every fourth level.<br />
(This acts as a +4 bonus when using this sensor type)<br />
Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given<br />
bonus to all Pilot skill checks made during combat. The bonuses do not stack.<br />
Evasive Maneuvers: At 4th level a Pilot gains the ability to avoid enemy fire. To avoid<br />
half the given damage in a single attack a Pilot makes a <strong>d20</strong> roll +10 and adds his Pilot skill bonus (to<br />
include all Class bonuses). If the result is higher than the damage dealt the attempt is successful.<br />
At 12th level a successful Evasive Maneuver results in no damage taken. This ability can only be<br />
used once a round.<br />
Improved Navigation: At 8th level Pilots can add a +1 for every two levels of Pilot they<br />
have to their Plot Course and Navigate rolls.<br />
Pilot Mastery: At 20th level a Pilot realizes their full potential and adds an<br />
additional +5 to all checks with the following skills:<br />
Dock, Pilot, Plot Course, Navigate<br />
Free <strong>Star</strong>ting Skills : 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics Information<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Sidearms (Projectile)<br />
Light Armour<br />
Hit Die: d8<br />
Skill Sets: Everyman, Pilot and Communications<br />
Skill Points: 4 + Intelligence Modifier (times four at 1st level)
Operations Specialist<br />
The Operations Specialist (also known as operations officer or chief of operations) is a position<br />
whose duties involve resource control, energy allocation, repair and <strong>Star</strong>ship <strong>System</strong>s<br />
management. Communications control may also be within the realm of an Operations Specialist.<br />
Operations Specialists coordinate the scheduling of resources, hardware and system usage for an<br />
entire starship, outpost or space station.<br />
On space stations, the Chief of Operations usually commands the maintenance and engineering<br />
staff, since stations do not require the large number of propulsion engineers typically found<br />
working under the command of a Chief Engineer on a starship<br />
The Operations Specialist<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 0 1 2 2 Skill Specialty, <strong>Star</strong>ship Operations 4<br />
Sensors. Sensor Expertise.<br />
2 1 2 3 3 Mind like a Database Sensors 4<br />
3 2 2 3 3 Sensors, Sensor Expertise. 5<br />
4 3 2 4 4 Expertise +1 Sensors. Sensor Expertise. 5<br />
5 4 3 4 4 Technical Savvy +1 Sensors 5<br />
6 5 3 5 5 Sensors. Sensor Expertise. 6<br />
7 5 3 5 5 Sensors 6<br />
8 6/1 4 6 6 Expertise +2 Sensors 6<br />
9 7/2 4 6 6 Sensors. Sensor Expertise. 7<br />
10 8/3 4 7 7 Technical Savvy +2 Sensors 7<br />
11 9/4 5 7 7 Sensors 7<br />
12 10/5 5 8 8 Expertise +3 Sensors. Sensor Expertise. 8<br />
13 11/6 5 8 8 Sensors 8<br />
14 12/7 6 9 9 Sensors 8<br />
15 13/8 6 9 9 Technical Savvy +3 Sensors. Sensor 9<br />
Expertise.<br />
16 14/9 6 10 10 Expertise +4 Sensors 9<br />
17 15/10/5 7 10 10 Sensors 9<br />
18 16/11/6 7 11 11 Sensors. Sensor Expertise. 10<br />
19 17/12/7 7 11 11 Sensors 10<br />
20 18/13/8 8 12 12 Expertise +5, Technical Savvy +4<br />
Sensors. Sensor Expertise.<br />
10
Class Features<br />
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 per level.<br />
In addition this class gains the feat 'Sensor Expertise' in a sensor of their choice every third level.<br />
(This acts as a +4 bonus when using this sensor type)<br />
Skill Specialty: At 1st level an Operations Specialist gains an inherent +3 to any one<br />
Operations skill.<br />
Mind like a Database: Operations Specialists have a knack for remembering information that<br />
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd<br />
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.<br />
Expertise: Operations Specialists spend more time than most people streamlining their equipment<br />
and workstations. At 4th level they gain an inherent +1 to all Operations skills and an additional +1<br />
every four levels thereafter.<br />
Technical Savvy: At 5th level the Operations Specialist gains the ability to Craft<br />
(Masterwork Item). This item has an inherent +1 bonus. This bonus increases to +2 at 10th, +3 at<br />
15th, and +4 at 20th.<br />
Free <strong>Star</strong>ting Skills: 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics Information<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Sidearms (Projectile)<br />
Light Armor<br />
Medium Armor<br />
Hit Die: d8<br />
Skill Sets: Everyman, Operations and Communications<br />
Skill Points: 6 + Intelligence Modifier (times four at 1st level)
Medic<br />
Trained in practical emergency medical knowledge and skills that can be deployed within a rapid<br />
time frame. Patient treatment guidelines are described in protocols following cultural and<br />
shipboard policies and traditions.<br />
Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply<br />
complex patient treatments, albeit usually under the supervision of a medical officer. Certain<br />
scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders)<br />
the Medic must assume all responsibilities<br />
The role of the "medic" cannot readily be equated to any other non-military profession. Medics<br />
perform the roles of doctor, nurse, counsellor, paramedic, psychologist, surgeon, pharmacist,<br />
clinical coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the<br />
"medic" has difficulty gaining recognition for their skills.<br />
The Medic<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 0 2 1 1 Enhanced Treat Injury + 2 3<br />
2 1 3 2 2 Anesthetics 3<br />
3 2 3 2 2 Remove Stun 4<br />
4 3 4 2 2 Neutralize Toxin 4<br />
5 4 4 3 3 Enhanced Treat Injury +4 4<br />
6 5 5 3 3 Radiation Therapy 5<br />
7 5 5 3 3 Treat Disease 5<br />
8 6/1 6 4 4 5<br />
9 7/2 6 4 4 Minor Surgery 6<br />
10 8/3 7 4 4 Enhanced Treat Injury +6 6<br />
11 9/4 7 5 5 6<br />
12 10/5 8 5 5 7<br />
13 11/6 8 5 5 Advanced Radiation Therapy 7<br />
14 12/7 9 6 6 Advanced Surgery 7<br />
15 13/8 9 6 6 Enhanced Treat Injury +8 8<br />
16 14/9 10 6 6 8<br />
17 15/10 10 7 7 8<br />
18 16/11/6 11 7 7 Exotic Surgery 9<br />
19 17/12/7 11 7 7 9<br />
20 18/13/8 12 8 8 Enhanced Treat Injury +10 9
Class Features<br />
Enhanced Treat Injury: Whenever a Medic uses the Treat Injury skill, they get a +2<br />
bonus to their check. This bonus is a result of training and their<br />
familiarity with medical tricorders and other medical equipment.<br />
It increases by an additional +2 at 5th, 10th, 15th and 20th levels.<br />
Anaesthetics & Analgesics: Medics receive extensive pharmacological training. The Medic<br />
is knowledgeable of a variety of numbing agents and painkillers that will affect most species.<br />
Neutralize Toxin: Contact with hazardous materials is almost impossible to avoid<br />
while travelling through space. A Medic has the ability to counteract a poison by following the following<br />
procedure:<br />
1. Identify the Toxin<br />
2. Make a Neutralize roll (1<strong>d20</strong> + 1 for every two<br />
levels of Medic possessed)<br />
3. For the Identify and Neutralize Skill Checks see the<br />
‘Toxins and Exotic Substances’ table for details<br />
Remove Stun: If a fellow PC has been stunned the Medic may take a round to treat them. A Medic<br />
must make a Treat Injury check with the SKILL CHECK being 10 + the original Save SKILL CHECK of<br />
the Stun. If the Medic is successful the PC recovers from their stunned state.<br />
In addition a fellow PC may be stunned by the effects of non-lethal damage, such as from phaser<br />
pistols on a stun setting. The target heals d8+Total Tread Injury Skill Non-Lethal damage. This takes<br />
one full round.<br />
If this is done again in the next hour the target becomes fatigued.<br />
Radiation Therapy: The Medic becomes skilled in uses specific types of radiation to assist in long<br />
term care. As a side effect the Medic can also devise medical means to offer radiation resistances for<br />
short time periods if a successful Preventative Medicine skill check is made. See the ‘Radiation’ table<br />
for details. At the Advanced level the effectiveness of the Medic’s treatments doubles.<br />
(GM – there is no Radiation table??).<br />
This feat also gives a +4 synergy bonus to Knowledge(Radiology) and acts as a Science<br />
Specialisation.
Surgeries<br />
Surgery: The Medic acquires enough knowledge to begin performing surgery. To do so a<br />
Medic must make a Knowledge (Specific Species Anatomy) roll and add +1 for every two levels of the<br />
medic.<br />
The Treat Injury Skill Checks differ for each level of Surgery (Basic, Advanced, Exotic) and even for<br />
each type of surgery.<br />
Please consult the ‘Surgeries’ table for details.<br />
Type Surgery SKILL CHECK<br />
Minor Setting a break or sprain 15<br />
Minor Repairing a flesh wound 15<br />
Minor Cosmetic Enhancement 20<br />
Minor Removing projectiles 17<br />
Minor Dentistry 20<br />
Minor Blood Transfusion 20<br />
Minor Hernia Treatment 20<br />
Major Open Heart Surgery 35<br />
Major Lung Surgery 30<br />
Major Brain Surgery 40<br />
Major Surgery on other Organs 28<br />
Major Limb Re-attachment 34<br />
Major Life Support <strong>System</strong> Implementation 25<br />
Major Neurosurgery 38<br />
Exotic Blood Transfusion between different species 30<br />
Exotic Organ Transplant between two different species 40<br />
Exotic Unique Medical Attempt 40+<br />
Free <strong>Star</strong>ting Skills: 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Light Armor<br />
Hit Die: d6<br />
Skill Sets:<br />
Everyman, Medical and<br />
Communications<br />
Skill Points:<br />
6 + Intelligence Modifier<br />
(times four at 1st level)
Tactical Specialist<br />
Whether it’s pulling the trigger on a disruptor rifle or firing phase cannons from the tactical station of a<br />
starship, Tactical Specialists are the muscle of any situation. Tactical Specialists receive much more<br />
training in combat methodology than any other of the standard classes.<br />
The Tactical Specialist<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 1 2 2 1 Bonus Technique. Sensors 4<br />
2 2 3 3 2 Bonus Technique Sensors 4<br />
3 3 3 3 2 Sensors 5<br />
4 4 4 4 2 Bonus Technique Sensors 5<br />
5 5 4 4 3 Sensors 5<br />
6 6/1 5 5 3 Bonus Technique Sensors 6<br />
7 7/2 5 5 3 Sensors 6<br />
8 8/3 6 6 4 Bonus Technique Sensors 6<br />
9 9/4 6 6 4 Sensors 7<br />
10 10/5 7 7 4 Bonus Technique Sensors 7<br />
11 11/6/1 7 7 5 Sensors 8<br />
12 12/7/2 8 8 5 Bonus Technique Sensors 8<br />
13 13/8/3 8 8 5 Sensors 8<br />
14 14/9/4 9 9 6 Bonus Technique Sensors 8<br />
15 15/10/5 9 9 6 Sensors 9<br />
16 16/11/6 10 10 6 Bonus Technique Sensors 9<br />
17 17/12/7/2 10 10 7 Sensors 9<br />
18 18/13/8/3 11 11 7 Bonus Technique Sensors 10<br />
19 19/14/9/4 11 11 7 Sensors 10<br />
20 20/15/10/5 12 12 8 Bonus Technique Sensors 10<br />
Class Features<br />
Their extensive amount of bonus Techniques reflects this extra combat training, as they must be<br />
chosen from the following list:<br />
Acrobatic, Ambidexterity, Armor Proficiency (Heavy), Blind Fight, Combat Precision,<br />
Defensive Combat, Dodge (Mobility, Spring Attack), Improved Critical, Improved<br />
Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method,<br />
Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot,<br />
Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon<br />
Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 per level.<br />
Free <strong>Star</strong>ting Skills : 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics:<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Rifles (Energy)<br />
Sidearms (Projectile)<br />
Rifles (Projectile)<br />
Grenades<br />
Light Armor<br />
Medium Armor<br />
Martial Weapons (melee)<br />
Hit Die: D10<br />
Skill Sets: Everyman, Security<br />
Skill Points: 4 + INT modifier (times four at 1st level)
Mercenary<br />
Where the Tactical Specialist gets their benefits from hard training and relentless study of combat<br />
methodology, the Mercenary has one teacher: Experience.<br />
A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with little<br />
regard for ideological, national, or political considerations. Never truly affiliated with an actual<br />
government, Mercenaries are guns-for-hire in the most literal sense.<br />
Due to the political instabilities of the 2150s, there were many Private Military Organizations that<br />
formed that would offer military services in exchange for payment. It was not uncommon for a<br />
Mercenary to be taking orders from a particular group and then several months later (after being<br />
hired by another group) be shooting at his former employers.<br />
The Mercenary<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 1 2 1 1 Sixth Sense Sensors 4<br />
2 2 3 2 2 Heat of Battle 1/day 4<br />
3 3 3 2 2 Sensors 5<br />
4 4 4 2 2 5<br />
5 5 4 3 3 Heat of Battle 2/day 5<br />
6 6/1 5 3 3 Stun Resistance Sensors 6<br />
7 7/2 5 3 3 6<br />
8 8/3 6 4 4 Heat of Battle 3/day 6<br />
9 9/4 6 4 4 Sensors 7<br />
10 10/5 7 4 4 7<br />
11 11/6/1 7 5 5 Heat of Battle 4/day 7<br />
12 12/7/2 8 5 5 Bloodlust Sensors 8<br />
13 13/8/3 8 5 5 8<br />
14 14/9/4 9 6 6 Heat of Battle 5/day 8<br />
15 15/10/5 9 6 6 Sensors 9<br />
16 16/11/6 10 6 6 9<br />
17 17/12/7/2 10 7 7 Heat of Battle 6/day 9<br />
18 18/13/8/3 11 7 7 Sensors 10<br />
19 19/14/9/4 11 7 7 10<br />
20 20/15/10/5 12 8 8 Heat of Battle 7/day 10
Class Features<br />
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 per every third level.<br />
Sixth Sense: Mercenaries tend to ‘feel’ their way through a fight. Because of this they<br />
add the Wisdom modifier (if positive) to their Defense score.<br />
Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly<br />
into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to<br />
Constitution but loses his Wisdom bonus to Defense. The Heat of Battle<br />
lasts for 3 + 1/level of Mercenary the character has.<br />
Stun Resistance: At 6th level a Mercenary adds a +4 bonus to their rolls to resist<br />
Stun effects.<br />
Bloodlust: At 12th level the Mercenary gains Damage Reduction 2 while in the Heat of Battle. This<br />
bonus stacks with whatever armor the Mercenary is wearing.<br />
Free <strong>Star</strong>ting Skills: 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Sidearms (Projectile)<br />
Rifles (Projectile)<br />
Rifles (Energy)<br />
Grenades<br />
Light Armor<br />
Medium Armor<br />
Heavy Armor<br />
Martial Weapons (melee)<br />
Martial Weapons (ranged)<br />
Hit Die: d12<br />
Skill Sets: Everyman<br />
Skill Points: 2 + INT modifier (times four at 1st level)
Boomer<br />
As soon as a population expands beyond the confines of its homeworld the need for an<br />
inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants<br />
tend to end up trading far and wide with many species that are not even know by their<br />
homeworld governments.<br />
Usually found far from home and in between worlds in deep space, your average Boomer<br />
usually has no one to rely on but themselves. Making repairs on the fly, being able to<br />
bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a<br />
day’s work’ for a Boomer.<br />
The Boomer<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 0 2 1 2 Bonus Technique Sensors 2<br />
2 1 3 2 3 Lucky Shot 1/day 2<br />
3 2 3 2 3 Barter Sensors 3<br />
4 3 4 2 4 Lucky Shot 2/day 3<br />
5 4 4 3 4 Skill Emphasis 3<br />
6 5 5 3 5 Sensors 4<br />
7 5 5 3 5 4<br />
8 6/1 6 4 6 Lucky Shot 3/day 4<br />
9 7/2 6 4 6 Sensors 5<br />
10 8/3 7 4 7 Bonus Technique, Skill Emphasis 5<br />
11 9/4 7 5 7 5<br />
12 10/5 8 5 8 Lucky Shot 4/day Sensors 6<br />
13 11/6 8 5 8 6<br />
14 12/7 9 6 9 6<br />
15 13/8 9 6 9 Skill Emphasis Sensors 7<br />
16 14/9 10 6 10 Lucky Shot 5/day 7<br />
17 15/10/5 10 7 10 7<br />
18 16/11/6 11 7 11 Sensors 8<br />
19 17/12/7 11 7 11 8<br />
20 18/13/8 12 8 12 Lucky Shot 6/day, Skill Emphasis<br />
Sensors<br />
8
Class Features<br />
Bonus Techniques: A Boomer can choose any feat for their bonus feat slots.<br />
Lucky Shot: A Boomer relies on luck more often than not. A Boomer can reroll<br />
any one roll that has resulted in a failure. Follow the progression<br />
as stated on the Boomer advancement table to see how many times<br />
per day a Boomer can use this ability.<br />
Barter: <strong>Star</strong>ting at 3rd level a Boomer may add a +1 bonus for every three<br />
Boomer levels to all Bargain checks.<br />
Skill Emphasis: At 5th, 10th, 15th, and 20th a Boomer gains the feat Skill Emphasis<br />
for free. It must be applied to a different skill each time.<br />
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 every third level.<br />
Free <strong>Star</strong>ting Skills: 1 rank in Use Replicator.<br />
Game Mechanics<br />
Proficiencies:<br />
Sidearms (Energy) Light Armor<br />
Sidearms (Projectile) Martial Weapons (melee)<br />
Rifles (Projectile)<br />
Hit Die: d8<br />
Skill Set: Everyman, Pilot, Medical and Communications<br />
Skill Points: 4 + INT modifier (times four at 1st level)
Mystic<br />
The galaxy is full of species with many different interpretations of how the Cosmos came<br />
into existence. Some religions blend the spiritual and the scientific while others abhor<br />
combining the two but whatever the general belief structures of a religion are they always<br />
seem to develop individuals who embrace the more esoteric side of their philosophies.<br />
A Mystic believes in the pursuit of achieving communion with, or conscious awareness<br />
of, the divine spiritual truth through direct experience, intuition, or insight - and the belief<br />
that such experience is an important source of knowledge, understanding, and wisdom.<br />
Traditions may include a belief in the literal existence of realities beyond empirical<br />
perception, or a belief that a true human perception of the world transcends logical<br />
reasoning or intellectual comprehension. A person delving in these areas may be called a<br />
Mystic.<br />
To be a mystic a character must be telepathic.<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 0 1 1 2 Mind Speak 1<br />
2 1 2 2 3 Suggestion 1<br />
3 1 2 2 3 Mystic Evasion 2<br />
4 2 2 2 4 Enthrall 2<br />
5 2 3 3 4 Detect Thoughts, Mind stab 2<br />
6 3 3 3 5 Astral Projection 3<br />
7 3 3 3 5 Arouse Emotion 3<br />
8 4 4 4 6 Telepathic Stasis 3<br />
9 4 4 4 6 4<br />
10 5 4 4 7 Hypnotism 4<br />
11 6/1 5 5 7 4<br />
12 6/1 5 5 8 Friendship 5<br />
13 7/2 5 5 8 5<br />
14 7/2 6 6 9 5<br />
15 7/3 6 6 9 Dream Message 6<br />
16 8/3 6 6 10 6<br />
17 8/3 7 7 10 6<br />
18 9/4 7 7 11 Dominate 7<br />
19 9/4 7 7 11 7<br />
20 10/10 8 8 12 Break Mind 7
Class Features<br />
Use Stats: CHA and WIS<br />
Mind Speak: At 1st level a Mystic can speak telepathically to any sentient being<br />
as long as they share a common language.<br />
If you can see them : No roll<br />
If you can hear them, but not see them : DC 5 on Telepathy<br />
If you know where they are precisely : DC 10 on Telepathy<br />
If you know roughly where they are: DC 15 on Telepathy<br />
Same continent : DC 20<br />
Same planet: DC25<br />
Same system: DC30<br />
Interstellar: DC40 but still feint<br />
(thick metal doors block - 2<br />
for every 1 feet of metal - you get -2)<br />
+1 if you are friends with them<br />
Suggestion: At 2nd level the Mystic gains the ability to make a one or two sentence suggestion to a<br />
sentient being. The suggestion must sound reasonable for the affected being to carry it out.<br />
Suggesting that a being kill itself or act directly opposed to standing orders will automatically fail. The<br />
targeted being may make a will save to avoid the Mystic’s attempt.<br />
DC 10 to do it.<br />
Then target gets a check against 10+1/2 level+CHA mod<br />
Must have line of sight or line of effect if you want to send the Suggestion via Mind Speak.<br />
The Suggestion will wear off after 10-Targets Will Save in days to the minimum of one day.<br />
You may not have any more than your Level (In Mystic) x2 suggestions active at any one time.<br />
If the target has a critical success against it, then they are aware of it.<br />
If the suggestion fails then the target is immune to further suggestion attempts for FORT hours.<br />
Mystic Evasion: At 3rd level the Mystic has a sixth sense when it comes to avoiding damage. This<br />
has the effect of a +1 to AC and a +1 to Reflexes where the Mystic would take damage.<br />
Enthrall: This ability gained at 4th level allows the Mystic to hold large audiences in sway while giving<br />
an oration. The audience will pay attention to the Mystic as long as they continue to speak but will not<br />
necessarily agree with or approve of what is being said. The Mystic can affect 10 people for every two<br />
Mystic levels possessed.<br />
The targeted being may make a will save (against 10+1/2 level+CHA) to avoid the Mystic’s attempt.
Detect Thoughts: At 5th level the Mystic gains the ability to detect the surface thoughts of a sentient<br />
being. The amount of information garnered depends on how much time is spent lurking through the<br />
target’s thoughts.<br />
(Same range limits as Mind Speak)<br />
Mind Stab: 4th level. During combat, a mystic may spend a standard action to send a series of<br />
unpleasant or confusing images to an enemy within line of sight and 5ft per level of Telepathy. DC 15<br />
on Telepathy to it. The target then must make a will save (against 10+1/2 level+CHA mod) or be<br />
stunned for 1d4+1 rounds.<br />
(Target drops all held objects, -2 to AC, loses Dex bonus to AC)<br />
This ability can be used once per day per level.<br />
Astral Projection: At level 6 a mystic may enter a trance (1 full round) and then travel beyond their<br />
body 30ft per total skill mod in Telepathy. The mystic travels at their normal walking speed in any<br />
direction.<br />
(Other Mystics can detect you with an apposed Telepathy roll).<br />
Arouse Emotion: At 7th level the Mystic gains the ability to induce favourable emotions in sentient<br />
beings. This gives an inherent +4 bonus to all skills in the Communication Set.<br />
Telepathic Stasis: At 8th level the Mystic may lock herself in a stasis with a single opponent. By<br />
succeeding at a melee touch attack the Mystic and her opponent become locked in a stasis where<br />
neither of them can move or think about anything besides the stasis they are in. Both are totally<br />
defenceless and vulnerable. The Mystic can call off the stasis at any time. The targeted being may<br />
make a will save to avoid the Mystic’s attempt.<br />
Hypnotism: At 10th level the Mystic can hypnotize a single target. This ability works exactly like<br />
Suggestion but detailed instructions can be given. The only order that will not be accepted (and will<br />
cause the Hypnotism to fail) is ordering the being to hurt itself in any way.<br />
The targeted being may make a will save to avoid the Mystic’s attempt.<br />
Friendship: At 12th level the Mystic can instill an overwhelming sense of Friendship into a single<br />
target. This causes the affected being to agree with and defend any statements made by the Mystic. It<br />
also encourages the befriended being to defend the Mystic from physical violence. Also, any<br />
reasonable request will most likely be accommodated. The targeted being may make a will save to<br />
avoid the Mystic’s attempt.<br />
Create Image: At 14th level the Mystic can cause 1d6 sentient beings to see things that aren’t there.<br />
The Mystic can create a projected mental image no greater in size than 10 cubic feet. It can include<br />
sight, smell, sound and tactile qualities. The image can also speak if the Mystic<br />
wishes it to. The image lasts only as long as the Mystic concentrates on it and it alone. The Mystic<br />
can walk, talk eat and do other basic tasks but must maintain most of their concentration<br />
on the image causing them to seem aloof and unaware. The targeted being may make a will save to<br />
avoid the Mystic’s attempt.<br />
Dream Message: At 15th level the Mystic may enter a trance in order to project a scenario into a<br />
specific being’s dreams. The target must be asleep and the Mystic must remain motionless and totally<br />
concentrate of the Dream Message to be sent. Because the Mystic is so entranced they are totally<br />
vulnerable to outside attack as they are not aware of their physical environment.<br />
Dominate: At 18th level the Mystic gains the ability to totally dominate another sentient being’s<br />
mind. Once dominated, the target is under total control of the Mystic and will follow every command to<br />
the letter without question. The target being may attempt one Will saving throw per day to break the<br />
domination.<br />
Break Mind: At 20th level a Mystic gains the power to cause someone such sever mental stress as to<br />
drive them clinically insane. The targeted being may make a will save to avoid the Mystic’s attempt. If<br />
the saving throw is failed, roll percentile to determine ‘just how crazy’ the target has become. The
lower the roll, the less sanity lost. Characters that roll 100% become totally insane and become<br />
NPCs.<br />
Free <strong>Star</strong>ting Skills: 1 rank in Use Replicator (if homeworld technology level is suitable).<br />
Game Mechanics<br />
Proficiencies: Martial Weapons (melee)<br />
Light Armor<br />
Hit Die: d6<br />
Skill Sets: Everyman, Communications<br />
Skill Points: 4 + INT modifier (times four at 1st level)<br />
The Saving Throw SKILL CHECK of a Mystic’ Abilities is:<br />
10 + half the level of the Mystic (rounded down) + Mystic’s Intelligence modifier<br />
can also be Charisma based<br />
(GM note : This has been modified a little. See notes on skills above.)
Science Specialist<br />
A scientist or science specialist can study a wide or very narrow range of subjects from physics and<br />
chemistry to warp theory, anthropology or geology.<br />
Science officers, while onboard starships are responsible for observing and theorizing explanations<br />
for strange or seemingly unexplainable circumstances and in some circumstances the sensor<br />
readings<br />
A general survey party may require the direction of a science officer. Science personnel are often<br />
used to gather data during away missions and provide the command officers with all reports,<br />
observations, and speculations that might have affected the safety of their mission or vessel.<br />
A science crewman or officer may serve on a spaceship acting as an authority on astrophysical<br />
phenomena or species encountered.<br />
The Science Specialist<br />
LVL Base Fort Ref Will Special<br />
Defence<br />
Attack<br />
Bonus<br />
Save Save Save<br />
1 0 2 1 1 Skill Specialty, Tricorder Expertise 4<br />
Sensors.<br />
2 1 3 2 2 Educated 4<br />
3 2 3 2 2 Sensor Expertise. 5<br />
4 3 4 2 2 Science Specialisation, Sensors. Sensor 5<br />
Expertise.<br />
5 4 4 3 3 Publication Submitter 5<br />
6 5 5 3 3 Sensor Expertise. 6<br />
7 5 5 3 3 Sensors 6<br />
8 6/1 6 4 4 Science Specialisation, Sensors 6<br />
9 7/2 6 4 4 Sensor Expertise. 7<br />
10 8/3 7 4 4 Research Expertise, Sensors 7<br />
11 9/4 7 5 5 Sensors 7<br />
12 10/5 8 5 5 Science Specialisation,. Sensor 8<br />
Expertise.<br />
13 11/6 8 5 5 Sensors 8<br />
14 12/7 9 6 6 Sensors 8<br />
15 13/8 9 6 6 Science Specialisation Field Leader. 9<br />
Sensor Expertise.<br />
16 14/9 10 6 6 Science Specialisation, Sensors 9<br />
17 15/10 10 7 7 Sensors 9<br />
18 16/11/6 11 7 7 Sensor Expertise. 10<br />
19 17/12/7 11 7 7 Sensors 10<br />
20 18/13/8 12 8 8 Science Specialisation, Respected<br />
Authority, Sensor Expertise.<br />
10
Class Features<br />
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as<br />
specified in the table on page 120 per level.<br />
Skill Specialty: At 1st level a Science Specialist gains an inherent +3 to any one Knowledge skill.<br />
Tricorder Expertise: This class uses Tricorders as part of their day to day activity and as such gain<br />
+2 on all types, even devices of alien origin but of similar intent.<br />
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be<br />
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge<br />
skill of the players choice..<br />
Science Specialisation: A scientist at levels 4, 8. 12, 16 and 20 may select a science to specialise in<br />
(see list below). All knowledge checks related to this subject are at +4. All check using Tricorders and<br />
other equipment while studying this subject are at +4.<br />
Publication Submitter: +2 to Technical Authoring / Report Writing.<br />
Research Expertise: +2 to Use Computer while doing Data Searches.<br />
Science Specialisation Field Leader: Choice one of your Specialisations and double its effects.<br />
Respected Authority: You gain +2 to all Communications skills when using them among other<br />
scientists.<br />
Free <strong>Star</strong>ting Skills: 1 rank in First Aid, 1 rank in Use Replicator.<br />
Game Mechanics Information<br />
Proficiencies:<br />
Sidearms (Energy)<br />
Sidearms (Projectile)<br />
Light Armor<br />
Hit Die: d8<br />
Skill Sets: Everyman, Communications<br />
Skill Points: 4 + Intelligence Modifier (times four at 1st level)
Science Specialisations<br />
Specialisations can be thought of as an extension of the list of Knowledge skills available. A<br />
specialisation counts as a +4 against all Knowledge checks, but also a +4 when using equipment<br />
associated with the specialisation (e.g. a Tricorder or Sensor).<br />
There are also certain synergies associated with the study of all sciences and these are also noted.<br />
Below is a list of examples, players may introduce their own specialisations with synergies assigned<br />
by the GM.<br />
Acoustics The study of sound. (+2 to Listen, +2 to Stealth)<br />
Aeronautics Aircraft design, construction, and navigation. (+2 to Pilot(Atmosphere Craft only), +2 to<br />
Navigate)<br />
Agronomy science of soil management and crop production. (+2 to Survival, +2 Geology)<br />
Anatomy The study of organisms and their parts. (+1 to Hit when doing aimed shots, +1 to Treat<br />
Injury)<br />
Anthropology The study of the origin, behavior, and the physical, social, and cultural development of<br />
humans (and intelligent alien life). (+2 to Diplomacy, +2 to Sense Motive)<br />
Archaeology The study of past human lives by examining remaining material evidence. (+2<br />
Knowledge (History), +2 Knowledge (Geography))<br />
Astronomy The study of outer space. (+2 to Plot Course, +2 Navigate (Space only))<br />
Astrophysics The branch of astronomy that deals with the physics of stellar phenomena. (+2 to Plot<br />
Course, +2 Navigate (Space only))<br />
Bacteriology The study of bacteria, especially in relation to medicine and agriculture. (+2 Knowledge<br />
(Medicine), +2 Handle Animal)<br />
Biochemistry The study of the chemical substances and processes in living organisms. (+2<br />
Knowledge (Toxic Compounds), +2 Knowledge (Pharmaceutical))<br />
Biology The science of life and living organisms. (+2 Knowledge (Medicine), +2 Treat Injury)<br />
Botany The study of plants. (+2 Knowledge (Toxic Compounds), +2 Survival)<br />
Cardiology The medical study of the heart. (+2 Knowledge (Medicine), +2 Treat Injury)<br />
Cartography The art or technique of making maps or charts. (+2 Plot course, +2 Navigate)<br />
Chemistry The science of the composition, structure, properties, and reactions of matter, especially<br />
of atomic and molecular systems. . (+2 Knowledge (Toxic Compounds), +2 Knowledge<br />
(Pharmaceutical))<br />
Cosmology The study of the physical universe considered as a totality of phenomena in time and<br />
space. (+2 Knowledge(Astronomy), +2 Knowledge(Astrophysics))<br />
Crystallography The science of crystal structure and phenomena. (+2 Knowledge(Geochemistry), +2<br />
Perception)<br />
Ecology The study of organisms and their environment. (+2 Survival, +2 Handle Animal)<br />
Embryology The study of the formation, early growth, and development of living organisms. (+2<br />
Knowledge(Biology), +2 Knowledge(Zoology).<br />
Endocrinology The study of the glands and hormones of the body. (+2 Knowledge (Medicine), +2<br />
Treat Injury)<br />
Entomology The scientific study of insects. (+2 Knowledge (Nature), +2 Survival)<br />
Enzymology The study of the biochemical nature and activity of enzymes. (+2 Knowledge (Toxic<br />
Compounds), +2 Knowledge (Nature))<br />
Forestry The science and art of cultivating, maintaining, and developing forests. (+2 Knowledge<br />
(Nature), +2 Survival)<br />
Gelotology The study of laughter. (+2 Sense Motive, +2 Diplomacy)<br />
Genetics The study of heredity and inherited traits. (+2 Knowledge (Medicine), +2 Treat Injury)<br />
Geochemistry The chemistry of the composition and alterations of the solid matter of the earth or a<br />
celestial body. (+2 Knowledge (Astrophysics), +2 Knowledge (Geography))<br />
Geodesy The geologic science of the size and shape of the earth. (+2 Knowledge (Astrophysics), +2<br />
Knowledge (Geography))<br />
Geography The study of the earth and its features. (+2 Knowledge (Nature), +2 Survival)<br />
Geology The scientific study of the origin, history, and structure of the earth. (+2 Knowledge<br />
(Geography), +2 Knowledge (Crystallography))
Geophysics The physics of the earth and its environment, including the physics of fields such as<br />
meteorology, oceanography, and seismology. (+1 Knowledge (Astrophysics), +1 Knowledge<br />
(Geography) (+1 Knowledge (meteorology), (+1 Knowledge (oceanography), +1 Knowledge<br />
(seismology))<br />
Hematology The study of the blood and blood-producing organs. (+2 Knowledge (Medicine), +2 Treat<br />
Injury)<br />
Histology The study of the structure of animal and plant tissues. (+2 Knowledge (Nature), +2<br />
Survival)<br />
Horology The science of measuring time and making time pieces. (+2 Repair, +2<br />
Knowledge(Quantum Physics))<br />
Hydrology The study of the properties and effects of water on earth. (+2 Knowledge(Geography), +2<br />
Knowledge (Geophysics))<br />
Ichthyology The study of fish. (+2 Knowledge (Nature), +2 Knowledge (Ecology))<br />
Immunology The study of the immune system of the body. (+2 Knowledge (Medicine), +2 Preventive<br />
Medicine)<br />
Linguistics The study of language and phonetics. (Learn +INT MOD extra languages at +2)<br />
Mechanics Design, construction, and use of machinery or mechanical structures. (+2 Repair, +2<br />
Knowledge(Technology)<br />
Medicine The science of diagnosing and treating disease and damage to the body. (+2 Knowledge<br />
(Immunology), +2 Treat Injury)<br />
Meteorology The study of weather and atmospheric conditions. (+2 Knowledge(Geography), +2<br />
Knowledge (Geophysics))<br />
Metrology The science of measurement. (+2 in any Knowledge Skill, +2 Perception)<br />
Microbiology The study of microorganisms and their effects on other living organisms. (+2<br />
Knowledge (Biology), +2 Knowledge (Virology))<br />
Mineralogy The study of minerals, including their distribution, identification, and properties. (+2<br />
Knowledge(Geography), +2 Knowledge (Geology))<br />
Mycology The branch of botany that deals with fungi. (+2 Knowledge(Botany), +2 Knowledge<br />
(Nutrition))<br />
Neurology The study of the nervous system and disorders affecting it. (+2 Knowledge (Psychology),<br />
+2 Knowledge (Genetics))<br />
Nucleonics The study of the behavior and characteristics of nucleons or atomic nuclei. (+2<br />
Knowledge (Quantum Physics), +2 Knowledge (Chemistry))<br />
Nutrition The study of food and nourishment. (+2 Knowledge (Medicine), +2 Knowledge<br />
(Enzymology))<br />
Oceanography The exploration and study of the ocean. (+2 Knowledge (Ichthyology), +2 Knowledge<br />
(Geophysics))<br />
Oncology The study of the development, diagnosis, treatment, and prevention of tumors. (+2<br />
Knowledge (Medicine), +2 Treat Injury)<br />
Optics The study of light and vision. (+2 Perception, +2 Treat Injury(Eyes only))<br />
Paleontology The study of prehistoric life through fossils. (+2 Knowledge (Archaeology), +2<br />
Knowledge (Zoology))<br />
Pathology The study of disease and its causes, processes, development, and consequences. (+2<br />
Knowledge (Medicine), +2 Knowledge (Virology))<br />
Petrology The study of the origin, composition, structure, and alteration of rocks. (+2 Knowledge<br />
(Geology), +2 Knowledge (Volcanology))<br />
Pharmacology The science of the composition, use, and effects of drugs. (+2 Knowledge (Toxic<br />
Compounds), +2 Knowledge (Nature))<br />
Physics The science of matter and energy and interactions between the two. (+2 Knowledge<br />
(Quantum Physics), +2 Knowledge (Chemistry))<br />
Quantum Physics The study of Physics on an atomic and subatomic level (+2 Knowledge<br />
(Nucleonics), +2 Knowledge (Chemistry))<br />
Physiology The study of the functions of living organisms. (+2 Knowledge (Biology), (+2 Knowledge<br />
(Anatomy))<br />
Psychology The study of the mental process and behavior. (+2 Sense Motive, +2 Diplomacy)<br />
Radiology The use of radioactive substances in diagnosis and treatment of disease. (+2 Knowledge<br />
(Medicine), +2 Treat Injury)<br />
Robotics The science of technology to design, fabrication, and application of robots. (+2 Knowledge<br />
(Mechanics), +2 Repair)
Seismology The study of earthquakes. ( +2 Knowledge (Geophysics), (+2 Knowledge(Geography))<br />
Spectroscopy The study of radiant light. (+2 Perception, +2 Knowledge (Astrophysics))<br />
<strong>System</strong>atics The science of systematic classification. (+2 Perception, +2 Knowledge (Metrology))<br />
Thermodynamics The study of relationships and conversions between heat and other forms of<br />
energy. (+2 Knowledge (Quantum Physics), +2 Demolition)<br />
Toxicology (Toxic compounds). The study of poisons and the treatment of poisoning. . (+2<br />
Knowledge (Enzymology), +2 Treat Injury<br />
Virology The study of viruses and viral diseases. (+2 Knowledge (Toxic Compounds), +2 Treat Injury)<br />
Volcanology The study of volcanoes and volcanic phenomena. (+2 Knowledge (Thermodynamics),<br />
+2 Knowledge (Geography))<br />
Zoology the study of the structure, physiology, development, and classification of animals. (+2<br />
Handle Animal, +2 Knowledge(Biology))
4. Advanced Training<br />
Sometimes regular training just isn’t enough. There are always advanced techniques and<br />
methods that separate a specialist from a generalist. That’s where Advanced Training<br />
comes into play. Each type of Advanced Training has prerequisites that must be fulfilled<br />
before any levels can be taken in it.
