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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

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