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Adventure i n t e i a l

Star Trek Rules

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Adventure

int e i al

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TM

ADVENTURE GAMING IN THE FINA l FRONTIER

Written by Michael Scot t

Cover illust ration by Cathy Chastain

©1978 PARAMOUNT PICTURES CORPORATION

ALL RIGHTS RESERVED

TRADEMARK STAR TREK™IS OWNED BY PARAMOUNT PICTURES

CORPORATION AND IS UTILIZED BY HERITAGE MODELS, INC.

UNDER THEIR SPECIFIC AUTHORITY.

Heritage Models,9840 Monroe Bldg. 106

Dallas, Texas 75220

214 - 351 - 3708

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This game is role-plavinq game. It is game where the

the fearless Captain James T. Kirk and another the

name on it, the player is expected to be Kirk as much as he is able.

orders, and do all the of the

coul

Star Trek was a relatively short-lived series of television which touched the audience and has lived on in their m

and hearts for the past decade. It was the first earnest effort on the part of television to Science Fiction to

people of America on a weekly basis. The series itself the exploits of the Each week, the

would experience a major adventure. But adventure is common television. The difference here was that there was

wit, and intelligence in the adventure. This was no attempt at cardboard heroes and shallow villains in a

conflict. Rather, the bridge crew of the were all people with power and humor and

more than just the life of the series behind but seemed to be you would like to go party with. who

make good friends and bad enemies. The players existed as personna that the TV viewer felt he could know and respect.

And the villains! Here was no madman, no manics, no

decernable purpose other than to slaver . Eachand desires of their own.

monsters off the sweet young fo

was a powerful character in his own who had

This was the that kept Star Trek from

real and thus consistent about

becuase the people were believeable.

another minutes spent before the It see

worlds, space rayguns and the like. It was believe

The game before you, The Final is inspired by the famed television series.

attitude. This is no or variant. In this game format there are no movement paths

dice. There are no cards to turn over. Chance is both present and also an the game.

script memorize the lines, and try to flesh out a

method In this game,

someone else, learns more about himself,

experience the adventures the series. And, also, experience adventu

purpose of role

the world around him. More, he can

that are totally new.

Because of the many unfamiliar systems, it will sometimes be necessary to go into details that to many seem obvi

It is better to do it this way than assume that the are all familiar with this type of system and thus chance confus

Heritage Models has designed an exclusive line of metal STAR TREK miniatures of the bridge crew and all of

special aliens and creatures of STAR TREK. These miniatures and instructions, are available at most hobby stores

while they are not totally necessary to the play of game, we feel that they add that extra touch of realism that allows

to fall into the persona of the character they are with. They are very helpful in portraying the locations

the characters to possible opponents during an action to the Mission Master for determining w

character of a landing party would fi rst encounter some

2

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. To in Trek

scratch paper. The Mission Master will need all of the above

dice, and plenty of dice.

each will need a r some cards, and plenty

will also require at least one set percentage dice, one set o

: The Mission Master will require-a of the game to prepare his scenario.

the Basic Game scenario, this would mean the enclosed and tables and them out so that

Mission Master can observe them but also that the r the Mission Master will keep track of th

player's characters and thus know when to check for encounters and how describe the character's surroundings to them

The players will then select their characters, equip them, and prepare to start the game. It should be noted that the best game

can be played with 6 or less players the parts of characters. This is because the standard Star Fleet only ha

6 places and also because numbers of players tend to drag the time out beyond the 2 or 3 hours required

for a good scenario. Once all of the players their characters ready and the Mission Master has the scenario all prepared, then

the game can

to teach the players how this type of works with a minimum of work on the part of th

simplicity, you will find that many of the realistic aspects of the Star Trek universe and rea

. in the the is with medical kit the kit

in wounds and none of the equipment in the kit is defined. Simi Spack's tricorder can be use

energy sources and I real limitations and abilities of tricorder not fully realized until you

into the Advanced Rules. is strongly recommended that the players familiarize themselves with the basic game

are liable to confused.

are with all of their basi

in the Game. Instead, you on the characters

the scenario. Later, in the Advanced Game, you will be able

their Star Fleet careers.

recommended that not control

that control one of the prime charactersfor one player to control both Kirk and but

Guards. Each character has abil ities wh ich enable him

show how character can react to certain stimuli, perform certain tasks

abilities are defined here but note that each ability is a number

nonhuman characters. Refer to the character listings

for more information.

This is the power of the character. It represents how much weight the character can carry and modifies

how much damage the character can make with a hand-to-hand blow in combat. It, also, defines how fast the character can move

This the and quickness of the character. It is used to determine when a character ca

perform function an action phase, how adroitly the character can deliver blows to the right spot to an opponent and

also how accurate the character is with weaponry. Dexterity is one of the more important abil ities a character has because thesooner a character can blow or perform an action the more likely that character is to survive no matter what his or he

is.

This ability is more nebulous that :-'Trp"mn or is used help the defend when in combat and

is also used to modify Rolls when the character needs them. is not so much a superstitious ability as it is the

preparedness of the character a small of the character's 'sixth sense' telling him or her when to duck or jump. Se

the rules on Rolls.

This is not just but is also a measurement of the character's ability to understand strange devices and

definition of the character's psionic ability. See and Psionics rules for more information.

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Th is attri bute reflects nat on Iy the handsomeness, lack

character's leadership ability. Physical beauty is much the less important

find a human too attractive and vice versa.