Commanding Officer<br />
Whether its in command of a deep space Explorer, a military Cruiser or a Cargo Freighter, every ship<br />
needs a Commanding Officer. Also put in charge of troops in a military environment the Commanding<br />
Officer has a definitive leadership quality. It is the Commanding Officer who makes the life and death<br />
decisions of their subordinates as well as all decisions that affect the day-to-day life of all underneath<br />
the Commanding<br />
Officer’s command. Different titles include Captain, General, Lieutenant or Commander depending on<br />
organization, species and situation.<br />
Prerequisites:<br />
Base Attack Bonus +8<br />
<strong>Star</strong>ship Operations<br />
Diplomacy 6 Ranks<br />
Pilot 6 Ranks<br />
Repair 6 Ranks<br />
Sense Motive 6 Ranks<br />
Organizational Affiliation<br />
(Must belong to an Organization that has a Command structure)<br />
The Commanding Officer<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 1 1 1 1 Technical Savvy, Bonus Technique 1<br />
2 1 1 2 2 Requisition 2<br />
3 2 2 3 3 <strong>Star</strong>ship Survival 2<br />
4 3 2 3 3 Tactical Assault 3<br />
5 3 3 4 4 Leadership 3<br />
Game Mechanics<br />
Skill Sets: Everyman, Operations, Pilot and Communications<br />
6 + INT modifier<br />
Hit Die: d8<br />
Technical Savvy: Commanding Officers always look like they have the answer (even<br />
if they really don’t!) and because of this air of confidence they<br />
instill a +4 Competency bonus to themselves and everyone within<br />
30’ of the Commanding Officer when making Repair checks.<br />
Bonus Technique: The Commanding Officer gets a bonus feat (player’s choice)<br />
indicative of all the extra training they put in in order to take<br />
command.
Requisition: The Commanding Officer can requisition repair parts, medical supplies or basic<br />
personnel equipment once each time they dock at a port in which their affiliated organization has a<br />
representative.<br />
The amount of supplies procured is determined by multiplying the number of Commanding Officer<br />
levels a character has by their Charisma bonus (so a 2nd level Commanding Officer with a<br />
Charisma bonus of 3 would have a total of 6) and adding that to a <strong>d20</strong> roll. The result is how many<br />
repair parts, medical kits or how much in basic supplies the Commanding Officer was able to<br />
procure from the organizational quartermaster in excess of the ships allocation.<br />
<strong>Star</strong>ship Survival: While in command of a vessel the inherent Defense of the ship gets<br />
a +4 bonus due to the Commanding Officer’s command and control coordination.<br />
Tactical Assault: While in command of a vessel the inherent attack bonus of the<br />
ships weaponry increases by +4 due to the Commanding Officer’s knowledge at effective offensive<br />
tactics.<br />
Leadership: While in command of a vessel the Commanding Officer and crew<br />
receive an additional +2 Competency bonus as a result of the Commanding Officer’s coordination and<br />
guidance during<br />
operations.
Chief Engineer<br />
Having a great talent for engineering and a keen judgment for needed modifications are<br />
just the preliminaries when it comes to being called Chief Engineer. This individual has<br />
to have a faith in technology and in their ability to master it.<br />
Having that kind of drive, knowledge and ability comes in handy when its time to save a<br />
ship in a jam. It usually leads to a reputation of a 'miracle worker'. It’s this intense focus<br />
that enables the Chief Engineer to master the complexities of Warp Drive engineering<br />
and other starship systems.<br />
An expert in technical and analytical abilities, the versatility of a Chief Engineer is<br />
practically a requirement on larger starships (as is the miraculous ability to complete<br />
repairs in record time).<br />
Prerequisites: Base Attack Bonus +6<br />
<strong>Star</strong>ship Operations<br />
Repair 10 Ranks<br />
Computer Use 10 Ranks<br />
Write Program 6 Ranks<br />
The Chief Engineer<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 1 1 1 1 Power Relay 1d6 1<br />
2 1 2 2 1 Jury Rig 1<br />
3 2 3 3 2 Power Relay 2d6, Back of my hand 2<br />
4 2 3 3 2 Miracle Worker 2<br />
5 3 4 4 3 Power Relay 3d6 3<br />
Power Relay: A Chief Engineer can squeeze extra power out of a Warp reactor because of their high<br />
level of skill. At 1st level a Chief Engineer can add 1d6 points of energy to a ship’s output level (rising<br />
to 2d6 at 3rd level and 3d6 at 5th level). This extra energy last for a<br />
number of rounds equal to the number of levels a character has of Chief Engineer plus their<br />
Intelligence modifier.<br />
Jury Rig: Chief Engineers know what needs to be fixed with new parts and what can be put back<br />
together with salvaged components. A Chief Engineer only needs to use half of the required parts to<br />
conduct full repairs.<br />
Back of my hand: If a Chief Engineer has spent at least one entire Chief Engineer level working on a<br />
particular starship they become incredibly familiar with it. Since they know the ship like the back of<br />
their hand they can add a +4 Familiarity bonus to all Repair and Computer Use checks done for that<br />
particular ship.
Miracle Worker: At 5th level a Chief Engineer has learned all the methods and techniques that<br />
separate the bumbling amateur from a true professional. They can now half all repair times.<br />
Game Mechanics<br />
Skill Sets: Everyman, Operations<br />
6 + INT modifier<br />
Hit Die: d8
Ace<br />
While regular Pilots may fly for the thrill of it, for an Ace there is something more. An<br />
Ace has a connection to their ship and even a connection to the stars. For an Ace it’s a<br />
personal undertaking to manoeuvre a starship and because of that they have a distinct and<br />
enhanced approach to the controls.<br />
Prerequisites: Base Attack Bonus +6<br />
<strong>Star</strong>ship Operations<br />
<strong>Star</strong>ship Alertness<br />
Pilot 10 Ranks<br />
Navigate 10 Ranks<br />
Plot Course 8 Ranks<br />
The Ace<br />
LVL Base Attack Fort Ref Save Will Special<br />
Defence<br />
Bonus Save<br />
Save<br />
1 1 1 1 1 Affinity +2, Autodock 1<br />
2 1 1 2 1 Like a Sextant 2<br />
3 2 2 3 2 Affinity +4, <strong>Star</strong>ship Dodge 2<br />
4 2 2 3 2 Flyby 3<br />
5 3 3 4 3 Affinity +6 3<br />
Autodock: An Ace can take 10 to Dock except in unusual circumstances (i.e. combat, high solar flare<br />
activity, neutron storm, damaged engines etc)<br />
Affinity: Due to their affinity for their profession Aces gains bonuses at 1st, 2nd and 3rd levels (see<br />
Ace table for progression) to all Pilot and Navigate checks.<br />
Like a Sextant: An Ace need only make one Navigation check per Warp trip instead of the usual 1 per<br />
light-year traveled.<br />
<strong>Star</strong>ship Dodge: An Ace can designate an opposing starship that they are engaged in combat with<br />
and receive a +1 dodge bonus to their starship’s defense.<br />
Flyby: At 4th level the Ace gains the ability to fly to within mere meters of an opposing starship at high<br />
speed. As a result the opposing starship’s Commanding Officer must make a Will save SKILL<br />
CHECK = 1 per level of Ace + 1 per the number of ranks the Ace has in Pilot. If the Will Save is<br />
unsuccessful the enemy ship’s crew is stunned for one round and cannot act.<br />
Game Mechanics<br />
Hit Die: d8<br />
Skill Sets: Everyman, Pilot<br />
4 + INT modifier
Elite<br />
Trooper<br />
There are situations where what’s needed is someone who knows how to fire a gun.<br />
Well. Whether its repelling a hostile boarding party or sending an Away Team into a<br />
hostile situation, sometimes more direct tactics are necessary than what your average<br />
Tactical Specialist can offer up. Its situations like these where the Elite Trooper shines.<br />
Prerequisites: Base Attack Bonus +8<br />
Combat Precision<br />
Alertness<br />
Quickdraw<br />
Improved Initiative<br />
10 Ranks in Explosive<br />
The Elite Trooper<br />
LVL<br />
Base<br />
Attack<br />
Bonus<br />
Fort<br />
Save<br />
Ref<br />
Save<br />
Will<br />
Save<br />
Special<br />
1 1 1 1 1 Weapon Mastery I<br />
1<br />
Uncanny Dodge (Dexterity Bonus to AC)<br />
2 2 2 2 2 Sure Shot 2<br />
3 3 3 3 2 Weapon Mastery II 2<br />
4 4 3 3 2 Improved Critical 3<br />
5 5 4 4 3 Weapon Mastery III<br />
Uncanny Dodge (can’t be flanked)<br />
Defence<br />
3<br />
Weapon Mastery: At 1st, 3rd and 5th levels the Elite Trooper chooses a specific weapon. Their<br />
enhanced training gives the Elite Trooper a +2 to hit and a +1 to damage with the chosen weapons.<br />
This ability must be applied to a different weapon each time.<br />
Uncanny Dodge: <strong>Star</strong>ting at 1st level the Elite Trooper gains Uncanny Dodge. This allows the Elite<br />
Trooper to maintain their Dexterity Bonus to Defense even when it would normally be taken away. At<br />
5th level, the Elite Trooper can no longer be flanked.<br />
Sure Shot: At 2nd level the Elite Trooper can opt to forego all other attacks and movement in a round<br />
and attempt a Sure Shot. The Elite Trooper makes a single attack with a +4 Concentration bonus to<br />
the attack roll. If successful, the attack automatically does maximum damage for the weapon used.<br />
Can only be used with ranged weapons.
Improved Critical: The Elite Trooper chooses one type of weapon. Due to the Elite Troopers<br />
familiarity with this type of weapon the critical threat range increases by 1.<br />
Game Mechanics<br />
Hit Die: d12<br />
Skill Sets: Everyman, Tactical<br />
2 + INT modifier
Intelligence<br />
Operative<br />
Spying on enemies of the state or collecting data on enemy troop movements, an Intelligence<br />
Operative can be anywhere and be anyone. Advanced cosmetic surgery even makes inter-species<br />
intelligence operations possible, although difficult.<br />
Intelligence Operatives report only to their direct superiors within their agency. Many intelligence<br />
missions are covert and as a result the Intelligence organizations of the sector undertake many<br />
missions without the direct knowledge of their respective governments.<br />
It isn’t that uncommon for operatives to pose as cargo ship crewman, military personnel…even as a<br />
cook if the need arises.<br />
Prerequisites: 10 Ranks in Bluff<br />
10 Ranks in Disguise<br />
10 Ranks in Sense Motive<br />
10 Ranks in Gather Information<br />
10 Ranks in Stealth<br />
10 Ranks in Tumble<br />
The Intelligence Operative<br />
LVL<br />
Base<br />
Attack<br />
Bonus<br />
Fort<br />
Save<br />
Ref<br />
Save<br />
Will<br />
Save<br />
Special<br />
1 1 1 1 1 Computer Hack, Rosetta Stone 1<br />
2 1 2 2 2 Skill Emphasis 1<br />
3 2 3 3 3 Interrogate, Resist Interrogation 2<br />
4 2 3 3 3 Toxic Compound Use 2<br />
5 3 4 4 4 Death Strike 3<br />
Defence<br />
Computer Hack: At 1st level an Intelligence Operative learns how to hack into secure computer<br />
systems. An Intelligence Operative adds a +1 bonus per Intelligence Operative level to all Computer<br />
Use checks.<br />
Rosetta Stone: An Intelligence Operative is trained in linguistic skills. Choose two languages. The<br />
Intelligence Operative automatically learns them to skill rank four.<br />
Skill Emphasis: The Intelligence Operative gains this skill for free at second level.
Interrogate/ Resist Interrogation: The Intelligence Operative is trained in the methods most effective<br />
in acquiring information. They get an inherent +2 bonus to Bluff,<br />
Diplomacy and Intimidate at 3rd level. They also get +2 Bonus to Fortitude and Will saves made in<br />
order to resist interrogation techniques.<br />
Toxic Compound At 4th level the Intelligence Operative acquires knowledge<br />
Use: of how to handle, use and detect toxic compounds. They receive a +5 Familiarity bonus when<br />
dealing with toxic compounds. See the ‘Toxins and Exotic Substances’ for Skill Checks.<br />
Death Strike: At 5th level the Intelligence Operative learns how to focus their melee combat attack<br />
and turn it into a fierce and often deadly strike. As long as the Intelligence Operative has at least 6<br />
ranks of Knowledge (Anatomy) for a given species they can attempt a Death Strike on a member of<br />
that species. By foregoing all other attack actions in a round an Intelligence Operative can make a<br />
single strike. If successful the target must make a Fortitude Save SKILL CHECK = 15 + the<br />
Operative’s Strength modifier. If the save is unsuccessful the target dies. If the target makes a<br />
successful save then double all damage done. The Intelligence Operative can use this ability 5 times<br />
per day.<br />
Game Mechanics<br />
Hit Die: d6<br />
Skill Sets: Everyman, Tactical and Communications<br />
4 + INT modifier
Explorer<br />
When it comes down to it, some people just like being the one to draw the map for the first time. This<br />
type of person can have any kind of background, but needs to have a passion for exploring new<br />
worlds and discovering new civilizations.<br />
Explorers tend to be found beyond the extent of their species’ charted space. They need to be<br />
rugged, self-reliant individuals with more than just a flare for adventure.<br />
Prerequisites: Cultural Understanding Game Mechanics<br />
10 Ranks in Diplomacy Hit Die: d6<br />
10 Ranks in Gather Information Skill Sets: All<br />
10 Ranks Navigate 6 + INT modifier<br />
10 Ranks Plot Course<br />
10 Ranks Survival<br />
Must speak three languages to Rank 3 other than native language<br />
The Explorer<br />
LVL<br />
Base<br />
Attack<br />
Bonus<br />
Fort<br />
Save<br />
Ref<br />
Save<br />
Will<br />
Save<br />
Special<br />
1 1 1 1 1 Contact I, Accurate 1<br />
2 1 1 1 1 Bonus Technique, Coordinates 2<br />
3 2 2 2 2 Contact II 3<br />
4 2 2 2 2 Close Enough, Bonus Technique 3<br />
5 3 3 3 3 Contact III 4<br />
Defence<br />
Contact: At 1st, 3rd and 5th levels the Explorer gains a contact. This contact could be an outpost<br />
administrator, a bartender who knows where all the good work is, a government official or even a<br />
good repairman. The player (pending the Game Master’s approval) should select the contacts.<br />
Contacts can be called upon for favours and assistance in difficult situations.<br />
Accurate: Explorers have a keen sense of interstellar direction. They receive an inherent +5 bonus to<br />
all Navigate checks.<br />
Coordinates: Explorers can remember the coordinates of supply stations, planets, repair outposts<br />
and other ports of call be rote memory. An Explorer can always take 10 to plot a course to any<br />
memorized coordinates. An Explorer knows an amount of coordinates equal to their Intelligence<br />
modifier x 2.
Close Enough: By 4th level an Explorer has learned how to make repairs to a ship that are good<br />
enough for casual travel but won’t hold up in a firefight or in any kind of spatial anomaly. By utilizing<br />
half the repair parts necessary for a repair job an Explorer can repair systems to operational status<br />
but they will only last 1d4 + 1 per level of Explorer the character has rounds during hazardous<br />
conditions (combat, spatial anomaly, neutron storm etc).<br />
Bonus Techniques: At 2nd and 4th levels the Explorer gains bonus Techniques. A<br />
player can choose any Technique.
5. Skills and Techniques<br />
Skills<br />
Everyman Skill Set<br />
Bluff Hide Read/Write (Language) Use Tricorder (medical)<br />
Climb Intimidate Replicator Use Use Tricorder (tactical)<br />
Computer Use Jump Search<br />
Drive(_____) Knowledge (_____) Speak (Language)<br />
Entertain (_____) Listen<br />
Perception<br />
First Aid Profession (_____) Swim<br />
Gamble<br />
Technical Authoring / Report<br />
Writing<br />
Handle Animal<br />
Telepathy<br />
Pilot Skill Set<br />
Dock Pilot Plot Course Navigate<br />
Medical Skill Set<br />
Knowledge (Anatomy) Knowledge (Pharmaceutical) Surgery<br />
Knowledge (Biology) Knowledge (Toxic Compounds) Treat Injury<br />
Knowledge (Medicine) Preventive Medicine<br />
Security Skill Set<br />
Escape Artist<br />
Interrogation Techniques (Give and Survival<br />
Receive)<br />
Forgery Stealth Use Explosive<br />
Hand to Hand Combat<br />
Operations Skill Set<br />
Craft (Item) Knowledge (Warp Technology) Teleporter Use<br />
Demolition Repair Write Program<br />
Disable Device
Communications Skill Set<br />
Bargain Diplomacy Gather Information<br />
Bluff Disguise Sense Motive<br />
(Bluff is already in Everyman)
How Skills work in <strong>Star</strong> <strong>Trek</strong> <strong>RPG</strong><br />
Skills in <strong>Star</strong> <strong>Trek</strong> <strong>RPG</strong> are grouped into Skill Sets. Characters get their skill proficiencies based<br />
upon Class and Advanced Training. Characters can use skills that they are not proficient in but<br />
they will receive a –5 modifier to all rolls in reference to Skill Checks they are not Class<br />
proficient in. Skill Points may be allocated into any Skill regardless of whether the character has<br />
a Class proficiency with that Skill Set or not unless specifically noted.<br />
The maximum number of ranks a character may have in a given skill is 4 + 1 per level, maximum<br />
16 ranks.<br />
Skill Points are also gained dependant upon class and level. See the particular Class or Advanced<br />
Training description to see how many Skill Points a character gets per level.<br />
For critical success and failure, please consult the following chart.<br />
Skill Check Success/Failure Table<br />
Results Failure by 16 or more<br />
Absolute failure. No further attempts allowed for 24 hours. If possible, your attempt has the opposite<br />
effect from what you intended.<br />
Failure by 9 - 16<br />
You zone-out while attempting your action and fail miserably. No further attempts allowed for one<br />
hour.<br />
Failure by 1 - 8<br />
You almost got it. You can try again immediately with a +2 bonus to your roll.<br />
0<br />
Congratulations, you made it!<br />
Success by 10 or more<br />
You’re good. You’re so good you can take +5 to all other Skill Checks in the next 15 minutes.<br />
[GM – not sure about that!]<br />
How to make a Skill Check<br />
In order to attempt a Skill Check a player must roll a <strong>d20</strong>, add the number of ranks their character<br />
has in the skill, add the respective ability modifier and then add any other miscellaneous bonus.<br />
If the resulting number is equivalent or higher than the Skill Check’s Target Number, then you’ve<br />
succeeded. If the result is lower, the attempt fails.<br />
A simple task (using a Tricorder to analyze the structural integrity of a building) would have a Target<br />
Number of 14, whereas attempting to isolate the bio-sign of a specific individual on a Space Station<br />
would be more difficult with a prospective Target Number of 28.<br />
The Game Master should determine target Numbers for Skill Checks. Below is a description of all the<br />
skills in the <strong>Star</strong> <strong>Trek</strong> Role Playing Game. Within each description you will find recommended uses<br />
and which ability modifier to add to your Skill Check rolls.
Skill Descriptions<br />
Everyman Set<br />
Bluff<br />
Charisma; whenever the character is attempting to lie or be ambiguous in a situation, they may add<br />
their Bluff bonus to their Skill Check.<br />
Climb<br />
Strength; whenever attempting to scale a wall or overcome an obstacle the character adds this bonus<br />
to their Skill Check.<br />
Computer Use<br />
Intelligence; whether its allocating power from one system to another, accessing a communications<br />
array or powering up a Warp core, this is the skill for all interaction with a computer operating system.<br />
For creating programs and command algorithms see Write Program.<br />
Replicator Use<br />
Intelligence; whenever using a replicator for nonstandard items or feeding in new things. If the item is<br />
already a standard item within the replicator system then no roll is needed. To get an item into the<br />
replicator system then usually it is run through the transporter system. In which case a straight DC10<br />
roll on Transporter Use is also required.<br />
DC checks below<br />
To do Target DC Time Take 10 Take 20<br />
Non-standard item, previously 5 1 full round 10 rounds 20 rounds<br />
scanned<br />
Non-standard complex item, 10 1 full round 10 rounds 20 rounds<br />
previously scanned<br />
Scanning in basic non-standard 15 1 minute 10 minutes 20 minutes<br />
item<br />
Scanning in complex nonstandard<br />
25 2 minutes 20 minutes 40 minutes<br />
item<br />
Scanning in basic non-standard 17 1 minute 10 minutes 20 minutes<br />
organic item<br />
Scanning in complex nonstandard<br />
organic item<br />
27 2 minutes 20 minutes 40 minutes<br />
Note that all PCs from a Federation system or technological equivalent get 1 rank in Replicator Use<br />
as standard.<br />
Drive(____)<br />
Dex: Many planets and societies still use self piloted ground cars and other means of transport. These<br />
vary from place to place.<br />
Entertain (_____)<br />
Charisma; many people enjoy singing, music, theater, storytelling or performance art. This skill allows<br />
a character to excel at these although it must be taken independently for each type of entertainment.
First Aid(INT)<br />
Using a first aid kit someone with this skill can heal someone up by 1d8 HP (non lethal also) by<br />
making a DC 17 skill check. It is a DC 15 skill check to merely stabilise someone.<br />
If you are just using torn up sheets and things then there is a -4 to the roll.<br />
Most people that have ever worked in the military or professional capacity will have received basic<br />
First Aid training and will have 1 rank in it at level 1.<br />
This takes 10 - skill level in minutes, min 2 minutes<br />
Technical Authoring / Report Writing(INT)<br />
Being an officer in <strong>Star</strong>fleet is not always about shooting baddies and teaching hot alien women the<br />
‘meaning of this Earth thing called love’. There is a lot of report writing too!<br />
All <strong>Star</strong>fleet officers start with 1 rank at level 1.<br />
Some reports may take a long time to write. It is possible to take 10 and take 20.<br />
To do Target DC Time Take 10 Take 20<br />
Basic Report 5 2 hours 2 hours 4 hours<br />
Combat Report 10 3 hours 3 hours 6 hours<br />
Mission Report 15 6 hours 6 hours 12 hours<br />
Technical Manual 20 4 days 4 days 8 days<br />
Complex Technical Manual 25 12 days 12 days 24 days<br />
Handle Animal(Cha?)<br />
As per D+D3.5.<br />
Gamble<br />
Wisdom: people love games of chance but there is a certain skill to it. Ranks in this skill will ensure<br />
your characters don’t lose all their money. There is never a guarantee, though<br />
Hide<br />
Dexterity; sometimes you just need to be unseen. When covert operations or surveillance are the<br />
name of the game hiding may be your best option.<br />
Intimidate<br />
Strength; when you’re trying to pry information out of someone I t pay to be big and mean looking. If<br />
someone doesn’t want to give you the information that you need, it may be easier to scare it out of<br />
them.<br />
Jump<br />
Strength; there may arise the occasion when your character needs to hop across ledges on a<br />
mountainous planet or maybe the station your on is about to explode and you need to jump to reach<br />
the escape pod. Normally a character can jump twice their height in distance but having the Jump skill<br />
allows you to increase the distance by one meter for every three points in Jump your character has.<br />
Knowledge (_____)<br />
Intelligence; by selecting this skill a character begins their study in a particular subject. This eventual<br />
expertise allows them to make Knowledge checks in given situations. For example, a character with
Knowledge (Kreetassan Culture) would be allowed to make a Skill Check to determine if the character<br />
was aware of Kreetassan taboos. The success or failure margin determines how much (or how little)<br />
information is known and how accurate the information is. This skill must be taken independently for<br />
each type of knowledge.<br />
Certain Knowledges are class-related skills and may not be taken without the appropriate Skill Set<br />
proficiencies.<br />
Listen<br />
Wisdom; sometimes you can hear them coming. Sometimes you can’t. Putting skill points in Listen<br />
ensures that the noise level doesn’t have to be on par with a Klingon poker game for your character to<br />
hear it.<br />
Profession (_____)<br />
Intelligence; this skill allows characters to have a secondary profession besides their class. The<br />
Profession could be anything from Novelist to Cook to Lawyer. A character can contract their services<br />
for payment if they wish. This skill must be taken independently for each profession.<br />
e.g. Artist<br />
Read/Write (Language)<br />
See the special entry at the end of the Skills section<br />
Search<br />
Wisdom; whether it’s searching an ancient ruin or trying to discover where a fugitive is hiding out,<br />
ranks in search will make a character more effectively discover hidden objects.<br />
Speak (Language)<br />
See the special entry at the end of the Skills section<br />
Perception<br />
Wisdom; unlike Search (where a character is actively looking for something) Perception comes in to<br />
play when a character isn’t specifically looking for something. For example, while buying supplies<br />
Richard and Anne are told to make Perception Skill Checks. Richard rolls a 12 and Anne rolls a<br />
19. Anne’s character notices the ambush and isn’t caught by surprise whereas Richards’s character<br />
walks right into the ambush.<br />
Swim<br />
Strength; while almost anyone can float in water, it’s a different story when your doing the<br />
breaststroke for a lengthy duration or while in rough waters. Ranks in this skill will allow the character<br />
to be able to swim in these extreme circumstances or for extended periods.<br />
Use Tricorder (medical)<br />
Intelligence; equipped with sensors and analysis software tailored for medical diagnostic purposes but<br />
different enough in use that proficiency with a tactical Tricorder does not entail proficiency with a<br />
medical Tricorder.<br />
A Medic must use a medical Tricorder to analyze a patient’s wounds before making a Treat Injury or<br />
Surgery check. Higher ranks in this skill allow characters to get better results when scanning or<br />
analyzing with a Tricorder.<br />
Use Tricorder (tactical)
Intelligence; the Tricorder is designed as a portable sensing, data analysis, and data communications<br />
device, with many specialized abilities that make it an asset to crews aboard starships and space<br />
stations as well as on away missions. Higher ranks in this skill allow characters to get better results<br />
when scanning or analyzing with a Tricorder.<br />
Telepathy<br />
Int, Wis or Cha<br />
Some beings are telepathic. This is a generic skill for rolling against when using such techniques as<br />
Mind Meld and Mind Speak.
Pilot Skill Set<br />
Dock<br />
Intelligence; take off and landing are a skill unto themselves. Whenever a character attempts to safely<br />
take off, land, dock or undock a starship they may add their Dock skill to their Skill Check.<br />
Pilot<br />
Intelligence; whenever attempting to manoeuvre a starship at Impulse or slower speeds a character<br />
may add their Pilot skill to their Skill Check.<br />
Plot Course<br />
Intelligence; space is vast but not nearly so empty as most people think. The course between a<br />
starship’s starting point and ending point can be full of nebulas, gravitational eddies or other spatial<br />
anomalies. Before going to warp speed a character must make a Plot Course Skill Check and may<br />
add their Plot Course skill ranks to the check.<br />
This skill is also used when going to warp. It takes 20 - (Plot Course skill points) to go to warp to a<br />
designated destination. Minimum 1 full round.<br />
Navigate<br />
Intelligence; while at warp speeds a character must make Navigate checks every light year travelled.<br />
A Pilot may add their Navigate ranks to the relevant Skill Check.
Operations Skill Set<br />
Craft (Item)<br />
Wisdom; the character is skilled at making a particular type of item. The character can choose any<br />
item on the General Equipment list or a specific type of weapon. This skill must be taken<br />
independently for each item the character wishes to know how to Craft.<br />
Demolition<br />
Wisdom; there are circumstances when the need arises to take something apart without worrying<br />
about keeping any salvageable parts.<br />
Render Inoperative<br />
Intelligence; this skill is used in order to stop a timer on an explosive device, cause doors to stay shut,<br />
disable communication systems onboard a starship or a myriad of other possible uses.<br />
Repair<br />
Intelligence; when something breaks or a character is attempting to upgrade a system, a repair check<br />
is made. A character adds their ranks in Repair to any relevant Skill Checks made.<br />
Repair is also the skill used to 'heal' Androids and Physical Avatars. Each skill roll uses up 1 'unit' of<br />
components. Each Unit of components costs 500 credits.<br />
DC checks below<br />
To do<br />
Target<br />
DC<br />
Target DC<br />
(No<br />
Tricorder)<br />
Target DC (No Repair Equipment<br />
at all)<br />
Time Take 10 Take 20<br />
Target is at 75% health 10 15 20 1 hour 2 hours 4 hours<br />
Target is at 50% health 15 20 25 2 hours 3 hours 6 hours<br />
Target is at 25% health 17 22 27 3 hours 4 hours 6 hours<br />
Target is at 0 HP 20 25 30 4 hours 4 hours 12 hours<br />
Target is in negative HP 25 30 35 6 hours 12 hours 24 hours<br />
Transporter Use(INT)<br />
Teleporting is a dark and mysterious art form.<br />
To do<br />
Target DC<br />
Basic Ship to Ship 5<br />
Basic Ship to Planet 10<br />
Point to Point 14<br />
Precise to 5ft +2<br />
Range over 20,000 km +2<br />
Max Range (40,000 km) +4<br />
Using controls you have been -2<br />
trained with<br />
Picking up signal from comms -1 per unit up to -5<br />
badge / tricorder<br />
Interference<br />
+1 to +10 (GM decision)<br />
Additional People<br />
+1 to roll per person beyond the<br />
first.<br />
(+3 per person if they are not<br />
standing next to each other)<br />
Picking up an individual that has not +10
previously been scanned , just via<br />
lifesign scan, not pinpointed.<br />
Triangulation<br />
-1 per source<br />
Large object (weight 100kg+) +2<br />
Large object (weight 200kg+) +4<br />
Large object (weight 300kg+) +6<br />
Not at teleporter location, doing +4<br />
from external tricorder<br />
Is not a person e.g tech +2<br />
Is alien tech +4<br />
Targeting<br />
Spend 1 round TARGETING, then your eventual roll will be -1 , up to -5 to the DC.<br />
To target, the DC is 10.<br />
Failure<br />
Either failed to get a lock or the transport itself failed.<br />
Roll 1 - then the transport fails<br />
Roll a fail - failed a get lock<br />
DC 10 to abort<br />
If you do not abort then teleport goes wrong.<br />
00 - 10 Random unsafe place (a DC 10 to put to safe in place)<br />
11 - 00 Random safe place<br />
1 - 8 cardinal direction from end location<br />
d% along track if same direction, d10 metres if not<br />
http://en.memory-alpha.org/wiki/Transporter<br />
A typical transport sequence began with a lock to coordinates, during which the destination was<br />
verified and programmed, via the targeting scanners. Obtaining or maintaining a transporter lock<br />
enables the transporter operator to know the subject's location, even in motion, allowing the beaming<br />
process to start more quickly. This is an essential safety precaution when a starship away team enters<br />
a potentially dangerous situation that would require an emergency beam-out.<br />
A transporter lock was usually maintained by tracing the homing signal of a communicator or<br />
combadge. When there was a risk that such devices would be lost in the field or are otherwise<br />
unavailable, personnel could be implanted with a subcutaneous transponder before an away mission,<br />
to still provide a means to maintain a transporter lock. Alternatively, sensors could be used to scan for<br />
the bio-sign or energy signature of a subject, which could then be fed into the transporter's targeting<br />
scanner for a lock.<br />
Next, the lifeform or object to be beamed was scanned on the quantum level, using a molecular<br />
imaging scanner. At this point, Heisenberg compensators took into account the position and direction<br />
of all subatomic particles composing the object or individual and created a map of the physical<br />
structure being disassembled, amounting to billions of kiloquads of data.
Write Program<br />
Intelligence; whether a character needs to write a security protocol, create a virus to infiltrate an<br />
enemy’s database or create a program to track another being’s computer activity, Write Program is<br />
the skill needed.<br />
Knowledge(Warp Technology)<br />
http://en.memory-alpha.org/wiki/Warp_drive
Medical Skill Set<br />
Treat Injury<br />
Intelligence; this is the mainstay skill of Medics and Doctors everywhere. Use this skill when treating<br />
an injury that doesn’t require surgery such as burns, bruises and stun effects.<br />
When using the Dermal Regeneration tool of a Medical Tricorder a character can heal 1d8 Hit Points<br />
for every 5 total Skill Points in Treat Injury the character has.<br />
DC checks below<br />
To do<br />
Target Target DC (No Target DC (No Medical Equipment at Time Take 10 Take 20<br />
DC Tricorder) all)<br />
Target is at 75% health 10 15 20 1 minute 10 m 20 m<br />
Target is at 50% health 15 20 25 2 minutes 20 m 40 m<br />
Target is at 25% health 17 22 27 2 minutes 20 m 40 m<br />
Target is at 0 HP 20 25 30 5 minutes 20 m 40 m<br />
Target is in negative HP 25 30 35 5 minutes 20 m 40 m<br />
Preventive Medicine<br />
Intelligence; after analyzing a potential medical threat a character may attempt to dispense an<br />
inoculation to threatened beings by making a Preventative Medicine Skill Check. A successful check<br />
implies that the<br />
character has developed a method to combat the potential medical threat.<br />
Knowledge (Toxic Compounds)<br />
Intelligence; this skill allows a character to have a familiarity with different types of Toxic Compounds<br />
and their use. See the ‘Exotic and Toxic Compounds’ table for particulars.<br />
Knowledge (Biology)<br />
Intelligence; this skills provides scientific explanations for phenomena such as birth, growth, aging,<br />
death and decay of living organisms, similarities between offspring and their parents (heredity), the<br />
flowering of plants as well as genetics and evolution.<br />
Knowledge (Anatomy)<br />
Intelligence; this skill allows a character to have an intimate knowledge of a specific species<br />
anatomical structure to include location of vital organs, musculature, bone structure, neurological<br />
systems as well as endocrine systems.<br />
Knowledge (Pharmaceutical)<br />
Intelligence; this skill allows a character to have an in depth knowledge of medicines, enzymes and<br />
other medicinal compounds and how to use them.
Communications Skill Set<br />
Bargain<br />
Charisma; this skill allows characters to get the best deal attainable on services and goods. To use<br />
this skill, a character must make an opposed bargain check with the merchant they are purchasing<br />
from.<br />
Bluff<br />
Charisma; whenever the character is attempting to lie or be ambiguous in a situation, they may add<br />
their Bluff bonus to their Skill Check.<br />
Diplomacy<br />
Charisma; this skill trains a character in etiquette, protocol, political posturing and subtlety of<br />
language. This is the skill to use when a character needs to put on their most gracious attitude or<br />
when they need to<br />
influence others.<br />
Disguise<br />
Wisdom; this skill allows a character to look like a different person or to look like they are a member of<br />
a particular organization. In order to see past the Disguise, an opposed Perception Skill Check must<br />
be made vs. the character’s Disguise Skill Check.<br />
Gather Information<br />
Charisma; this skill helps a character to find out who to talk to or where to go and ask about particular<br />
information. Also, a successful Gather Information Skill Check allows a character to discover what the<br />
‘word on the street’ is about a particular topic.<br />
Sense Motive<br />
Wisdom; this ability allows a character to recognize certain behaviours and relate them to possible<br />
motives a being may be trying to keep concealed. A successful Skill Check will let a character know<br />
whether or not a being is trustworthy or not.