of character, but is

of charisma wou

. This is the indicator of the sturdiness and condition of

system as the number reflecting the necessary to kill the This

to the Mission Master to decide when the is of. a type that can be repaired

but it

major surgery,

E

STRENGTH

DEXTERITY

LUCK

MENTAL

CHARISMA

CONSTITUTION

STRENGTH 7 I

DEXTER I 17 COMMUN

LUCK 2 ICORDER

MENTALITY 16 LASS

CHARISMA 4 PLUS TO INITIATION

CONSTITUTION 6 PLUS141N

COMMANDER MONTGOME

STRENGTH 13 PHASER II

DEXTERITY 12 COMMUNICATOR

LUCK 11 CLASS 1 HAND·TO·HAND

MENTALITY 12

CHARISMA 13 PLUS 0 TO INITIATION

CONSTITUTION 12 PLUS 2 IN HAND·TO·HAND

DOCTOR LEONARD MCCOY SCIENCES

STRENGTH 10 PHASER I

DEXTERITY 11 COMMUNICATOR

LUCK 13 TRICORDER

MENTALITY 14 MEDIKIT

CHARISMA 14 CLASS 1 HAND·TO·HAND

CONSTITUTION 11 PLUS 0 TO INITIATION

PLUS 1 IN HAND·TO·HAND

LIEUTENANT UHURA SERVICES

STRENGTH 10 PHASER I

DEXTERITY 13 COMMUNICATOR

LUCK 11 CLASS 1 HAND·TO·HAND

MENTALITY 12

CHARISMA 15 PLUS 1 TO INITIATION

CONSTITUTION 12 PLUS 2 IN HAND·TO·HAND

4

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5

LIEUTENANT SULU COMMANDSTRENGTH 13 PHASER IIDEXTERITY 14 COMMUNICATORLUCK 13 CLASS 3 HAND-TO-HANDMENTALITY 11

CHARISMA 13 PLUS 2 TO INITIATIONCONSTITUTION 11 PLUS 6 IN HAND-TO-HAND

ENSIGN PAVEL CHEKOV COMMANDSTRENGTH 11 PHASER IIDEXTERITY 12 COMMUNICATORLUCK 10 CLASS 1 HAND-TO-HANDMENTALITY 10

CHARISMA 12 PLUS 0 TO INITIATIONCONSTITUTION 12 PLUS 1 TO HAND-TO-HAND

YOEMAN JANICE RAND SERVICESSTRENGTH 10 PHASER IDEXTERITY 11 COMMUNICATOR

LUCK 12 CLASS 1 HAND-TO-HANDMENTALITY 9 TRICORDERCHARISMA 14 PLUS 0 TO INITIATIONCONSTITUTION 9 PLUS 1 TO HAND-TO-HAND

NURSE CHRISTINE CHAPEL SCIENCESSTRENGTH 10 PHASER IDEXTERITY 11 COMMUNICATORLUCK 10 MEDII<ITMENTALITY 12 CLASS 0 HAND-TO-HANDCHARISMA 13 PLUS 0 TO INITIATIONCONSTITUTION 10 PLUS 0 IN HAND-TO-HAND

LIEUTENANT M'RESSSERVICESSTRENGTH 12 PHASER I

DEXTERITY 14 COMMUNICATORLUCK 14 CLASS 1 HAND-TO-HANDMENTALITY 11

CHARISMA 12 PLUS 2 TO INITIATIONCONSTITUTION 10 PLUS 3 IN HAND-TO-HAND

LIEUTENANT AREX COMMANDSTRENGTH 11 PHASER IIDEXTERITY 15 COMMUNICATORLUCK 12 CLASS 2 HAND-TO-HANDMENTALITY 12

CHARISMA 10 PLUS 3 TO INITIATIONCONSTITUTION 11 PLUS 5 IN HAND-TO-HAND

CAPTAIN KOLOTH (of the Klingon Battlecruiser DEVISOR)

STRENGTH 13 DISRUPTOR

DEXTERITY 14 COMMUNICATOR

LUCK 10 CLASS 2 HAND-TO-HANDMENTALITY 12

CHARISMA 9 PLUS 2 TO INITIATION

CONSTITUTION 13 PLUS 5 IN HAND-TO-HAND

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EUTENANT

STRENGTH

DEXTERITY

LUCK

MENTALITY

CHARISMA

CONSTITUTION

COMMUNICATOR

HAND·TO-HAND

STRENGTH 15DEXTERITY 15LUCK 10MENTALITY 10CHARISMA 12CONSTITUTION 14

BASIC GORN

STRENGTH 25

DEXTERITY 7LUCK 10MENTALITY 12CHARISMA 7CONSTITUTION 22

SONIC DISR

COMMUNICATOR

CLASS HAND-TO-HAND

STRENGTH

DEXTER

LUCK

MENTALITY

CHARISMA

CONSTITUTION

8

8

3

SUB-COMMANDER TAL {of the Romulan Star

STRENGTH 15

DEXTERITY 15

LUCK 9

MENTALITY 11CHARISMA 13

14

SONIC DISRUPTOR

COMMUNICATOR

CLASS 2 HAND-TO-HAND

PLUS

LUS

PLUS TO INITIATION

PLUS 9 IN HAND-TO-HAND

SONIC DISRUPTOR

COMMUNICATOR

CLASS 0 HAND·TO·HAND

ARMOR OF 4

PLUS -2 TO INITIATION

PLUS 11 IN HAND-TO-HAND

CHUFT-CAPTAIN (of the stolen Kzin police vessel TRAITOR'S CLAW)

STRENGTH 23 PHASER II

DEXTERITY 18 COMMUNICATOR

LUCK 12 CLASS 5 HAND-TO-HANDMENTALITY 10

CHARISMA 9 PLUS 6 TO INITIATION

CONSTITUTION 20 PLUS 22 TO HAND-TO.HAND

KZIN WARRIORSTRENGTH

DEXTERITY

LUCK

MENTALITY

CHARISMA

CONSTITUTION

22

18

12

9

9

20

PHASER II

COMMUNICATOR

CLASS 5 HAND-TO-HAND

PLUS 6 TO INITIATION

PLUS 21 TO HAND-TO-HAND

6

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PLUS 1 TO INITIATION

PLUS 5 IN HAND·TO·HAND

STANDARD STAR FLEET SECURITY GUARD

STRENGTH 13

DEXTERITY 13

LUCK 9

MENTALITY 9

CHARISMA 9

CONSTITUTION 13

PHASER II

COMMUNICATOR

CLASS 3 HAND·TO·HAND

LIST OF ABBREVIATIONS

Strength (ST); Dexterity (DX); Luck (LK); Mentality (MN); Charisma (CH); Constitution (CN).

C·4 LEARNiNG: During the course of a game, the characters may confront various types of alien machinery or process

To understand or learn something about a. machine, an alien life form, or other unknown conditions, the player uses his or

character's Mentality. Since Mentality determines how well the thinking processes are operating, Mentality is the key to learni

The player will roll 3 dice. If the total is equal to or less than the character's Mentality, then the character will grasp so

understanding of the alien device or process and the Mission Master must give the player some information concerning it. So

times other character attributes must be brought into play at the judgement of the Mission Master. For example: If the a

device being investigated is constructed in such a way that it requires the character to be very dexterous, than a 3 dicewould have to be made based on Dexterity as well as Mentality. If a character has a Tricorder, this would greatly enhance t

ability to understand and learn. Aside from the Tricorder's ability to detect life forms, and energy sources (Refer to the B

Game equipment list), when a character uses a Tricorder to analyze an alien device or life form or other process, subtract 5 fr

the dice roll.

C-5 PSIONICS: Psionic powers are the various abilities of the mind to extend itself in both physical and metal parameter

Also known as Extra Perception, these powers are only manifest in certain exceptional individuals. In the Star T

universe, these powers are recognized as the good tools they can be, though there have been instances where individuals h

acquired power too rapidly as in the case of Gary Mitchell, who developed symptoms of megalomania and endangered the c

of the Enterprise. Other characters, in particular, Mr. Spock , have psionic abilities which are wisely used and controlled.

Vulcans have certain psionic abilities which enable them to better perceive the universe. Basic to these is a limited form

telepathy which allows a Vulcan to read another person's mind if they are in contact with the subject. If Mr. Speck attemp

to perform a mindlink with an alien, roll 3 6·sided dice. If the roll is equal to or less than Spook's Mentality, then the mindli

is successful. However, add 1 to the dice roll for each point in the subject's Mentality and Charisma over 12. Thus if Mr. Spe

attempts to mindlink with a Dr. McCoy, he would have to add 4 to the dice roll. If the mindlink is successful, the Mission Mas

would have to tell the Vulcan player what they wanted to know. Vulcans can also make suggestions to other Iifeforms if they

not too far away. If Mr. wished an alien or other character to perform a simple function, the alien would have to be w

in 5 meters and Mr. player would have roll 4 dice and equal or be less than Speck's Mentality. Once again, 1 would

added to the die roll for each number over 12 in the subject's Mentality and Charisma.

C-S SAVING ROLLS: a character will encounter something which only luck would enable him or her to avo

Examples might be the of falling through an unseen trap door or entering a room and seeing or not seeing a hypnot

screen before its too late. Saving rolls are also made to see if a character is surprised by an alien creature or being.

Roll 3 dice. the result is equal to or less than the character's Luck attribute, then the problem has been successful

evaded or dealt with. This roll is modified by the appropriate attribute which would affect the outcome. For example,

character has a Luck of 9 but a of 16, he would only have to roll a 13 or less to evade falling through the trapdo

the character's dexterity or agility), because he would subtract 1 for each number over 12

was less than 9, 1 would be added to the roll for each number less than 9. You woumodify the saving roll to the situation. Dexterity would modify a saving roll involving movement, Mentality wou

modify a roll wits, and so on. It is up to the Mission Master to determine the appropriateness of a modifier.

C·7 THE TRANSPORTER: Star Fleet crew use the magical transporter to arrive at a planetary surface because almost all S

Fleet vessels are not capable of landing on a planet except in the direst of emergencies. The transporter is a matter-enerqv

scrambler which basically changes a person to energy and then beams the energy to a point where it is reassembled. The tran

porter can also lock-on and beam up persons standing at known coordinates or carrying a communicator whose signal

unblocked. In this game system it would be all so easy for Captain Kirk to run into danger ("Giant dinosaur attacking, sir!

and simply tell Scotty to beam him back to the ship, out of danger. This would make for relatively safe landing par

expeditions but would also make for a very dull game. The Mission Master would exercise some control over the use of

transporter. First of all, the transporter only has a range of 12000 kilometers, the same as that for the communicator. If

7

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an action phase

will get to execute his or her action,

is done the four steps outlined

what their character wil l determines when the

Combat should the last resort of an officer

of rules combat is divided into two types: Hand-to-hand rnrnr'M

forth.

,rn,e+<>n""c warrant use force. In

Hand-to-hand (or H-H) involves

distance

bows, etc.

the action, and then records the result of the character's action reaction.

1. Decision

Initiation

Execution

an action character may listed below:

Move up to the character's full movement any direction or combinations directions.

b. Move to '1 2 of the character's movement and perform a H-H attack.

c. Move up % of the character's movement and perform combat.Perform combat.

Perform

Reload weapon.

down.

Initiation-After all players have what action their character will perform they then determine which chara

will execute their action first. In the basic game this is done character's Dexterity The

the earlier the character will For example: Captain Kirk will be able to

because Kirk's DX is 1 characters have the same they may roll one

each determine who will act first. Initiation important in that the results of any action are considered immediate. If

fires his at Korax and stuns him, Korax has no chance to fire back or do anything else but be stunned.

Execution-In the proper sequence, each character

action, they may defend any number of attacks. The basic

further on.

his or her action. While a character may only execute

of move, and H-H are more thoroug

the record their sustained and also the expenditure of energ

ammunition.

In the Basic all characters can move up to 10 meters an action phase. If a player decides that his character will m

and fire, the character could move up to 5 meters and then fire (with the modifier to Hit Probability). If a chara

attempts to move away from an opponent in which the character was H-H combat, the opponent gets to attack

character, but the character may not attack back. In all cases, if a character to move and attack or fire, the movemen

performed first.

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that the Mission Master and the use a 19mm like the one incl uded these r

movement and ranges. Each hex 1 meter and only one character is allowed in a hex. if a character f

on an opponent 5 hexes away, the range would be 5 meters. And if a character moves 8 hexes, it would actually be movin

meters. If you are not using a hex to range and movement, centimeters equals 1 meter. The Mission Master

set up walls, trees or other terrain features in their true to the player's characters and remove much ofambiguity from an action phase.

HAND-TO-HAND BAT

Each Hand-to-Hand (H·H) Combat consists of the attacking character 1 die and the number rolled

H·H Class, Strength, and The defending character rolls 1 die in the defense and modifies the number rolled

to H-H Class and Luck. The defense roll is subtracted from the attack roll. A result affects the defender and a

result has no effect.

The attacker's die roll is modified plus 1 for each number above 12 and/or minus for each number below 9 in

Dexterity. (This modifier has already been determined for you in the prepared characters described earlier.] The attacke

die roll is further modified plus for each H-H Class Captain Kirk has a ST of 13, a OX of 14, and H·H Class of 2.

total H·H combat modifier would be 5. If Kirk rolled a 4 for H-H Combat, the roll would be modified to a 9.

The defense roll is modified 1 for each number above 12 and minus 1 for each number below 9 in Luck and is

modified by the character's H·H Thus Lt. Korax would have a defense modifier of 3. If Korax rolled a 2 in defense

Kirk's attack, it would be modified to a 5.

If Kirk made a H·H attack on Korax with the die rolls described

of damage. (9-5 4).

the result would be that Korax would take 4 hit poi

points affect the character's Constitution. Lt. Korax's CT would be reduced from a 13 to a 9. If a character lost

half or more of their current CT points in one attack, the character is knocked out, and falls to the ground.

A character may only attack towards the front. For purposes of this game, the front of a character is considered to be up to

from straight ahead, to the left or right. If a character makes an H·H attack from behind another character, the attacki

character may add an additional 4 to his or her die roll.

RANGED

Each combat consists of one character firing a ranged weapon at a defending character by rolling a die to hit and th

rolling the number of dice for if a hit is made. As in H-H combat, the defending character rolls 1 die

defense, modified Luck. The defense number subtracted from the damage number to obtain the actual hit poi

subtracted from the defender's Consti tut ion.

To hit, a character's is used. The player references his character's OX on the Hit Probability Table and rolls 1

The die roll is then modified by the particular circumstances of the fire. If the number rolled is less than or equal to the numb

indicated for that particular range then a hit is made. : Lt. Sulu fires his Phaser II at a Klingon Soldier 30 meters aw

OX is 14 so a roll of 4 or less would be a hit. The player rolls a 3 so a hit is made. If the Klingon had been moving, Sul

roll would have been increased to 6 and would have thus been a miss.

When a hit is made, the player rolls the appropriate number of damage dice as indicated by the weapons table. Tplayer rolls one die and modifies it 1 for each number above 12 or minus 1 for each number below 9 in Lu

The defense roll is subtracted from the dice roll and the difference is applied against the defender's Constitution

: Lt. Sulu's phaser was set on and since meters is medium range, 2 dice are rolled resulting in an 8. T

Soldier's roll is a 4 which is not further modified because the KI '5 Luck is 10. The Klingon would take 4 poin

(8-4 4) and his Constitution would be reduced from a to 9. numbers would have no effect. If

more of the defender's current Constitution then the defender will pass out from trauma and sho

When a weapon is set on stun effect, the point caused must be at least one half of the character's Constitution in ord

to stun him. half of points caused a stun fire, when stun is not effected, are taken against the defender

CT. Thus if Sulu's phaser fire had been set on stun. The KI would lose 2 points of Constitution, making a second stun sh

more effective.