Security Skill Set<br />
Escape Artist<br />
Dexterity; this skill allows a character to attempt to slip out of shackles, wriggle out of ropes or any<br />
other kind of bindings they might be tied up in.<br />
Use Explosive<br />
Intelligence; this skill allows a character to handle and set explosives with little or no risk to<br />
themselves. See the ‘Explosives’ table for Skill Checks required for different types of explosives.<br />
Forgery<br />
Intelligence; a character uses this skill to fake travel documents, create a believable report to lure<br />
enemies into a trap or even falsify identification papers. The forgery is only inspected if the person<br />
reviewing the<br />
forged documents makes a successful Perception roll (opposed to the Forgery Skill Check result) to<br />
notice that the documents are suspect. The reviewer then needs to make an opposed Forgery skill<br />
check to try and catch the forgery. If the opposed Forgery check fails the documents are believed to<br />
be valid. If it is successful the documents are automatically realized to be false.<br />
Stealth<br />
Dexterity; by making a successful Skill Check a character can sneak up on someone, avoid video<br />
detection equipment or simply make little or no noise while moving. In order to realize that the<br />
character is there a being must make an opposed Perception Skill Check and surpass the character’s<br />
Stealth result.<br />
Survival<br />
Intelligence; this skill allows the character to forage for food, find water and find shelter in inhospitable<br />
terrains and climates.<br />
HAND TO HAND COMBAT (by Type) (DEX)<br />
There are many types of hand to hand combat, a few basic types are shown in the table below. Your<br />
skill modifier in this skill is added to your attack roll.<br />
Karate<br />
Judo<br />
Boxing<br />
Kick Boxing<br />
+skill level to kick and punch attacks only<br />
+skill level to grabble and throwing attacks only<br />
+skill level to punch attacks only, + ½ skill level to<br />
damage<br />
+skill level to kick and punch attacks only<br />
GM: (This will be expanded if players do more hand to hand!) See also Combat Notes for rules on<br />
unarmed combat.<br />
Interrogation Techniques (Give and Receive) (CHA)<br />
The ability to interrogate people and to withstand interrogation.<br />
GM - may remove this as can be done with Feats - see Intelligence Operative
Amendment to ‘Weapons Group Proficiency’<br />
These have now been separated out into the following skills:<br />
Skill Stat Notes<br />
Sidearms (Projectile) DEX Pistols etc<br />
Sidearms (Energy) DEX Phaser Pistols etc<br />
Rifles (Projectile) DEX Carbines, Rifles, Assault Rifles etc<br />
Rifles (Energy) DEX Type-3 phasersetc<br />
Grenades DEX Frag, Stun etc<br />
Martial Weapons (melee) STR Swords, Axes, Batons etc<br />
Ship Based Weapons (Photon INT<br />
Torpedo)<br />
Ship Based Weapons (Phasers) INT<br />
All <strong>Star</strong> Fleet personnel or military trained characters start with 1 rank in Sidearms(Energy), Grenades<br />
and Martial Weapons (melee).<br />
But these are class skills for Tactical/Security only.<br />
Your rank in any given weapon type is added to your attack roll. (Note that the skill mod is already<br />
applied elsewhere on the character sheet).<br />
Your weapon skills will increase quickly with the IP system. Your skills can go over the level cap by<br />
using IPs. Levelling up skill points can be used on Weapons Skills, but this cannot push it over the<br />
cap, even if already advanced by IPs.
6. Language<br />
How it works in <strong>Star</strong> <strong>Trek</strong> <strong>RPG</strong><br />
During this early era of play (2130 – 2165) the idea of a Universal Translator is still in its infancy<br />
and won’t even be in common use until the late 2150’s (and then only by cultures affiliated with<br />
the Coalition of Planets). The UT won’t be a standard piece of technology until the 2170s when<br />
it becomes more fine-tuned by necessity through the expansion of the Federation. Until then<br />
UT’s are usually only found being used by the more advanced <strong>Star</strong>ships and their crews.<br />
This being said it is important that characters have the ability to speak multiple languages. All<br />
characters begin play being fluent and literate in their native language. Some species<br />
automatically begin play with more than one language. In those cases the secondary languages<br />
should be treated as being conversational/proficient. If a player wishes to add extra languages at<br />
first level, they must choose from the relevant species’ Optional Languages list.<br />
To gain the ability to read/write or speak a language, a player must put at least one skill point<br />
(maximum four) in the desired language skill. The language skill progression works as follows:<br />
One Skill Point (Familiar)<br />
A character understands only the most basic of words such as food, water, ship, yes and no. If<br />
trying to communicate in this language a character only understands 10% of what is being said.<br />
If trying to read a text the character can only decipher 10% of the words but cannot write in the<br />
given language.<br />
Two Skill Points (Basic Understanding)<br />
While speaking the character can get across messages such as “I am from Earth” or “Where is the<br />
closest <strong>Star</strong>base?” A character can grasp basic concepts within a written text and can write terse<br />
messages in the language but cannot give specific detail (only generalities). Overall<br />
understanding is at 30%.<br />
Three Skill Points (Conversational/Proficient)<br />
While speaking the character can grasp most concepts but does not have the ability to discuss<br />
technical details or abstract ideas. Also, colloquialisms are difficult (if not impossible) to<br />
understand. Reading and writing greatly improve at this level. While a character could write a<br />
letter to a friend in this language or read local newspapers technical information, legal language<br />
and advanced phrasing are beyond their ability. Overall understanding is at 65%.<br />
Four Skill Points (Fluent/Literate)<br />
While speaking the character can understand complex phrasing, abstract concepts and even wax<br />
philosophic. The character can read and comprehend even the most advanced texts with amazing<br />
clarity and can translate a given text into their native language (or any language they are<br />
Fluent/Literate in) with ease. A character has the ability to write detailed treatises and has a<br />
decent grasp on colloquialisms. Overall understanding is at 95%.<br />
Possible Language Options<br />
Human Klingon Andorian Nausicaan Orion<br />
Risan Denobulan Tandaran Kreetassan Tellarite<br />
Vulcan Suliban Xyrillian Enolian Many other possibilities
7. Techniques<br />
Acrobatic Endurance Advanced<br />
Techniques<br />
Steady<br />
Grenades<br />
Alertness<br />
Exotic Weapon<br />
Proficiency<br />
Persuasive Stealthy Martial<br />
Weapons<br />
(melee)<br />
Ambidexterity Fame Distant Shot Toughness Weapon<br />
Finesse<br />
Animal Affinity Tech-head Accurate<br />
Shot<br />
Track<br />
Combat<br />
Reflexes<br />
Armor<br />
Proficiency<br />
(Light)<br />
Armor<br />
Proficiency<br />
(Medium)<br />
Armor<br />
Proficiency<br />
(Heavy)<br />
Athletic<br />
Improved<br />
Stamina<br />
Improved<br />
Determination<br />
Swift Shot<br />
Trustworthy<br />
Manifold Shot Two Weapon<br />
Fighting<br />
Improved Agility Mobile Shot Weapon<br />
Specialty<br />
Improved<br />
Initiative<br />
Heavy<br />
Handed<br />
Weapon<br />
Savvy<br />
Blind Fighting<br />
Improved<br />
Disarm<br />
Attack<br />
Weapon<br />
Weapon<br />
Group<br />
Proficiency<br />
Cautious Improved Trip Quickdraw Sidearms<br />
(Projectile)<br />
Combat<br />
Precision<br />
Improved<br />
Critical<br />
Rugged<br />
Sidearms<br />
(Energy)<br />
Combat<br />
Responses<br />
Low Profile<br />
Skill<br />
Emphasis<br />
(_____)<br />
Rifles<br />
(Projectile)<br />
Defensive<br />
Combat<br />
Unarmed<br />
Combat<br />
Damage<br />
Sharp Eyed Rifles<br />
(Energy)<br />
Cultural<br />
Understanding<br />
Defensive<br />
Method<br />
Stamina<br />
Two Weapon<br />
Fighting<br />
Pounce<br />
Offensive<br />
Method<br />
<strong>Star</strong>ship<br />
Alertness<br />
<strong>Star</strong>ship<br />
Operations
Technique Descriptions<br />
Acrobatic<br />
Requirements: Dexterity 15+<br />
The character is adept at feats of agility. When making jump or balance checks they receive a +5<br />
bonus to their Skill Checks.<br />
Alertness<br />
The character receives an inherent +1 bonus to Defence. If a situation arises where a character does<br />
not benefit from their Dexterity modifier to Defence, they also lose the benefit of Alertness.<br />
Ambidexterity<br />
A character is just as proficient with both the left hand and right hands. This allows a character to<br />
learn two weapon fighting techniques.<br />
[JGF – now not, you can go straight to two weapon fighting if desired]<br />
Animal Affinity<br />
Requirement: Wisdom 15+<br />
This Technique allows a character to be more empathic towards non-sentient life forms. When<br />
attempting to interact the character receives a +4 bonus to Skill Checks.<br />
Armour Proficiency<br />
Allows a character to wear particular Armour types without incurring a –4 Defense penalty<br />
Light: allows a character to wear Light Armor without penalty<br />
Medium: allows a character to wear Medium Armor with no penalty<br />
Heavy: allows a character to wear Heavy Armor without penalty<br />
Athletic<br />
The character is particularly hearty. They receive +6 Hit Points. This Technique may be taken multiple<br />
times.<br />
Blind Fighting<br />
The character has an innate ability to sense where an opponent is even when they lose their ability to<br />
see. If blinded, a character may make attacks without penalty up to a range of 2 meters.<br />
Cautious<br />
Requirements: Alertness<br />
The character is more wary than normal. They receive a +2 bonus to all Perception, Search and<br />
Listen Skill Checks.<br />
Combat Precision<br />
Requirements: Base Attack Bonus +6<br />
A character has become proficient enough in combat techniques to add their Dexterity bonus to all<br />
attack rolls.<br />
Ammendment:<br />
Since DEX is now added to ranged attack rolls anyway, this acts as a +1 to all attack rolls.<br />
Combat Responses<br />
Requirements: Combat Precision<br />
A character may take an attack of opportunity a number of times equal to their Wisdom modifier.<br />
Defensive Combat<br />
Requirements: Combat Precision, Combat Responses<br />
By making only a single attack in a round a character may add their Constitution modifier to their<br />
Defense until the end of the round.
Cultural Understanding<br />
The character has an innate empathy with sentient Species. They receive a +2 bonus to all<br />
Communications Skill Checks.<br />
Endurance<br />
The character is exceptionally strong (like a bull). They receive an inherent +2 bonus to all Strength<br />
related Skill Checks.<br />
Exotic Weapon Proficiency<br />
This Technique allows a character to use a never before encountered weapon without the usual –4<br />
penalty.<br />
Any projectile or energy weapon, even if alien, can be used by someone with proficiency in that<br />
weapon type. This technique covers more exotic weapons such as Vidiian Harvesters.<br />
Contacts<br />
The character is particularly well known in a specific part of space for all the right reasons (or all the<br />
wrong reasons). Roll 1d4 to determine how many contacts the character has. Use the chart below to<br />
determine how influential the character’s contacts are. A character cannot be famous and infamous in<br />
the same part of space.<br />
D% Contact<br />
0 – 4 Crime Lord<br />
5 – 7 Assassin<br />
8 – 10 Smuggler<br />
11 – 14 Pirate<br />
15 – 22 Thief<br />
23 – 26 Con Artist<br />
27 – 30 Gambler<br />
31 – 34 Hacker<br />
35 – 38 Mercenary<br />
39 – 42 Engineer<br />
43 – 46 Private Investigator<br />
47 – 50 Spy<br />
51 – 54 Doctor<br />
55 – 58 Pilot<br />
59 – 62 Tradesman<br />
63 – 65 Police Officer<br />
66 – 68 Military Officer<br />
69 – 71 <strong>Star</strong>ship Officer<br />
72 – 75 Police Chief<br />
76 – 79 Administrator<br />
80 – 83 Councilman<br />
84 – 87 Mayor<br />
89 – 91 Senator<br />
92 – 96 Governor<br />
97 – 100 GM’s Choice<br />
Tech-head<br />
The character is particularly proficient with technology. They receive an inherent +2 bonus to all<br />
Operations Skills Checks.<br />
Improved Stamina<br />
The character can withstand great physical adversity. They receive a +2 to all Fortitude Checks.
Improved Determination<br />
The character has a strong mind. They receive an inherent +2 to all Will Checks.<br />
Improved Agility<br />
The character is exceptionally reactive to their surroundings and receives an inherent +2 bonus to<br />
their Reflex Checks.<br />
Improved Initiative<br />
Requirement: Improved Agility<br />
The character responds more quickly to dangerous situations than is normal. They receive an<br />
inherent +4 bonus to their Initiative rolls.<br />
Improved Disarm<br />
Requirement: Improved Agility<br />
The character can attempt to disarm their opponent without instigating an attack of opportunity.<br />
Improved Trip<br />
Requirement: Improved Agility<br />
The character can attempt to trip their opponent without instigating an attack of opportunity. If the trip<br />
is successful, they can also make one attack against their tripped opponent.<br />
Improved Critical<br />
Requirement: Base Attack Bonus +8<br />
The character chooses a single weapon that they are proficient in. Their critical threat range with that<br />
weapon increases by one.<br />
Low Profile<br />
The character is good at remaining unnoticed. They receive a +2 bonus to hide and move silently<br />
checks.<br />
Unarmed Combat Damage<br />
You are skilled in dealing actual damage (as opposed to subdual damage) with unarmed attacks<br />
without the -4 modifier to attack. You have a critical range of (20, x2) and do 1d6 damage per attack.<br />
(You can increase your attacks via a skill specialisation - see skills)<br />
Defensive Method<br />
Requirement: Hand-to-Hand Combat<br />
When fighting Hand-to-Hand and wearing no armor, a character may add their Wisdom modifier to<br />
their Defense. A character loses this bonus whenever they would lose their Dexterity bonus.<br />
Offensive Method<br />
Requirements: Hand-to-Hand Combat,<br />
Base Attack Bonus +6<br />
While fighting Hand-to-Hand your critical range increases to (19 – 20, x2) and your damage increases<br />
to 1d8 per attack.<br />
Advanced Techniques<br />
Prerequisites: Hand-to-Hand Combat, Offensive Method and Defensive Method<br />
While fighting Hand-to-Hand your critical range increases to (18 – 20, x2) and your damage increases<br />
to 1d10 per attack.<br />
Persuasive<br />
The character receives an inherent +2 bonus to Bluff, Diplomacy and Bargain.<br />
Accurate Shot<br />
A character can fire into a melee situation without suffering the usual -4 penalty for firing into melee<br />
combat.
Swift Shot<br />
Requirement: Accurate Shot<br />
A character can make a second attack at their highest attack bonus per round but each attack made<br />
that round suffers a –2 penalty.<br />
Amendment:<br />
This is fine if you are shooting a bow and arrow, but most weapons in <strong>Star</strong> <strong>Trek</strong> can empty their clip in<br />
a single round!<br />
So when firing more than one shot this skill applies in the following way – You drop 2 off the penalty of<br />
the first two bullets.<br />
Thus a 5 bullet burst in a full round would have no penalty for the first two bullets, then -2 for the next<br />
three.<br />
Manifold Shot<br />
Requirement: Accurate Shot, Swift Shot<br />
Base Attack Bonus +8<br />
A character can make two extra attacks per round at their highest attack bonus, but all attacks suffer a<br />
–4 penalty.<br />
Mobile Shot<br />
Requirement: Accurate Shot<br />
A character can attack before , during or after their movement for a given round.<br />
Heavy Handed<br />
When attacking with a melee weapon, this Technique allows a character to add their Strength modifier<br />
to their damage rolls.<br />
Attack Weapon<br />
This Technique allows a character to attack the weapon of an opponent without provoking an attack of<br />
opportunity.<br />
Quickdraw<br />
This Technique allows the character to draw their weapon as a free action rather than a full round<br />
action.<br />
Skill Emphasis (_____)<br />
Pick one Skill. The character is exceptionally versed in that Skill and receives a +4 bonus to all Skill<br />
Checks with it.<br />
Sharp Eyed<br />
The character is has exceptional vision and receives an inherent +2 bonus to Search and Perception<br />
checks.<br />
Stamina<br />
The character heals from wounds more quickly than normal. Instead of the usual 1d4 Hit Points<br />
healed per day the character heals 2d4 Hit Points per day.<br />
<strong>Star</strong>ship Alertness<br />
Requirement: <strong>Star</strong>ship Operations,<br />
8 Ranks in Pilot<br />
While piloting a <strong>Star</strong>ship the Pilot imbues a +1 bonus to the <strong>Star</strong>ship’s Defense.
<strong>Star</strong>ship Operations<br />
The character is proficient in the basic operations of a starship. Characters without this Technique<br />
take a –6 penalty on all Skill Checks in relation to operating a starship.<br />
Steady<br />
The character has sure and steady movement. The character receives an inherent +2 bonus to Jump,<br />
Swim and Climb checks.<br />
Stealthy<br />
The character has an aptitude for stealth. They receive an inherent +2 to Hide and Move Silently<br />
checks.<br />
Toughness<br />
The character has a strong immune system. The character receives a +10 bonus to resist disease,<br />
toxic compounds, radiation and illness.<br />
Track<br />
You can follow the trails of creatures and characters across most types of<br />
terrain.<br />
To find tracks or to follow them for 1 kilometer the character must make a Survival Check.<br />
You move at half your normal speed while tracking someone. The TN of the Skill Check depends on<br />
the conditions in which you are trying to track. Check the following tables for particulars.<br />
Terrain TN<br />
Very Soft 10<br />
Soft 15<br />
Firm 20<br />
Hard 25<br />
Condition<br />
TN Modifier<br />
*Every 3 targets in group being tracked -1<br />
*Every 24 hours since trail was made +1<br />
*Every hour of rain since the trail was made +1<br />
*Fresh snow cover (or other dust like<br />
substance) since trail was made +10<br />
*Poor Visibility:<br />
Overcast/Moonless Night +6<br />
Moonlight +3<br />
For/Precipitation +5<br />
Trustworthy<br />
The character has a benevolent demeanour when dealing with people. They receive a +2 bonus to<br />
Diplomacy and Gather Information checks.
Two Weapon Fighting<br />
The character is trained in the use of two weapons at the same time. This Technique allows the<br />
Character to make a second attack with their off-hand weapon at their lowest attack bonus per<br />
standard attack.<br />
(look up <strong>d20</strong> Modern) pp58<br />
Two-Weapon Fighting<br />
Prerequisite: Dexterity 13.<br />
Benefit: The character’s penalties for fighting with two weapons are lessened by 2.<br />
The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix<br />
the types).<br />
Improved Two-Weapon Fighting pp56 <strong>d20</strong> modern<br />
Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack<br />
bonus +6.<br />
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.<br />
Also, this feat allows the character to use a melee weapon in one hand and a ranged<br />
weapon in the other.<br />
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and<br />
both weapons must be of the same type (either both ranged weapons or both melee weapons).<br />
Weapon Finesse<br />
Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain.<br />
Prerequisites: Proficient with weapon, base attack bonus +1.<br />
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead<br />
of his or her Strength modifier on attack rolls.<br />
Special: A character can gain this feat multiple times. Each time the character takes the feat, the<br />
character selects a different weapon.<br />
Weapon Savvy<br />
Requirement: Base Attack Bonus +4<br />
Pick one weapon. The character is extraordinarily proficient with it. They receive a +1 bonus to all<br />
attack rolls with that weapon.<br />
Weapon Specialty<br />
Requirement: Weapon Savvy<br />
Pick a weapon that the character already has Weapon Savvy with. The character knows how to get<br />
optimum damage from the chosen weapon and deals +1 damage with it.<br />
Weapon Group Proficiency<br />
Choose a group of weapons from the list below. You understand how to use all weapons in that group<br />
in combat.<br />
*Sidearms (Projectile)<br />
*Sidearms (Energy)<br />
*Rifles (Projectile)<br />
*Rifles (Energy)<br />
*Grenades<br />
*Martial Weapons (melee)<br />
(GM – now treated as skills)
Combat Reflexes<br />
From <strong>d20</strong> modern:<br />
Benefit: The maximum number of attacks of opportunity the character may make each round is equal<br />
to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity<br />
on a single opponent.<br />
With this feat, the character may also make attacks of opportunity when flat-footed.<br />
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per<br />
round and can’t make attacks of opportunity when flat-footed.
8. Equipment<br />
Amidst species that have made it to the stars, technology and equipment can be as advanced or as<br />
primitive as the local inventors and profiteers have the capacity to create. In this chapter there are<br />
lists for standard equipment, trade goods, weapons, defensive items and medical goods. The<br />
prices are all given in<br />
A note about money<br />
All prices are given in the Terran Credit. The Terran Credit is the currency of Earth until 2198<br />
when the New World Economy is instituted and money goes the way of the dinosaur.<br />
An important note is that to other species the Terran Credit, the Andorian Mark or any other form<br />
of planetary currency is pretty useless. There are however several items that have a fairly<br />
standard value throughout the sector and are normally readily accepted in trade. The items are as<br />
follows: warp plasma, plasma injectors, warp coils, dilithium, platinum, gold and trillium (the<br />
latter three being classified as ‘precious metals’). The precious metals are highly valued by warp<br />
capable species because of their excellent conductivity and various uses in electronic devices of<br />
the era. The prices of these items tend to not fluctuate from star system to star system as much as<br />
other commodities and therefore provide a stable base of exchange.<br />
Replicator Rations as Credit<br />
Onboard <strong>Voyager</strong>, Replicator Rations were used as currency:<br />
Each day, each person is given a 1 day ration pack - this is from long term ships storage and provides<br />
enough food and water to keep you for one day.<br />
On top of that each crewman also receives replicator rations for the day.<br />
This is 100 grams per day - about 2 slices of bread or 4 biscuits or a cup of tea.<br />
Non-crew receive 50 grams per day<br />
People on parole receive none.<br />
People started saving them up on the ship to have larger meals.<br />
Items can also be traded for RRs with the Quartermasters. Generally the bigger the item the more<br />
grams you get. But if it has more complex parts that can be salvaged then they would get more<br />
(GoRR = Grams of Replicator Rations)<br />
A kilo of lead = 5 GoRR<br />
A wrist watch = 10 GoRR<br />
A phaser pistol = 100 GoRR<br />
The price you get though depends on how friendly the Quartermaster is with you and how positively<br />
you are viewed in general on the ship. You can of course trade with other people on board in the hope<br />
of getting a better price.<br />
So remember Away Mission Kids! Loot = GoRR! Load up those backpacks!
Currency in the Delta Quadrant<br />
There is no canonical currency in <strong>Voyager</strong>, but in any <strong>RPG</strong> there is the need for it, just to be able to<br />
sell loot and buy better gear.<br />
It would be normal for space faring races to trade with each other and in non-replicator technology<br />
races it would be gold, silver and other periodical metals and natural gems such as diamonds.<br />
In replicator level technologies the tradable item would most likely be Dilithium and other elements<br />
that can't be replicated.<br />
For the sake of the GMs sanity I've decided that most advanced races can tell the difference between<br />
replicated gold and gems and will consider them of less value and trade them at about 25% value.<br />
I looked online but found no currencies mentioned, so I'll just make on up based on what I do know.<br />
According to the maps, when <strong>Voyager</strong> first sets off the biggest civilisations are the Vidiian Sodality<br />
and the Kazon Sects. Of the two the Kazon seemed the most outgoing and the first time they are<br />
encountered they are on the hunt for water. Leaving aside the nonsensical fact that they can make<br />
warp capable starships but not water let's just say they have a currency based around water. The<br />
'Water Credit' or WC.<br />
So other local races would think of what things are worth in WCs. Even if they didn't have any to hand<br />
they would mentally convert the tradable items into WCs before making their barter exchanges. For<br />
the sake of ease of use, 1 Terran Credits = 1 Water Credit.<br />
The Vidiians also issue a coin called a Vidiian Crown. They are electronic and contain transactional<br />
information that can be read with the correct device.<br />
Dilithium as Currency<br />
Dilithium, one would imagine, would be highly sought after all over the galaxy.<br />
1g of Dilithium = 100 credits<br />
10g of Dilithium = 1,000 credits<br />
100g of Dilithium = 10,000 credits<br />
1kg of Dilithium = 100,000 credits<br />
See the Dilithium section for more on this precious metal.<br />
Unrefined Dilithium usually costs 100 credits per kilo.<br />
Currency<br />
1 Vidiian gold coin = 10 Vidiian credits<br />
1 Vidiian gold ingot = 100 Vidiian credits<br />
1 Kazon Paper/Coin = 1/2 credit to all others, 1 to Kazon
Tech Levels<br />
All items have an associated Tech Level and will generally only be available to buy from cultures that<br />
have that TL or higher. Items that are listed that are associated with a particular species will have the<br />
TL of that species.<br />
Borrowed from Traveller: (http://wiki.travellerrpg.com/Technology_level)<br />
Traveller<br />
TL<br />
Historical Era<br />
<strong>Star</strong> <strong>Trek</strong><br />
Delta Quadrant Species<br />
0 Stone Age (fire)<br />
1 Bronze Age (3500 BC)<br />
1 Iron Age (1200 BC)<br />
1 Medieval Age (600 AD)<br />
2 Age of Sail (1450 AD)<br />
3<br />
Industrial Revolution (1730<br />
AD)<br />
4 Mechanized Age (1880 AD)<br />
5 Circa 1910 AD<br />
6 Nuclear Age (1940 AD)<br />
7 Circa 1970 AD<br />
8 Digital Age (1990 AD) Markov-Kalto<br />
9 Early Stellar (2050 AD)<br />
10 Early Stellar (2120 AD)<br />
Enterprise Era (2130 -<br />
2170)<br />
Occampa<br />
11 Average Stellar TOS Era (2254–2269) Kazon<br />
12 Average Imperial TNG Era (2364 – 2370) Talaxian, Banean<br />
13 Average Stellar VOY Era (2371–2378) Vidiian, Numiri<br />
14 High Stellar 25th Century<br />
15 Imperial Maximum 26th Century<br />
16 Darrian Historical Maximum<br />
Timeship Era (29th<br />
Century)
Trade Goods<br />
Items for Trade<br />
The trade goods listed here are just a small example of the myriad of materials that might be<br />
considered a commodity on some worlds.<br />
Weapons and items listed on the General Equipment table can also be deemed worthy enough to<br />
haul as cargo if the prices are right.<br />
Item<br />
General Medical Supplies (1 kg)<br />
Food Products (normal) (1 kg)<br />
Food Products (specialty) (1 kg)<br />
Common Metal Ore (1 kg)<br />
Semi-Precious Metal Ore (1 kg)<br />
Precious Metal Ore (1 kg)<br />
Textiles (per meter squared)<br />
Warp Plasma (1 litre)<br />
Plasma Injector (one)<br />
Repair Parts (one)<br />
Warp Coil (one)<br />
Cost<br />
10 Credits<br />
1 Credits<br />
10 Credits<br />
6 Credits<br />
280 Credits<br />
1000 Credits<br />
10 Credits<br />
50 Credits<br />
150 Credits<br />
10 Credits<br />
500 Credits<br />
Dilithium (I kg) 2500 Credits (GM note : See Notes on 'Dilithium As Currency' above)
Exotic and Toxic Compounds<br />
Some items are not exactly considered legal in most trade circles. Some of these compounds<br />
have proven to be effective against most known Species. The table beneath gives the particulars<br />
for several of the more commonly available compounds.<br />
Compound Effect Save DC Price/dose<br />
Assegai Causes a 1d6 hour coma CON 18 200<br />
Turkarra Causes 5d10 damage to internal organs CON 20 24,275<br />
Ornafor Causes 1d4 Dexterity damage for 1d10 days CON 20 1200<br />
Karfar Causes death; on a successful Save take 2d8 damage CON 22 4500<br />
Yarall Hallucinogen, –15 to all Checks for 1 hour WIS 22 50<br />
Kreshta Causes Euphoric state and –4 to all Checks for 1d6 CHA 18 35<br />
hours<br />
Drizzrek Causes a –10 to Intelligence score for 1d4 days INT 17 2200<br />
Gorah Encourages amiability. Must make pass a Will save (TN WIS 19 1250<br />
24) to tell lies or to be deceitful. Lasts for 1d6 hours.<br />
Ket Ro Causes sleep to be impossible for 1d6 + 1 days CON 24 1400
Armor Types<br />
There are many different types of armor and ballistic clothing available throughout the sector, but most<br />
fall within three general categories: Light Armor, Medium Armor and Heavy Armor. For a character to<br />
be able to wear armor without suffering an inherent –5 to all rolls they must have proficiency with each<br />
particular level of armor (Light, Medium or Heavy). Armor reduces damage dealt by the listed Soak<br />
amount.<br />
Type Defence Soak Cost (credits)<br />
Vidiian Long Black Forcerobes 0 1 650<br />
Basic Ballistics Vest (light) 0 1 650<br />
Vulcan Survival Jacket (light) -1 2 975<br />
Vidiian Forcerobes (Light) +2 2 3000<br />
Numiri Uniform (light) 0 2 1100<br />
MACO Tactical Body Armor (light) 0 3 1600<br />
MW Kazon Amazon Female Armour 0 3 2000<br />
Numiri Officers Uniform (med) 0 3 2100<br />
Kazon-Ogla Ballistic Uniform (light) 0 3 1600<br />
Advanced Vidiian Forcerobes (light) +3 3 6000<br />
MK Riot Police Uniform -1 4 2000<br />
Combat Jacket (heavy) -1 4 2000<br />
Kazon-Ogla Ballistic Uniform (Master 1 3 1900<br />
work)(Light)<br />
Andorian Ballistic Uniform (light) -1 3 2150<br />
Antaran Battle Armor (medium) -2 4 2800<br />
Tellarite Defensive Suit (medium) -3 5 3375<br />
Kazon-Ogla Combat Armour -3 5 3375<br />
(medium)<br />
Kazon-Ogla Combat Armour (Master -2 5 3675<br />
Work)(medium)<br />
Markov-Kalto Combat Armour (Master -2 5 3675<br />
Work)(medium)<br />
Tandaran Personnel Protector -4 6 4950<br />
(medium)<br />
Norlot Heavy Ballistic Armour -4 6 4950<br />
(médium)<br />
Norlot Heavy Ballistic Armour (máster -3 6 5950<br />
work) (médium)<br />
Nausicaan Heavy Fight Jacket -5 7 7200<br />
(heavy)<br />
Norlot Super Heavy Ballistic Armour -4 7 5950<br />
(máster work)(heavy)<br />
Klingon Warrior’s Panoply (heavy) -6 8 8575<br />
Personal Shield Generator* 0 5 10,000<br />
*Needs DL to power it<br />
All Norlot Armour also acts as an Enviroment Suit. The commonly wear the helmets for these suits<br />
even indoors. They are really ugly creatures and are happy to hide their faces!<br />
The Armour has an internal tank of air that lasts for 12 hours.<br />
If they are outside they generally have an external tank also, that is good for 48 hours and<br />
an emergency rebreather system that will last another 4 hours.<br />
(Tank and Rebreather system add 500 credits to Armour cost)<br />
Note : Wearing a standard Envro Suit over armour gives -2 Defence<br />
Rules on wearing Enviro Suits and armour
Uniforms<br />
<strong>Star</strong>fleet Uniforms are made from the latest technology in material and as such offer the<br />
following features when worn:<br />
Type Defence Soak Cost Special<br />
(credits)<br />
<strong>Star</strong>fleet – Light Armour Weave 0 1 1000 Temperature Modulation : +2 to Fort<br />
for all Fatigue / Exhaustion effects<br />
<strong>Star</strong>fleet - Excursion Uniform 0 2 5000 - Temperature Modulation : +3 to<br />
Fort for all Fatigue / Exhaustion<br />
effects<br />
- Intelligent Pro-Body Weave: +1 to<br />
Jump and Climb checks<br />
Training Uniform 0 0 5000 - Temperature Modulation : +4 to<br />
Fort for all Fatigue / Exhaustion<br />
effects
Weaponry<br />
Sidearms<br />
Weapon Damage Range Type Critical Clip Cost<br />
9mm 1d8 25 m (75ft) Projectile 20, x2 15 265<br />
Norlot Pistol 1d8+1 25 m (75ft) Projectile 20, x2 30 500<br />
EM – 33 2d6 25 m (75ft) Energy Pulse 20, x2 20 400<br />
Phase Pistol 3d4 25 m (75ft) Energy Beam 19–20,x2 35 780<br />
Numiri Phase Pistol 3d4+2 25 m (75ft) Energy Beam 19–20,x2 30 880<br />
Numiri Officers Phase Pistol 4d4+2 25 m (75ft) Energy Beam 19–20,x2 15 1880<br />
Plasma Gun 4d4 25 m (75ft) Energy Pulse 20, x2 20 995<br />
Sonic Disruptor 2d8 25 m (75ft) Sonic Wave 19-20,x2 25 1185<br />
Particle Compressor 5d4 25 m (75ft) Energy Pulse 20, x2 20 1680<br />
Vidiian Harvester* 2d4(3d4+2) 25 m (75ft) Energy Beam 19-20,x2 35 1200<br />
Note : Normal Pistols have 5 soak/15 HP. Armour plated pistols have 10 soak/15 HP.<br />
Rifles<br />
Weapon Damage Range Type Critical Clip Cost<br />
SMG 1d8 50m(150ft) Projectile 19-20,x2 30 635<br />
Carbine Rifle 1d10 100m (300ft) Projectile 19-20,x2 15 1235<br />
Norlot Rifle 1d10+2 100m (300ft) Projectile 19-20,x2 30 1535<br />
Compression Rifle 2d8 100m (300ft) Energy Pulse 19-20,x2 20 1490<br />
Numiri Phase Autogun* 2d10 100m (300ft) Energy Pulse 19-20,x2 20 1490<br />
Phase Rifle 3d8 100m (300ft) Energy Beam 19–20,x2 35 1880<br />
Kazon Phase Rifle 3d8 100m (300ft) Energy Beam 19–20,x2 35 1880<br />
Phase Rifle (KO Red dot 3d8 100m (300ft) Energy Beam 19–20,x2 35 2580<br />
sight +1 to hit)<br />
Energy Blaster 4d6 100m (300ft) Energy Pulse 19–20,x2 20 2695<br />
Particle Accelerator 2d10 100m (300ft) Energy Beam 19–20,x2 35 3145<br />
Disruptor Rifle 5d6 100m (300ft) Energy Pulse 19–20,x2 20 3670<br />
Burung Mera Energy Rifle 3d8 200m (300ft) Energy Beam 19–20,x2 35 5580<br />
Note : Normal Rifles have 5 soak/25 HP. Armour plated Rifles have 10 soak/25 HP.<br />
Note : Normal Heavy Weapons have 5 soak/35 HP. Armour plated Heavy Weapons have 10 soak/35<br />
HP.<br />
Numiri Phase Autogun: +4 to hit when firing full auto
Heavy Weapons<br />
Weapon Damage Range Type Critical Clip Cost<br />
Numiri Flame Thrower* 6d4 50ft (max) Special 20 x2 20 6000<br />
Numiri Phase Autogun* 2d10 50m (150ft) Energy Pulse 19-20,x2 300* 1490<br />
Numiri Flame Thrower: - hits a square much like an incendary grenade. Does 6d4 to target,<br />
half if they make a DC 15 reflex save. Has a range of 50ft<br />
Numiri Heavy Autogun: - +4 to hit when firing full auto (belt fed - 300 rounds in hopper)<br />
Martial Weapons<br />
Weapon Damage Range Type Critical Cost<br />
Pocket Knife 1d3 5ft Pierce 18-20,x3 10<br />
Flick Knife 1d4 5ft Pierce 18-20,x3 20<br />
Kazon Dagger 1d4 5ft Pierce 18-20,x3 20<br />
Combat Dagger 1d4 5ft Pierce 18-20,x3 45<br />
Xindi Reptilian Dagger 1d4 5ft Pierce 18-20,x3 45<br />
Hunting Knife 1d5 5ft Pierce 18-20,x3 50<br />
Baton*1 1d6(+2) 5ft Bash 20,x3 158<br />
Klingon Mek’leth 1d6 5ft Slash 20, x2 226<br />
Power Gauntlet*2 1d6 / 3d6 5ft Bash / Crush 20,x3 2358<br />
Andorian Ushaan-Tor 1d8 5ft Slash/Pierce 19-20,x2 85<br />
Vulcan Lirpa 1d8/1d6 5ft Slash/Bash 20, x3 180<br />
Klingon Bat’leth 1d8 5ft Slash/Bash 20,x3 358<br />
Human Katana 1d10 5ft Slash/Pierce 19-20,x2 226<br />
Nausicaan Kris Blade 1d12 5ft Slash 19-20,x2 288<br />
Gornand Labrys 2d6 5ft Slash 19-20,x2 500<br />
Norlot Painstick 2d6+2 5ft Bash 19-20,x2 500<br />
1*Baton deals +2 damage when used as Non-Lethal.<br />
2*Power Gauntlet does 3d6 damage when grappling.<br />
Note : Normal Martial Weapons have 5 soak/15 HP. Armour plated Martial Weapons have 10 soak/15<br />
HP.<br />
Batteries/Cartridges<br />
Item (# of Rounds/Charges)<br />
Sidearm Projectiles (15)<br />
Compression Rifle (60)<br />
Sidearm Sonic Charge (25)<br />
Phase Rifle (45)<br />
Sidearm Energy Beam (35)<br />
Energy Blaster (40)<br />
Sidearm Energy Pulse (20)<br />
Particle Accelerator (50)<br />
Rifle Projectile (30)<br />
Disruptor Rifle (30)<br />
Cost<br />
100 Credits<br />
240 Credits<br />
150 Credits<br />
180 Credits<br />
120 Credits<br />
150 Credits<br />
200 Credits<br />
280 Credits<br />
200 Credits<br />
200 Credits
Notes on Weapons<br />
Phaser 3b – Compression Phase Rifle<br />
As used on Interpid-class ships. (http://en.memory-alpha.org/wiki/Compression_phaser_rifle)<br />
The Phaser 3b-1 has a wide beam setting<br />
The Phaser 3b-2 has a sniper shot mode (http://memorybeta.wikia.com/wiki/Compression_phaser_rifle)<br />
Phaser 3b-1 (Wide Beam)<br />
Damage: 3d8, Range 100m, Type: Energy Beam, Crit: 19-20x2, Cost: 3800 credits<br />
This phaser is scoped and has a +2 to hit when the scope is used to sight a target. Not effective in<br />
close combat.<br />
Wide Beam mode: This weapon may be fired in a cone shape from the wielder. It has a range of 25ft.<br />
Everyone in the cone area takes 1d8 damage unless they make a DC 15 reflex save in which case<br />
they take half. This uses up 5 charges of ammunition<br />
Phaser 3b-2 (Sniper Shot)<br />
Damage: 3d8, Range 100m, Type: Energy Beam, Crit: 19-20x2, Cost: 4800 credits<br />
This phaser is scoped (see Sniping in the Section 4.)<br />
1 aimed shot can be fired every Standard Action (so two in a full action). This gives a +1 bonus to hit.<br />
If you take a full action, the bonus is +2.<br />
Sniper Shot mode: This is not effective under a range of 20ft. Over a range of 20ft, the wielder make<br />
take a full round action to make a shot in sniper mode.<br />
Range now is 200m. Damage is 5d8. Critical is now 20x3. To hit modifier is +3.<br />
This shot uses 2 charges of ammunition.