9

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Each ranged weapon has a limited of shots. When it is the must reduce the number of shots

Phaser have energy available rather than shots and the .arnount by which the energy is reduced on the type of

made. For example: A phaser l on stun uses 2 units of its that to 22.

RECORD·KEEPING

At the end of each action the

of ammunition or energy. For every three

be reduced 1 to reflect how the

must record the their

of Constitution that were lost

affects the character 's

have taken and also record the

the the character's Dexterity m

if another action

any of the enemy remain, then the whole process starts allover

A character can get back 1 of Constitution per game turn without outside

medikit on a character, 1-4 points of Constitution can be restored per game turn.

If doctor or nurse is able use

c-s CREATURES IN

Instead of 6 abilities, creatures have one rating known as (AR). In combat, the creature would have

die rolled for it as many are called for with a creature) and the result would modified

over 1 or minus for each number in the creature's a creature with an

add 2 to any attacks it made in The character would roll for his defense

AR number is also used to determine Initiation. Creatures not unconcious when their number

one half or more but they can be stunned just like any character.

PHASER I 9*

STUN t 2 30 3 2

DISRUPT 3 20 4 3 2

DEMATERIA 8 0 5

PHASER II 24*

STUN t 2 90 4 3 2

DISRUPT 4 60 4 3 2

DEMATERIALIZE 12 30 5 3

DISRUPTOR 6 100 5 4 3

SONIC DISRUPTOR 6 50 4 3 2

2

"This is the energy the weapon carries., Firing on a particular reduces the energy remaining accordi

t Hit points on Stun setting must equal at least half of the CT or AR to cause unconsciouness,

HiT L lTY TA BL E

DEXTERITY POINT RANGE MEDIUM LONG EXTREME

BLANK CLOSEMODIFIERS TO DIE ROLL

1 2·15 16·60 61·150 151·+

1- 3 2 1 MISS MISS MISS1. Attacker moving +2

3 2 1 MISS MISS2. Defender moving +3

4- 63. Defender partially hidden +4

7- 9 4 3 2 1 MISS

5 4 3 2 14. Darkness +6

10-125. Attacker being fired at +2

13-15 6 5 4 3 2

16-18 7 6 5 4 3

19-+ 8 7 6 5 4

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BASIC GAME IPMENT RULES

1. TRICORDER~ The tricorder may be set to detect life-forms or energy sources. The user must declare what type of s

they are The Tricorder will tell how far and in what direction a life-form or energy source is. is blockedattempting to scan material such as armor plate, deflector screens, or more than 4 feet of rock. To make a succ

ful scan, the player must roll his or her MN or less 3 dice.

is device is for the Transporter to lock-on and beam up a party. It

is blocked in the same way as a scan from tricorder.

a range

when used by a doctor or nurse, will repair from 1 to 4 (rolled on a 4-sided die) points

Constitution, during a game turn.

the same way as a Star Fleet communicator but can also be u

to scan for energy sources in the same way as a tricorder.

Once the have selected their characters and the Mission Master has laved out his maps and tables you are ready to

scenario. The Mission Master should tell the players what the situation is and brief them as to the the players should

attain. example: In the first included scenario, the Mission Master would tell the players that they are onboa

a shuttlecraft which has lost all power and about to crash land on alien world. The player's goal locate and secure so

dylithium shuttlecraft so that can take off and renevous with ENTERPRISE. players would

from crashed shuttlecraft and the scenario would proceed from there.

minute, the Mission Master should not tell the party how much time

an alien creature or other hostile the Mission Master starts them into an acti

which combat and movement occur. The game turns takes place on

Mission Master's scenario and the action take place on a much smaller game turn, the Mission Master describes w

players see and hear and then the describe what their characters will do. Below is a typical example:

Mission Master (MM): You

over, and the passage bends to the

a short passage of rock about 20 meters

at the end.

The walls are too steep to climb or ju

Kirk: How wide is it?

MM: about 3 meters, you could walk 3 abreast.

Spack: What do we see?

MM: The rock is yellowish in color and rather crumbly.

Spack: I make a Tricorder scan for life forms.

MM: There are no life forms within scanning range of your Tricorder.

Spack: I make a Tricorder scan for energy sources.

MM: You discover that the yellowish rock contains radioactive ore of greater than normal intensity.

Kirk: Let's get out of here! We head towards the bend in the passage.

MM: As you come around the passage you enter a large open area. In the center of the open area is a huge reptillian creatu

Make your saving roll to see if it hears you as its head is turned away from the opening.

Kirk: Set all phasers on Disrupt. Fire if it makes any threatening moves!

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The characters are riding in the Galileo 7 shuttlecraft when there is massive failure of With 2% p

left, the small craft crashes on the surface of a conveniently nearby Class M world. It turns out that all that is required to

the Galilee's engines is a small quantity o f dilithium. The amount of dilithium in the crew's phasers is not to do the

but as they are coming down, the sensors did get a reading of dilithium somewhere to the North or NorthEast of the crash

The crew will have to travel to the location of the dilithium and return with to repair the so that can

off and rendevous with the ENTERPRISE. The shuttlecraft has landed in very strange terrain. twisted

rocks, as if by some weird erosion has left myriad turning passages and canyons. The rocks are unclimbable. The atmosph

is quite and visibility is restricted to a range of about 30 meters. (6 hexes).

As soon as it is determined whether the beast hears them or not, the Mission Master would then begin an action phase. As

action phases are played as necessary to resolve the encounter. When (and if) the creature is the would re

with the normal game turns.

C E

will fire thorns at the person

KEY

patch plants. If anyone approaches within 5 meters, the

The pod plant can only take 5 hits before it is

3

B . The first person entering the area must make their

will cause 1-6 points of damage (1 die) to the person.

Roll modified If the roll isn't m

c. vein of radioactive It will cause the loss of 1-6 points of Strength per person for each game turn spent in the

small cat-like creature lives here. It is currently asleep but if any of the characters miss their saving rolls, the noise w

the cat-creature up and it will attack. It can move up to 14 meters in a turn and with an of 10 and taloncan cause 2 dice worth of damage per action

E . Quicksand. Anyone entering here must make their saving roll modified Dexterity, to escape.

Large (2.5m) humanoid

LK: 0, MN: 4, CH: CT: 16. The

a spear. He will attack anyone the area, which is his home. ST: 18, DX

spear is a 2 dice weapon and can be thrown up to 20 meters away by the human

G. A rockfall. The first person entering the area must make their

the falling rocks will cause 1-6 points of damage.

roll modified by Dexterity. If the roll isn't m

H. The lair of a large (3 meters snake. The snake has rattles similar to the Terrain rattlesnake and will buzz the

anyone The snake's ability rating is 13 and it can move 2 meters per action phase. If it strikes someone, it

do 2 dice of damage immediately and the person will lost 1 point of due to poison until someone the damage w

medikit.