<strong>Voyager</strong> Era Type-2 Phaser<br />
http://en.memory-alpha.org/wiki/Type_2_phaser<br />
Type 2 phasers of the 24th century were capable of achieving sixteen settings, ranging from<br />
mild stun to disintegration. They were as follows:<br />
<br />
<br />
<br />
<br />
Level one: lowest setting, Light Stun, capable of stunning most base humanoids for<br />
approximately five minutes. According to <strong>Star</strong>fleet regulations all phasers must be stored at<br />
this setting. Possesses enough force to break large urns.<br />
Level seven: Capable of vaporizing noranium carbide alloy.<br />
Level ten: Kill setting, capable of killing a biological organism.<br />
Level sixteen: Capable of vaporizing rock to widen an opening in a lava tube partially<br />
blocked by rubble, or blowing large holes in walls.<br />
GM : (10ft range)(uses a full clip)<br />
In addition to variable power settings, type-2s can be set for a narrow (affecting a single target) or<br />
"wide" beam (affecting two or more targets over a certain area). The frequency of the beam may also<br />
be adjusted to make it more effective against certain types of shields and/or force fields.<br />
Type 2 phasers could also cause severe to deadly phaser burns<br />
Vidiian Harvester<br />
http://en.memory-alpha.org/wiki/Vidiian<br />
Vidiians had a very sophisticated device which was a combination weapon, medical scanner and<br />
surgical instrument. With this device, Vidiian organ harvesters would attack a victim who the device<br />
indicated had healthy and Vidiian-compatible organs or tissues, and transport such bio-material from<br />
the victim into the transporter device used.<br />
Phase Pistol 2d4 (3d4+2 when stunning), range 25m, energy beam, 19-20x2 (1200 creds to sell)<br />
Settings :<br />
Medical Scanner - acts as a medical tri-corder (1 round to detect if the person hit has compatible<br />
organs or tissues). Also reveals the targets physical stats (STR, DEX, CON), Fort, Ref and HP<br />
current/total.<br />
Transport Tissue / Organ - two rounds. One to lock (Ranged attack), one to beam (Target makes Fort<br />
check against DC against 5+skill level of wielder). The organ is sent to a location previously set by the<br />
wielder. The target must be on less than ½ Hit Points otherwise this has no effect (non-lethal counts).<br />
(Note that without training or the Exotic Weapons Feat, the additional settings are unavailable.)<br />
Norlot Rifle / Pistol<br />
Norlots favour rapid fire weapons. Norlot Rifles gain +2 to hit when firing more than 4 shots.<br />
The feat ‘Use Norlot Projectile Weapons’ is used by all Norlot military and this gives a further +2<br />
bonus.
Grenades<br />
Throwing Them<br />
15ft base + 5ft for 1 STR MOD<br />
Second range increment gives another 15ft + 5ft per 1 STRMOD – this has a -2 to Hit (DC 7 to hit a<br />
square)<br />
There is no Third Range Increment.<br />
(e.g. Some with a STRMOD of + 2 could throw a grenade a maximum of 50ft)<br />
Grenades marked as ‘Small’ have a x2 range increment (e.g 30ft + 5ft per STR MOD).<br />
(e.g. Some with a STRMOD of + 2 could throw a small grenade a maximum of 80ft)<br />
Radius<br />
If you are standing in the same square as a grenade when it goes off then it is a DC 15 Reflexes save<br />
to take half damage. If failed, then full damage is taken.<br />
If you are standing in an adjacent square then it is half damage and a DC 15 Reflexes save to take ¼.<br />
If you are standing in the next again adjacent square then it is ¼ damage and a DC 15 Reflexes save<br />
to take none.<br />
(You also move one sq away from the grenade)<br />
If you are prone the DC check is against 20.<br />
Types of Grenade<br />
Incendary grenades do damage the 1 st round and again in the 2 nd unless the victim spends a full<br />
round action trying to put it out. This is a DC 15 on REF. +2 if you roll on the ground.6d4 damage<br />
Type Weight Stun DC NL Damage Notes Cost<br />
Small 1lb N/A 4d4 78<br />
Large 2lb N/A 6d4 156<br />
Stun Grenades now come in two sizes, have a stun DC (for half damage) and do non-lethal damage.<br />
Radius is 10ft feet, 15ft in an enclosed room.<br />
Type Weight Stun DC NL Damage Notes Cost<br />
Small 1lb 10 4d6 78<br />
Large 2lb 15 6d6 No 2 nd Range Inc 156<br />
Sonic 1lb 10 4d6 Also deafens 1d4 rounds 250<br />
Dazzle 1lb 10 4d6 Also blinds 1d4 rounds 250<br />
Flash/Bang 1lb 10 4d6 Blinds and deafens 1d3<br />
rounds<br />
400<br />
*blindness and deafness out to 10ft<br />
If you make your Stun DC then blind and deaf for only one round
Frag Grenades now come in two sizes<br />
Type Weight Damage Notes Cost<br />
Small 1lb 5d4 128<br />
Large 2lb 5d6 No 2 nd Range Inc 256<br />
Frag AP 1lb 4d4 Ignores Soak 256<br />
Frag HE 2lb 5d6 No 2 nd Range Inc. Another d6 256<br />
damage to non-armoured targets.<br />
Frag HEAP 2lb / 1kg 6d6 No 2 nd Range Inc. Ignores soak. 512<br />
EMP Grenade 1lb 6d6* Damage affects electronic<br />
devices and beings only<br />
512<br />
Smoke Grenades<br />
Type Weight NL Damage Notes Cost<br />
Small 1lb N/A 20% concealment - 20ft radius 128<br />
Large 2lb N/A 20% concealment - 40ft radius<br />
No 2 nd Range Inc<br />
256<br />
Gas 2lb special DC 20/15/10 fort in radius or be sickened
Equipment<br />
Item<br />
Cost<br />
All Weather Clothes (allows wearer to be comfortable between 0°- 45° Celsius) 35<br />
Breather Mask (space/underwater/atmospheric filter) 48<br />
Communicator (range 100 kilometers) 100<br />
Datapad 25<br />
Kazon Data Handset 20<br />
Kazon Data Handset (Extended) 40<br />
Flashlight 5<br />
Tricorder (Tactical) 735<br />
Binoculars 39<br />
Alloyed Rope 20<br />
Tool Kit (needed to conduct repairs) 140<br />
Holographic Imager (records holo-vids) 20<br />
Portable Power Generator (200 charges) 150<br />
Space Ration 2<br />
Universal Translator 14,000<br />
Kazon Communicator (range 50 kilometers) 50<br />
Kazon Communicator (Extended) (range 100 kilometers) 100<br />
Vidiian communicator (range 100 kilometers) 100<br />
Vidiian Mutli-tool (Tech tool / datapad / music - vid player) 100<br />
Hologenerator (Arm Unit)(soft light only)(duplicate the user)(5 other pre-programmable 12,000<br />
settings)<br />
Emergency Grab Bag (10 minute air supply and breathing mask. Torch. Ration pack. 1525<br />
Med Kit. Foam crack. Communicator. Emergency Beacon. 2x Flares. Datapad. Paper<br />
Survival Manual)<br />
10 robotic bits for 1000 credits<br />
Norlot Sedation Rings +1 wis 10,000 credits (cannot replicate them)<br />
Healing Equipment<br />
Item Cost Duration Notes<br />
First Aid Kit 200 - Allows the use of the First Aid Skill<br />
Tricorder (Medical) 875 - Among other things, decreases the DC checks of Treat<br />
Injury Skill checks.<br />
Field Surgeon’s Kit 300 - Allows for surgery outside of a hospital.<br />
Dermal Regenerator 500 - Decreases the DC checks of Treat Injury Skill checks.<br />
Stimulant Boost 'Pack' 100 - Heals d8+1/2 Skill Mod HP in 1 standard round.<br />
Health Boost 'Pack' 250 1 day +4 to Fort.<br />
Speed 'Pack' * 200 Skill Mod rounds +2 Dex, +4 Ini, +2 Ref, +10ft Movement speed.<br />
Speed Heal 'Pack'* 350 3 days Doubles the users regular healing rate.<br />
Mind Boost 'Pack'* 120 Skill Mod minutes +2 Int. +2 Will<br />
Rage Boost 'Pack'* 300 Skill Mod rounds Gains the 'Heat of Battle' Feat<br />
Blue Boost 'Pack'* 350 Skill Mod rounds +4 to Hit, -2 to Defence<br />
Green Boost 'Pack'* 350 Skill Mod rounds Will stay conscious while in negative HP. As per rules for 0<br />
HP.<br />
Combat Boost 'Pack'* 500 Skill Mod rounds +2 Str, +2 Dex, +2 Ini, +2 Ref. Conscious in negative HP.<br />
Vigour Boost 'Pack'* 250 1 day Will not become fatigued. Is Exhausted after 1 day.<br />
Rules for all packs :<br />
- DC 10 Treat Injury or DC 14 First Aid skill check to administer.<br />
- After Skill Mod used Minutes the target is Fatigued for 24-Fort period.<br />
- On a second use in a 24-Fort period target becomes Exhausted.<br />
- Third use results in unconsciousness.<br />
- Many have side effects that are detailed in the description.
*There are legal issues in regards to the usage of this pack in civilised societies (including the<br />
federation!).<br />
[All electrical equipment has a soak of 5 and HP of 10]<br />
Tricorder<br />
Here is collected the things that tricorders can and cannot do.<br />
http://en.memory-alpha.org/wiki/Tricorder<br />
<strong>Voyager</strong> uses the TR-590 Tricorder X.<br />
(It also has all the functions of all previous versions)<br />
Additional Functions<br />
Detecting Lifesigns – Full Round Action – DC 10 Tricorder Use. Detects all life signs in a 60ft radius.<br />
DC +2 for each further 20ft increase in radius.<br />
Detecting Lifesigns (Past) – Full Round Action – DC 20 Tricorder Use. Detects if lifesigns were<br />
present in the immediate area of 10ft of the Tricorder check. After 1 hour the DC is +2 and every 1<br />
hour thereafter.<br />
Dermal Regenerator<br />
http://en.memory-alpha.org/wiki/Dermal_regenerator<br />
Heals HP lost from flesh wounds and burns only (in conjunction with a Treat Injury skill roll). Will not<br />
heal HP lost from disease or poison.<br />
See the Treat Injury Skill for its usage
Services<br />
Meal<br />
Cost<br />
Five <strong>Star</strong> 50<br />
Two <strong>Star</strong> 22<br />
No <strong>Star</strong> 5<br />
Lodging<br />
Cost<br />
Luxury Suite 285<br />
Good Hotel 109<br />
Shabby Motel 39<br />
Medical<br />
Cost<br />
Complex Surgery 3500<br />
Minor Procedure 500<br />
Basic Checkup 100<br />
Travel<br />
Cost<br />
Steerage 50 Open spot in a Freighter’s hold<br />
Poor 100 A bunk on a Cargo Hauler<br />
Average 200 Splitting a room with several other<br />
passengers on a Runabout<br />
Good 500 A private room on a starship<br />
Luxurious 1200 A private stateroom on a ship designed<br />
to<br />
carry passengers
Stat Items<br />
These represent powerful technological items that improve, boost and modify stats and skills. As such<br />
they are costly and in general cannot be replicated unless ruled differently by the GM.<br />
Below is a sample list of items. In general any stat, skill or technique can be improved with an item.<br />
The parameters of the item and the cost can be agreed on by the players and GM.<br />
Item Cost Effect Notes<br />
Norlot Sedation Ring 10,000 CR +1 WIS Has the following effects on Norlots only : +5 to<br />
Diplomacy, -5 to Intimidation. Worn on a finger.<br />
Kazon Power Gloves 10,000 CR +1 STR No other type of glove or gauntlet can be worn.<br />
Vidiian University<br />
Glasses<br />
Banean Intelligent<br />
Footwear<br />
Banean Intelligent<br />
Gloves<br />
10,000 CR +1 INT No other type of glasses may be worn. Takes 1 week of<br />
use before the +1 takes effect as the glasses adjust to the<br />
wearer.<br />
10,000 CR +2 DEX The bonus only applies to running, jumping and climbing<br />
checks.<br />
10,000 CR +2 DEX No other type of glove or gauntlet can be worn. The bonus<br />
applies to hand tasks only, such as Ranged attacks etc<br />
Norlot Blood Filter 10,000 CR +1 CON About the size of a penny, this device is swallowed. It then<br />
navigates to the heart in a somewhat painful process.<br />
After two days the +1 CON is applied. +2 CON to Norlots.<br />
Banean Psi Feather 10,000 CR +1 CHA This feather is worn behind the ear and transmits a low<br />
frequency psi field that positively affects the wearer and<br />
those around them. +2 CHA if the wearer or the target is a<br />
Banean. The affect does not stack.<br />
Numiri Sonic Spanner<br />
10,000 CR +2 to Repair<br />
Skill<br />
Make a DC 20 Repair skill check initially, otherwise you<br />
can’t figure out how to use it. This check may be made in<br />
another 24 hours. Once successful the check may never be<br />
made again.<br />
Vidiian Targeting 15,000 CR +1 to Hit with Other headset or glasses may not be worn.<br />
Headset<br />
Ranged<br />
Balaxian Trade Totem 12,000 CR +2 to Barter A sophisticated hand held trading computer that scans<br />
nearby systems for (mostly) legally obtained trade data.<br />
Handy for not being price gouged on alien planets.<br />
Numiri Snoop 5000 15,000 CR +2 to Listen An earpiece that amplifies barely audible sounds and goes<br />
beyond normal humanoid frequencies.<br />
Vidiian Stealth Cloak 20,000 CR +4 to Hide, +1<br />
Defence<br />
Gemspotter 9000<br />
20,000 CR +2 Search<br />
+2 Perception<br />
Think ‘Predator’. May not be worn over Medium or Heavy<br />
armour or any other type of Vidiian cloak.<br />
A sophisticated, highly intelligent set of goggles designed<br />
by the Burung Mera for the collection of nice shiny things<br />
for their nests.
Cyberware<br />
Many cultures frown upon Cybernetics unless absolutely necessary. There are many example of<br />
races where it has gone too far, not least of which are the Borg. However, many unaligned space<br />
stations and less civilised planets offer Cybernetics for sale.<br />
TL 9 minimum is required, but the higher the TL the better the Cybernetics.<br />
This is a great list of cyberware:<br />
http://www.mecha.com/~conkle/cyber/cyberware.html<br />
And can be adapted to <strong>Star</strong> <strong>Trek</strong>.<br />
At some point I'll go through the list and Stat <strong>Trek</strong>ify it ;)<br />
In Cyberpunk the amount of Cyberware you could have was limited by the Empathy stat. In <strong>Star</strong> <strong>Trek</strong><br />
then we'll use CHA. CHA x 10 gives the Empathy (EMP) score. The GM decides how much EMP is<br />
lost for each Cyberware item. Once your EMP reaches 0 you are effectively a machine.<br />
The higher the TL of the Cyberware the lower the EMP loss.<br />
EMP loss should also negatively affect CHA in some instances.<br />
It will be fun to beef up some NPCs though, so common stuff dealt with below:
Genetic Manipulation<br />
This covers all forms of genetic manipulation not already covered as part of the players species (e.g.<br />
Suliban). Note that most advanced cultures use genetic manipulation at birth to prevent many types of<br />
diseases and conditions. Also, most advanced cultures are very careful about creating 'super beings'<br />
as there are many instances of things going very wrong. <strong>Star</strong>fleet for instance has it very tightly<br />
regulated, however, many species all over the Galaxy offer Genetic Manipulation for sale that will<br />
work on all common humanoid types.<br />
GURPS Bio-Tech<br />
(http://www.lab.pro.br/~monteiro/flux/Gurps%204th%20Edition%20all%20Books/Biotech.pdf) is very<br />
detailed and I may pull stuff from it as we go on. Particularly Chapter 2.<br />
In <strong>Star</strong> <strong>Trek</strong> then, CON x 10 = Number of Gene Strength points (GES). When you go over your GES<br />
limit then that's the end as your body breaks up into bits. The higher the TL of the Genetic<br />
Engineering the less GES the procedure costs.<br />
It will be fun to beef up some NPCs though, so common stuff dealt with below:
9. <strong>Star</strong>ships<br />
The four basic templates allow you to custom design a ship for almost any species.<br />
Specific designs (the Human NX type, Andorian Kumari, Vulcan D’Kyr etc) are listed in detail following<br />
the templates. In order to create a ship from the templates follow these easy steps:<br />
- Choose your ship type (shuttlecraft, freighter, cruiser, heavy cruiser)<br />
- Choose style of Primary Weapons <strong>System</strong>s<br />
- Choose style of Secondary Weapons <strong>System</strong>s (if available)<br />
- Choose Support <strong>System</strong>s (as available)<br />
- Determine crew size and homeworld, exact size of ship (smaller ships have fewer<br />
systems, larger ships have more systems)<br />
- Make sure that your systems energy cost doesn’t exceed you reactor s energy<br />
capabilities! A ship can only have one reactor and one backup power supply!<br />
- These rules are left a little vague intentionally; there have been hundreds of ships on screen in the<br />
<strong>Star</strong> <strong>Trek</strong> Universe and this allows Game Masters and Players to be creative with ship design.
Ship Type<br />
Main Reactor<br />
Energy (Typical)<br />
Movement<br />
Space<br />
(Atmosphere)<br />
Shuttlecraft 28 2 (18)<br />
Freighter 28 10 (N/A)<br />
Light Cruiser 40 9 (N/A)<br />
Heavy Cruiser 65 8 (N/A)<br />
Explorer 50 9 (12)<br />
Raider 40 11 (16)<br />
<strong>Star</strong>base 100 – 750 0/Orbital<br />
<strong>Star</strong>ship Size Categories (Standard <strong>Star</strong>ship Defence is 19)<br />
Size Category Length in meters Defence Modifier<br />
Tiny 1 – 24 +2<br />
Small 25 – 99 +1<br />
Medium 100 – 300 0<br />
Large 301-500 -1<br />
Huge 501-700 -2<br />
Massive 701-900 -3<br />
Enormous 901-1100 -4
SHIPS POWER<br />
Since there are no rules on this here, I’ll write some. As he says<br />
‘Make sure that your systems energy cost doesn’t exceed you reactor s energy capabilities! A ship<br />
can only have one reactor and one backup power supply!’<br />
‘<br />
..and yet most of the ships have total energy cost exceeding the total reactor output then it must be<br />
that a balancing act is required e.g. you can’t pelt along at full warp and have your sensors on full<br />
blast at the same time…<br />
Still, I like the bolt on, plug and play sort of thing that goes on in STO, so installing new warp engines<br />
in order to put new stuff in seems like a good idea to me. So a sort of ‘slot’ based ship sheet might be<br />
in order, with power and stuff calculated in it. Hmm! I think a super duper sort of character sheet for<br />
space ships is in order.<br />
<strong>Star</strong>fleet ships use Dilithium as their fuel source. As an example, the Aeroshuttle has a Reactor<br />
Output of 28 and a Total Energy Cost of 20. So until it fits shields it can scoot around at full warp with<br />
no problems.<br />
Each day total up the energy used. By default a ship will always have Hull Plating, Life Support,<br />
Gravity Plating, Comms, Sensors, Computer Core, and Deflectors on, but these can be switched off to<br />
save energy. Flying at Warp, or having the shields on will use more for that day (or fraction).<br />
Subtract the energy used from you total grams of Dilithium.<br />
So, if the AS running at full warp will burn 20g of DL.<br />
Other things that cost DL are Transporting and Replicating. Each human sized object transported<br />
costs 1g of DL. Every 10kg replicated costs 1g DL.<br />
http://en.memory-alpha.wikia.com/wiki/Dilithium
Alternative Rules for Energy Use<br />
We've never actually used the rules above so I am going to try something simpler. A spaceship has a<br />
maximum energy capacity, yes, which is the limit of everything that can be installed.<br />
It then has three energy usage numbers, the Dilithium usage in minimum mode, active but stationary<br />
and at warp (per 1 warp speed).<br />
Dilithium then becomes the 'gold' for ships.<br />
This is set up to be simple. If the players want something more complicated then go for it. But for now<br />
just use this table. (Numbers are in 'grams of Dilithium per day')<br />
Ship Size Min Rest Warp<br />
Shuttlecraft 0.1 0.5 1<br />
Freighter 0.5 2 4<br />
Light Cruiser/Raider 1 4 8<br />
Heavy Cruiser 2 8 16<br />
Explorer 1.5 6 12<br />
Each human sized object transported costs 1g of DL.<br />
Every 10kg replicated costs 1g DL.<br />
Other actions may cost grams of DL as the GM decides.
<strong>Star</strong>ship <strong>System</strong>s Descriptions<br />
This section entails a brief description of the different combat and non-combat systems found on<br />
a <strong>Star</strong>ship and the basics of how they operate.<br />
<strong>Star</strong>ship Support <strong>System</strong>s<br />
Subspace Communications<br />
By transmitting information through subspace rather than normal space, subspace communications<br />
permit the sending of data and messages across interstellar distances faster than the speed of light,<br />
proving it much more practical than conventional radio.<br />
Because messages sent over subspace travel so much faster than the speed of light, they are the<br />
basis for interstellar communication. <strong>Star</strong>ships rarely even monitor frequencies that travel at the<br />
speed of light or slower. Subspace communications have a varying degree of band frequencies, from<br />
upper (or high-band) to lower.<br />
Earth developed subspace communication in 2138. Subspace amplifiers are required in order to<br />
maintain real-time contact between Earth and Earth <strong>Star</strong>fleet vessels over long distances. Contact<br />
with these amplifiers is maintained with a subspace antenna. If this antenna is damaged, a starship is<br />
only capable of short-range communication.<br />
Subspace Communications Range (in light years)<br />
Short Range: 2 Light Year<br />
Mid-Range: 15 Light Years<br />
Long-Range: 40 Light Years<br />
* For unlimited range there must be a subspace amplifier every 40 light years<br />
http://en.memory-alpha.org/wiki/Subspace_communication<br />
<strong>System</strong> Energy Cost Range Price TL Repair DC<br />
Communications - Short Range 1 2 LY 21,000 9 15<br />
Communications - Medium Range 2 15 LY 71,000 10 17<br />
Communications - Long Range 3 40 LY 104,000 11 20<br />
So even short range subspace comms fits easily within any solar system.
Life Support<br />
Life support systems are the most crucial aboard any space vehicle. They typically include<br />
temperature and climate control, waste processing, radiation shielding, atmosphere recycling and<br />
bacterial and viral filtering systems.<br />
Life support can be shut down in order to divert its energy resources to other systems.<br />
Once life support is shut down it takes an average of 60 minutes for the crew of a <strong>Star</strong>ship to begin to<br />
feel adverse effects.<br />
Failure of Life Support systems can be fatal to a crew.<br />
Amount of time without Life Support Adverse Effects<br />
Up to 60 minutes<br />
No effect<br />
60 to 90 minutes -4 to all Checks<br />
91 to 120 minutes -8 to all Checks<br />
121 to 150 minutes Fortitude Save of TN 18 or fall unconscious<br />
180 minutes + Death by asphyxiation & hypothermia<br />
http://en.memory-alpha.org/wiki/Life_support_system<br />
<strong>System</strong> Energy Cost Price TL Repair DC<br />
Life Support Mk I (Atmospheric) -Tiny 4 8000 9 15<br />
Life Support Mk I (Atmospheric) - Small 4 16,000 9 15<br />
Life Support Mk I (Atmospheric) - Medium 5 24,000 9 15<br />
Life Support Mk I (Atmospheric) - Large 5 32,000 9 15<br />
Life Support Mk I (Atmospheric) - Huge 6 40,000 9 15<br />
Life Support Mk I (Atmospheric) - Massive 6 48,000 9 15<br />
Life Support Mk I (Atmospheric) - Enormous 7 56,000 9 15<br />
Life Support - Auxiliary <strong>System</strong> - Tiny 2 10,000 10 17<br />
Life Support - Auxiliary <strong>System</strong> - Small 2 20,000 10 17<br />
Life Support - Auxiliary <strong>System</strong> - Medium 3 30.000 10 17<br />
Life Support - Auxiliary <strong>System</strong> - Large 3 40,000 10 17<br />
Life Support - Auxiliary <strong>System</strong> - Huge + 4 50,000 10 17<br />
Life Support - Emergency Batteries - Tiny 1 10,000 11 20<br />
Life Support - Emergency Batteries - Small 2 20,000 11 20<br />
Life Support - Emergency Batteries - Medium 3 30.000 11 20<br />
Life Support - Emergency Batteries - Large 3 40,000 11 20<br />
Life Support - Emergency Batteries - Huge + 4 50,000 11 20
Gravity Plating<br />
The artificial gravity generator is a component of most starships in the mid-22nd century.<br />
The artificial gravity generator changes the environment of a starship from zero gravity to artificial<br />
gravity, using the vessel's gravity plating. Gravity plating is a collection of plates used to simulate a<br />
gravity environment on starships. Gravity plating can be lined along a ships exterior hull, or across the<br />
interior deck plates.<br />
A subsystem of Gravity Plating is inertial dampers. They are a system used on almost all starships to<br />
counter the effects of rapid acceleration/deceleration of a vessel by sustaining and absorbing the<br />
natural inertia of a vessel as it either moves through space or if it is under attack from another vessel.<br />
If a starship were to jump to warp speed without using inertial dampers, the members of the crew<br />
would almost certainly die as the rapid acceleration would throw them back in to the consoles and<br />
rear walls killing them instantly. Conversely, they would also be killed if a ship were to come out of<br />
warp but in this instance the crew would be thrown forward.<br />
http://en.memory-alpha.org/wiki/Gravity_plate<br />
<strong>System</strong> Energy Cost Price TL Repair DC<br />
Gravity Plating (with Inertia Dampener) - Tiny 1 55,000 9 15<br />
Gravity Plating (with Inertia Dampener) - Small 1 110,000 9 15<br />
Gravity Plating (with Inertia Dampener) - Medium 2 165,000 9 16<br />
Gravity Plating (with Inertia Dampener) - Large 3 210,000 10 16<br />
Gravity Plating (with Inertia Dampener) - Huge 4 265,000 10 17<br />
Gravity Plating (with Inertia Dampener) - Massive 5 310,000 10 18<br />
Gravity Plating (with Inertia Dampener) - Enormous 6 465,000 10 19
Navigation<br />
The flight control operations onboard a starship or shuttle. Helm is responsible for controlling the flight<br />
operations of a ship, including warp, impulse and thruster control.<br />
Helm is also responsible for controlling the ship during a landing sequence or docking procedure.<br />
http://en.memory-alpha.org/wiki/Navigation<br />
http://en.memory-alpha.org/wiki/Astrogator<br />
<strong>System</strong><br />
Energy Price Notes TL Repair DC<br />
Cost<br />
Navigation <strong>System</strong> Mk 1 1 5300 9 15<br />
Navigation <strong>System</strong> Mk 2 1 10,000 +1 to Navigation checks 10 17<br />
Navigation <strong>System</strong> Mk 3 1 20,000 +1 to Navigation checks<br />
and Plot Course<br />
11 19<br />
Navigation <strong>System</strong> Mk 4 1 30,000 +2 to Navigation checks<br />
and Plot Course<br />
12 21<br />
Navigation <strong>System</strong> Mk 5 1 50,000 +3 to Navigation checks<br />
and Plot Course<br />
13 25<br />
Additions to Navigation <strong>System</strong><br />
<strong>System</strong><br />
Energy Price Notes TL Repair DC<br />
Cost<br />
Astrogator 1 6000 + 1 to Plot Course 9 15<br />
Subspace Sensor <strong>System</strong> Mk 1 1 250,000 +1 to Navigation and Plot Course 9 15<br />
Subspace Sensor <strong>System</strong> Mk 2 1 500,000 +2 to Navigation and Plot Course 10 17<br />
Advanced Helm Control Mk 1 1 100,000 +1 to Pilot 10 19<br />
Advanced Helm Control Mk 2 1 200,000 +2 to Pilot 11 21<br />
Advanced Helm Control Mk 3 1 300,000 +3 to Pilot 12 23<br />
AI Navigation <strong>System</strong> Mk 1 2 500,000 No need for human. Has 10 in each<br />
skill<br />
11 21<br />
AI Navigation <strong>System</strong> Mk 2 2 750,000 No need for human. Has 15 in each<br />
skill<br />
12 23<br />
AI Navigation <strong>System</strong> Mk 3 2 1,000,000 No need for human. Has 20 in each<br />
skill<br />
13 25
Hull Plating<br />
Polarized hull plating is a defensive technology. In a battle situation, electromagnetic power can be<br />
applied to the hull materials, making them several orders of magnitude harder. This is the only<br />
defensive technology is used on starships of cultures that have not yet developed shield technology.<br />
Unlike shields, polarization cannot be amplified to reinforce a specific section. The amount of<br />
polarization on the forward sections of the ship is the equal on the aft.<br />
Hull plating on any ship has a 100-point scale. What varies from ship to ship (and what determines<br />
the strength of a ship’s hull plating) is it’s Damage Reduction (DR).<br />
Whenever a ship takes damage with active hull plating first subtract the DR number from the damage<br />
roll and then subtract the result from the Hull Plating 100-point scale. When the scale reaches 0, it<br />
indicates that Hull Plating is offline and needs a Repair check (TN 20) in order to be brought back<br />
online (2 hour repair time). Once Hull Plating is offline all damage done gets subtracted directly from a<br />
ship’s Hull Point with no damage reduction. Note that Hull Plating <strong>System</strong>s can have from DR 0 to DR<br />
20.<br />
For example:<br />
A Klingon Raptor fires a Disruptor (6d10 damage) at an NX Class and rolls 47 points of<br />
damage. The NX Class has DR 15 and Hull Plating is at 29. The NX Class takes 32<br />
(47 – 15 = 32) points of damage to its Hull Plating taking it offline since Hull Plating is<br />
now at or below zero. The next attack deals 54 points of damage that is taken directly<br />
out of the NX Class’ Hull Points leaving it with 446 Hull Points (500 – 54 = 446).<br />
<strong>System</strong><br />
Energy Price Damage TL Repair DC<br />
Cost<br />
Reduction<br />
Hull Plating 2 450,000 5 9 15<br />
Advanced Hull Plating 3 550,000 6 10 17<br />
Advanced Hull Plating Mk 2 4 750,000 7 11 19<br />
Advanced Hull Plating Mk 3 5 950,000 8 12 21<br />
Advanced Hull Plating Mk 4 5 1, 250,000 9 13 25<br />
<strong>System</strong><br />
Deflector Control<br />
The navigational deflector dish is a component of many starships, and is used to deflect<br />
space debris, asteroids, microscopic particles and other objects that might collide with the<br />
ship. At warp speed the deflector is virtually indispensable for most starships as even the<br />
minutest particle can cause serious damage to a ship when it is traveling at supra-light<br />
velocities. If the Deflector Dish goes off line warp speed will cause the ship to become<br />
destroyed within 1d4 minutes of travel due to micrometeorite collisions. Furthermore,<br />
when the deflector dish is offline a ship cannot travel faster than half-impulse.<br />
Energy<br />
Cost<br />
Price TL Repair DC<br />
Deflector Control - Small 1 170,000 9 15<br />
Deflector Control - Medium 2 470,000 9 15<br />
Deflector Control - Large+ 3 970,000 9 15<br />
http://memory-alpha.wikia.com/wiki/Main_navigational_deflector
Sensors<br />
The term sensor is used to refer to any device that is used to scan, record, or otherwise<br />
observe any aspect of an environment surrounding a starship, station, or person. This<br />
could be as simple a device as a manual camera or light sensor, or as complicated as the<br />
many devices designed to scan the matter and energies of subspace, space, time and<br />
stellar bodies that make up all of existence.<br />
There are many ways to mask a sensor scan, sensor screens are the most commonly used.<br />
You can also mask a sensor scan with certain materials, or radiations. Successful sensor<br />
use is determined by a Computer Use skill check.<br />
[GM] If you do not have the relevant proficiency with the sensor you are using then there is a -4<br />
penalty to the roll. If you have advanced training with the sensor then +4 to the roll.<br />
(40 AU = 0.0006325 LY, 80 AU = 0.001265001, 200 AU = 0.003162501)<br />
(1 LY = 63,241 AU)<br />
All sensor data can be displayed on the main viewscreen.<br />
Multiphasic Scanning<br />
(http://memory-alpha.wikia.com/wiki/Multiphasic_scan).<br />
A multiphasic scan, or multiphasic sweep, is a method whereby a vessel's sensors could be<br />
reconfigured to penetrate areas of intense interference where conventional scanning<br />
methods would prove impractical. (-4 to Computer Use while peforming these scans)<br />
Subspace differential pulse<br />
http://memory-alpha.wikia.com/wiki/Subspace_differential_pulse<br />
Some scanners may be used to emit subspace pulses. These include Electromagnetic, Electron<br />
Resonance, Gamma Ray, Neutron Densitometry, Magnetron and Gravimetric scanners.<br />
Inverse tachyon pulse<br />
http://memory-alpha.wikia.com/wiki/Inverse_tachyon_pulse<br />
Some scanners may be used to emit tachyon pulses. These include Electromagnetic, Electron<br />
Resonance, Gamma Ray, Neutron Densitometry, Magnetron and Gravimetric scanners. This is done<br />
via the main navigational deflector.
Scanner Types:<br />
<strong>System</strong><br />
Energy<br />
Cost<br />
Price Range TL Repair<br />
DC<br />
Short Range IFF Sensor 1 290,000 40 AU 8 15<br />
Medium Range IFF Sensor 2 900,000 80 AU 9 16<br />
Long Range IFF Sensor 3 1,390,000 1 LY 10 17<br />
Chemical Identity 2 900,000 40 AU 9 15<br />
Short Range Electromagnetic 1 290,000 40 AU 9 15<br />
Medium Range Electromagnetic 2 900,000 10 LY 10 16<br />
Long Range Electromagnetic 3 1,390,000 25 LY 11 17<br />
Electron Resonance 2 290,000 40 AU 11 17<br />
Short Range Gamma Ray 1 290,000 40 AU 11 17<br />
Medium Range Gamma Ray 2 900,000 10 LY 12 18<br />
Long Range Gamma Ray 3 1,390,000 25 LY 13 19<br />
Gravimetric 1 900,000 40 AU 11 17<br />
Short Range Navigational Scanner 1 290,000 40 AU 9 15<br />
Medium Range Navigational Scanner 2 900,000 10 LY 10 16<br />
Long Range Navigational Scanner 3 1,390,000 25 LY 11 17<br />
Molecular Imaging 1 900,000 40 AU 10 17<br />
Short Range Neutron Densitometry 1 290,000 40 AU 10 17<br />
Medium Range Neutron Densitometry 2 900,000 10 LY 11 17<br />
Long Range Neutron Densitometry 3 1,390,000 25 LY 12 18<br />
Thermal Analysis 1 900,000 40 AU 9 15<br />
Proximity Sensors 1 100,000 1 AU 9 15<br />
Targeting / Tactical Scanner 1 500,000 40 AU 9 15<br />
Topographic Imaging 1 200,000 40 AU 9 15<br />
Sub Atomic 1 1,390,000 40 AU 10 16<br />
Antiproton Beam 1 1,390,000 40 AU 11 17<br />
Biological Reference 1 500,000 40 AU 10 16<br />
Geological 1 500,000 40 AU 9 15<br />
Internal Ship Sensors 1 500,000 Internal 9 15<br />
Short Range Magnetic Resonance 1 290,000 40 AU 9 15<br />
Medium Range Magnetic Resonance 2 900,000 10 LY 10 16<br />
Long Range Magnetic Resonance 3 1,390,000 25 LY 11 17<br />
Short Range Passive High Resolution 1 290,000 40 AU 9 15<br />
Medium Range Passive High Resolution 2 900,000 10 LY 10 16<br />
Long Range Passive High Resolution 3 1,390,000 25 LY 11 17<br />
Short Range Subspace Differential 1 290,000 40 AU 10 15<br />
Medium Range Subspace Differential 2 900,000 10 LY 11 16<br />
Long Range Subspace Differential 3 1,390,000 25 LY 12 18<br />
Short Range Virtual Positron Imaging 1 290,000 40 AU 11 17<br />
Medium Range Virtual Positron Imaging 2 900,000 10 LY 12 18<br />
Long Range Virtual Positron Imaging 3 1,390,000 25 LY 13 20<br />
Dilithium Scanner Short 1 1m 40 AU 9 17<br />
Dilithium Scanner Medium 2 2m 1 LY 10 18<br />
Dilithium Scanner Long 3 4m 2 LY 11 19<br />
Magnetron scanner 1 1m 40 AU 13 19<br />
(1 AU = the distance from Sol to Earth)<br />
Mid-Range: up to 10 Light Years<br />
Long-Range: up to 25 Light Years (at this range a d% must be rolled to discover how informative the<br />
long-range scans are as resolution drops off because of distance and spatial phenomena. Also, all<br />
Skill Checks are at a –6.)
More information on Scanner Types.<br />
IFF Sensor - Used by military vessels. (https://en.wikipedia.org/wiki/Identification_friend_or_foe). Will<br />
automatically identify any spaceship already known to the system and provide a wealth of information<br />
on the target. Gives a +4 to Computer Use when tracking, interrogating or examining a spaceship.<br />
Chemical Identity - A long range advanced spectrograph used to identify the atomic and sub-atomic<br />
make up of anything it is pointed at.<br />
Electromagnetic - A sensor specifically designed to measure Electromagnetic activity.<br />
(https://en.wikipedia.org/wiki/EMF_measurement)<br />
Electron Resonance - (Or EPR) Used for studying materials with unpaired electrons.<br />
(https://en.wikipedia.org/wiki/Electron_paramagnetic_resonance)<br />
Gamma Ray Sensor - (Or GRS) For measuring the distribution of the intensity of gamma radiation<br />
versus the energy of each photon. (https://en.wikipedia.org/wiki/Gamma_ray_spectrometer)<br />
Gravimetric - measurement of the strength of a gravitational field.<br />
(https://en.wikipedia.org/wiki/Gravimetry)<br />
Navigational Scanner - The standard scanner for moving around in space and looking at things.<br />
(http://memory-alpha.wikia.com/wiki/Navigational_scan). If this is damaged then all Navigation checks<br />
are at -2.<br />
Targeting / Tactical Scanner - Used by military vessels for assisting the targeting of all the ships<br />
weapons systems. If this is fitted, then all weapons get +2 to hit and allows particular parts of an<br />
enemy ship to be targeted.<br />
Antiproton Beam - see (http://memory-alpha.wikia.com/wiki/Antiproton_beam). May be used to spot<br />
cloaked vessels.<br />
Passive High Resolution - see (http://memory-alpha.wikia.com/wiki/Passive_high-resolution_series). A<br />
very detailed scan through the full range of light.<br />
Internal Ship Sensors - Used mainly in larger vessels to monitor the goings on. (http://memoryalpha.wikia.com/wiki/Internal_sensor)<br />
Magnetron scanner - Used for watching subspace activity and finding subspace fractures.<br />
(http://memory-alpha.wikia.com/wiki/Magneton_scan)
Transporters<br />
The transporter is a subspace device capable of almost instantaneously moving an object from one<br />
location to another. Transporters are able to dematerialize, transmit and reassemble an object. The<br />
act of transporting is often referred to as "beaming."<br />
Transporter rooms usually consist of a transporter console, a transporter platform with an overhead<br />
molecular imaging scanner, primary energizing coils and phase transition coils.<br />
A pattern buffer with a biofilter is located on the deck below the room. The outer hull of a starship<br />
incorporated a number of emitter pads for the transporter beam.<br />
Transporters work on the quantum level and employ Heisenberg compensators to enable secure<br />
transport of life forms. Biofilter built into the transporter systems prevent dangerous microorganisms<br />
from boarding the ship.<br />
Transporters have a range of 10 to 50 kilometers. Each transporter unit’s range must be<br />
determined during the design phase. Not all species have transporter technology.<br />
GM note - Not according to Memory Alpha – the ranges are a lot longer by the time of <strong>Voyager</strong>.<br />
<strong>Star</strong>ships have a range of 40,000km and shuttles 20,000km.<br />
<strong>System</strong><br />
Energy Price Range Max TL Repair DC<br />
Cost<br />
Capacity<br />
Transporters - Simple 2 800,000 50km 100kg 10 20<br />
Transporters - Mark 2 3 1,500,000 1,000km 200kg 11 23<br />
Transporters - Mark 3 3 2,000,000 5,000km 400kg 12 25<br />
Transporters - Advanced 2 2,500,000 20,000km 1000kg 12 25<br />
Shuttle<br />
Transporters - Advanced<br />
<strong>Star</strong>ship<br />
3 5,500,000 40,000km 2000kg 13 30
Grappler<br />
The grappler was a metallic cable with claws on the end that could be launched by a starship to<br />
grapple objects in space. The grapplers utilized a magnetic lock device to attach to objects. The more<br />
effective tractor beam eventually supercedes this device although some species maintained the use<br />
of grapplers well into the 2160s. Grapplers can be extended to 5 kilometers.<br />
<strong>System</strong><br />
Energy Price TL Repair DC<br />
Cost<br />
Grappler - Small 1 120,000 9 20<br />
Grappler - Medium 2 220,000 9 23<br />
Grappler - Large 3 320,000 9 25<br />
Tractor Beam<br />
A tractor beam is an attenuated linear graviton beam used by starships and space stations<br />
to control the movement of external objects. The beam places spatial stresses on the<br />
object in specific areas allowing the ship using the tractor beam to hold the object in a<br />
fixed location or alter its position or trajectory.<br />
Tractor beams are generally only used at sub-warp velocities. To safely tow a vessel at<br />
warp speed, the target vessel’s engines must be deactivated to avoid shearing forces<br />
against both the towing and towed vessels. Using a tractor beam can be done at warp<br />
speed only if both vessels' speeds are exactly matched. Tractor beams have a range of 18<br />
kilometers.<br />
<strong>System</strong><br />
Energy Price TL Repair DC<br />
Cost<br />
Tractor - Small 1 1,120,000 10 20<br />
Tractor - Medium 2 2,220,000 11 23<br />
Tractor - Large 3 3,320,000 12 25<br />
Warp Drive<br />
Warp drive is a technology that allows space travel at faster-than-light speeds. It does this<br />
by generating warp fields to form a subspace bubble that envelops the starship, distorting<br />
the local space-time continuum and moving the starship at velocities that exceed the<br />
speed of light. These velocities are referred to as warp factors.<br />
Warp Drive costs 8 energy points to have online plus an increasing amount of energy the<br />
faster the starship travels. See the ‘Warp Speed and Energy Costs’ table below for<br />
specifics. The speed of light is commonly referred to as C (C = 1 billion kph).<br />
Warp Speed Factors and Energy Costs<br />
Warp Factor Multiple of C Energy Cost<br />
1 C 1 1<br />
2 C 4 8<br />
3 C 9 27<br />
4 C 16 64<br />
5 C 25 125<br />
6 C 36 216<br />
7 C 49 343<br />
8 C 64 512<br />
9 C 89 729<br />
10 C 100 1000
Determining Warp Factor as relative to actual speed is a relatively straightforward scale that follows<br />
the formula:<br />
V = c • WF³<br />
Where V = Velocity of the vessel, c = the velocity of light, and WF = the warp factor.<br />
This scale has the advantage of simplicity; the velocity in multiples of light speed at any given warp<br />
factor is that number cubed. The energy cost of travelling at a particular Warp Factor is that Warp<br />
Factor squared plus 8 points of energy to keep the ships warp drive online.<br />
<strong>Star</strong>ships of the 22nd century tend to top out at approximately Warp Factor 6.8, with the<br />
average being approximately Warp Factor 5 with many ships still not surpassing Warp<br />
Factor 2.5.<br />
[GM]- The above is too complicated for me. And how would a ship ever go above warp 4 with those<br />
rules? I've added a table at the start that covers Dilithium usage. Energy costs below cover the online<br />
energy cost and the full warp cost.<br />
<strong>System</strong><br />
Energy Full Warp Price Max Warp TL Repair DC<br />
Cost EC<br />
Speed<br />
Warp Drive (Warp 1) 8 8 2,200,000 1 9 15<br />
Warp Drive (Warp 2) 8 9 3,400,000 2 9 15<br />
Warp Drive (Warp 3) 8 10 4,600,000 3 10 16<br />
Warp Drive (Warp 4) 8 11 5,800,000 4 10 16<br />
Warp Drive (Warp 5) 8 12 7,000,000 5 11 17<br />
Warp Drive (Warp 6) 8 13 8,000,000 6 11 17<br />
Warp Drive (Warp 7) 8 14 9,400,000 7 12 18<br />
Warp Drive (Warp 8) 8 16 11,500,000 8 12 18<br />
Warp Drive (Warp 9) 8 18 15,000,000 9 13 20<br />
Banean Fast Shuttle 8 8 8,000,000 6 11 17<br />
Engines<br />
Norlot Fast Attack Vessel 8 16 9,000,000 7 12 18<br />
Engines<br />
Warp Drive Modifications<br />
Modification Energy Cost Full Warp EC Price Notes<br />
Warp Drive Refit +1 +1 2,000,000 Gives an additional 0.5 Warp Speed.<br />
May not go above Warp 9.<br />
Warp Drive Booster +2 +2 2,000,000 Warp Drive can optionally run at +2<br />
Warp (max Warp 9). This doubles the<br />
rate of Dilithium usage.<br />
'Used' +1 +2 * At the GMs discretion and depending<br />
on who the Players are dealing with<br />
second hand warp drives are offered at<br />
a reduced cost. Usually they use more<br />
Dilithium and energy. As a general rule<br />
they will be 50% normal price.
Reactors<br />
A ships reactor is its power plant, which powers the warp drive, life support and everything else. A<br />
ship with a higher energy cost than its reactor output cannot run all of its systems at once.<br />
<strong>System</strong><br />
Energy Price Ship Size TL Repair DC<br />
Output<br />
Shuttle Non-Warp Reactor 20 400,000 Tiny/Small 9 14<br />
Shuttle Warp Reactor 25 500,000 Tiny/Small 9 15<br />
Runabout Warp Reactor 32 1,000,000 Small / Medium 9 15<br />
Raider Warp Reactor 40 2,000,000 Medium 9 19<br />
Heavy Cruiser Warp Reactor 70 3,000,000 Large / Huge 9 25<br />
Explorer Reactor 50 1,500,000 Medium 9 23<br />
(There is a table further down in Reactor Power section of the original rules)
Shields<br />
Shields operate by creating a layer of energetic distortion containing a high concentration of gravitons<br />
around the object (ship, city, etc.) to be protected. Shield energies can be emitted from a localized<br />
antenna or "dish" (such as a ship's navigational deflector), or<br />
from a network of "grid" emitters laid out on the object's surface (such as a ship's hull).<br />
Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate<br />
a shield without first matching the exact shield frequency. Warships match their own<br />
shield and weapon frequencies so their shielding does not stop them from defending<br />
themselves. Continuous or extremely powerful energy discharges, can, however,<br />
progressively dissipate the integrity of a shield to the point of failure.<br />
Normally transporters are not capable of penetrating shields. Shields on board a starship<br />
have one other weakness that can be exploited by a knowledgeable and highly skilled<br />
opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the<br />
shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than<br />
being trapped inside it. It takes time to activate a deflector shield.<br />
A starship needs exactly 10 seconds (one round) to lower or raise its shields.<br />
Shields work as a defensive factor by absorbing up to a certain amount of damage before<br />
going off line. Only Heavy Cruisers have Shield capability in the 22nd century up to<br />
2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship<br />
can have 50 to 250 Shield Points.<br />
If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if<br />
your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ship’s Shield<br />
Points have been reduced to zero they are offline and need a Repair check (TN 20) in<br />
order to be brought back online (2 hour repair time).<br />
<strong>System</strong><br />
Energy Price Notes TL Repair DC<br />
Cost<br />
Shuttle Shields (50HP) 4 600,000 Regen 1 HP per minute 9 14<br />
Standard Shields (100HP) 7 1,100,000 Regen 1 HP per minute 10 15<br />
Heavy Shields (200HP) 12 2,800,000 Regen 1 HP per minute 11 15<br />
Super Heavy Shields (250HP) 20 4,800,000 Regen 1 HP per minute 12 19<br />
Fast Regen Standard Shields<br />
(100HP)<br />
8 1,100,000 Regen 2 HP per minute 13 25
Computer Core<br />
A starship’s Computer Core has the ability to run (or "host") multiple operating systems<br />
and thereby operate not as a single computer but as a number of virtual machines. In this<br />
role, the single Computer Core (and its mainframe cluster group) can replace dozens or<br />
even hundreds of smaller servers, reducing management and administrative costs while<br />
providing greatly improved scalability and reliability.<br />
Computer Cores run a group of smaller mainframes as cluster groups. Mainframes run at<br />
about 17,801 MIPS. A standard starship Computer Core joins up to 32 of these systems,<br />
making them behave like a single, logical computing facility of as much as 221,248<br />
MIPS.<br />
The CPU speed of a Computer Core has historically been measured in millions of<br />
instructions per second (MIPS). MIPS have been used as an easy comparative rating of<br />
the speed and capacity of Computer Cores.<br />
<strong>System</strong><br />
Energy Price Notes TL Repair DC<br />
Cost<br />
Computer Core 2 26,100 9 20<br />
Virtual Intelligence CPU 2 80,000 Talks, but is not an AI 10 25<br />
VI+ CPU 3 200,000 Almost an AI, but just a very 11 30<br />
sophisticated VI.<br />
Duotronic Computer 2 120,000 Specifically designed for 12 32<br />
starships. +1 on some rolls.<br />
Multitronic Computer 3 500,000 A limited AI capable of running 12 33<br />
a starship without any user<br />
input. +2 on some rolls.<br />
Full AI Computer 4 2,500,000 A fully functional AI system with 13 35<br />
optional Avatar. +1m for<br />
soft/hard light, +2m for Physical<br />
Avatar.<br />
http://en.memory-alpha.wikia.com/wiki/Duotronic<br />
http://en.memory-alpha.wikia.com/wiki/Multitronic<br />
http://en.memory-alpha.wikia.com/wiki/Isolinear_circuitry<br />
http://en.memory-alpha.wikia.com/wiki/Bio-neural_circuitry<br />
Impulse<br />
The impulse drive is a propulsion system used for sub-light speeds. In starships the impulse drive is<br />
essentially an augmented fusion rocket, usually consisting of a fusion reactor, an acceleratorgenerator,<br />
a driver coil assembly and a vectored thrust nozzle to direct the plasma exhaust. The<br />
fusion reaction generates highly energized plasma. This plasma, ("electro-plasma") can be employed<br />
for propulsion. The accelerated plasma is passed through the driver coils, thereby generating a<br />
subspace field that improves the propulsive effect.<br />
In the 22nd century full impulse is the equivalent to one-third the speed of light (i.e.<br />
34,300,000 kph).<br />
Larger ships need larger impulse engines.<br />
<strong>System</strong><br />
Energy Price TL Repair DC<br />
Cost<br />
Impulse - Small 4 227,500 9 15<br />
Impulse - Medium 6 427,500 9 17<br />
Impulse - Large 8 827,500 9 19
Thruster <strong>System</strong>s<br />
Thrusters were propulsion devices used aboard starships that generated very little speed, but were<br />
useful in various situations. It was possible to use manoeuvring thrusters to alter a ship's course, to<br />
rotate about an axis, or to move short, precise distances without the use of impulse drive. It was<br />
possible to use acceleration thrusters to increase the speed of a ship. <strong>Star</strong>ship personnel could<br />
manually use thrusters through thruster control.<br />
Thruster top speed is approximately 1,000kph minus 100 kph for every size class above<br />
Small so that Medium top speed is 900 kph, Large is 800 kph, Huge is 700 kph etc.<br />
<strong>System</strong><br />
Energy Price TL Repair DC<br />
Cost<br />
Thrusters -Tiny 2 35,000 9 15<br />
Thrusters - Small 2 50,000 9 15<br />
Thrusters - Medium 3 100,000 9 16<br />
Thrusters - Large 4 200,000 9 16<br />
Thrusters - Huge 5 300,000 9 17<br />
Thrusters - Massive 6 400,000 9 18<br />
Stealth <strong>System</strong>s<br />
Stealth is a form of technology used to render starships totally, or at least less, detectable to sensors.<br />
Many space-faring civilizations use varying forms of stealth technology. Masking circuitry is a stealth<br />
technology used aboard warships of the Romulans, Suliban Cabal and Xyrillians to minimize their<br />
sensor signature. The power consumptions of stealth technology are high, meaning weapons and<br />
shields cannot be used while a cloak is on.<br />
Interactions between electromagnetic radiation and ionized gas have been extensively studied for a<br />
variety of purposes, including the possible concealment of starships from sensors. Plasma stealth is a<br />
process that uses ionized gas to reduce the sensor image of a ship. While it is possible to reduce a<br />
starships sensor image, wrapping the frame in plasma may possibly induce a total ‘invisibility’ by<br />
allowing visible light (as well as other spectrum radiations) to be dispersed by the ionized plasma.<br />
These developments are still in the testing mode throughout the 22nd century.<br />
Larger ships need larger systems.<br />
<strong>System</strong><br />
Energy Price TL Repair DC<br />
Cost<br />
Stealth - Small 4 3,227,500 12 30<br />
Stealth - Medium 6 4,427,500 12 33<br />
Stealth - Large 8 8,827,500 13 35
Weapons <strong>System</strong>s<br />
(Apparently Space Combat is possible (but not easy!) at warp speed :<br />
https://www.youtube.com/watch?v=y8BYyBLsCUk )<br />
STO weapons : http://sto.gamepedia.com/Ship_Weapon<br />
If the occasion ever arises that starship weaponry is used against people, personal sized vehicles or<br />
equipment all damage is multiplied by 100.<br />
Critical hits occur on a natural roll of “20” and result in double damage and system specific damage.<br />
Refer to the <strong>Star</strong>ship Critical Damage Table.<br />
Weapon Strength and Location<br />
Weapons generally fall into two main categories : Energy and Projectile.<br />
Note that Torpedoes may be fired from any torpedo tube as long as it is if high enough TL and an the<br />
correct Tube would have cost less than the one being used.<br />
Projectile Weapons generally can be installed in two types : Beam and Cannon<br />
Beam can be in two categories : Array and Dual Bank<br />
Array : This is your typical way of aiming and firing weapons. They can be installed fore, aft, port and<br />
starboard with a 250 degree firing arc. Since they ship has to be manoeuvred if the array is not in<br />
position careful consideration must be given to the weapons position.<br />
Dual Bank : This installation type has the following effect :<br />
Weapon Damage : x2<br />
Energy Cost : x2<br />
Price : x2<br />
Arc of Fire : 90 degrees<br />
To Hit modifier : -2<br />
Cannon can be installed in seven categories : Turret, Single, Single Heavy, Dual, Dual Heavy, Quad<br />
and Wing.<br />
Single : This is the most basic installation of a given cannon style weapon. This style of mount is<br />
usual on smaller craft and is foreword facing. They can be installed fore, aft, port and starboard with a<br />
180 degree firing arc.<br />
Turret : To install the weapon in a turret, first a turret must be installed (seems obvious). This<br />
increases the base price by x1.5. If mounted top of bottom the the turret has a 360 degree firing arc.<br />
This make targeting and firing the weapon easier, giving a +2 to hit.<br />
Single Heavy: This installation type has the following effect :<br />
Weapon Damage : x2<br />
Energy Cost : x2<br />
Price : x2<br />
Arc of Fire : 90 degrees<br />
To Hit modifier : -2<br />
Dual: This installation type has the following effect :<br />
Weapon Damage : x2
Energy Cost : x2<br />
Price : x2<br />
Arc of Fire : 45 degrees<br />
To Hit modifier : -3<br />
Dual Heavy: This installation type has the following effect :<br />
Weapon Damage : x4<br />
Energy Cost : x4<br />
Price : x4<br />
Arc of Fire : 45 degrees<br />
To Hit modifier : -3<br />
Quad: This installation type has the following effect :<br />
Weapon Damage : x4<br />
Energy Cost : x4<br />
Price : x5<br />
Arc of Fire : 90 degrees<br />
To Hit modifier : -2<br />
Range :<br />
http://www.stardestroyer.net/mrwong/wiki/index.php/<strong>Star</strong>ship_phasers<br />
So, '5'= 5000km.<br />
Can shoot at 2x and 3x increments - e.g. 10,000km and 15,000km<br />
A range 12 weapon would be 12,000, 24,000 and 36,000km<br />
-2 for inc, -4 the next<br />
Firing at close range (under 1 km) gives a +4 to hit<br />
Micro Weapons<br />
Any weapon can be made at quarter size. Quarter the damage, the range and the energy cost, but<br />
only half the cost price. Missiles and other ammunition are also quarter size and may be replicated.<br />
Range<br />
Since this is in space there is effectively no limit to the range of a weapon. The numbers that are<br />
given are for the Range Band. For each Range Band after the first the attack rolls get a -2 modifier.<br />
Range is in Kilometres unless otherwise stated.<br />
Transporters as Weapons<br />
If an enemy has no shields then grenades, bombs etc can be transported onto the enemy ship. Use<br />
the rules under the Transporter skill section, then roll for damage of the devices when they arrive.<br />
Point Defence <strong>System</strong>s<br />
Slower moving weapons such as concussion missiles can be shot down by any weapon that has<br />
been converted to act as point defence. This can be done to any weapon system at an addition of<br />
10% of the base cost.<br />
Auto versus manned
Rail Gun<br />
A Rail Gun is a type of Magnetic Accelerator Gun (MAG) that utilizes an electromagnetic force to<br />
propel an electrically conductive projectile that is initially part of the current path. Sometimes they also<br />
use a movable armature connecting the rails. The current flowing through the rails sets up a magnetic<br />
field between them and through the projectile perpendicularly to the current in it. This results in the<br />
rails and the projectile pushing each other and in the acceleration of the projectile along the rails.<br />
(there is nothing like this in memory alpha)<br />
Weapon Damage Range Type Energy Cost Price TL Repair DC<br />
Rail Gun 'Ball' 2d10 5000 Projectile 1 110,000 9 15<br />
Rail Gun 'Razor' 4d10 5000 Projectile 2 220,000 9 16<br />
Rail Gun 'Shotgun' 6d10 2000 Projectile 3 330,000 10 17<br />
Rail Gun 'AP'* 2d10 3000 Projectile 3 150,000 11 18<br />
Rail guns cannot be installed as Arrays. 'AP' rips through hull plating, x2 damage to hull plating.<br />
Rail Gun Ammo: 2,500 Credits per Burst<br />
Plasma Turret<br />
Plasma cannons were the precursors to phase cannons. In high-power mechanics, plasma (also<br />
known as "Warp Plasma" or "Drive Plasma") is a super-energized plasma gas used to transfer energy<br />
from a central power source using magnetic conduit transfer. In matter/antimatter reactions, Dilithium<br />
controls the amount of power generated in the reaction chamber, which produces a steady stream of<br />
plasma that may be released in controlled bursts as an offensive medium.<br />
http://en.memory-alpha.org/wiki/Plasma_cannon<br />
Weapon Damage Range Type Energy Cost Price TL Repair DC<br />
Plasma Turret (Mark I) 4d6 8,000 Energy 1 270,000 9 15<br />
Plasma Turret (Mark II) 5d6 8,000 Energy 2 370,000 9 16<br />
Plasma Turret (Mark III) 8d6 8,000 Energy 2 470,000 10 17<br />
Plasma Turret (Mark IV) 10d6 10,000 Energy 4 570,000 11 18<br />
Plasma Turret (Mark V) 12d6 10,000 Energy 4 870,000 12 20
Phase Cannons<br />
A phase cannon is a phase-modulated energy weapon, a type of particle weapon that serves as a<br />
successor to plasma cannons. The phase cannon is rated for a maximum power output of 500 gigjoules.<br />
The cannons of NX class starships were mounted on retractable turrets that extended from the<br />
ship's hull when deployed and rotated as they were being targeted. Phase cannons emit a<br />
concentrated beam of energy that can be set at different yields.<br />
http://en.memory-alpha.org/wiki/Phase_cannon<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Phase Cannon (shuttle) 2d6 12,000 Energy 2 400,000 9 15<br />
Phase Cannon (Mark I) 5d8 12,000 Energy 2 400,000 10 16<br />
Phase Cannon (Mark II) 7d8 12,000 Energy 2 600,000 11 17<br />
Phase Cannon (Mark III) 9d8 12,000 Energy 2 800,000 12 18<br />
Phase Cannon (Mark IV) 11d8 14,000 Energy 3 1,500,000 13 22<br />
Disruptors<br />
A disruptor cannon is a directed energy weapon commonly used aboard starships of many different<br />
species. Disruptor weapons generally carry more energy then standard phase weapons but lack in<br />
accuracy and fast discharge. The Disruptor uses slow nadions rather than rapid nadions in generating<br />
the energy beam. This gives the disruptor considerably lower energy conversion efficiency than phase<br />
weaponry. This is partially offset by a moderate reduction in the size of the hardware required for the<br />
weapon itself - the space freed up by this allows a higher power weapon to be installed in the same<br />
space.<br />
http://en.memory-alpha.org/wiki/Disruptor<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Disruptors 6d10 10,000 Energy 4 580,000 9 15<br />
Disruptors (Rapid Pulse) 8d10 10,000 Energy 6 980,000 10 16<br />
Disruptors (Scatter) 10d10 6,000 Energy 8 1,220,000 11 17<br />
Disruptors (Mrk IV) 12d10 10,000 Energy 12 1,820,000 12 18<br />
Note : Disruptors can be installed in 'Heavy' version, even on smaller spacecraft<br />
Note : Some Disruptor cannons can fire in beam and pulse mode<br />
http://en.memory-alpha.org/wiki/Disruptor_cannon
Concussion Missiles<br />
A guided missile fired from a starship for the purpose of destroying another starship. It is typically<br />
powered by one or more rocket motors, usually liquid fuelled. Impulse thrust systems are emerging as<br />
propulsion that will enable future missiles to maintain higher average speed across their engagement<br />
envelope.<br />
Concussion Missiles can be shot down by point defence systems.<br />
Tube cost : 100,000<br />
http://en.memory-alpha.org/wiki/Missile<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Cruise Missile (c 20th cent) 3d8 5000 Projectile 1 50,000 8 15<br />
Cruise Missile (c 21th cent) 4d8 6000 Projectile 1 6,0,000 9 16<br />
Missile (Mark III) 8d8 8000 Projectile 1 100,000 9 17<br />
Missile (Mark IV) 12d8 8000 Projectile 1 160,000 10 18<br />
Missile (Mark V) 14d8 8000 Projectile 1 260,000 11 19<br />
Spatial Nuclear Torpedoes<br />
Spatial Nuclear Torpedoes are projectiles carried by starships. Spatial Nuclear Torpedoes are selfpropelled<br />
nuclear warheads. The yield of these weapons is approximately a 150-kiloton warhead. The<br />
torpedo is usually guided by a guidance system in the starship it was fired from.<br />
Tube cost : 200,000<br />
http://en.memory-alpha.org/wiki/Spatial_torpedo<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Spatial Nuclear Torpedoes 4d12 12,000 Projectile 1 180,000 9 15<br />
Spatial Nuclear Torpedoes (M2) 6d12 12,000 Projectile 1 280,000 10 16<br />
Triton Class 5d12 12,000 Projectile 1 200,000 11 17<br />
Spatial Nuclear Torpedoes (Fast)* 4d12 12,000 Projectile 1 190,000 11 18<br />
Spatial Nuclear Torpedoes (Fast2)* 6d12 12,000 Projectile 1 220,000 12 19<br />
Spatial Nuclear Torpedoes (Long) 6d12 24,000 Projectile 1 280,000 13 22<br />
*All but the Fast versions can be shot down by point defence weapons
Antimatter Torpedoes<br />
Antimatter torpedoes are a type of photonic weapon, a torpedo equipped with antimatter warheads<br />
and designed for use aboard starships. The Antimatter Torpedo is considered more sophisticated than<br />
the Spatial Torpedo, having a greater range than the spatial torpedo and a variable yield (10 – 280<br />
kilotons/1d4 – 6d12). Their variable yield was described by Malcolm Reed as being able to "knock the<br />
com array off a Shuttlepod without scratching the hull, or they can put a three-kilometer crater into an<br />
asteroid." It takes two rounds to adjust the yield of an Antimatter Torpedo.<br />
(Adjust the damage done down by however many d12s are required)<br />
Tube cost : 500,000<br />
http://en.memory-alpha.org/wiki/Antimatter_torpedo<br />
http://en.memory-alpha.org/wiki/Antimatter_missile<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Uxali AM Missile 5d12 18,000 Energy 1 160,000 10 15<br />
Antimatter Torpedoes 6d12 18,000 Energy 1 220,000 10 16<br />
AMT Mk 2 7d12 18,000 Energy 1 320,000 11 17<br />
AMT Mk 3 8d12 19,000 Energy 1 420,000 11 18<br />
Kovaalan Torpedoes 7d12 20,000 Energy 1 450,000 12 19<br />
Kelemane Torpedoes 9d12 30,000 Energy 1 750,000 13 22<br />
S5 Long Range TAC* 12d12 80LY Energy 1 4,450,000 13 24<br />
*see: http://en.memory-alpha.org/wiki/Series_5_long-range_tactical_armor_unit
Photon Torpedoes<br />
Tube cost : 700,000<br />
A more advanced and powerful version of an Antimatter Torpedo, the warhead of the<br />
Photon Torpedo comprises a maximum of 1.5 kilos of antimatter and 1.5 kilos of matter.<br />
These are divided into many thousands of small pellets suspended in a magnetic field.<br />
Truly a fire and forget weapon, included in the torpedo are target acquisition, guidance<br />
and detonation assemblies. Unfortunately a Photon Torpedo does not allow for a variable<br />
yield and only fires at 400 kilotons.<br />
http://en.memory-alpha.org/wiki/Photon_torpedo<br />
Weapon Damage Range Type Energy Price TL Repair DC<br />
Cost<br />
Photon Torpedoes 10d12 22,000 Energy 1 310,000 10 15<br />
Federation Mark VI (2285) 12d12 30,000 Energy 1 410,000 10 16<br />
Federation Mark VII (2293) 14d12 40,000 Energy 1 610,000 11 17<br />
Pho-torp Mark IV (DS9) 16d12 70,000 Energy 1 1,000,000 11 18<br />
Federation Class-6 17d12 80,000 Energy 1 1,000,000 12 19<br />
Federation Class-9 18d12 80,000 Energy 1 1,500,000 13 22<br />
Federation Class-10 19d12 80,000 Energy 1 2,000,000 13 24<br />
USS <strong>Voyager</strong> was equipped with type-6 photon torpedoes. They were not in use before <strong>Voyager</strong> was<br />
launched in 2371. Some of these torpedoes had a yield of 25 isotons. A class-6 warhead in this type<br />
of torpedo had the explosive yield of 200 isotons. These torpedoes had an effective range of<br />
approximately eight million kilometers. The class-6 torpedoes were not capable of creating tears into<br />
subspace.<br />
The <strong>Voyager</strong> also carried class-9 and class-10 photon torpedoes. Qatai believed that the explosive<br />
charge of one class-9 torpedo could have destroyed the gigantic "telepathic pitcher plant" bioplasmic<br />
organism, if it was detonated deep within its digestive track. The class-10 torpedoes could be armed<br />
with even more powerful high yield warheads.
10. Space Movement and Combat<br />
MOVEMENT<br />
So, we have Warp Speed and Impulse.<br />
WARP SPEED<br />
Warp speed is here:<br />
http://en.memory-alpha.org/wiki/Warp_factor<br />
The chart on this page works out the various warp speed based on data from the series.<br />
This simple chart helps: (Using the Next Gen one which is faster)<br />
Warp<br />
factor<br />
Calculated speed<br />
(*c)<br />
Distance traveled in 24 hours<br />
(*light years)<br />
Travel time from Earth to Alpha<br />
Centauri<br />
0.5 0.099 0.0003 43.64 years<br />
1 1 0.003 4.33 years<br />
2 10.079 0.028 156.91 days<br />
3 38.941 0.107 40.61 days<br />
4 101.594 0.278 15.57 days<br />
5 213.747 0.585 7.4 days<br />
6 392.498 1.075 4.03 days<br />
7 656.135 1.796 2.41 days<br />
8 1024 2.804 37.07 hours<br />
9 1516.381 4.152 25.03 hours<br />
10 ∞ ∞ 0<br />
So, the Aeroshuttle for instance with a max warp speed of 3, travels 0.107 light years per day. So it<br />
would take it about 10 days to travel 1 light year.<br />
I need to check if combat can take place in warp, but I don't think so. I think it may be possible to 'pull'<br />
someone out of warp. You can follow peoples warp trails.<br />
(sun to pluto is 6 light hours)<br />
IMPULSE<br />
http://en.memory-alpha.org/wiki/Impulse_drive<br />
I guess it's like a 0.5 warp speed.<br />
Let's say one 'Space Turn' is a minute.<br />
1 minute = 0.5 LY travelled. Travel 1/8 an AU (18.75 million KM)<br />
So a 'Space Turn' covers about 19m km at Full Impulse
The distance to the moon is a mere 384,400km<br />
The sun is 149,600,000 km away from Earth (1 AU)<br />
On our grid then, the moon and Earth would be on the same square,<br />
The sun would be 75 squares away.<br />
(The sun is 1,391,684 km wide by the way, so it would still fit into one square)<br />
It would take then, about 8 minutes to get from the Earth to the sun at full impulse. (1 AU)<br />
The sun is 57,910,000 km away from Mercury. 28 squares<br />
Nah this is perhaps a bit too small a scale for chasing around on then, a 'zoomed out' scale would be<br />
this:<br />
One space turn = 2 minutes. Sun to Earth is now 37 squares, Sun to Mercury is 14 squares. Will have<br />
to zoom out for bigger distances, out to gas giants etc.<br />
Make a table for speed vs scale etc<br />
So far this is just if everyone is moving at the same speed (full impulse, 0.5 warp).<br />
- need to think about -<br />
- movement stat of various ships<br />
Look at Rogue Trader<br />
Going to Warp (Tidy this up!!!)<br />
Plot course - This skill is also used when going to warp. It takes 20 - (Plot Course skill points) to go to<br />
warp to a designated destination. Minimum 1 full round.<br />
Full Ahead (no Course Plotted).<br />
Minimum 1 full round.<br />
Time taken<br />
Target DC (against<br />
Plot Course)<br />
Auto succeed skill<br />
level<br />
1 round 20 12<br />
2 19 11<br />
3 18 10<br />
4 17 9<br />
5 16 8<br />
6 15 7<br />
7 14 6<br />
8 13 5<br />
9 12 4<br />
10+ 11 3<br />
If you fail, then need <strong>d20</strong>-Skills pounds recovery time. If roll natural 1, then x2 time taken.<br />
Once its laid in, a full round to engage
Turning at Warp<br />
http://scifi.stackexchange.com/questions/54999/how-tightly-can-a-starship-turn-while-at-warp<br />
The TNG Technical Manual pages 95 and 96, state that changes in direction can be<br />
accomplished by varying the timing of the injectors, creating some differences in the warp<br />
fields produced by each nacelle. But also states that a loss of one or both nacelles at warp<br />
would tear the ship apart. Similar to turning a ship with two propellers by making one go<br />
faster than the other, it puts enormous strain on the hull. This suggests a limit to the warp<br />
turn speed.<br />
<strong>Voyager</strong>'s turning circle was clearly larger than the distance between two vacuoles, that's<br />
why the ship had to stop and turn. Turning at warp is not impossible, but not recommended.<br />
"When possible try to maintain a linear trajectory". Due to the speed and energy involved<br />
any unbalanced forces could be catastrophic. "faster than light, no left or right" is a good<br />
rule of thumb, though there are exceptions.<br />
(modify for size of ship and various other things)<br />
Opinions seem to vary from episode to episode, but yes it can be done.<br />
Against Pilot Skill:<br />
DC start at 10<br />
Modifier<br />
Modifier to DC<br />
Greater than 45 Deg +2<br />
Greater than 90 Deg +4<br />
180 Deg +6<br />
Warp speed<br />
+1 per Warp Speed<br />
In 1 round +2<br />
In 2+ rounds 0<br />
Failure by 1-5, manoeuvre fails, 6-10 loose 1/2 warp speed for d6 rounds, 11-15 drop out of warp, 16+<br />
something breaks.
Warping in solar systems<br />
http://www.ex-astris-scientia.org/inconsistencies/treknology-power.htm<br />
It's harder to warp the closer to an astral body you are. Warping in deep space is no challenge to a<br />
Pilot of at least Rank 1.<br />
The closer to an astral body and the larger it is, the harder it is to warp. Make a DC 10 Pilot check. If<br />
you fail you do not go to Warp and it takes 20 rounds minus the Pilots skill level in Plot Course to try<br />
again. A critical fail may result in damage to the ship (50% chance of a roll on Critical Damage Table)<br />
AU to Astral Body<br />
Modifier to DC<br />
0 +10<br />
1 +9<br />
2 +8<br />
3 +7<br />
4 +6<br />
5 +5<br />
6 +4<br />
7 +3<br />
8 +2<br />
9 +1<br />
10 0<br />
Astral Body Size<br />
Modifier<br />
Asteroid +2<br />
Moon +4<br />
M Class Planet (e.g. Earth) +6<br />
Gas Giant +8<br />
<strong>Star</strong> (normal) +10<br />
Red Giant <strong>Star</strong> +12<br />
Pulsar / Nova +14<br />
Black Hole +20
Stern Chases<br />
This is a common feature of space combat. A ship flees and another gives chase. Now, if the fleeing<br />
ship is faster then they get away. If the following ship is faster then it is a stern chase.<br />
The pursuer needs to get into weapon range, which it can do at warp (See Fighting at Warp Speed)<br />
below. Or they both drop out of warp and regular space combat occurs.<br />
The fleeing ship may opt to drop in and out of warp. When the fleeing ship drops out of warp<br />
unexpectedly the pursuer has a chance to react if they wish to stick to the fleeing ship like glue.<br />
Under normal circumstances it is a DC 10 Pilot skill roll to stay within whatever range the pursuer<br />
desires with the following modifiers.<br />
Modifier<br />
Add to DC<br />
+1 Warp Speed beyond 2 +1<br />
Fleeing vessel is Shuttle sized +2<br />
Perusing vessel is Shuttle sized -2<br />
Failure means that the pursuer either over or undershoots, then must either use a Plot Course to go<br />
into warp again or use Impulse to close the gap.<br />
The over/under shoot is 1 minute away (1 space turn) at Full Impulse per point that the roll failed.