K . An outcropping of almost pure dilithium crystals. More than to repair the shuttlecrafts engines.

l. This is the home a giant 4 It has an Ability of 20 and gets +1 die for hits

enters the passage they must make a saving roll modified by the beast is

creatures. If it senses anyone (missed the saving roll) it will attack immediately.

J. bed strangely grass. The grass emits a narcotic

roll modified by Constitution and notice the grass-gas in time.

Constitution per action phase until away.

which will put a person to sleep unless they make a s

asleep in the grass, a person will lose from 1 to 4 point

l. A vein of radioactive ore. It will cause the loss of 1-8 points of St,,-prlnth per person for each game turn spent in the are

12

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grass. There is a stripped skeleton outside this bed which warn th

While

and put it in orbit. HOWPlpr

the crew is in

of

it would be

. If the roll

will fire the person,

(2.75m) and carries a club. He will attack anyone h

OX: 2, LK: 1 ,MN: 6, CH: 8, CT: 1 The club can do 3 dice

grass (a trap built the humanoids). Make the person's roll modified by

roll fails, the person falls into the hole and takes 4 dice from the stakes on the bottom.

Another roll asbefore. Will cause 1·6 points of roll is missed.

one of the humanoids.

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15

ADVANCED GAME 10- THE SLAVER RUI

Over 1,000,000,000 years ago the Slavers ruled the Galaxy. They died off when one of their subject races rebelledsufficient ferocity. The only known remains of thelast Slaver Empire are Stasis boxes. These are special force field box

which time stands still. These boxes can be opened using a probe and often contain artifacts, devices and

remains of the lost Just such a box gave the Federation its used on starships. Another

box contained a super-weapon that was lost due to Kzinti intervention. The slaver stasis boxes are the most sought

archaelogical treasures in the known universe.

au scenario opens with the ENTERPRISE shadowing an alien vessel traveling in unknown territory. The alien vessel, pos

a Kzin or KI ship (this is at the discretion of the Mission Master. Any aliens can be used. When aliens are mentioned i

scenario they will be called aliens, but the Mission Master can fill in whatever aliens he thinks would be ma

landing on a small Class M world near a partially ruined building. The alien crew, numbering 8 individuals, are seen getting

and entering the building. The ENTERPRISE sends down a party of 6 crewmen to investigate.

The planet has been seeded by the ancient race known as the Providers and has animals from many parts of the Galaxy.

is the ruins if an ancient Slaver outpost and contains 4 stasis boxes hidden within its walls along with various creaand the searching alien landing party. The Star Fleet crew must prevent the stasis boxes from falling into the hands of the a

The walls of the are made of a Slaver alloy which prevents the operation of the communicator (and thus the T

porter) and tricorder readings are only Iy effective its walls. Doors in the building are sliding doors requ

a strength of at least 13 to open or can be burned down by a phaser set on Dematerialize. The aliens are hostile and will a

the Federation crewmembers on sight.

KEY

Stasis containing personal belt of a full-grown human for 5 turns. (Stasis boxes have the ap

ance of perfect mirrors, you cannot see inside them, nor can you detect what is inside them by tricorder or any other dev

B .

gateddoor.

This was Slaver restroom. The room contains several strange porcelain contraptions that are currently being in

2 of the aliens. are away from the door. Make saving rolls to see if the aliens hear the party opening

The first the party notices is the door is open. Inside is a Vulcan Lematya (AR: 15, +3 dice in an a

Move: 15). The l.ernatva is quite hungry and has been searching for food. The room is a kitchen of sorts containing se

plastic sealed packages of synthetic protein, toxic, it will cause 2·16 (roll 2 8·sided dice) points of Constitution loss if

The roof this room is open to sunlight. Inside the room are 2 Slaver Sunflowers. Slaver Sunflowers are plants h

parabolic mirrors instead of petals. If a lifeform approaches, the sunflowers will concentrate solar energy on it (3 dic

someone fires an energy weapon at the flowers, the flowers will reflect the energy straight back at the firer. Roll 1 6·side

to see if the sun is hidden. A roll of 1 or 6 indicates the sun is hidden by clouds and the sunflower cannot fire solar energy.

flowers are easily killed, only having an Ability Rating of 5 each.

A stasis box rests inside this room containing a 1% foot black wand with a metallic tip. If the wand is held in the

with the metalic tip out, and the wand is squeezed, a hum will be heard. If the tip is touched to any life form it will ca

points of damage. It is a neuronic whip and causes violent nerve damage.

This room contains a down computer console and of aliens. They are investigating the console when

party opens the door. The door is rusty, make the saving roll twice to see if the aliens hear. The console itself is useless bu

of the memory cores is still active and if a tricorder is hooked up to it, the core will flash circuit diagrams of a matter co

sion beam.

The is partially open. Inside are 3 Sandbars. They appear as inanimate rock crystals but will take off and attack

nearest person if anyone enters the room. (AR: 7, +1 die in combat, Move: 10 in the air,.5 on the ground). The room ap

to be some sort of living quarters but there are no useable objects.

H. There is a stasis box in the room. The stasis box contains a sonic grenade with the pin pulled. If the stasis field is null

the grenade will go off (refer to the Advanced Game Ranged Weapons Table).

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If any of the crew enters the jungle, there is a

do encounter a creature, roll the 6-sided die

out of 6 chance (roll a 6-sided die) that they will encounter a creature. If

on the table below and look up the creature in the life Forms

L on a table is a belt. The belt is an energy shield. While the shield is out of power, a phaser power

could be adapted to power it.) Refer to the Advanced Game Rules on Armor + Shielding). The table is surrounded by a s

disrupter field, which will stike anyone reaching for the belt just like a sonic disrupter. If whoever reaches for the

makes their saving roll, they will notice a metallic ring on the the table.

room contains the The box contains psionic If someone puts the helmet on,

must make a saving roll modified by mentality. If they miss the roll their mentality will drop points. If their

their Mentality will raise 4 points and will temporarily 1 Roll on the Psionic Table to w

power is acquired. The in Mentality is permanent but the psionic power will fade away in 3

only be put on twice, after that it will burn out.