COMBAT<br />
<strong>Star</strong>ship Combat is handled similarly to regular combat.<br />
One round is six seconds. You get a move action and a combat action.<br />
Initiative = Pilot Skill plus mods + <strong>d20</strong><br />
+2 for Small<br />
+1 for Medium<br />
-1 for Large+<br />
Listed below are the differences and their particulars.<br />
<strong>Star</strong>ship Defense = Ship’s Defense Rating + Pilot’s Dexterity Modifier<br />
A Pilot must make a successful Pilot Check (TN 17 + 1 per enemy ships actively involved in combat<br />
with the pilot’s ship) each round of combat to maintain their Dexterity bonus to their <strong>Star</strong>ship’s<br />
Defense score.<br />
<strong>Star</strong>ship Attack Bonus = Tactical Officer’s Attack Bonus (Base Attack Bonus) + Weapon Skill<br />
<strong>Star</strong>ship Attacks per Round = Tactical Officer’s Attacks per Round<br />
So, if you have multiple weapons and multiple TOs then you can make many attacks. Also, if a TO<br />
has two attacks this is just the same as using any other weapon. A TO ‘mans’ a weapon just as if he<br />
were holding a phaser rifle. Remember that some weapons (Dual Cannons for example) have more<br />
than one attack so potentially a weapon can be fire many times in a single round.<br />
If the <strong>Star</strong>ship has more than one weapon and more than one TO then this counts as a whole<br />
separate attack, just as if this was another PC armed with another phaser.<br />
<strong>Star</strong>ship Movement <strong>Star</strong>ship movement has a ratio of Movement Rate 1 = 1” = 1 square on a grid.<br />
Moving in Combat<br />
If you are space, you may move up to the total movement points for your ship. If you are in<br />
atmosphere then move that amount. As long as it’s a straight line then its fine. Use a grid map if<br />
desired to measure relative distances between combatants.<br />
Turning<br />
Each turn counts as one inch of movement per 45° of the turn. <strong>Star</strong>ships can attack before,<br />
during or after movement.<br />
To make a successful turn during combat a Pilot must make a successful Pilot Check (TN 18 + 1 per<br />
45° turn) to successfully complete the manoeuvre. If the Pilot fails their Pilot Check they only turn 45°.<br />
On a roll of “1” a Pilot stalls his engines for 1d4 rounds.
While I think it's more realistic to have space combat happening over areas of millions of miles, in the<br />
series they are always right on top of each other, so ships must occupy the same square (on a system<br />
wide map) to engage in combat.<br />
This means that a fast ship with a long range weapon will always win since it can always stay just far<br />
enough away. Still, I guess that's realistic.<br />
(And so, spotting them with your sensors as soon as possible is wise!)<br />
A slower ship could try and manoeuvre to get its weapons in range. This will be dependent on the<br />
weapons being used.<br />
Let's say a pilot skill roll DC 10 + the range of the enemy weapon - the range of yours<br />
ATTACK<br />
<strong>Star</strong>ship Attack Bonus = Tactical Officer’s Attack Bonus (Base Attack Bonus) + Weapon Skill + misc<br />
mods + <strong>d20</strong><br />
An attack roll is against the enemies Defence, (which is the equivalent of AC).<br />
To hit a specific location, this gives +4 to defence.(Only possible with some kind of targeting sensor or<br />
system.)<br />
If you get a critical hit, then roll again. If this is also a hit then the critical is confirmed. Damage is<br />
doubled.<br />
TAKE DAMAGE<br />
The weapon damage is rolled. First take away shields, then hull plating DR is there is any, then Hull<br />
Plating and then Hull.<br />
Once Hull reaches 50, speed is halved<br />
Once Hull reaches 25, speed is 1/4. d3 systems damaged (Consoles exploding etc!)<br />
Once Hull reaches 10, speed is 0. d3 further systems damaged.<br />
Once Hull reaches 0, the ship is just a lifeless hulk. All systems damaged .<br />
Once Hull reaches -20, the ship breaks up into chunks<br />
What this means to the ship:<br />
At Hull 50, after the combat, the ship can be at full speed after a DC 20 Repair check on the Engines<br />
and Reactor.<br />
At Hull 25 and below the Engines and Reactor will need parts replaced and a full overall to be fully<br />
functional again. See ‘Repairs’ below.<br />
All damaged systems will need to be repaired. See ‘Repairs’ below.<br />
Rules on choosing what system is damaged.
Damaged <strong>System</strong>s<br />
Roll a d100 on the following chart:<br />
Roll Damage Type Notes<br />
10-30 Offline Can bring back online quickly.<br />
31-50 Lightly Damaged. Needs no spare parts.<br />
51-65 Heavily Damaged Needs spare parts<br />
66-75 Destroyed Only good for spare parts / scrap<br />
76-90 Overload Make a Repair DC on the item. If you make the check it is<br />
Offline only. If you fail the DC then Lightly Damaged. Make<br />
the roll and increase the damage on each failure until the<br />
check is made or the item is destroyed<br />
91-95 On Fire Needs to be extinguished by some means or item is<br />
destroyed Lightly damaged in d3 turns, heavily in d6 and<br />
destroyed in a further d6. There is a 75% chance the fire will<br />
spread to a nearby system.<br />
96-00 Explodes <strong>System</strong> is destroyed and lightly damages d3 nearby<br />
systems.<br />
See the Repairs section for more details on fixing the damage.<br />
Need to write up what happens when certain systems go down (use the critical table as a guide)
Fighting at Warp Speed<br />
In <strong>Star</strong> <strong>Trek</strong> : Into the Darkness there is a warp batttle :<br />
(https://www.youtube.com/watch?v=ma8-WRh3IGM) which is just gibberish if you think about the<br />
physics of it.<br />
It is discussed on internet forums a lot how a light based weapon could possibly travel faster than<br />
light.<br />
But why not eh? <strong>Star</strong> <strong>Trek</strong> is full of stuff like this so high-speed warp battles - why not? If a space<br />
vessel can detect a target and has a higher warp speed then there is no reason why it can't engage it<br />
in combat. Normal rules would apply.<br />
In fact, the victim is probably better off dropping out of warp if it doesn't have weapons of sufficient<br />
range to fire back, and seeking refuge in a planet's atmosphere or at least being more manoeuvrable.<br />
Let's say that targets are +2 to hit while at warp as manoeuvring is much harder at speed.
Repairs<br />
Your spaceship has been in a battle and needs repaired.<br />
Shields regenerate at speeds specified in their description.<br />
Hull Plating needs a DC20 Repair skill check made. It then takes 2 hours to bring back online.<br />
For every other system there are four levels of need of repair:<br />
Offline – Needs a small bit of tinkering and a restart<br />
Light Damage – Can be repaired. Needs no spare parts.<br />
Heavy Damage – Can be repaired. Needs some spare parts.<br />
Destroyed – Beyond repair but can be salvaged for spare parts / scrap metal.<br />
Making a Repair<br />
The item to be repaired on the ship has a base Repair DC.<br />
If the item is offline then roll the target DC. If the roll succeeds then the item is back online and fully<br />
functional after 60-Repair Skill minutes (to a minimum of one minute).<br />
For light / heavy damage type, apply the following modifiers to the DC check.<br />
Issue DC mod Notes<br />
Ship size - Tiny 0<br />
Ship size - Small 0<br />
Ship size - Medium +1 Double repair time<br />
Ship size - Large +2 Triple repair time<br />
Need spare parts but have none +10 <strong>System</strong> becomes only semi functional<br />
Have more or less the right +5<br />
parts if parts are required.<br />
Rushing +5 Repair to be carried out in half the time<br />
Extra pair of hands -2 Reduced repair time (see below)<br />
Have exactly the right spare<br />
parts<br />
-2 Reduce the repair time by 25%<br />
The time it takes to make the repair (in hours) is TL of system + Repair DC of system - Repair Skill of<br />
the Technician(s) assigned. This cannot be less than one hour.<br />
On a success the repair is made in the time allotted.<br />
On a failed roll of 1-5 below the target DC the system is functional, but only for d3 days before it goes<br />
offline again and needs another repair roll.<br />
On a failed roll of 6-10 the repair simply does not work. A second roll is required, but no extra spare<br />
parts are needed.<br />
On a failed roll of 11-15 the repair simply does not work. A second roll is required, and extra spare<br />
parts are needed.<br />
On a failed roll of 15+ you botch the job so badly the system moves down one level of damage.
Bringing Warp Drive / Reactors back online<br />
Warp Drive and Reactors are a special case. You build up the warp capacity of the star ship one Warp<br />
Speed band at a time.<br />
In this case make the Repair roll against the Target DC of the Warp Drive or Reactor (whichever is<br />
highest) and on a success the Spaceship gains one Warp Speed band.<br />
The time taken is worked out in the table below:<br />
Issue<br />
Ship size - Tiny<br />
Ship size - Small<br />
Ship size - Medium<br />
Ship size - Large<br />
Time<br />
1 hour<br />
1 hour<br />
2 hours<br />
3 hours<br />
This time may be halved by adding +5 to the DC.<br />
Others may assist the roll as normal.<br />
Successes and fails are handled as above.<br />
Not quite got the right parts<br />
With a replicator spare parts may be made as required. However bear in mind that only a <strong>Star</strong>fleet<br />
replicator can replicate <strong>Star</strong>fleet parts.<br />
Any alien spare parts required would first have to be programmed into the replicator (See the<br />
Replicator Use skill).<br />
Also remember that replicator use also has a cost in Dilithium.<br />
If you have more or less the right sort of parts on hand though, then this is only a +5 to the roll, rather<br />
than a +10.<br />
Other systems may be cannibalised for parts.
11. Ship Classes<br />
Working out the cost of a spaceship.<br />
+50,000 Credits per crewman<br />
+50,000 Credits per passenger<br />
+100,000 for Small etc base price<br />
+500,000 for Medium<br />
1m for large<br />
2m for huge<br />
+1000 per metric ton of Cargo<br />
Thrusters? 1 , 2 etc on size
11.2 Shuttle Craft<br />
Generic Shuttlecraft<br />
Item Specification Energy Cost<br />
Crew 1-2 N/A 100,000<br />
Passengers 2-5 N/A 250,000<br />
Size Tiny N/A 100,000<br />
Propulsion<br />
Thrusters (1000 kph)<br />
25% Max Impulse<br />
-2 100,000<br />
Warp (max/cruising) 1/1 N/A N/A<br />
Decks 1 N/A N/A<br />
Cargo 5 Metric tons N/A 5,000<br />
Defence 21 N/A N/A<br />
Movement: 12 Space/18 Atmosphere N/A N/A<br />
Hull Points 100 N/A N/A<br />
Hull Plating N/A N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam N/A N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Targeting (i.e. Tactical Scan) -1 500,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Medium Range (15 -2 71,000<br />
LY)<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Small -1 170,000<br />
Auxiliary Craft 0 N/A N/A<br />
Weapons<br />
Dual Foreword Plasma<br />
Cannon<br />
2d6 x2. Range 12.<br />
(Mount : Dual Bank, Forward, 90 deg)<br />
-4 800,000<br />
Drive Warp Drive (Warp 1) -8 2,200,000<br />
Reactor Shuttle Warp Reactor +25 500,000<br />
Totals<br />
24/25 power<br />
used<br />
5,158,400
In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a<br />
<strong>Star</strong>base.<br />
Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability.<br />
Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where<br />
the transporter cannot be used for landings, or where such technology does not yet exist.<br />
A Type 8 shuttlecraft if shown above.
Shuttlepod<br />
Item Specification Energy Cost<br />
Crew 1 N/A 50,000<br />
Passengers 1-6 N/A 300,000<br />
Size Tiny 16 meters N/A 100,000<br />
Propulsion Thrusters (1000 kph) -2 100,000<br />
Warp (max/cruising) N/A N/A N/A<br />
Decks 1 N/A N/A<br />
Cargo 5 Metric tons N/A 5,000<br />
Defence 21 N/A N/A<br />
Movement: 2 Space/18 Atmosphere N/A N/A<br />
Hull Points 100 N/A N/A<br />
Hull Plating N/A N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam N/A N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 N/A N/A N/A<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Short Range -1 21,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Small -1 170,000<br />
Auxiliary Craft 0 N/A N/A<br />
Weapons<br />
Phase Cannon 1 2d6 damage, Range 12.<br />
(Mount : Single, Forward, 180 deg)<br />
-2 400,000<br />
Drive None N/A N/A<br />
Reactor Shuttle Non-Warp Reactor +19 400,000<br />
Totals<br />
20/20 power<br />
used<br />
1,908,400
In the mid-22nd century, Shuttlepods were able to seat a pilot and six passengers, although<br />
conditions aboard the vehicles were cramped. Each Shuttlepod had an entrance on the roof, one at<br />
either side and a large entrance at the back.<br />
In the Delta Quadrant this vessel can be used as a base line for any Tech Level 9 to 11 species<br />
shuttle encountered.
Generic Freighter/Runabout/Scout<br />
Item Specification Energy Cost<br />
Crew 4-25 N/A 1,250,000<br />
Passengers 8-40 N/A 2,000,000<br />
Size Small or Medium N/A 500,000<br />
Propulsion<br />
Thrusters (1000 kph/900 kph)<br />
50% Max Impulse<br />
-2 100,000<br />
Warp (max/cruising) 3 (2.5) N/A N/A<br />
Decks 1-3 N/A N/A<br />
Cargo 5000 Metric tons N/A 50,000<br />
Defence 20 (Small), 19 (Medium) N/A N/A<br />
Movement: 10 (Space) N/A N/A<br />
Hull Points 180 N/A N/A<br />
Hull Plating 100, 5 DR N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam N/A N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Short Range Passive High Resolution -1 290,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Short Range -1 21,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Medium -2 470,000<br />
Auxiliary Craft 0 N/A N/A<br />
Weapons<br />
Plasma Turret (Mark I) 1 4d6, Range 8<br />
(Mount : Single, Forward, 180 deg)<br />
Plasma Turret (Mark I) 2 4d6, Range 8<br />
(Mount : Single, Port, 180 deg)<br />
Plasma Turret (Mark I) 3 4d6, Range 8<br />
(Mount : Single, <strong>Star</strong>board, 180 deg)<br />
Phase Cannon (Mark I) 1 5d8, Range 12<br />
(Mount : Single, Forward, 180 deg)<br />
-1 270,000<br />
-1 270,000<br />
-1 270,000<br />
-2 400,000<br />
Drive Warp Drive (Warp 3) -10 4,600,000<br />
Reactor Runabout Warp Reactor +32 1,000,000<br />
Totals<br />
29/32 power<br />
used<br />
12,853,400
Danube Class Runabout<br />
In starship classification, freighters are starship types designed to carry cargo or to carry passengers.<br />
Often referred to as a runabout when not utilized as a transport or cargo vessel, this is the designation<br />
of a type of vessel smaller than a starship but larger than a shuttlecraft. Runabouts are equipped with<br />
limited weapons and drive systems, but offer additional living space and have a larger operational<br />
range compared to shuttles, and are capable of speeds up to warp 3. Runabouts are typically<br />
assigned to space stations as auxiliary craft. This type of starship is also commonly utilized as a Scout<br />
when part of a larger combat fleet. The most noticeable feature of cargo freighters is their large cargo<br />
bays. Furthermore, they are usually equipped with light armament to defend against pirates and<br />
oncoming asteroids.<br />
The Baxial, an example of a Talaxian trader.
Raider<br />
Item Specification Energy Cost<br />
Crew 11-48 N/A 2,400,000<br />
Passengers 1-20 N/A 1,000,000<br />
Size Medium N/A 500,000<br />
Propulsion<br />
Thrusters (900 kph)<br />
100% Max Impulse<br />
-1 100,000<br />
Warp (max/cruising) 4 (3.2) N/A N/A<br />
Decks 3 N/A N/A<br />
Cargo 5000 Metric tons N/A 50,000<br />
Defence 19 N/A N/A<br />
Movement: 11 Space/16 Atmosphere N/A N/A<br />
Hull Points 180 N/A N/A<br />
Hull Plating 100, 5 DR N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam (5 kilometers) N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Short Range Passive High Resolution -1 290,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Sensors 5 Medium Range IFF Sensor -2 900,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Medium Range -2 71,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Medium -2 470,000<br />
Auxiliary Craft 1 - Shuttlepod N/A 1,908,400<br />
Weapons<br />
Plasma Turret (Mark I) 1 4d6, Range 8<br />
(Mount : Single, Forward, 180 deg)<br />
-1 270,000<br />
Plasma Turret (Mark I) 2 4d6, Range 8<br />
(Mount : Single, Port, 180 deg)<br />
Plasma Turret (Mark I) 3 4d6, Range 8<br />
(Mount : Single, <strong>Star</strong>board, 180 deg)<br />
Plasma Turret (Mark I) 1 4d6, Range 8<br />
(Mount : Single, Aft, 180 deg)<br />
Spatial Nuclear Torpedo 4d12, Range 12<br />
Tube 1<br />
(Mount : Single, Forward, 180 deg)<br />
Spatial Nuclear Torpedo 4d12, Range 12<br />
Tube 2<br />
(Mount : Single, Forward, 180 deg)<br />
26 Spatial Nuclear Torpedoes<br />
(180,000 each)<br />
-1 270,000<br />
-1 270,000<br />
-1 270,000<br />
-3 200,000<br />
-3 200,000<br />
N/A 4,680,000<br />
Drive Warp Drive (Warp 4) -11 5,800,000<br />
Reactor Raider Warp Reactor +40 2,000,000<br />
Totals<br />
29/32 power<br />
used<br />
23,011,080
A Maquis Raider.<br />
The Raider is a type of light starship designed and commonly used by fringe groups as well as a<br />
common Pirating vessel. They come in varying sizes although they tend to keep towards the lower<br />
end of Medium size.<br />
The smaller variants have a small cockpit with seating for two, and a cargo area in the aft section. The<br />
larger versions have a separate and much more spacious cockpit which holds four stations, and<br />
larger crew facilities in the aft sections.<br />
Raider starships are usually in use for a long period of time and tend to be under constant repair.<br />
Many are known to be in use for several decades by using rebuilt engines and system replacement as<br />
opposed to salvaging the ship for parts and rebuilding.
The Aeroshuttle<br />
Item Specification Energy Cost<br />
Crew 5 N/A 250,000<br />
Passengers 5 N/A 250,000<br />
Size Medium N/A 500,000<br />
Propulsion<br />
Thrusters (1000 kph/900 kph)<br />
50% Max Impulse<br />
-2 100,000<br />
Warp (max/cruising) 3 (2.5) N/A N/A<br />
Decks 1 N/A N/A<br />
Cargo 2500 Metric tons N/A 25,000<br />
Defence 19 (Medium) N/A N/A<br />
Movement: 10 (Space) / 15 (Atmos) N/A N/A<br />
Hull Points 180 N/A N/A<br />
Hull Plating 100, 5 DR 53 N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam N/A N/A N/A<br />
Transporters<br />
Transporters - Advanced Shuttle -2 2,500,000<br />
Sensors 1 Range Short Range : 20,000km Navigational Scanner -1 290,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Short Range Passive High Resolution -1 290,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Short Range -1 21,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Medium -2 470,000<br />
Auxiliary Craft 0 N/A N/A<br />
Additional Items 1<br />
Replicator<br />
-1 200,000<br />
(Max item size : 20kg Max output :<br />
100kg per day)<br />
Weapons<br />
Phase Cannon (Mark I) 1 5d8, Range 12<br />
-2<br />
(Mount : Single, Forward, 180 deg)<br />
400,000<br />
Drive Warp Drive (Warp 3) -10 4,600,000<br />
Reactor Runabout Warp Reactor +32 1,000,000<br />
Totals<br />
29/32 power<br />
used<br />
11,968,400
http://en.memory-alpha.org/wiki/Aeroshuttle<br />
The Aeroshuttle is the partially functional runabout attached to the underside of the USS <strong>Voyager</strong>. As<br />
part of the game the players may use the Aeroshuttle. How much function the vessel has and how<br />
much work it needs to get it spaceworthy is up to the GM.<br />
-<strong>Star</strong>fleet styling<br />
-Evolved runabout-type structural elements<br />
-Integrated impulse and warp reactors<br />
-In-wing imbedded warp nacelles<br />
-Side and aft entry hatches<br />
-Shuttle underside contiguous with <strong>Voyager</strong> hull bottom<br />
-Wingtip lift engines<br />
- Standard <strong>Star</strong>fleet features; phasers, manoeuvring thrusters, sensor strips, windows, and hull<br />
markings<br />
Currently non-functional:<br />
Forward micro-torpedo launcher<br />
Shields<br />
Space for a Plasma Turret but one is not fitted
Babi Ijo Picket (In system police / military patrol craft)<br />
Item Specification Energy Cost<br />
Crew 4 N/A 200,000<br />
Passengers 0 N/A N/A<br />
Size Tiny 16 meters N/A 100,000<br />
Propulsion<br />
Thrusters (1000 kph)<br />
75% Max Impulse<br />
-2 100,000<br />
Warp (max/cruising) N/A N/A N/A<br />
Decks 1 N/A N/A<br />
Cargo 5 Metric tons N/A 5,000<br />
Defence 21 N/A N/A<br />
Movement: 12 Space/18 Atmosphere N/A N/A<br />
Hull Points 100 N/A N/A<br />
Hull Plating N/A N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam N/A N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Targeting / Tactical Sensor -1 500,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Short Range -1 21,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Small -1 170,000<br />
Auxiliary Craft 0 N/A N/A<br />
Weapons<br />
Plasma Cannon x2 2d6x2 damage, Range 12.<br />
(Mount : Dual Bank, Forward, 90 deg)<br />
-2 400,000<br />
Drive None N/A N/A<br />
Reactor Shuttle Non-Warp Reactor +19 400,000<br />
Totals<br />
20/20 power<br />
used<br />
2,258,400
The above is a small, lightly manned spacecraft designed to stay in-system. It is the space going<br />
equivalent of a police patrol car. More military versions may be mounted with missiles also.
Heavy Cruiser (Large)(TL 12)<br />
Item Specification Energy Cost<br />
Crew 65 N/A 3,250,000<br />
Passengers 10 N/A 500,000<br />
Size Large N/A 1,000,000<br />
Propulsion<br />
Thrusters (800 kph)<br />
100% Max Impulse<br />
-3 300,000<br />
Warp (max/cruising) 6 (4) N/A N/A<br />
Decks 4 – 12 N/A N/A<br />
Cargo 3500 Metric tons N/A 3,500,000<br />
Defence 18 N/A N/A<br />
Movement: 8 Space N/A N/A<br />
Hull Points 450 N/A N/A<br />
Hull Plating 100, DR 20 N/A N/A<br />
Shields 100 SP N/A N/A<br />
Grappler/Tractor Beam (18 kilometers) N/A N/A<br />
Transporters<br />
Transporters - Mark 3 (Range<br />
5,000km)<br />
-3 2,000,000<br />
Sensors 1 Long Range Navigational Scanner -3 1,390,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Long Range Passive High Resolution -3 1,390,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Sensors 5 Long Range IFF Sensor -3 1,390,000<br />
Sensors 6 Medium Range Electromagnetic -2 900,000<br />
Sensors 7 Biological Reference -1 500,000<br />
Life Support<br />
Life Support Mk I (Atmospheric)(+<br />
Aux)<br />
-1 64,000<br />
Gravity Plating Gravity Plating Mk 1 (2) -2 200,000<br />
Communications Communications - Long Range -3 104,000<br />
Navigation Navigation <strong>System</strong> Mk 4 -1 30,000<br />
Computer Core Multitronic Computer -3 500,000<br />
Deflector Control Deflector Control - Large -3 970,000<br />
Auxiliary Craft 1 Shuttlepod N/A 1,908,400<br />
Auxiliary Craft 2 Shuttlecraft N/A 5,158,400<br />
Auxiliary Craft 3 Runabout N/A 12,853,400<br />
Additional <strong>System</strong>s 1 Advanced Helm Control Mk 2 (+2 to -1 200,000<br />
Pilot)<br />
Weapons<br />
Disruptor 1 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 2 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 3 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 4 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
-4 580,000<br />
-4 580,000<br />
-4 580,000<br />
-4 580,000
Photon Torpedo Tube 1 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg)<br />
Photon Torpedo Tube 2 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 3 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 4 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 5 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
80 Torpedoes. (310,000 each) N/A 24,800,000<br />
Drive Warp Drive (Warp 6) -13 8,000,000<br />
Reactor Cruiser Warp Reactor +70 3,000,000<br />
Totals<br />
67/70 power<br />
used<br />
80,728,200<br />
The term Heavy Cruiser is sometimes used synonymously with Battleship. In reference to<br />
starship classification, Battleships are a type of large and powerful Heavy Cruiser. In<br />
traditional terms, Battleships are the most powerfully armed and most heavily armored<br />
warships of their era. It is likely that the definition is true among starships, although<br />
standards may vary by species and technological level.<br />
Heavy Cruiser is a generic term for any heavily armed vessel designed for war, combat or<br />
defense. These vessels include battleships, escorts, and destroyers.
Heavy Cruiser (Huge)(TL 12)<br />
Item Specification Energy Cost<br />
Crew 227 N/A 11,350,000<br />
Passengers 35 N/A 1,750,000<br />
Size Huge N/A 2,000,000<br />
Propulsion<br />
Thrusters (700 kph)<br />
100% Max Impulse<br />
-5 300,000<br />
Warp (max/cruising) 6 (4) N/A N/A<br />
Decks 12 N/A N/A<br />
Cargo 10,000 Metric tons N/A 10,000,000<br />
Defence 17 N/A N/A<br />
Movement: 8 Space N/A N/A<br />
Hull Points 750 N/A N/A<br />
Hull Plating 100, DR 20 N/A N/A<br />
Shields 100 SP N/A N/A<br />
Grappler/Tractor Beam (18 kilometers) N/A N/A<br />
Transporters<br />
Transporters - Mark 3 (Range<br />
5,000km)<br />
-3 2,000,000<br />
Sensors 1 Long Range Navigational Scanner -3 1,390,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Long Range Passive High Resolution -3 1,390,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Sensors 5 Long Range IFF Sensor -3 1,390,000<br />
Sensors 6 Medium Range Electromagnetic -2 900,000<br />
Sensors 7 Biological Reference -1 500,000<br />
Life Support<br />
Life Support Mk I (Atmospheric)(+<br />
Aux)<br />
-1 64,000<br />
Gravity Plating Gravity Plating Mk 1 (2) -2 200,000<br />
Communications Communications - Long Range -3 104,000<br />
Navigation Navigation <strong>System</strong> Mk 4 -1 30,000<br />
Computer Core Multitronic Computer -3 500,000<br />
Deflector Control Deflector Control - Large -3 970,000<br />
Auxiliary Craft 1 Shuttlepod x2 N/A 3,816,800<br />
Auxiliary Craft 2 Shuttlecraft x2 N/A 10,316,800<br />
Auxiliary Craft 3 Runabout x2 N/A 25,706,800<br />
Additional <strong>System</strong>s 1 Advanced Helm Control Mk 2 (+2 to -1 200,000<br />
Pilot)<br />
Weapons<br />
Disruptor 1 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 2 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 3 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
Disruptor 4 6d10, Range 10<br />
(Mount : Single, Forward, 180 deg)<br />
-4 580,000<br />
-4 580,000<br />
-4 580,000<br />
-4 580,000
Photon Torpedo Tube 1 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg)<br />
Photon Torpedo Tube 2 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 3 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 4 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
Photon Torpedo Tube 5 10d12, Range 22<br />
-1 700,000<br />
(Mount : Single, Forward, 180 deg<br />
80 Torpedoes. (310,000 each) N/A 24,800,000<br />
Drive Warp Drive (Warp 6) -13 8,000,000<br />
Reactor Cruiser Warp Reactor +70 3,000,000<br />
Totals<br />
70/70 power<br />
used<br />
117,498,400
Explorer (TL 10)<br />
Item Specification Energy Cost<br />
Crew 81 Crew, 12 Marines N/A 4,650,000<br />
Passengers 1-10 N/A 500,000<br />
Size Medium N/A 500,000<br />
Propulsion<br />
Thrusters (900 kph)<br />
100% Max Impulse<br />
-1 100,000<br />
Warp (max/cruising) 5 (3.5) N/A N/A<br />
Decks 7 N/A N/A<br />
Cargo 2500 Metric tons N/A 250,000<br />
Defence 19 N/A N/A<br />
Movement: 9 Space/12 Atmosphere N/A N/A<br />
Hull Points 500 N/A N/A<br />
Hull Plating 100, 5 DR N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam (5 kilometers) N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Internal Ship Sensors -1 500,000<br />
Sensors 3 Short Range Passive High Resolution -1 290,000<br />
Sensors 4 Targeting / Tactical Sensor -1 500,000<br />
Sensors 5 Medium Range IFF Sensor -2 900,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Medium Range -2 71,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Medium -2 470,000<br />
Auxiliary Craft 1 Shuttlepod N/A 1,908,400<br />
Auxiliary Craft 2 Shuttlepod N/A 1,908,400<br />
Auxiliary Craft 3 Shuttlepod N/A 1,908,400<br />
Auxiliary Craft 4 Shuttlepod N/A 1,908,400<br />
Weapons<br />
Phase Cannon (Mark I) 1 5d8, Range 12<br />
-2<br />
(Mount : Single, Forward, 180 deg)<br />
400,000<br />
Phase Cannon (Mark I) 2 5d8, Range 12<br />
(Mount : Single, Forward, 180 deg)<br />
Phase Cannon (Mark I) 3 5d8, Range 12<br />
(Mount : Single, Forward, 180 deg)<br />
Phase Cannon (Mark I) 4 5d8, Range 12<br />
(Mount : Single, Forward, 180 deg)<br />
Phase Cannon (Mark I) 5 5d8, Range 12<br />
(Mount : Single, Aft, 180 deg)<br />
Phase Cannon (Mark I) 6 5d8, Range 12<br />
(Mount : Single, Aft, 180 deg)<br />
-2 400,000<br />
-2 400,000<br />
-2 400,000<br />
-2 400,000<br />
-2 400,000
Plasma Turret (Mark 1) 1 4d6 per turret, Range 8<br />
(Mount : Turret, Top, 360 deg)<br />
Plasma Turret (Mark 1) 2 4d6 per turret, Range 8<br />
(Mount : Turret, Bottom, 360 deg)<br />
Torpedo Tube 1<br />
Torpedo Tube 2<br />
Torpedo Tube 3<br />
Torpedo Tube 4<br />
Varies<br />
(Mount : Single, Forward, 180 deg)<br />
Varies<br />
(Mount : Single, Forward, 180 deg)<br />
Varies<br />
(Mount : Single, Forward, 180 deg)<br />
Varies<br />
(Mount : Single, Aft, 180 deg)<br />
Torpedo Tube 5<br />
Varies<br />
(Mount : Single, Aft, 180 deg)<br />
Spatial Torpedoes (80) 4d12, Range 12<br />
(180,000 each)<br />
Antimatter Torpedoes (36) 6d12, Range 18<br />
(220,000 each)<br />
-1 405,000<br />
-1 405,000<br />
-1 500,000<br />
-1 500,000<br />
-1 500,000<br />
-1 500,000<br />
-1 500,000<br />
N/A 14,400,000<br />
N/A 7,920,000<br />
Drive Warp Drive (Warp 5) -11 5,800,000<br />
Reactor Explorer Warp Reactor +50 1,500,000<br />
Totals<br />
46/50 power<br />
used<br />
52,057,000
The NX-class was the first class of starship built with the warp five engine, thereby enabling<br />
Humanity's first steps of exploration beyond its neighboring star systems.<br />
Serving in the Earth <strong>Star</strong>fleet, the first ship of the NX-class was Enterprise, commissioned in 2151.<br />
The second ship, Columbia, was commissioned in 2154.<br />
The NX-class consisted of a habitable saucer module that contained seven decks (Lettered A-<br />
through G-deck) and a symmetrical warp field governor located just aft of the saucer section, that<br />
regulated the warp field shape that would otherwise break apart at higher warp factors. Two halfdecks<br />
were inserted between D- and E-deck, as well as between E- and F-deck. These contained<br />
plasma conduits and access tunnels.<br />
GM - The Enterprise Era Explorer does well as an example of a TL 10 exploration vessel <strong>Voyager</strong><br />
might meet in the Delta Quardrant.
T’Plana Hath Survey Vessel (Freighter)(TL 11)<br />
Item Specification Energy Cost<br />
Crew 7 N/A 350,000<br />
Passengers 1-5 N/A 250,000<br />
Size Small N/A 100,000<br />
Propulsion<br />
Thrusters (1000 kph)<br />
35% Max Impulse<br />
-2 100,000<br />
Warp (max/cruising) 3 (1.8) N/A N/A<br />
Decks 1 N/A N/A<br />
Cargo 500 Metric tons N/A 50,000<br />
Defence 20 N/A N/A<br />
Movement: 10 Space/6 Atmosphere N/A N/A<br />
Hull Points 250 N/A N/A<br />
Hull Plating N/A N/A N/A<br />
Shields N/A N/A N/A<br />
Grappler/Tractor Beam (18 kilometers) N/A N/A<br />
Transporters N/A N/A N/A<br />
Sensors 1 Short Range Navigational Scanner -1 290,000<br />
Sensors 2 Medium Range Electromagnetic -1 900,000<br />
Sensors 3 Short Range Passive High Resolution -1 290,000<br />
Sensors 4 Biological Reference -1 500,000<br />
Life Support Life Support Mk I (Atmospheric) -1 8000<br />
Gravity Plating Gravity Plating Mk 1 -1 33,000<br />
Communications Communications - Short Range -1 21,000<br />
Navigation Navigation <strong>System</strong> Mk 1 -1 5,300<br />
Computer Core Standard Computer Core -2 26,100<br />
Deflector Control Deflector Control - Medium -2 470,000<br />
Auxiliary Craft 0 N/A N/A<br />
Weapons<br />
Plasma Turret (Mark I) 1 4d6, Range 8<br />
(Mount : Single, Forward, 180 deg)<br />
-1 270,000<br />
Plasma Turret (Mark I) 2 4d6, Range 8<br />
(Mount : Single, Port, 180 deg)<br />
Plasma Turret (Mark I) 3 4d6, Range 8<br />
(Mount : Single, <strong>Star</strong>board, 180 deg)<br />
Plasma Turret (Mark I) 4 4d6, Range 8<br />
(Mount : Single, Aft, 180 deg)<br />
-1 270,000<br />
-1 270,000<br />
-1 270,000<br />
Drive Warp Drive (Warp 3) -10 4,600,000<br />
Reactor Runabout Warp Reactor +32 1,000,000<br />
Totals<br />
30/32 power<br />
used<br />
10,073,400
During the Earth's twentieth and twenty-first centuries the Vulcans began conducting an extensive<br />
effort to explore nearby star systems. Initially intended to survey all nearby systems for any signs of<br />
life, by 2120 the Vulcans had decided to concentrate their efforts on discovering space faring<br />
civilizations like their own. Ships traveling at relativistic speeds on missions that could last for decades<br />
carried out these missions.<br />
Various models of the T’Plana Hath have been employed but most are fitted to carry a small number<br />
of passengers and crew on extended exploration and scientific research missions.<br />
The T’Plana Hath has operated successfully for many decades, conducting missions on over ninety<br />
new worlds and participating in first contact situations a total of sixteen times.<br />
GM- This is an example of a small cargo or exploration ship.
12. Organizations of the Era<br />
Note that the Organisations below are not generally known of in the Delta Quadrant. It is also 200<br />
years out of date!<br />
(Add DQ stuff, like the Vidiian Sodality and Kazon tribes)and map<br />
Major Organizations<br />
With the vast amount of different cultures and species strewn across the sector, naturally there<br />
would be a plethora of organizations and affiliations native to each species. Listed here are some<br />
of the better-known organizations, although there are undoubtedly many more that could be<br />
researched and implemented into a given campaign setting.<br />
Earth Organizations<br />
Earth <strong>Star</strong>fleet<br />
The Earth <strong>Star</strong>fleet (often simply called <strong>Star</strong>fleet) is the primary space defense and exploration<br />
organization of United Earth in the early-to-mid-22nd century. The primary authority of the<br />
Earth <strong>Star</strong>fleet is referred to as either <strong>Star</strong>fleet Command or UESPA (United Earth Space Probe<br />
Agency) under the jurisdiction of the Command Council, and is located in the city of San<br />
Francisco, Earth.<br />
The main purpose of the Earth <strong>Star</strong>fleet is to "...seek out new life and new civilizations." and<br />
"...go boldly where no man has gone before." (This quote is attributed to Zefram Cochran, the<br />
inventor of warp drive on Earth.)<br />
Earth <strong>Star</strong>fleet is a civilian organization but has adopted many aspects of Earth's earlier military<br />
forces, even though its main role is scientific development and exploration. Ranks within<br />
<strong>Star</strong>fleet closely follow the naval traditions of the United States of America and the British Royal<br />
Navy.<br />
In 2153, following the Xindi attack on Earth and the numerous firefights that the Enterprise NX-<br />
01 had been involved in since its launch in 2151, it was determined that vessels of the Earth<br />
<strong>Star</strong>fleet would begin to carry detachments of United Earth's elite military unit, the MACOs, thus<br />
taking a step towards the unification of the Earth <strong>Star</strong>fleet and Earth Military Command -- and of<br />
the roles of defense and exploration.<br />
All Earth <strong>Star</strong>fleet officers and able crewmen wore the same basic uniform, with differences in<br />
insignia and color-coded elements designed to distinguish rank and departmental function. Earth<br />
<strong>Star</strong>fleet departments included <strong>Star</strong>fleet Operations and <strong>Star</strong>fleet Security. Some <strong>Star</strong>fleet<br />
personnel worked for the United Earth Diplomatic Corps.<br />
One of the primary projects of Earth <strong>Star</strong>fleet is to develop a viable and fast interstellar engine<br />
that would allow Earth to traverse cosmic distances in reasonably short time. Despite some<br />
allegations of interference - or at least a refusal of assistance - from the Vulcans, Earth has made<br />
notable progress in developing a warp five engine by the 2150s.<br />
Earth <strong>Star</strong>fleet Rank Structure<br />
Fleet Admiral Admiral Vice Admiral Rear Admiral Commodore<br />
Captain Commander Lieutenant Ensign Cadet<br />
Crew Chief Crewman 1st Class Crewman 2nd Class Crewman 3rd Class
Earth Cargo Service<br />
The Earth Cargo Service (or ECS) is the primary operating agency governing the operations of<br />
Earth-registered interstellar cargo transport vessels in the first half of the 22nd Century.<br />
Prior to <strong>Star</strong>fleet's NX program taking off with the launch of Enterprise (NX-01) in 2151, ships of<br />
the Earth Cargo Service were Earth's only real presence in outer space throughout the 2140s. The<br />
crew of these ships would spend years traveling from one planet to another; whole generations of<br />
these "boomers" grew up in space, and the ownership of ships often passed down family lines.<br />
Military Assault Command Operations<br />
Military Assault Command Operations (commonly abbreviated as MACO) is United<br />
Earth’s military organization in service on Earth during the 2140s through the 2160s prior<br />
to the founding of the Federation. The MACOs were not directly associated with the<br />
Earth <strong>Star</strong>fleet until 2153 when a unit of MACOs was put under the command of Captain<br />
Jonathan Archer of the NX-01 Enterprise.<br />
MACO posts included Atlanta and the Janus loop. Training posts include West Point in New<br />
York. MACOs have similar weapons, training, and tactics to the previous Special Forces of a<br />
number of member nations of United Earth, and their rank insignia is similar to that of the U.S.<br />
Marine Corps.<br />
Section 31<br />
Section 31 is the code name of an officially nonexistent and non-condoned rogue agency within<br />
<strong>Star</strong>fleet Intelligence that claims to protect the security interests of the United Earth (and later on,<br />
the Federation). Section 31 takes its name from Article 14, Section 31 of the Earth <strong>Star</strong>fleet<br />
Charter, which allowed certain rules of conduct to be "bent" during times of extraordinary threat.<br />
Little information is available about the activities of the organization; one of its operatives has<br />
claimed that Section 31 deals with threats to United Earth that others do not even realize exist.<br />
Section 31's actions are autonomous and neither controlled nor acknowledged by <strong>Star</strong>fleet<br />
Command or the United Earth government.
Vulcan Organizations<br />
Vulcan High Command<br />
In the 22nd century, Vulcan High Command is the most powerful governmental body on<br />
planet Vulcan, its de facto military government. During the 22nd century, the High<br />
Command is the organization responsible for overseeing Vulcan military as well as<br />
civilian organizations. Some of the organizations include:<br />
Vulcan Science Directorate<br />
The Vulcan Science Directorate is the head scientific authority of the Vulcan High Command,<br />
well known for its reluctance to embrace unorthodox ideas.<br />
The Vulcan Science Directorate has studied the question of time travel in great detail. By the<br />
mid-22nd century, they found no evidence that it exists or that it can exist, ultimately believing<br />
that its concept was "illogical". However, the Directorate had no trouble accepting the existence<br />
of micro-singularities or the notion that regions of space in the Delphic Expanse fail to conform<br />
to the laws of physics.<br />
Vulcan Security Directorate<br />
The Vulcan Security Directorate is an agency within the Vulcan High Command. It is<br />
directly responsible for the defense of the homeworld and for intelligence interests of the<br />
Vulcan government.<br />
The Security Directorate is tasked with gathering and analyzing information concerning<br />
neighboring powers in the galaxy. The information it receives is then passed on to the<br />
High Command that acts upon the information and analyses.
Andorian Organizations<br />
Andorian Imperial Guard<br />
The Andorian Imperial Guard is the primary military force of the Andorian Empire and<br />
maintained both starships and infantry. It had ranks of general, captain, commander,<br />
lieutenant and guardsman. The Imperial Guard is staffed with both male and female<br />
personnel. The Imperial Guard has been in existence for at least four Andorian<br />
generations prior to 2153.<br />
The standard sidearm issued to Imperial Guardsmen is an assault-rifle sized weapon which fires<br />
blue energy beams. It does not have a stun setting.<br />
When a Guardsman died far from home, it was his compatriots' duty to take a piece of the fallen<br />
back with them to Andoria (e.g. a vial of their blood). This item was to be taken to the Wall of<br />
Heroes.<br />
Andorian Mining Consortium<br />
The Andorian Mining Consortium, also known by the acronym AMC, is the third largest private<br />
corporation in Andoria by the 2150s. It is a relatively minor organization until it develops the<br />
Atlas computer in 2151, which transports ore out of the ground sending high-grade material to<br />
processing plants and returning low-grade material back to its source. AMC considers itself to be<br />
an environmentally friendly company, but ecologists are pressuring to have its practices<br />
investigated.
Denobulan Organizations<br />
Denobulan Medical Academy<br />
The Denobulan Medical Academy is the overseeing Academy of the Denobulan Academic<br />
Council. The main facility is in Triax on Denobula, though it is unclear if there are any other<br />
administrative facilities elsewhere. It has existed for well over two centuries as a part of the<br />
Denobulan Academic Council that consists of various academies all dealing with particular fields<br />
of research (physics, engineering, political science, literary studies etc…).<br />
The Denobulan Medical Academy contains many diagnostic and treatment wards, containing the<br />
most advanced and varied technologies. Long-term facilities are available to care for seriously ill<br />
patients. It is also responsible for all medical research activities on Denobula. Researchers are<br />
required to obtain approval from the Denobulan Medical Academy before proceeding with new<br />
treatments and medications.<br />
The Denobulan Medical Academy is also responsible for the regulation and training of various<br />
counselors, psychiatrists and psychologists.<br />
Note that by the time of <strong>Voyager</strong> the Denobulans had mysteriously vanished.<br />
Orion Organizations<br />
The Orion Syndicate<br />
The Orion Syndicate is a criminal cabal created by the Orions. The Syndicate had been<br />
established by the early 22nd century, and is an organized crime cartel the equivalent of an<br />
interstellar mafia. The Syndicate from its inception included among its principal activities<br />
smuggling, piracy, slave trading, and assassination.<br />
During the 22nd century, the Orion Syndicate controlled space neighboring the Klingon Empire,<br />
near the Briar Patch, and heavily patrolled by the area of space known as the Borderland, often<br />
abducting crewmembers of alien ships for the slave trade.<br />
If a member of the Syndicate is killed, the Syndicate looks after the deceased member's family.<br />
Orion Free Traders<br />
The Orion Free Traders are not a consolidated group. They are a loosely allied group of over one<br />
hundred Orion Merchant Captains who were tired of being referred to as pirates and smugglers<br />
every time they went to port. In an effort to distinguish themselves from the Orion Syndicate and<br />
other illicit groups, they have adopted their own network that includes Advisory Council, Pricing<br />
Enclave, a Coat of Arms and a Capital referred to as First Colony.<br />
First Colony is an extensive asteroid colony in the Berenices star system and has a population of<br />
approximately 78,000 Orions.
Klingon Organizations<br />
Imperial Klingon Fleet<br />
The Klingon Imperial Fleet is the name for the starship fleet and military personnel serving under<br />
the Klingon Empire during the 22nd century.<br />
The majority of Klingon Imperial Fleet members are common warriors. In order to become an<br />
officer a candidate must pass the entrance exam. An oversight council who can reject the<br />
application then must approve the prospective officer. Officers usually serve on the Klingon<br />
Empire's ships and warriors are sent into battle, whether it is on planetary assaults or when<br />
boarding other vessels.<br />
The system of hierarchy aboard ships within the Imperial Klingon Fleet is highly structured.<br />
According to their systems, one that has operated successfully for centuries, the First Officer of<br />
any Klingon vessel has the duty to assassinate his Captain when and if the Captain becomes weak<br />
or unable to perform. It is expected that his honorable retirement should be assisted by his "first".<br />
The second officer also shares similar duties with his "first".<br />
The Klingon Imperial Fleet is capable of deploying a fleet of ships to destroy an entire planet.<br />
Imperial Klingon Intelligence<br />
Klingon Intelligence is the intelligence-gathering agency of the Klingon Empire responsible for<br />
conducting espionage and covert activities. Agents who fail to accomplish their mission are<br />
dishonored and frequently executed or at the very least exiled from the Empire.<br />
Order of the Bat’leth<br />
The Order of the Bat'leth is an exclusive Klingon group, a status awarded to warriors who<br />
have distinguished themselves in battle. It is considered the highest honor a Klingon can<br />
receive. Every year, the chancellor inducts new members into the Order in a ceremony at<br />
the Hall of Warriors in the headquarters of the Klingon Defense Forces. Drunken<br />
celebrations are held for a full day before the induction itself, which is part of the<br />
ceremony as an endurance test.
13. Game Mechanics<br />
This is fairly basic, so the next section (15. Combat Notes) deals with things not mentioned below.<br />
Usually taken from D+D 3.5 or <strong>d20</strong> Modern.<br />
This chapter is devoted to answering the question, “How do I…?” In this Chapter you will find specifics<br />
on combat, healing, environmental factors and other conditions that may affect the characters.<br />
Encounters<br />
Combat in <strong>Star</strong> <strong>Trek</strong> <strong>RPG</strong> is fairly straightforward. Follow the following steps:<br />
1. Roll for initiative<br />
Before the first round of Combat, each player rolls Initiative (1<strong>d20</strong> + Dexterity modifier + feat<br />
bonuses). The Game Master rolls Initiative for the enemy. Whoever rolls highest goes first and<br />
whoever rolls lowest goes last.<br />
2. Actions<br />
There are four basic types of actions: attack actions, movement actions, free actions and full round<br />
actions. A character can do any of the following combinations of actions:<br />
- Move at 4x their full rate of speed (run)<br />
- Use their full attack action<br />
- Move at their normal speed and make a single attack<br />
- Do any of these things and make a free action as well<br />
- A Skill Check done during combat is considered an attack action<br />
- Drawing a weapon is considered a movement action unless a character has the Quickdraw<br />
Technique<br />
3. Attacking, Defending and Soaking<br />
To make a successful attack that will deal damage a character’s attack roll must exceed a target’s<br />
Defense score. To deal damage to a target the damage dealt must exceed their Armor Soak.<br />
- Attack Roll: 1<strong>d20</strong> + Base Attack Bonus + Technique Bonuses<br />
- Defense: 10 + Dexterity Modifier + Class Bonus + Technique Bonuses<br />
- Armor Soak: Equals the value of Armor worn by the character<br />
4. Damage<br />
Each weapon type deals damage according to a particular die type (d4, d6, d8, d8, d10 or d12). After<br />
a successful attack roll, roll the die that corresponds to your weapon and have the result subtracted<br />
from your target’s total Hit Points (after all relevant Armour Soaks, etc.) as the effective damage. Also,<br />
add any bonus damage from Techniques.<br />
5. Attack Options<br />
* Attack: A single attack; can be made in concert with movement
* Full Attack: Some characters can attack more than once. Doing so is considered a full attack. A<br />
character cannot make a move action in the same round as making a full attack action.<br />
*Charge: A charge is a melee attack in which a character runs at 2x speed in a straight line (at least 5<br />
meters) as part of an attack. A charge attack incurs a +2 attack bonus and deals double damage on a<br />
successful hit. A charge incurs an attack of opportunity.<br />
This table is taken from <strong>d20</strong> Modern:<br />
Attack Actions Attack of Opportunity1<br />
Attack (melee)<br />
Attack (ranged)<br />
Attack (unarmed)<br />
Attack (aid another)<br />
Bull rush (attack)<br />
Escape a grapple<br />
Feint (see the Bluff skill)<br />
Ready (triggers an attack action)<br />
Make a dying character stable<br />
Attack a weapon<br />
Attack an object<br />
Total defense<br />
Use a skill that takes an attack action<br />
No<br />
Yes<br />
Yes<br />
No<br />
No<br />
No<br />
No<br />
No<br />
Yes<br />
Yes<br />
Maybe2<br />
No<br />
Usually<br />
Move Actions Attack of Opportunity1<br />
Move your speed<br />
Yes<br />
Use a piece of equipment<br />
No<br />
Climb (one-quarter speed)<br />
No<br />
Climb, accelerated (one-half speed) No<br />
Crawl<br />
No<br />
Draw a weapon3<br />
No<br />
Holster a weapon<br />
Yes<br />
Move a heavy object<br />
Yes<br />
Open a door<br />
No<br />
Pick up an object<br />
Yes<br />
Reload a firearm with a<br />
Yes<br />
box magazine or speed loader<br />
Retrieve a stored object<br />
Yes<br />
Stand up from prone, sitting, or kneeling No<br />
<strong>Star</strong>t/complete full-round action Varies<br />
Swim<br />
No<br />
Use a skill that takes a move action Usually<br />
Full-Round Actions Attack of Opportunity1<br />
Bull rush (charge)<br />
No<br />
Charge<br />
No<br />
Coup de grace<br />
Yes<br />
Full attack<br />
No<br />
Overrun (charge)<br />
No<br />
Run<br />
Yes<br />
Withdraw<br />
No<br />
Extinguish flames<br />
No<br />
Use a skill that takes a full round Usually<br />
Reload a firearm with an internal magazine Yes<br />
Free Actions Attack of Opportunity1<br />
Drop an object<br />
Drop to prone, sitting, or kneeling<br />
No<br />
No
Speak<br />
No<br />
Action Type Varies Attack of Opportunity1<br />
Disarm4<br />
Yes<br />
Grapple4<br />
Yes<br />
Load a weapon<br />
Yes<br />
Trip an opponent4<br />
No<br />
Use a feat5<br />
Varies<br />
No Action Attack of Opportunity1<br />
Delay<br />
5-foot step<br />
No<br />
No<br />
1 Regardless of the action, if a character moves out of a threatened square, the character usually<br />
provokes an attack of opportunity. This column indicates whether the action itself, not moving,<br />
provokes an attack of opportunity.<br />
2 If the object is being held, carried, or worn by a creature, yes. If not, no.<br />
3 If the character has a base attack bonus of +1 or higher, he or she can combine this action with a<br />
regular move. If the character has the Two-Weapon Fighting feat, he or she can draw two light or onehanded<br />
weapons in the time it would normally take to draw one.<br />
4 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used<br />
once in an attack or charge action, one or more times in a full attack action, or even as an attack of<br />
opportunity.<br />
5 The description of a feat defines its effect.<br />
6. Attacks of Opportunity<br />
During combat you threaten the area around you within two meters, even if it is not you turn. If an<br />
enemy moves through your threat area without engaging you in combat, they incur an attack of<br />
opportunity. Enemies who enter your threat area and engage in combat do not provoke an attack of<br />
opportunity. Enemies that retreat from your threat area who are using all-out defense do not provoke<br />
an attack of opportunity.<br />
Making an attack of opportunity is resolved like any other normal attack. A character can only make<br />
one attack of opportunity to a particular enemy but may make a number of attacks of opportunity per<br />
round equal to their Dexterity modifier unless they have the Combat Reflexes technique or similair.<br />
7. All Out Defense<br />
A character may choose to use the All Out Defense. By doing nothing but defending themselves a<br />
character receives a +4 bonus to their Defense score. While acting this way, a character may not<br />
attack or attempt to use any skill. They may only move and defend themselves.<br />
Saving Throws<br />
When a character is the target of an unusual attack (such as the mental attacks of a Mystic, trying to<br />
avoid the blast radius of a grenade or attempting the effects of radiation sickness) a character<br />
generally is allowed a saving throw to minimize or eliminate any detrimental effects.<br />
To succeed at a saving throw a player needs to roll equal or in excess of a Target<br />
Number designated by the Games Master.<br />
*Fortitude Save: 1<strong>d20</strong> + base Fortitude bonus + Constitution modifier<br />
*Reflex Save: 1<strong>d20</strong> + base Reflex bonus + Dexterity modifier<br />
*Will Save: 1<strong>d20</strong> + base Will save + Wisdom modifier
Death, Dying and Healing<br />
Life in space is dangerous. As a character loses hit points they suffer negative effects.<br />
0 Hit Points<br />
If your hit points reach 0, your character is unconscious. The character is<br />
considered helpless and cannot move or do any actions whatsoever.<br />
-1 to –9 Hit Points<br />
At this point, the character is dying. They are still unconscious and helpless, but<br />
they also lose 1 hit point per round.<br />
-10 Hit Point or 0 Constitution<br />
At this point the character has died.<br />
Grappling<br />
In order to grapple an opponent, the two combatants must make an opposed Strength check. If the<br />
person initiating the grapple gets a higher result the grapple is successful. While grappled, the<br />
combatants are considered helpless and can only attempt to maintain the grapple (Strength check) or<br />
escape from the Grapple (Escape Artist check).<br />
Healing<br />
A character that uses the Treat Injury skill in concert with a Medical Tricorder’s Dermal Regenerator<br />
can heal wounds incurred by regular damage but not critical wounds.<br />
A Medic with a successful Surgery check can heal wounds incurred by critical damage. Surgery DC’s<br />
can be found in Chapter One in the Medic character class description. Regular wounds have a Treat<br />
Injury TN of 15 to cause effective healing.<br />
Attempting to heal without a Medical Tricorder is not as effective. A successful check on a TN of 22<br />
will stop any bleeding but will only heal 1d4 Hit Points.<br />
(See new rules under the Treat Injury Skill)<br />
If you get a nights rest then you heal 1 HP per Level. If you undergo complete bed rest for an entire<br />
day this is doubled.<br />
If you are under the care of a trained medical professional then you get +2 HP per rest or +4 HP for a<br />
whole day. (The medic may wish to make Treat Injury rolls though if he has the equipment to speed<br />
things up)<br />
If you are in a hospital or med bay then you get +2 HP per rest or +4 HP for a whole day.
Character Conditions<br />
There are any number of conditions that can have adverse affects on a character.<br />
Use the following definitions and modifiers to facilitate game play.<br />
Ability Damaged: implies that the character has lost at least one point of an ability score.<br />
The loss is temporary and these lost points return at a rate of 1 per day.<br />
Ability Drained: implies that the character has lost at least one point of an ability score.<br />
This loss is permanent.<br />
Blinded: implies that the character cannot see. The character has a 50% miss chance on<br />
all attack rolls as well as a –4 to all rolls. The character’s effective dexterity drops to a 3.<br />
Blindness can be temporary or permanent, curable or not as the story allows.<br />
Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any<br />
actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.<br />
Dazed: unable to act, a dazed character can take no actions but can defend themselves<br />
normally. Typically lasts for 1 round.<br />
Deafened: the character cannot hear and suffers a –4 to initiative checks and cannot<br />
make Listen checks. Length of the condition may vary.<br />
Dead: a character is dead when their Hit Points drop to –10 or lower or when the<br />
Constitution score drops to 0 or lower.<br />
Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move<br />
at half speed and can only attack once per round. Lasts until the character has had 6<br />
rounds of consecutive rest.<br />
Fatigued: Can't run or charge, -2 to STR and -2 DEX. 8 hours rest to remove this condition. If the<br />
character is affected by Fatigue a second time, they become exhausted.<br />
Helpless: paralyzed, sleeping or unconscious characters are considered helpless. Any<br />
attack against a helpless character is automatically successful and deals maximum<br />
possible damage.<br />
Knocked Out: when a character takes more subdual damage than they have Hit Points<br />
they are knocked out and rendered helpless for 1<strong>d20</strong> minutes. Subdual damage can only<br />
be dealt by melee weapons (to include unarmed attacks). When attempting to deal<br />
subdual damage an attacker receives a –4 penalty to all attack rolls.<br />
Panicked: effects are the same as Cowered, but characters that are Panicked will attempt<br />
to flee if at all possible.
Prone: a character is prone when they are lying flat on the ground. They receive a –4<br />
penalty on attack rolls. Melee attacks against a prone character receive a +4 bonus.<br />
Ranged attacks against a prone suffer a –4 penalty. Getting up from the prone position is<br />
a full round action.<br />
Character can’t use bows or thrown ranged weapons.<br />
The +4 defence bonus should only applies if you are 30ft away from the attacker. Lying down is a<br />
good way to shoot rifles though, so a +1 to attack roll for being prone. Also, if the weapon has a stand,<br />
then a +2.<br />
Stable: the character is no longer dying but is still unconscious.<br />
Stunned: a character that is stunned is rendered helpless for 1d10 minutes. [GM - no!]<br />
GM - as per D+D 3.5 : Drops all held objects, -2 to AC, loses Dex bonus to AC<br />
Ranged Combat Increments<br />
The following table is used to determine the penalties for extended range while using a<br />
ranged weapon.<br />
Weapon Range x1 Range x2 Range x3 Range x4 Range x5<br />
Sidearm 0 -4 -8 -12 N/A<br />
Rifle 0 -2 -4 -6 -8<br />
Grenade /<br />
Thrown<br />
0 -2 -4 -8 -12<br />
(GM - new rules on grenades, see Equipment section)
14. COMBAT NOTES<br />
This section covers additions to the previous section.<br />
Your STR MOD is added to your Melee Damage.<br />
Your DEX MOD is added to your Ranged Attack.<br />
Note: This means that if Weapon Proficiencies are being used as skills, do not apply the Dex or Str<br />
modifier to the Weapon Skill otherwise it would be applied twice.
Firing more than once in a combat round.<br />
Most firearms have a rate of fire greater than one every six seconds. The more you fire though, the<br />
less accurate the shot.<br />
Standard Attack (3 seconds) (Modifier to hit applies to each bullet)<br />
Bullets Fired Attack Modifier<br />
1 0<br />
2 -2 to Hit<br />
3 -3 to Hit<br />
4 -4 to Hit<br />
5 -5 to Hit<br />
6 -6 to Hit<br />
7 -7 to Hit<br />
8 -8 to Hit<br />
9 -9 to Hit<br />
10 -10 to Hit<br />
Full Attack (6 seconds) (Modifier to hit applies to each bullet)<br />
Bullets Fired Attack Modifier<br />
1 0<br />
2 0<br />
3 0<br />
4 -2 to Hit<br />
5 -2 to Hit<br />
6 -3 to Hit<br />
7 -3 to Hit<br />
8 -4 to Hit<br />
9 -4 to Hit<br />
10 -5 to Hit<br />
11 -5 to Hit<br />
12 etc -6 to Hit etc
SETTINGS<br />
Some weapons have a single, three round burst, and full auto setting. Also Stun Settings<br />
In a standard attack:<br />
Single shot setting: +1 to hit<br />
Three Round Burst: -2 to hit (rather than -3)<br />
Full Auto: The entire clip is emptied in the rough direction of the target: -10 to hit<br />
Stun Setting: Damage is Subdual only.<br />
Sniper: Some weapons will have a scope on them that allows more accurate aimed shots to be fired.<br />
This will be detailed in the weapons description but in general only 1 aimed shot can be fired every<br />
Standard Action (so two in a full action). This gives a +1 bonus to hit. If you take a full action, the<br />
bonus is +2.<br />
Suppressing Fire<br />
Roll your attack roll DC10.<br />
For the rest of the round you are firing down a 5ft ‘lane’. Anyone moving through that lane may make<br />
a REF saves versus the number of bullets/pulses. Otherwise they are hit by the amount of bullets they<br />
failed the roll by.<br />
The shooter can split the number of bullets down two more ‘lanes’ or lines of fire as they wish.<br />
Note: This is different from aiming at someone. Normal full round burst rules apply when aiming. This<br />
is for area denial. If someone moves through the ‘lane’ they will have to make the REF roll to avoid<br />
the hail of bullets.<br />
Note: Also someone ‘standing still’ will have to make the roll. If you stay in the suppressed area on<br />
your turn and are not behind cover or concealment of any kind while a lane is being suppressed a<br />
REF roll must be made to avoid the suppressing fire.<br />
Taking Aim<br />
You may take 1 full round to aim a shot, this gives a +1 to the eventual attack roll. If you are using a<br />
sniper shot then it is +2 to hit. This can be done a maximum of three rounds for a total bonus of +3<br />
(or +6 with a scope).
Cover<br />
To compensate for the fact that people can spray bullets around alot in these rules there will be a<br />
cover system. This is borrowed from <strong>d20</strong> Modern (shown below).<br />
But also : new GM rule(!) : The more you shoot from cover the lese effective it is. This makes sense<br />
as if you just poke your head around the corner, fire once, then hide for the rest of the round, you get<br />
good cover. If, however, you are blasting away all round cover has less effect. So I've modified the<br />
table from <strong>d20</strong>Modern a bit.<br />
Cover<br />
Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a<br />
melee, if a character has cover against an opponent, that opponent probably has cover against the<br />
character, too. With ranged weapons, however, it’s easy to have better cover than the opponent.<br />
The GM may impose other penalties or restrictions on attacks depending on the details of the cover.<br />
Degree of Cover<br />
Cover is assessed in subjective measurements of how much protection it offers. The GM determines<br />
the value of cover. This measure is not a strict mathematical calculation, because a character gains<br />
more value from covering the parts of his or her body that are more likely to be struck. If the bottom<br />
half of a character’s body is covered, that only gives one-quarter cover, because most vital areas are<br />
still fully exposed. If one side or the<br />
other of a character’s body is covered, the character gets onehalf cover.<br />
Cover Defense Bonus<br />
Table: Cover gives the Defense bonuses for different degrees of cover. Add the relevant number to<br />
the character’s Defense. This cover bonus overlaps (does not stack) with certain other bonuses.<br />
Cover Reflex Save Bonus<br />
Table: Cover gives the Reflex save bonuses for different degrees of cover. Add this bonus to Reflex<br />
saves against attacks that affect an area. This bonus only applies to attacks that originate or burst out<br />
from a point on the other side of the cover.<br />
Striking the Cover Instead of a Missed Target<br />
If it ever becomes important to know whether the cover was actually struck by an incoming attack that<br />
misses the intended target, the GM should determine if the attack roll would have hit the protected<br />
target without the cover. If the attack roll falls within a range low enough to miss the target with cover<br />
but high enough to strike the target if there had been no cover, the object used for cover was struck.<br />
This can be particularly important to know in cases when a character uses another character as<br />
cover.<br />
In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering<br />
character, the covering character takes the damage intended for the target.<br />
If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps<br />
the covering character from being hit, then the original target is hit instead. The covering character<br />
has dodged out of the way and didn’t provide cover after all. A covering character can choose not to<br />
apply his or her Dexterity bonus to Defense and/or his or her dodge bonus, if the character so desires.
Table: Cover<br />
Degree of<br />
Cover (Example)<br />
One-quarter (standing behind a 3-ft.<br />
high wall)<br />
One-half<br />
(fighting from around a corner or a<br />
tree; standing at an open<br />
window; behind a creature of same<br />
size)<br />
Three-quarters +7 +3<br />
(peering around a corner or a big<br />
tree)<br />
Cover Bonus to<br />
Defense<br />
Reflex<br />
Saves<br />
You spent a<br />
standard<br />
action<br />
shooting<br />
more than<br />
once<br />
+2 +1 +1/+0 +0/+0<br />
+4 +2 +3/+1 +2/+1<br />
+7 +3 +6/+2 +4/+2<br />
You spent a<br />
full round<br />
action<br />
shooting more<br />
than once<br />
Nine-tenths (standing at an arrow +10 +41 +8/+3 +6/+2<br />
slit; behind a door that’s slightly ajar)<br />
Total (on the other side of a solid<br />
wall)<br />
- - - -<br />
1 Half damage if save is failed; no damage if successful.<br />
(GM: I'm kind of trying to make this a game were people shoot from cover since to be out in the open<br />
is to be scythed down by a hail of bullets. )
Two Weapon Combat<br />
(look up <strong>d20</strong> Modern) pp 127<br />
Attacking with Two Weapons: If the character wields a second weapon in his or her off hand, the<br />
character can get one extra attack per round with that weapon. Fighting in this way is very difficult,<br />
however—the character takes a –6 penalty on the regular attack or attacks with his or her primary<br />
hand and a –10 penalty on the attack with his or her off hand. A character can reduce these penalties<br />
in two ways.<br />
1. If the off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always<br />
considered light.)<br />
2. The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by<br />
6.<br />
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.<br />
Circumstances Primary Hand Off Hand Second<br />
attack with<br />
Offhand?*<br />
Normal -6 -10 No<br />
Off-hand is Light -4 -8 No<br />
Two-weapon fighting feat -4 -4 No<br />
Off-hand weapon is light and -2 -2 No<br />
Two-Weapon Fighting feat<br />
Improved Two-Weapon Fighting -4 -4 Yes<br />
Off-hand weapon is light and<br />
Improved Two-Weapon Fighting<br />
feat<br />
-2 -2 Yes<br />
*If you have a +6 attack bonus and are capable of making a second attack you must have the<br />
Improved Two Weapon Fighting feat in order to make a second attack with your offhand weapon.<br />
To mix ranged and melee weapons you must have the Improved Two Weapon Feat. If not, then the<br />
circumstances revert back to 'Normal'.
Aiming at body locations<br />
Location<br />
Head<br />
Torso<br />
Arms<br />
Legs<br />
Hands (or weapon in it)<br />
Feet<br />
Eye/Ear<br />
Hit modifier<br />
-4 to hit<br />
-2 to hit<br />
-3 to hit<br />
-3 to hit<br />
-5 to hit<br />
-5 to hit<br />
-7 to hit<br />
Unarmed Combat<br />
As per D+D 3.5 pp139.<br />
If you make an unarmed attack and the opponent is armed with a melee weapon they get an Attack<br />
of Opportunity. This is negated by specific feats or circumstances (e.g. Hand to Hand combat training,<br />
natural weapons).<br />
Damage is 1d3 plus STR mod.<br />
Damage is non-lethal unless the attacker takes a -4 to hit.<br />
Unarmed attacks can be 'Dual Wielded' if the attacker has the 'Two-weapon fighting' feat.
15. THE IP SYSTEM<br />
Note each roll, and the total. Put in a table like this for example:<br />
skill roll total IP's<br />
tricorder (tac) 6 14<br />
tricorder (tac) 9 17<br />
tricorder (tac) 18 26<br />
computer use 12 16<br />
phase rifle 11 18<br />
phase rifle 9 16<br />
phase rifle (sniper) 20 (confirm) 30<br />
phase rifle (sniper) 13 23<br />
The GM will award IPs and send it back to you. Put as much info as you wish, for example if a rifle<br />
shot was a kill shot, a critical, or for example if a good Diplomacy roll at a critical moment changed the<br />
team’s fortunes around.<br />
Skill ranks<br />
IP required<br />
0 0<br />
1 10<br />
2 20<br />
3 30<br />
4 40<br />
5 50<br />
6 60<br />
7 70<br />
8 80<br />
9 90<br />
10 100<br />
11 110<br />
etc<br />
etc<br />
Thus if you had just spent all your IPs on going from 8 to 9, now you will need to gain 100 IPs to get to<br />
level 10 by using the IP system. This is completely independent of skill ranks gained via levelling up.<br />
or every successful roll gets 1 IP
16. PET PROJECTS<br />
Many people on board liked to do their own projects, e.g. Tom Paris and the Delta Flyer. Use the form<br />
below to track your progress on your own projects:<br />
The PC names the project, writes the abstract and decides what skills they will use (if any!).<br />
The GM will decide the level of complexity of the project, how long it will take and what requirements<br />
there are.<br />
The PC may then decide what corners to cut or if they require help. The PC may increase the times if<br />
they wish. (e.g. <strong>Star</strong>fleet guidelines state I should soak test new software for 48 hours, but I will do it<br />
for<br />
The PC may decide that they know what they are going to do and do not need any preliminary work<br />
and go straight into implantation. Without an FDS though you cannot present your wonderful idea to<br />
anyone else in the crew and will not be taken seriously.<br />
The PC may decide not to do any testing and go straight into using the thing they have made. There<br />
is a good chance the thing will not work though and this increases with complexity. Also, without a<br />
signed off test procedure your new invention will not be adopted by the crew.<br />
Note that at the ‘end’ of the project you may not have a success, but this will depend on various<br />
factors that the GM may or may not share with the player. Even something that has been tested may<br />
not work in the field. The more testing that is done the better and the higher the complexity of the<br />
project the more issues it is likely to have once it is finished.