K. This room is open the sky. Inside are a pair of Swoopers from

will mindlessly attack. (AR: 14, Move:

(Refer to the Lifeforms . The Swoop

This corridor is by laser beams. Whoever first enters the corridor must make their roll with an automa

+3 to the roll. If the roll is made, the beams fire and narrowly miss the person. If the roll is the laser beams

strike the person like a laser rifle (Refer to the Advance Game Weapons Tables). The beam requires action phase

regenerate before they can fire The corridor leads into a room hologram of Slaver look like gone-eyed Mickey Mouses). The only way the players can tell that this is a is if they are ic or if they

at or pass some material object the . If they fire at the the room will be flooded by radiation (

roll 2 6-sided dice). The same will happen if any material is passed the If the

the which is gestures and r and move around it will hap

This is the aliens. If an odd number is rolled, the alien is turned away from the

is rolled the alien will automatically attack.

person. If an even num

N. This another alien. The same rules apply as for 'M'.

These are the other various aliens. R is the ship. S is inside,

,-'

t1

2

3

4

5

6

LE-MATYA

POD PLANT

CAPELLAN POWER CAT

SEHLAT

MUGATO

GIANT DRYWORM(

(The crewmen in the lead should make their saving roll to see if the creature spots the landing party before they spot it. The

l' who spots the other has the initiative in an attack.L

t

1

I

±

J 16

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track of when a character gains or loses

attribute is modified by how much

loses as it can change his or her movement,

is 3 times the character's movement,

his or her movement, a character's Moveme

Players should keep track of when character gains

of {such as , the moveme

D-1 CHARACTE EATING

In the Basic Game rules you are given the original characters of STAR TR for you to use in the scenarios with the

rules, In this section of the Advanced Rules we will show you how to create your own characters, These characters can

regular Humans or can be of any other race in the We suggest you refer to the STAR TREK LIFE FORM I to fthe appropriate modifiers for various races,

Each character has 8 attributes, The first 6 attributes are determined 3 6-sided dice (this may vary with some alie

and adding the dice together for each attribute, The first 6 attributes are: Dexterity Mentali

(MN), Charisma (CH), and Constitution (CT), Refer to the Basic Rules for further of these attributes, Modify

.~ numbers rolled by the modifiers listed for various aliens if you are a alien type. The reason we use 6-sid

dice is because the range of 3 to 18, with the average rolls being 9 thru 12, is a very realistic bell-curve for the ran

of human attributes,

The seventh attribute is Size, Basic human size is 75cm. Roll a 1-4 die and a 20-sided die . If you roll 1 on the 4-sid

die, add the 1 thru 10 roll (times 10) to 175, If you roll a 4 on the 4-sided die, subtract the 1 thru 10 roll (times 10) fr

75cm. If you roll a 2 or 3, add or subtract 1 thru 0 (times 1 .) to 175cm. Size is somewhat in that it can modi

a character's movement, Other races than Human will have different Basic Sizes, Refer to the Lifeforms the

The attribute is Movement, Basic Human movement is 10 meters. each 2 units of mass carried subtract from Ba

movement. For every 2 units of attribute over 12 add 1 to the Basic movement, For every unit of under

subtract 1 from the basic movement. For every 20cm of size over 175 (or other Basic size) subtract from the Basic movemen

Obviously, a character's Movement attribute is modified by how much equipment the character is carrying. Players should k

should record their characters on a record sheet (3x5 cards are ideal) so that can use characters from one game

the next and keep track of their progress, Mission Masters should award increases in Hand-to-Hand Class, abilities to use vario

equipment and so on for successful characters in a scenario, It is quite to conduct an extensive game o

series of scenarios, in which the would take their characters from adventure to adventure, gaining experience and ra

in Star Fleet service,

D-2 GAME PSIONI

[

Once a new character is created roll a pair of percentile dice to determine if the the character has any special powers.

races except those already defined as psionic powers (such as Vulcans or Talosians) have a 1% chance of having a psio

ability. On a roll of 01, a character's player would roll on the table below to determine what type of psionic ability the charac

possesses, This chance may seem small to you but relate it to the actual number of known telepaths (or other in

world today and you will see that 1% is a grossly high percentage. One exception to this is the race of the Kzinti. These ora

cat-like warriors have a very high incidence of telepathy in their race and they coddle and enhance this telepathic ability w

special drugs. If you are creating a Kzin character, rolling a 01 through 08 will result in a Kzinti telepath. Reduce all of

Kzins attributes except Mentality by 4 points.

The table below gives the probability of having various psionic powers, the most common being telepathy, After the table

listed the powers and how they are used in the game.

PSIONIC POWER TABLE

DICE ROLL PSIONiC TABLE

01-25

26-60

61-80

81-90

91-95

96-98

99-00

EMPATHY

TELEPATHY

TELEKINESIS

CLAI REVOY ANCE

PRECOGNITION

MIND CONTROL

TELEPORTATION

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is is the ability to transport one's body from one location another by means other than

is that the teleporter must have been to the place he she wished to teleport to bef

also possible to teleport to a location that in view but farther away; for example: t

other 3 dice. Subtract 1 number greater than 12 and/or add 1 for eConstitution If number rolled is less than or to the teleporters Mental itv, t

made. If the roll is greater than the character's Mentality, then the teleportation either

not work, or it worked in a random Roll 1 die. If the result is an odd number, the attempt did not work. I

even number is roll an die twice. The first roll is to determine in what compass direction (N, NE, E, etc)

jump is made and the second roll is to determine the distance in meters. If the results in the teleporter ending up insid

material like a wall, an like that of a photon grenade will result. Refer to the Advanced Game Weapons Tab

for further information.

is the ability to sense another's emotions. If

To use empathy usccessfullv, the

then the is Mission Master,

for each number over 1 or minus 1 for each less

was about to kill her, the em path could sense

3 dice, If the total is equal to or less than

current emotions of the The num

9 in the Mental itv.

to sense what another entity ismodified by the Mentality a s described above. If the

the telepath's player.

is worked like empathy the samis successful, the Mission Master must desc

is the ability move

the number rolled minus for

and Mental itv, If the total is less than

in of the telekinetic. Ro

and/or plus for each number below in the characte

Mentality, then has been lifted.

This is

determined in the same way as

walls.

that cannot normally be seen by the eye. The ability to thi

If the dice roll is successful, the clairevovant would be able to see hid

see into the future. In is game, the pr ecoq would tell the Mission Master

to see what would if a certain action is performed. Then 3 dice are rolled and modified jus

or If the roll is successful, then the Mission Master must tell the precog the

result of the declared action. the catch is that it is the Mission Master who rolls the 3 dice and keeps the result h

from the If the roll is not successful, the Mission Master may lie the precog.

to take over the mind of another sentient being. Roll 3 dice. Modify the num

rolled minus for each number over 12 and/or for number under 9 in the attem

. Further the number plus 1 for number under 12 and/or minus 1 for e

and Charisma. For modifier would be -6 and if he were attem

soldier the soldier's modifier would be +2. Thus a roll of 2 would be modified to

of 16, Speck is able to control the action of the Klingon Soldier for one turn.

EMPATHY -If a character become an ernpath, there is a 5% chance that the character will be a special em path

Gem on the STAR TREK show "The Empath". This ability allows the ernpath to remove another's damage points right up

the point of death. The drawback to this system is that the empath then has the damage. However, the em path can throw

this at the rate of 5 points per game turn.

FAM LI L FE

The is a list of plants, animals, and even stranger life that appeared on STAR TREK during its three seasons

the animated shows. Some of the life forms have been omitted due to their similarity to ones covered elsewhere. Each e

contains information on how the life form fits into the game system, along with modifiers to basic abilities.