Project Name<br />
Abstract<br />
Complexity<br />
(from 1 to 10) e.g.<br />
1 = Write a small program<br />
10 = Build the Delta Flyer<br />
Skills Used Total Rank Notes<br />
Technical Authoring<br />
Repair<br />
?<br />
Dependencies<br />
Permission<br />
Required<br />
Material<br />
Required<br />
Development<br />
Stage<br />
Feasibility Study<br />
Requirement Capture<br />
Functional Design<br />
Specification (FDS)<br />
Implementation<br />
Testing<br />
Getting Help<br />
Notes<br />
Time<br />
Required<br />
(hrs)<br />
Time<br />
Spent<br />
(hrs)<br />
Notes
17. STANDARD ISSUE EQUIPMENT<br />
Away Teams will be assigned equipment depending on the threat level that is to be expected. Also,<br />
when the mission is secretive in nature then the equipment issued will be smaller and concealable.<br />
Security teams may bring their own personal equipment if it has been authorised for use.<br />
Set 1: Standard Guard Duty<br />
Uniform<br />
Phase Pistol (3d4)<br />
Tricorder<br />
Datapad<br />
Set 2: Heavy Guard Duty<br />
Basic Ballistics Vest (light) (0/2)<br />
Phase Rifle (3d8)<br />
Helmet<br />
Tricorder<br />
Datapad<br />
5 x non-lethal grenades<br />
Set 3: Light Combat<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Helmet<br />
Tricorder<br />
Datapad<br />
5 x non-lethal grenades<br />
5 x lethal grenades<br />
Set 4: Heavy Combat<br />
Combat Jacket (Heavy) (0/4)<br />
Phase Rifle (3d8)<br />
Helmet<br />
Tricorder<br />
Datapad<br />
5 x non-lethal grenades<br />
5 x lethal grenades
18. SHIFTS ON VOYAGER<br />
(For this I toyed with various four-bell naval systems (see :<br />
https://en.wikipedia.org/wiki/Ship%27s_bell ), but it's a bit tricky to get your head round so I've opted<br />
for a 12-hour shift pattern which I'm more familiar with from working offshore. There was no mention<br />
of shift patterns on Memory Alpha.)<br />
This is an example shift pattern for a Tactical Specialist working in the Deck 6 Armoury.<br />
It uses a 12 on / 12 off shift pattern, with half days on Sat and Sun.<br />
(DAY SHIFT)<br />
MON<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Weekly meeting<br />
0900 Ship systems diagnostics for weapons monitored by D6A<br />
1200 Lunch<br />
1300 Combat Training (Hand to Hand)<br />
1600 Weapons checks<br />
1700 Kit Inspection<br />
1800 Captains Report Review followed by tea break<br />
1900 End<br />
TUE<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Combat Training (Fire Arms)<br />
1200 Lunch<br />
1300 Report to engineering for maintenance and repair tasks<br />
(1500 Tea break)<br />
1900 End<br />
WED<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Combat Training (Explosives)(involves some Holodeck time)<br />
1200 Lunch<br />
1300 Report to communications for data crunching tasks<br />
(1500 Tea break)<br />
1900 End
THU<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Full diagnostics on ships weapon and defensive systems<br />
1200 Lunch<br />
1300 Personal Development Training (Holodeck Combat Training)<br />
(1500 Tea break)<br />
1600 Weapons checks (Man portable weapons)<br />
1700 Report writing (including findings on alien weaponry for engineering)<br />
1900 End<br />
FRI<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Tactical Training (ship based weapons and tactics)<br />
1200 Lunch<br />
1300 Damage / Fire Team drills<br />
(1500 Tea break)<br />
1900 End<br />
SAT<br />
---<br />
1300 Report to Deck 6 Armoury<br />
1330 <strong>System</strong> checks on all D6A systems<br />
(1500 Tea break)<br />
1900 End<br />
SUN<br />
---<br />
0700 Report to Deck 6 Armoury<br />
0800 Tactical Training (repel intruders inside <strong>Voyager</strong>)<br />
1400 End
19. LOOT<br />
Below is a random loot table that contains loot and ideas for loot other than cash that a typical<br />
mercenary, grunt, goon or guard might be carrying.<br />
1. Macrobinoculars<br />
2. Walking stick/pimp cane with silver head<br />
3. Rad detector<br />
4. Extravagant Hat<br />
5. Cool Jewelry (ring, disco medallion, etc) with secret compartment<br />
6. Complex grenade / bomb<br />
7. Omnitool<br />
8. Gloves (choice of cool driving gloves or armoured gauntlets)<br />
9. Pet (space monkey, dragondog, astro-hawk, etc)<br />
10. Mysterious dark cloak<br />
11. Pack of cards, marked<br />
12. Spaceship<br />
13. Grappling hook belt<br />
14. Daynight goggles<br />
15. Cool boots (cowboy, swashbuckler, go-go, etc) – roll again if you've got crazy alien feet<br />
16. Tricorder<br />
17. Commlink<br />
18. TAS membership (or other useful or funny membership card)<br />
19. Flashlight<br />
20. Small hookah and 2d6 doses of some semi-legal herb<br />
21. d6 Ninja smokebombs<br />
22. Oxyfilter Mask<br />
23. Fancy change of clothes<br />
24. Toolkit<br />
25. Hi tech vacc suit (non-bulky, collapsable balloon helmet)<br />
26. Cool vest or jacket<br />
27. Boot knife<br />
28. Bottle of Whiskey<br />
29. Medkit (pick race it works best on)<br />
30. Compact collapsable personal vehicle.<br />
31. Jetpack<br />
32. Grenade<br />
33. Ninja throwing stars<br />
34. Programmable remote hover-globe with sting guns<br />
35. Force pike<br />
36. Stun grenade<br />
37. Portable music player with headphones<br />
38. Richly decorated cape<br />
39. Big shiny beltbuckle<br />
40. Electro-whip<br />
41. Silver flute<br />
42. Binder cuffs<br />
43. Saddle and tack for local riding beast<br />
44. Backpack
45. Synthrope<br />
46. Entrenching tool<br />
47. Pocket tent<br />
48. Pocket water purifier<br />
49. Pocket computer<br />
50. Power winch, wearable on belt<br />
51. Cheap bottle of wine<br />
52. Fancy bottle of wine<br />
53. Rocket backpack<br />
54. Magnet gun (pulls things in)<br />
55. Microlight backpack wings<br />
56. Holoprojector watch<br />
57. Personal shield generator (value 10,000 credits)<br />
58. Shoulder rocket launcher (3 shot clip)<br />
59. Voice scrambler<br />
60. View masker<br />
61. Sawed-off shotgun<br />
62. Electromagnetic scanner<br />
63. Handheld laser welder<br />
64. Fusion cutter<br />
65. Repulsorlift hoverboard<br />
66. Omni-bond grapple gun<br />
67. Grav boots<br />
68. Pair of big fuzzy dice<br />
69. Inertial direction-finder<br />
70. Super-high-bounce grenade (set 1-5 bounce fuze)<br />
71. Remote-control frisbee UAV<br />
72. Folding pocket solar gun-and-gadget recharger<br />
73. Bowel capitulator pistol<br />
74. Flashbang grenade<br />
75. Small tube of molecular bond ultraglue<br />
76. Squirt bottle of universal solvent<br />
77. Set of wrist lasers<br />
78. Mouse droid<br />
79. Bounty hunter skull drone with laser eyes (programmable)<br />
80. Small skin rug<br />
81. Electronic riflescope (+1 to hit on attached pistol or rifle)<br />
82. Therm-optic invisibility camouflage cloak<br />
83. Case with flare gun and five flares<br />
84. Fireworks–pack of Roman candles, fountains, rockets<br />
85. EMP bomb, 1 block radius<br />
86. Droid popper EMP grenade<br />
87. 1-meter-square grav plate (program or remote, -10 to 10 gravities)<br />
88. Hypoinjector with truth serum, 3 shots<br />
89. Anti-sensor camo cloak<br />
90. Wrist-mounted rope shooter (wraps target)<br />
91. Net gun<br />
92. Parachute<br />
93. Aerogel grenade (15' diameter sphere fills with translucent aerogel, can cushion landing, block<br />
corridor, immobilize everyone in a turbolift car, etc.)<br />
94. 10,000 in fake credits (DC 20 to recognize)<br />
95. forged electronic search warrant (DC 25 to recognize)
96. roll of duck tape<br />
97. slingshot and steel BBs<br />
98. bag of water balloons and fill pump<br />
99. translator earplugs with pocket language computer<br />
100. exploding cigar<br />
101. Clip of 3d10 KO paper currency<br />
102. Leather Wallet full of rubbish<br />
103. Lucky Charm<br />
104. Wrist Watch<br />
105. Gold Chain<br />
106. Gold ring<br />
107. Silver Ring<br />
108. Silver chain<br />
109. Bunch of Keys<br />
110. Blue key card<br />
111. Red key Card<br />
112. Yellow Key Card<br />
113. Pocket Electronic Game / games device<br />
114. Flick knife<br />
115. Ration pack<br />
116. Platinum ring<br />
117. Silver earring<br />
118. Gold earring<br />
119. Playing cards<br />
120. Porno playing cards (kazon)<br />
121. Notbook<br />
122. Diary<br />
123. Long bit of coaxil cable<br />
124. Mini toaster<br />
125. mini blow torch<br />
126. Small tool kit<br />
127. Small projectile weapon toolkit<br />
128. Stink bomb<br />
129. Bandana<br />
130. Broken bit of alien tech<br />
131. Data stick full of Occampan porn<br />
132. Hip flask<br />
133. Withererd thingy<br />
134. Some ears on a thong<br />
135. bag of teeth, 1d6 gold ones<br />
136. Comb<br />
137. Padlock and Key<br />
138. Padlock (no key)<br />
139. Treasure map<br />
140. Fungus in a jar<br />
141. Empty bullet / shotgun shells<br />
142. Handheld music computer and headphones<br />
143. Comicbook<br />
144. Paperback book<br />
145. Magazine<br />
146. Pack of Cigarettes<br />
147. Cigar
148. Sunglasses<br />
149. Handkercheif (cotton)<br />
149. Handkercheif (silk)<br />
150. Scarf (wool)<br />
151. Scarf (silk)<br />
152. Aviator goggles<br />
153. Litte Black Book<br />
154. Childs toy<br />
155. Childs drawing 'to daddy'<br />
156. Pen<br />
157. Vail of blood/venom/posion/urine/mercury<br />
158. Diecast car/spaceship/humanoid<br />
159. Spare parts for pistol/rifle/phaser<br />
160. Owners manual for a pistol/rifle/phaser<br />
161. Pocket TV<br />
162. Pocket radio<br />
163. Walky-talky<br />
164. Spare socks<br />
165. Clean underwear<br />
166. Towel<br />
167. Swimming shorts<br />
168. Bikini<br />
169. Card from a strip joint<br />
170. Credit cards (d6)<br />
171. Comedy glasses and nose<br />
172. Hand pump<br />
173. Digital camera<br />
174. 35mm camera<br />
175. Hunting knife<br />
176. Gloves fur/leather/cloth/wool/work/rubber<br />
177. Jewel presious - diamond/emerald/saphire/ruby<br />
178. jewel semi-precious - opal, lapuz, amnethyst, agate<br />
179. ring with Jewel presious - diamond/emerald/saphire/ruby<br />
180. ring with jewel semi-precious - opal, lapuz, amnethyst, agate<br />
181. bag of crisps / nuts / pork scratchings/ dried snack<br />
182. bottle empty / water / wine / beer / spirits / energy drink / soda<br />
183. locket with empty / female face / male face / hair / childs face / random picture<br />
184. can of beer / oil / water / soda / beans / meat / etc<br />
185. tin cup<br />
186. mobile phone / communicator<br />
187. T-shirt - random colour / random design<br />
188. Cutlery / chopsticks<br />
189. Data in some kind of format disc / data stick / pad / crystal<br />
190. ancient relic<br />
191. fridge magnet<br />
192. Cheap souvenir<br />
193. pot of hand cream / balm<br />
194. spray can of cream / cheese / deodorant / mace<br />
195. tube of papers<br />
196. packet of food / biscuits / cakes / sweets / seeds<br />
197. handcuffs<br />
198. hourglass / egg timer
199. Alarm clock<br />
200. box knife<br />
201. roll of ethernet / fiber-optic / null-modem cable<br />
202. dice / gaming pieces<br />
203. magnetic travel game<br />
204. small telescope<br />
205. nose hair trimmer<br />
206. Electic clippers / shaver<br />
207. Razoeblade<br />
208. cigarette lighter<br />
209. ball of string<br />
210. Entrenching tool<br />
211. Hard hat<br />
212. Overalls<br />
213. Pot of paint<br />
214. Ear protectors<br />
215. Gimp mask<br />
216. 'german' sausage<br />
217. ID papers<br />
218. <strong>Star</strong>ship training manuals<br />
219. Thermal fleece<br />
220. Tote bag<br />
221. Hand wraps / boxing gloves<br />
222. Roll of toilet paper<br />
223. Metal coins<br />
224. bobblehead<br />
225. wrench<br />
226. fuse wire<br />
227. Film in CD / DVD / tape / mem-stick / crystal /<br />
228. sleeping bag<br />
229. Bedroll<br />
230. medical vest<br />
231. first aid kit<br />
232. weapon cleaning kit<br />
233. running shoes<br />
234. medical kit<br />
235. shooting / safety glasses<br />
236. work boots<br />
237. bandolier<br />
238. combat webbing<br />
239. tablets - headache / anti-biotics / allergies / etc<br />
240. bottle of antiseptic<br />
241. burn dressing<br />
242. medical brace<br />
243. gun barrel<br />
244. bolts 2d6<br />
245. revolver cylinder<br />
246. Electronic scrap<br />
247. explosive charge<br />
248. detonator<br />
249. firing pin from a projectile weapon<br />
250. weapon grip / pistol grip
251. bread knife<br />
252. shiv<br />
253. box of matches<br />
254. plastic item - tub / cup / frame / bag<br />
255. picture frame, with picture<br />
256. gun sights<br />
257. small electric motor<br />
258. gun stock<br />
259. silver tape<br />
260. baseball cap<br />
261. Tactical goggles<br />
262. broken PC card<br />
263. compass<br />
264. pencil compass<br />
265. pencil<br />
266. electric drill<br />
267. electric grinder<br />
268. football<br />
269. hair dryer<br />
270. hands free kit<br />
271. house phone<br />
272. small kettle<br />
273. box of tea bags / coffee<br />
274. metal ruler<br />
275. box of paperclips<br />
276. paper weight<br />
277. phone cord<br />
278. power cord<br />
279. backpack<br />
280. spatula<br />
281. stapler<br />
282. pet food<br />
283. wallet of pictures<br />
284. puzzle box<br />
285. money box containing 4<strong>d20</strong> coins<br />
286. pack of trading cards<br />
287. gas mask<br />
288. air mask / painters mask<br />
289. torch / flashlight<br />
290. asma spray tube / inhaler<br />
291. tube of ointment / toothpaste /<br />
292. toothbrush<br />
293. remote controlled toy<br />
294. packet of instant noodles / pasta / chow<br />
295. sat nav / gps<br />
296. glue stick<br />
297. makeup / lipstick<br />
298. chewing gum<br />
299. stockings<br />
300. tin opener<br />
301. condoms<br />
302. map
303. starmap<br />
304. metal ruler<br />
305. wooden folding ruler<br />
306. Sharpy style pen<br />
307. Small electrical toolkit<br />
308. Hi-vis vest<br />
309. Safety-glasses<br />
310. Papers - blueprints<br />
311. Extension cable<br />
312. Control panel ripped out of something<br />
313. Annunciator panel ripped out of something<br />
314. folder of documentation on something random<br />
315. ruggedized box for holding electronic data e.g. hard-drives<br />
316. laptop style computer /rugedised<br />
317. Interface unit 'Westermo'<br />
318. labcoat<br />
319. cable crimper<br />
320. Silencer for projectile pistol<br />
321. Silencer for projectile rifle<br />
322. satchel<br />
323. combat webbing<br />
324. camoflaged backpack<br />
325. large backpack<br />
326. bumbag<br />
327. money belt / with money / ID in it<br />
328. spectacles<br />
329. ear defenders<br />
330. subdermal syringe pack - empty / stimulants / drugs / medication<br />
331. folding stick chair<br />
332. bag / packet of fresh fruit / veg / roots / herbs<br />
333. plastic bottle of water / juice / energy drink / soda<br />
334. blow up doll<br />
335. inflatable life ring<br />
336. head torch<br />
337. gun mounted torch<br />
338. red dot sites<br />
339. magnification sites<br />
340. electro-nux<br />
341. rounds of ammunition for unknown gun normal / hi-ex / AP<br />
342. boot laces<br />
343. folded up tarp / plastic sheet / painters sheet<br />
344. energy dagger (+1 dagger)<br />
345. chemical battrys<br />
346. energy sword (+1 sword)
20. REPLICATORS<br />
Replicators are difficult things for <strong>RPG</strong> games as they are basically a 'Win Button' for a lot of<br />
situations. They do have their limits though.<br />
http://en.memory-alpha.org/wiki/Replicator<br />
If an item exists in the Replicator library then there is no need to make a skill check. However, new<br />
items can be added to the Replicator library if the Replicator has a way of scanning them in (e.g.<br />
running the item through a Transporter and feeding in the resultant data.<br />
See this skill 'Replicator Use' and 'Transporter Use' for details on skill checks.<br />
Replicators on board <strong>Voyager</strong> are strictly rationed and may not be used frivolously unless they are<br />
part of a personal ration.<br />
Usage costs 1g of Dilithium per 10kg.<br />
What is and what is not in the <strong>Voyager</strong> Replicator Library:<br />
YES<br />
Small Flying Drone<br />
Sensor Enhancer<br />
Industrial Laser<br />
Diamonds, but use more energy. 1 'handful' = 10kg worth of rep usage<br />
NO<br />
Weapon drones, repair drones, etc<br />
Alien Eggs - would take a week or two and be tricky. Also there are legal issues about living and once<br />
living matter<br />
Dilithium
21. Dilithium<br />
1g of Dilithium = 100 credits<br />
10g of Dilithium = 1,000 credits<br />
100g of Dilithium = 10,000 credits<br />
1kg of Dilithium = 100,000 credits<br />
1kg of Unrefined Dilithium = 100 credits<br />
Dilithium cannot be replicated<br />
Refining Dilithium<br />
Dilithium can be refined with various setups as listed below.<br />
Refinery Time per kg Unrefined In Refined Out Cost<br />
Small Jury Rigged Set Up 1 hour 50kg 1kg None*<br />
Dilithium Refinery - Small 1 hour 25kg 1kg 50,000<br />
Dilithium Refinery - Medium 1 hour 50kg 2kg 150,000<br />
Dilithium Refinery - Large 1 hour 100kg 4kg 550,000<br />
MW Dilithium Refinery - Small 1 hour 25kg 2kg 10,0,000<br />
MW Dilithium Refinery - Medium 1 hour 50kg 4kg 300,000<br />
MW Dilithium Refinery - Large 1 hour 100kg 8kg 1,100,000<br />
*A small jury rigged set up can be made from parts found on a starship. It takes 24 hours to set up. d3<br />
ships systems will be less effective (25% less on Small vessels, 10% less on Medium, 5% on large)<br />
until repaired due to the loss of parts.<br />
All refineries need someone to man it, unless a self service hopper is added to regulate the input. This<br />
costs 2,000 credits<br />
Common Dilithium Costs<br />
Ship Size<br />
Energy Min Rest Warp<br />
Maximum<br />
Shuttlecraft 15 0.1 0.5 1<br />
Freighter 28 0.5 2 4<br />
Light Cruiser/Raider 40 1 4 8<br />
Heavy Cruiser 65 2 8 16<br />
Explorer 50 1.5 6 12<br />
Each human sized object transported costs 1g of DL.<br />
Every 10kg replicated costs 1g DL.<br />
Other actions may cost grams of DL as the GM decides.
22. Sample NPCS<br />
http://en.memory-alpha.org/wiki/Sandra_Peterson<br />
====================================================================<br />
Crewman Sandra Paterson, LVL 1 OPS/ 2 PIL, Human<br />
====================================================================<br />
HP 23, Attack Roll : +5/+4 (Base 2) Defence : 15 AS : 3 Damage : 3d8<br />
INI +3<br />
STR 15 DEX 14 INT 12 WIS 13 CON 12 CHA 15 F/R/W 2/3/3<br />
Attack Roll(Energy Pistols) : 7<br />
Attack Roll(Energy Rifles) : 10<br />
Attack Roll(Grenades) : 7<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
3533 / 6000 xp<br />
Skills: (ops: Everyman, Operations and Communications 6+1 x 4 = 28)(Pilot 4+1)<br />
Perception +3, First Aid +2, Repair +2, Demolition +2, Disable Device +2, Teleporter Use +4, Write<br />
Program +2, Energy Pistols + 3, Energy Rifles +6, Grenades +2, Swim +2, Climb +2, Computer Use<br />
+5, Stealth +1, Render Inoperative +2, Knowledge(Warp Technology) +2<br />
Dock +2 Pilot+7 Plot Course +4 Navigate +3. Grenades+3<br />
Feats:<br />
Skill Specialty (computer use), <strong>Star</strong>ship Operations, Sensors (IFF), Sensor Expertise<br />
(Electromagnetic). Combat Manoeuvres +1<br />
Sensors (Short Range Passive High Resolution Visual)<br />
Bonus Feats –<br />
Accurate Shot (no -4 penalty for firing into melee)<br />
Skill Emphasis(Pilot) (+4 to Pilot)<br />
Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given<br />
bonus to all Pilot skill checks made during combat. The bonuses do not stack.
http://en.memory-alpha.org/wiki/Dell<br />
Crewman Dell was a 24th century <strong>Star</strong>fleet officer aboard the USS <strong>Voyager</strong><br />
under Captain Kathryn Janeway. Dell became stranded in the Delta Quadrant<br />
along with the rest of the crew of <strong>Voyager</strong> in 2371.<br />
In 2374, Dell was given the designation "Three of Ten" by Seven of Nine in<br />
her attempt to create an efficient task force. Dell was ordered by Seven to<br />
calibrate the ionic pressure seals on the observation ports of the harmonic<br />
resonance chamber, a duty well suited to his abilities.(VOY: "The Omega<br />
Directive")<br />
====================================================================<br />
Crewman Dell. <strong>Star</strong>fleet Engineering Division, LVL 2 Ops, Human (Male)<br />
====================================================================<br />
HP 13, Attack Roll: +0/-1 (Base 1) Defence: 13 AS: 3 Damage: 3d8 INI -1<br />
STR 10 DEX 8 INT 18 WIS 13 CON 11 CHA 15 F/R/W 2/2/4<br />
Attack Roll(Energy Pistols) : 4<br />
Attack Roll(Energy Rifles) : 4<br />
Attack Roll(Grenades): -1<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
2550/3000 XP<br />
Ops Skill set: Skill Sets: Everyman, Operations and Communications<br />
Demolition +2 Repair +4 Disable Device +2 Knowledge (Warp Technology) +6 Teleporter Use +6<br />
Write Program +7 Gather Information +3 Diplomacy +2 Sense Motive +4 Bargain +3, Computer Use<br />
+13, First Aid +2, Replicator Use +4, Perception +5, Use Tricorder (tactical) +10, Energy Pistols + 5,<br />
Energy Rifles +5, Craft(Robotics)+6, Search +1, Craft(Miniature Figures) + 4, Knowledge<br />
(Technology) +12, Grenades -1<br />
Feats : Skill Specialty(Computer Use)(+3), <strong>Star</strong>ship Operations<br />
Sensors(Biological Reference). Sensor Expertise (Topographic Imaging). Mind like a Database<br />
Sensors<br />
Mind like a Database: Operations Specialists have a knack for remembering information that<br />
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd<br />
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.
Tale Celes<br />
http://memory-alpha.wikia.com/wiki/Tal_Celes<br />
====================================================================<br />
Crewman Tal Celes., LVL 2 Ops, Bajoran (Female)<br />
====================================================================<br />
HP 14, Attack Roll: +2/+2 (Base 1) Defence: 16 AS: 3 Damage: 3d8 INI -1<br />
STR 13 DEX 14 INT 14 WIS 12 CON 10 CHA 10 F/R/W 2/3/4<br />
Attack Roll(Energy Pistols) : 6<br />
Attack Roll(Energy Rifles) : 6<br />
Attack Roll(Grenades): 4<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
2550/3000 XP<br />
Ops Skill set: Skill Sets: Everyman, Operations and Communications<br />
Demolition +3 Repair +3 Disable Device +2 Knowledge (Warp Technology) +3 Teleporter Use +4<br />
Write Program +4 Gather Information +6 Diplomacy +8 Sense Motive +5 Bargain +6, Computer Use<br />
+6, First Aid +3, Replicator Use +4, Perception +8, Use Tricorder (tactical) +6, Energy Pistols + 4,<br />
Energy Rifles +4, Craft(Tricorders)+6, Search +3, Knowledge (Technology) +8, Grenades +2<br />
Feats : Skill Specialty(Diplomacy)(+3), <strong>Star</strong>ship Operations<br />
Sensors(Biological Reference). Sensor Expertise(Molecular Imaging). Mind like a Database Sensors<br />
Mind like a Database: Operations Specialists have a knack for remembering information that<br />
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd<br />
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.
Murphy<br />
====================================================================<br />
Crewman Pat Murphy. LVL 2 Science, Human (Male)<br />
====================================================================<br />
HP 17, Attack Roll: +1/+1 Defence : 15 AS : 3 Damage : 3d8 INI 0<br />
STR 12 DEX 11 INT 15 WIS 13 CON 13 CHA 16 F/R/W 3/2/2<br />
Attack Roll(Energy Pistols) : 3<br />
Attack Roll(Energy Rifles) : 3<br />
Attack Roll(Grenades): 2<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
Use Replicator +4 First Aid +2 Knowledge Technology +4, Knowledge (Medicine) +4, Treat Injury +2,<br />
Sidearms (Energy) + 2 Sidearms (Projectile) +2, Knowledge (Science) +7, Knowledge (Biology) +6,<br />
Knowledge (Warp Technology) +4, Perception +4, Use Tricorder (all) +4, Computer Use +4, Bluff +3,<br />
Diplomacy +1, Gather Information +2, Sense Motive +1 Listen +4 Swim +3, Technical Authoring /<br />
Report Writing +7, Survival +6, Knowledge (Geology) +6, Knowledge (Agronomy) +12, Knowledge<br />
(Anatomy) +10, Grenades +1<br />
2800 / 3000 xp<br />
Speciality:<br />
Agronomy: science of soil management and crop production. (+2 to Survival, +2 Geology)<br />
Anatomy: The study of organisms and their parts. (+1 to Hit when doing aimed shots, +1 to Treat<br />
Injury)<br />
Tricorder Expertise (+2 to all Tricorders)<br />
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be<br />
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge<br />
skill of the players choice..<br />
Sensors (Biological Reference )
Andrews was a Human security officer in <strong>Star</strong>fleet, and served on<br />
the USS <strong>Voyager</strong>. He held the rank of lieutenant.<br />
In 2371, he was working at the Ops station before Chief of Operations<br />
Harry Kim came aboard. He was later again at Ops just before <strong>Voyager</strong><br />
entered the Badlands. (VOY: "Caretaker")<br />
He was a security guard that escorted prisoner Vel<br />
in 2373. (VOY: "The Chute")<br />
====================================================================<br />
Lieutenant Andrews, LVL 6<br />
====================================================================<br />
HP 47, Attack Roll : +7/+1 Defence : 13 AS : 3 Damage : 3d8 INI +1<br />
STR 15 DEX 12 INT 11 WIS 10 CON 13 CHA 10 F/R/W 5/5/3<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
1400xp
Ensign Michael Parsons was a 24th century <strong>Star</strong>fleet officer serving<br />
under Captain Kathryn Janeway aboard the USS <strong>Voyager</strong>. In 2371,<br />
Parsons was among the crew stranded in the Delta Quadrant when<br />
<strong>Voyager</strong> was forcefully brought there by the Caretaker.<br />
Parsons, who was assigned to the command division, was involuntarily<br />
asked to keep an eye on the mess hall and galley by Neelix when he had<br />
to go to the bridge. (VOY: "Phage")<br />
Neelix believed that Parsons was possessed by the Komar. The<br />
Talaxian's reasoning was that Parsons liked his pejuta hot and with<br />
lemon, and that his recent order was for cold Pejuta without lemon,<br />
therefore he might not be the same person. (VOY: "Cathexis")<br />
While The Doctor was delusional, later that year, he imagined that he and<br />
Reginald Barclay were going to disable the holoemitters in engineering<br />
and that Janeway ordered Jarvis and Parsons, who was then assigned to<br />
the operations division, to stop them. (VOY: "Projections")<br />
Parsons' name was read aloud by Harry Kim, in early 2372, when Kim<br />
reviewed <strong>Voyager</strong>'s crew roster. (VOY: "Non Sequitur")<br />
In 2373, Parsons suffered from a microbial infection. The Doctor set up a<br />
culture of his glial cells to do an immunogenicity analysis, but was too<br />
distracted with his holographic family, so Kes did the tests instead.<br />
(VOY: "Real Life")<br />
In 2374, Parsons received a letter from home, handed out by Neelix in<br />
themess hall, that had been transmitted from the Alpha Quadrant over<br />
the<br />
Hirogen communications network. (VOY: "Hunters")<br />
====================================================================<br />
Ensign Michael Parsons, LVL 2 TACTICAL<br />
====================================================================<br />
HP 20, Attack Roll : +3 Defence : 13 AS : 3 Damage : 3d8 INI +1<br />
STR 13 DEX 11 INT 15 WIS 11 CON 11 CHA 11 F/R/W 3/3/2<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
2888/3000 xp
Lydia Anderson was a <strong>Star</strong>fleet crewman on the USS <strong>Voyager</strong> assigned to engineering and the<br />
security division during its time in the Delta Quadrant.<br />
In 2371 she was part of the security team which accompanied Captain Kathryn Janeway to the<br />
airponics bay to stop Kes who transported herself back in time.<br />
Anderson and the other security officer got into a firefight with boarding Vidiians. (VOY: "Fury")<br />
Anderson, with a different hairstyle, was one of the security officers, who welcomed Seven of<br />
Nine and the Hirogen Tsunkatse fighter aboard <strong>Voyager</strong>, where she pointed a phaser rifle onto<br />
them. (VOY: "Tsunkatse")<br />
Anderson served as security guard for two injured prisoners who were beamed directly into the<br />
sickbay in 2377. She remained guarding the sickbay along with Ayala. (VOY: "Repentance")<br />
In 2377, she was brainwashed by the Quarren after they irradiated <strong>Voyager</strong> and forced the<br />
evacuation of its crew. She, along with most of the rest of the crew, spent approximately three<br />
weeks in the largest city on Quarra. Her memories were altered and she was unaware that she<br />
had been kidnapped. Anderson appeared in Tuvok's computer file. (VOY: "Workforce",<br />
"Workforce, Part II")<br />
She was among the crewmembers who stood in the hallway to bid farewell to Neelix when he left<br />
the ship for Dexa and Brax. (VOY: "Homestead")<br />
====================================================================<br />
Crewman Lydia Anderson, OPS1/TAC2, Human<br />
====================================================================<br />
HP 25, Attack Roll : +6 Defence : 14 AS : 3 Damage : 3d8 INI +2<br />
STR 13 DEX 14 INT 17 WIS 9 CON 10 CHA 9 F/R/W 3/5/4<br />
Base Attack : +3 Defence 5<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
6188 / 10000 xp<br />
Skills: (ops: Everyman, Operations and Communications 6+4)<br />
Perception +4, First Aid +5, Repair +4, Demolition +3, Disable Device +2, Teleporter Use +5, Write<br />
Program +5, Energy Pistols + 5, Energy Rifles +6, Grenades +3, Swim +2, Climb +2, Computer Use<br />
+10, Stealth +4, Render Inoperative +1, Knowledge(Warp Technology) +1<br />
Feats:<br />
Skill Specialty (computer use), <strong>Star</strong>ship Operations, Sensors (IFF)(Laser Imaging)(Sub Atomic),<br />
Sensor Expertise (Electromagnetic)(Geological)<br />
Expertise+1 (+1 to all Operations skills)<br />
Bonus Feat - Accurate Shot (no -4 penalty for firing into melee)<br />
Bonus Feat - Hand to Hand Combat (You are skilled in dealing actual damage (as opposed to subdual<br />
damage) with unarmed attacks. You have a critical range of (20, x2) and do 1d6 damage per attack.)
Ensign Munro is a skilled combatant, but comes<br />
through as headstrong and lacking in discipline to her<br />
fellow Hazard Team members. In fact, this is true to<br />
some degree, but Munro is a much more capable<br />
leader than they realize, and continually proves<br />
herself throughout the game. Munro also has a habit<br />
of going off alone into extremely dangerous<br />
situations. Munro was born in New Chicago, Luna.<br />
Munro served aboard the USS Enterprise-D before<br />
transfer to <strong>Voyager</strong>.<br />
====================================================================<br />
Ensign Alexandria Munro Lvl 1<br />
====================================================================<br />
HP 11, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3<br />
STR 13 DEX 14 INT 14 WIS 11 CON 13 CHA 7 F/R/W 2/2/1<br />
Basic Loadout:<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
890 / 1000 xp
Lt. Les Foster, a dark-skinned Human male from<br />
Melbourne, Australia. Leader of the hazard team, it is his<br />
duty to, along with Tuvok, train the hazard team in tactics<br />
procedures for the dangerous missions they will partake<br />
in, as well as personally leading the team into combat.<br />
During the mission to obtain isodesium from the<br />
scavenger base, he was taken by the Borg, along with the<br />
isodesium. A recovery mission to the Borg cube quickly<br />
follows, which resulted in the safe recovery of both Foster<br />
and the isodesium. (There are two sub-story lines here. If<br />
you fail to save Foster, he is assimilated and dies when<br />
the Borg cube explodes. If you do manage to save him, he<br />
is transported to sickbay and not mentioned much for the<br />
rest of the game.)<br />
====================================================================<br />
Lieutenant Les Foster, LVL 6<br />
====================================================================<br />
HP 42, Attack Roll : +7/+1 Defence : 13 AS : 3 Damage : 3d8 INI +1<br />
STR 13 DEX 13 INT 14 WIS 10 CON 11 CHA 9 F/R/W 5/5/3<br />
Basic Loadout:<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades
Crewman Telsia Murphy grew up on crime-ridden Ballatrix X, in the Orion<br />
sector, and had a very difficult upbringing due to the low value that Orion<br />
society places on women; she survived partially due to her strong-willed<br />
Irish side. She learned the intricacies of combat at an early age, and her<br />
marksmanship is unparalleled within the Hazard Team, making her a<br />
valuable asset to any mission. Because of this and her ability to navigate<br />
harsh environments she serves as the Hazard Team's sniper and scout.<br />
She is a longtime friend of Ensign Munro.<br />
====================================================================<br />
Crewman Telsia Murphy, LVL 2<br />
====================================================================<br />
HP 18, Attack Roll : +3/4 Defence : 13 AS : 3 Damage : 3d8 INI +1<br />
STR 12 DEX 15 INT 15 WIS 11 CON 10 CHA 11 F/R/W 3/3/2<br />
Basic Loadout:<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8) (scoped +1 to hit)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
1900 / 3000 XP
Chakotay was a 24th century Human <strong>Star</strong>fleet officer and former Maquis<br />
member, best known as first officer under Captain Kathryn Janeway aboard<br />
the USS <strong>Voyager</strong>. Before serving as <strong>Voyager</strong>'s first officer, he had resigned<br />
from <strong>Star</strong>fleet after years of service in order to<br />
join the Maquis to defend his home colony against the Cardassians.<br />
In 2371, while <strong>Star</strong>fleet and the Cardassians were trying to capture him in the<br />
Badlands, Chakotay and his Maquis crew were pulled 70,000 light years<br />
across the galaxy, deep into the Delta Quadrant by the Caretaker's array and<br />
forced to merge with the crew of the <strong>Voyager</strong><br />
during its seven-year journey home. (VOY: "Caretaker", "Tattoo", "In the<br />
Flesh")<br />
====================================================================<br />
Commander Chakotay, LVL 10 (Pilot 2, Tactical 4, Operations 4)<br />
====================================================================<br />
STR: 16 DEX: 12 INT: 15 WIS: 18 CON: 15 CHA: 12<br />
Fort: 3 Ref: 6 Will: 5<br />
Base Attack: 8/3<br />
Defence: 7<br />
Feats: <strong>Star</strong>ship Operations, Combat Manoeuvres +1 Skill Speciality, Mind like a Database, Expertise<br />
+1, Bonus Technique x 3<br />
Skills: Computer Use +10 (+MORE!!)<br />
HP 75, Attack Roll : +8/+3 Defence : 17 AS : 1 Damage : 3d4 INI +2<br />
Basic Loadout:<br />
<strong>Star</strong>fleet uniform<br />
- Light Armour Weave (0/1) armour<br />
- Temperature Modulation : +2 to Fort for all Fatigue / Exhaustion effects<br />
Phase Pistol (3d4)<br />
Tricorder<br />
Datapad
Neelix was a 24th century Talaxian who joined the USS <strong>Voyager</strong> when it was<br />
pulled into the Delta Quadrant by the Caretaker's array in 2371. During<br />
<strong>Voyager</strong>'s seven year journey through the Delta Quadrant he served as the<br />
ship's chef, morale officer, "ambassador to the Delta Quadrant" and navigator,<br />
in addition to forming close personal friendships with many crew members<br />
and becoming a valuable member of the stranded <strong>Star</strong>fleet crew. (VOY:<br />
"Caretaker")<br />
Career<br />
<br />
<br />
<br />
<br />
<br />
2 years orbital tether engineer on scale models<br />
1 year on a mining colony<br />
2 years as Engineering assistant on a freighter. Learned Warp Theory<br />
6 years on a garbage scow<br />
? merchant on own ship<br />
====================================================================<br />
Neelix, LVL 11 (Pilot 2, Operations 3, Boomer 6)<br />
====================================================================<br />
STR: 14 DEX: 10 INT: 11 WIS: 13 CON: 17 CHA: 15<br />
Fort: 3 Ref: 6 Will: 5<br />
Base Attack: 9/4<br />
Defence: 5<br />
Feats: Mind Like A Database, <strong>Star</strong>ship Operations, Skill Speciality (Repair),Lucky Shot x2 , Barter,<br />
Skill Emphasis (Bargain), Combat Manoeuvres +1, Contacts<br />
+3 Bonus feats<br />
Skills: Repair +7 , Demolition +2, Disable Device +3, Write Program +1, Use Transporter +2, Bluff +4,<br />
Computer Use +3, Entertain (Storytelling) +2, Gamble +2, Hide +1, Listen +3, Search +3, Dock +4,<br />
Pilot + 3, Plot Course +6, Navigate +2, Bargain +12, Diplomacy +12, Gather Information +8, Sense<br />
Motive +8<br />
HP 77<br />
Basic Loadout:<br />
Basic Outfit<br />
Personal Datapad<br />
Wallet with various Ids in it
Kes was a female Ocampa who joined the USS <strong>Voyager</strong> after it was<br />
catapulted into the Delta Quadrant by the Caretaker's array. For over three<br />
years she became a valuable member of the crew; she served as a field<br />
medic, and was in charge of the airponics bay. She eventually left <strong>Voyager</strong> in<br />
order to explore her increasingly powerful mental abilities.<br />
====================================================================<br />
Kes, Ocampan, Female, Lvl 1<br />
====================================================================<br />
HP 4, Attack Roll : +0 Defence : 13 AS : 0 Weapon : Dagger : 1d4<br />
INI +2 perception +2<br />
Clothes, Boots<br />
Ocampan Wrist Watch<br />
Gold chain
Ensign Mannus was an operations division <strong>Star</strong>fleet officer assigned to the USS <strong>Voyager</strong><br />
under Captain Kathryn Janeway during the 2370s.<br />
Neelix reported to The Doctor from the mess hall that Mannus had become violently ill<br />
from space sickness due to a temporal disruptor in 2375. When The Doctor arrived, Neelix<br />
reported that he made no such call, and that Mannus had been fine for the past hour. Seconds<br />
later Mannus collapsed and was revived by the Doctor, who later discovered that there was a<br />
seven minute time lapse between the mess hall and sickbay. (VOY: "Relativity")<br />
====================================================================<br />
Ensign Mannus, LVL 1, Human<br />
====================================================================<br />
HP 10, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3<br />
STR 15 DEX 15 INT 11 WIS 11 CON 17 CHA 14 F/R/W 2/2/1<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades
http://en.memory-alpha.org/wiki/Unnamed_USS_<strong>Voyager</strong>_personnel<br />
A male science crewman sleeping in the sickbay during a deuterium supply<br />
shortage in 2374.<br />
====================================================================<br />
Crewman James Rumbleton. LVL 2 Science, Human (Male)<br />
====================================================================<br />
HP 17, Attack Roll : +5 Defence : 15 AS : 3 Damage : 3d8 INI 0<br />
STR 10 DEX 11 INT 15 WIS 16 CON 15 CHA 11 F/R/W 3/2/2<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades<br />
Use Replicator +3 First Aid +2 Knowledge Technology +5, Knowledge (Medicine) +4, Treat Injury +2,<br />
Sidearms (Energy) + 5 Sidearms (Projectile) +5, Knowledge (Science) +4, Knowledge (Biology) +6,<br />
Knowledge (Warp Technology) +5, Perception +5, Use Tricorder (all) +4, Computer Use +5, Bluff +3,<br />
Diplomacy +1, Gather Information +2, Sense Motive +1 Listen +5 Swim +3, Technical Authoring /<br />
Report Writing +6<br />
2300 / 3000 xp<br />
Speciality : Biology (The science of life and living organisms. (+2 Knowledge (Medicine), +2 Treat<br />
Injury)<br />
Tricorder Expertise (+2 to all Tricorders)<br />
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be<br />
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge<br />
skill of the players choice..<br />
Sensors (Biological Reference )
http://en.memory-alpha.org/wiki/Yosa<br />
Yosa was a Maquis fighter who served on the raider the Val Jean under<br />
Chakotay until 2371 when his crew became stranded in the Delta Quadrant<br />
following the destruction of their ship. As a result the crew of the SS Val Jean,<br />
Yosa included, joined the crew of the USS <strong>Voyager</strong> as <strong>Star</strong>fleet personnel and<br />
traveled on the USS <strong>Voyager</strong> on its historic trek home from the Delta<br />
Quadrant.<br />
In 2377, he was attacked by Tuvok, who was under the mental control of a<br />
Bajoran vedek named Teero Anaydis. Tuvok mind-melded with Yosa, and<br />
other Maquis, inciting them to mutiny and overthrow Captain Janeway.<br />
====================================================================<br />
Crewman Yosa, LVL 1, Human<br />
====================================================================<br />
HP 9, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3<br />
STR 12 DEX 15 INT 13 WIS 9 CON 15 CHA 11 F/R/W 2/2/1<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades
http://en.memory-alpha.org/wiki/William_McKenzie<br />
William McKenzie was a Human <strong>Star</strong>fleet crewman who served on the USS<br />
<strong>Voyager</strong> while the ship was stranded in the Delta Quadrant.<br />
====================================================================<br />
Crewman William McKenzie, LVL 1, Human<br />
====================================================================<br />
HP 12, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3<br />
STR 14 DEX 12 INT 10 WIS 11 CON 15 CHA 15 F/R/W 2/2/1<br />
Combat Jacket (light) (0/3)<br />
Phase Rifle (3d8)<br />
Tricorder<br />
Datapad<br />
5 x Stun grenades<br />
5 x Frag grenades