IANS-Blue-skinned bipeds with white hair and flared antennae. They are members of the United Federation of Plan

(UFP) and can be on Star Fleet crews. Basic size: 175cm, Basic move: 11m, ST +2, DX +3, CT +2.

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catlike humanoid, distant relatives of the Kzinti. They are members of

crews. Basic size: 150cm, Basic move: 10, OX +2.

and can

humanoids with webbed hands and feet hair. hate and fear air-breathers.

EURON (FLYING PARASITES)-Each creature is part of a

full dematerialize fire. They take over lifeforms contact

to contact. The only way to kill them is-with ultraviolet

Basic size: 15cm. Persons of Mentality over 5 can throw off the

on a 6-sided die.

CAPELLAN POWER bobcat-like beast with brickred and spines. Native to

13, Basic size: 150cm, Basic move: 15, can fire a dice electric shock up 5m every other turn.

IV. Rate

CAPE humanoid Basic size: 225cm, Basic move: 10, ST +5, OX +3, CT +5. Their basic weapons a

and the short sword.

and Tri-arrned humanoids of reddish hue. are members of UFP and can be on Star Fleet crews.

size: 150cm, Basic move 10, OX +3.

LASIANS-Barbarian humanoids with and nuclear blasters. The females can cause any humanoid male to be

devoted to her if the male touches her tears. Basic size: 175cm, Basic Move: 1

EM/3/GREEN-Representative of a race of 6 armed,

2 dice, CH -2, CT 2 dice.

green, insectoids, size: 125cm, Basic move: 8m

GIANT ORYWORM-Of Antos IV, 20-foot snake-like creature that can direct up

source, against a target up to 20m away. Basic size: Basic move: 5m, AR: 20.

dice of energy from an ou

GlOMME

AR: 4.

produced tribble predator, can eat up to 3 tribbles per minute. Basic size: 50cm, Basic move

humanoid reptile armed with sonic disrupter and/or vibro-sword. Basic size: 225cm, Basic mov

ST 4 dice, OX 2 dice, CT 4 dice. Their skin them an armor rating of 4.

GOSSAMER small transparent creatures that react to minute

5cm, Basic move: 8m, AR: 1.

to the environment. Basic

HALO FISH-Small fish with a colorful aura, the aura loses color if the environment changes in any way. (Both the Halo

and the Gossamer Mice are laboratory bred experimental animals).

lights, causes people to attack each other. AR :5. Ability 1 for every 3 units dam

If a roll of 3 dice results in at least half of a character's Mentality, that character will attack

loses 2 units per action phase in which no combat takes place. Subtract 1 for each nuwhen rolling for character reaction. If the Entity's AR drops to 1, it will leave immedi

HATE ENTITY- Cluster of

it causes neonle to commit.

nearest other character. Theover 12 in the Entity's Ability

HORTA~Silicon based creature of lumpish appearance living in the

12 in air, 10 in native rock, Can throw 5 dice of acid up to meters away.

mines of Janus VI. Basic size: 250cm, Basic

HUMANS-(Homo Sol) Basic size: 175cm, Basic move: 10.

KUNGONS-Dark-skinned with bi-furcated eyebrows. All males are bearded, quick to anger. They are hunters, predators,

take what they need. Klingon soldiers are generally armed with disrupter I or II's and Agonizers. Basic size: 175cm, Basic

10,ST +1, OX +1, CT +1.

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orange furred felionoids. have 4 wars with humans and lost all of them to p

They are restricted to police vessels and weapons unofficially sanctioned pirates do exist with il

weapons. Basic size: 250cm, Basic move: 14m, ST 4 OX +5, CT 4 dice, Talons add 1 die in H-H combat.

aliens with one tentacle to the front. They 31'e and

meters, Basic move, 5 dice, MN 4 dice, CT

they keep an extens

dice,

orange and red, lion-like creature native

Basic move: 15m, Talons +2 dice, Teeth +1 die,

Vulcan. poisonous teeth and claws. AR 15, Basic s

The unvisored view of

to run and/or attack the nearest other person. a

Medusan will send a person into a that per

can cure such a person. Medusans are fantastic interstel

humanoid with tremendous powers of mind control and illusion. MN +5, CH +5.

of matter-energy manipulation over great distances. They detest violence and

the error of their ways.

M-113 CREATURE (SALT VAMPIRE humanoid with suckers at its fingers and the ability to appear like any per

an observer thinks of. amounts of salt especially a lifeforms and blood salts (sodium chloride r in o

to live. Can reduce a CT by 5 per action phase while in contact. Person attacked is paralyzed. Basic s

75cm, Basic move: 10m, AR 12.

MUGATO-Great wh its horned ape of Neural with poison

2, Basic size: 250 ern, AR 18,

mate for life and will avenge mates death. Basic mo

of pure capable of creating exceedingly realistic illusions. are very pacifistic and are

instigators of the Peace Treaty between the and United Federation of Planets.

OR IONS-Humanoids with dark green to light blue skin. The females are very seductive with a +5 to CH. All other attribut

are basically human. The Orions are

transports.

conducting clandestine mining on primitive worlds and piracy on unprotecte

tentacles, plant require a voder (Synthetic voice oenerator] to communicate.

Basic size: 150cm, Basic move: 8m. MN +3.

POD PLANT =Small stationary bush with

5 meters. Basic size: 100cm, AR 5.

thorns. It fires a cluster of poison thorns (3 dice) once per action phase ou

RETLAW PLANT-Small mobile plant with a purple fuzzy golf-ball sized head and black root-legs. Will follow a life form

attempt to poison it (2 dice) by contact. Basic size: 15cm, Basic move: 5m, AR 3.

IGELUAN HYPNOID-Small reptillian creature with the ability to create an illusion on the command of its trainer.

easily frightened. Basic size: 50cm, Basic move: 11m, AR 6.

ROMULANS- These are a offshoot of the Vulcan race, Romulans are pointy-eared with slanted eyebrows but do not have

psionic ability and emotional control of Vulcans, They are armed with

Basic size: 175cm, Basic move: 10m, ST +3, OX +2, CT +4.

lor II due to treaty with the Klingon Empi

SAND BATS- They appear as inanimate rock crvstals until they attack.

ground, AR 7, Talons +1 die.

SEHLAT-Vulcan ursonoid with 6-inch fangs. Basic size 300 em, Basic move:

to Vulcans they Iive with.

AR 19, Fangs +1 die. They are very lo

avian humanoids with warrior heri tage.

Basic size: 200cm, Basic move: 9m (27 in the air).

are members of the U FP and can be members of Star Fleet cre

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ike humanoids, are members of the

argumentive and alcohol makes them more so. Basic size.

SORD~Humanoid dinosaur. Basic size 175cm, Basic have an skin

creature. Basic size: (in air) r

any living thing.

large-skulled humanoids with illusion telepathy.

MI\J 5 dice.

ine a hive culture. They very

breath flourine and could not exist in an oxygen atmosphere.

standard phaser type weapons on their starships.

race known

their disposal. They

25cm, Basic move: Om, MN 5

TRIBBLES-Small furry balls. are very affectionate of all humanoids except

litters of 10, once every 12 hours. Some have been altered not

consuming several times their own in a day.

gaseous energy

seconds in time. It drains

smells like honey, tricorder readings di-kironium,

destroyed by the massive detonation of anti-matter.

felionoids, they

with other's problems but tremendous

of manipulating matter and energy. Basic size:

IAN-Multi-eyed and tentacled, Vendorians can rearrange their structure to any

as a way of life and are off-limits members of the UFP and other known races

have made some contact with them. Basic size: 200cm, Basic move 12m.

LCANS--Pointed-eared humanoids of great emotional control and

protective rnernbrances to protect their eyes frorn dirt and glare. have limited powers of telepathy

in that they usually have to be in contact with a for the powers to operate. Once every seven years they must

die. Basic size 200cm, Basic move: m, ST +2, MN +3, CT They are members of the United Federation

(in fact, one of the most regarded members) and are found Star Fleet's crews. The Vulcan Speck is a

ful hybrid of Vulcan and Human heritage.

D-4 CREATING ALIEN CREATU

While the list of STAR TREK life forms is very extensive, some Mission Masters will want to create their own spec

dangerous creatures. The following rules and tables are to enable a Mission Master to do just that, with a minim

fuss.

Regular characters and aliens are characterized by their attributes of Strength, Dexterity and so on. A creature only nenumber-its Ability Rating (AR). The Mission Master rolls 3 6-sided dice to get this number but the total can be modi

how large the creature is. The alien can also have special abilities in weapons and defences. The following tables are desi

create these abilities in a random fashion so that each new creature has its own unique abilities.

G ERAl TYPE AN SHAPE

This table is to establish the general appearance of the creature. The terms used are only the most general of terms so

Mission Master has plenty of choice in filling out how the creature will appear to the players who encounter it. Roll a

percentile dice (generating numbers from 01 to 00) to determine the general type of creature.

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LCANS-Pointed-eared humanoids of great emotional control and logic. Their blood is based on copper salts and they

nictating mernbrances to protect their eyes from dirt They limited of em

In that they usually have to be in contact with a for the powers to Once every seven years must m

die. Basic size 200cm, Basic move: m, ST +3, DX +2, MN +3, CT +4. are members of the United Federation

(in fact, one of the most h members) and are found Star Fleet's crews. The Vulcan Speck is a su

ful hybrid of Vulcan and Human

dinosaur. Basic size 75cm, move: They an armored skin

creature. Basic size: move: 20m (in air) t will mindlessly

any living thing.

humanoids with. great powers of illusion and

MN 5 dice.

are members of the

makes them more Basic size:

red-gold beings

that they breath flourine and could not exist in

standard phaser type weapons on their

hive culture. are very

oxygen atmosphere.

TRIBBLES-Small furry balls. are very affectionate of all humanoids except ingons.

litters of 10, once every 12 hours. Some have been altered to not reproduce, but they still

several times their own in a

RE gaseous energy creature that cannot be hit

seconds in time. It drains a victim's by

smells like honey, tricorder di-kironium,

destroyed by the massive detonation of anti-matter.

felionoids, they are the oldest space-travel I race known to

with other's problems but tremendous resources their disposal. They travel in

of matter and energy. Basic size: 25cm, Basic : Om, MN 5 dice.

IAN-Multi-eyed and tentacled, Vendorians can rearrange their molecular structure

as a way of life and are off-limits to members of the UFP and other known races

have made some contact with them. Basic size: 200cm, Basic move 1

practice

Romulans kno

D-4 CREATI ALIEN CREATURES

While the list of STAR TREK life forms is very extensive, some Mission Masters will want to create their own specia

dangerous creatures. The following rules and tables are designed to enable a Mission Master to do just that, with a minimu

fuss.

Regular characters and aliens are characterized by their attributes of Dexterity and so on. A creature only need

number-its Ability Rating (AR). The Mission Master rolls 3 6-sided dice to get this number but the total can be modifi

how large the creature is. The alien can also have special abilities in weapons and defences. The following tables are design

create these abilities in a random fashion so that each new creature has its own unique abilities.

22

ENERAL TYPE AN SHAP

This table is to establish the general appearance of the creature. The terms used are only the most general of terms so th

Mission Master has plenty of choice in filling out how the creature will appear to the players who encounter it. Roll a

percentile dice (generating numbers from 01 to 00) to determine the general type of creature.

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SHAPE

06-15

16-30

31-45

46-55

56-60

61-65

66-73

74-93

94-96

-97

-98

-99

-00

INSECTOID

REPTILLIAN

FELINOID

CANINE

BOVINE

URSUNOID

ANTHROPOID

HUMANOID

PLANT

POLYMORPH

CRYSTALLINE

GASEOUS

ENERGY

BASIC ZE

After the type has been determined the size of the creature must be rolled for even though this size might be furthe

characteristics tabie. Roll a pair of percentile dice on the table below to get the Basic Size in centimeters.

SIZE

03-05 75 81-85 250

06-10 100 86-90 275

1-15 125 91-95 300

16-20 150 96-98 325

21-40 175 99-00 350

41-60 200

UTIES

Roll a 4-sided die to determine how many times you will roll a pair of percentile dice on the table below for any special ch

the creature may have. You note that some of the abilities below may be inappropriate for the type of creaturolled for on the previous table. The Mission Master should exercise as to the useability of a particular capabili

DIE ROLL

31-35

36-45

46-50

51-60

61-70

71-80

81-85

86-90

-91

-92

98-00

SIZE DIFF RENCE

ARMOR RATING

FLIGHT

FANGS

TALONS

STINGER

SPIKES

POISON

SHAPE CHANGER

ILLUSION CASTER

REFER TO THE SIZE MODIFIER TABLE BELOW

ROLL 8-SIDED DIE TO DETERMINE RATING

THREE TIMES MOVEMENT

1 OR 2 EXTRA COMBAT DICE

1 OR 2 EXTRA COMBAT DICE

PLUS 1 TO 4 ON ATTACK ROLL

PLUS 1 TO 8 ON ATTACK ROLL

PLUS 1 TO 6 ON ATTACK ROLL

1 OR 2 ROLLS FOR NEW SHAPE

PROJECTS A DUPLICATE OF ITSELF 1 TO 8METERS AWAY

CAN FIRE 1 TO 6 DICE OF FIRE UP TO 20 METERS

VICTIM MUST MAKE SAVING ROLL ON MENTAL

(ROLL OF 3DICE, MUST BE EQUAL TO OR LESS

THAN MN)

ROLL 12-SIDED DIE FOR ABILITY

ROLL 12-SIDED DIE FOR ABILITY

ROLL 12-SIDED DIE FOR AMOUNT CAPABLE OF

CASTING

ROLL 6-SIDED DIE TO GET THE AMOUNT OF CT

A VICTIM WILL LOSE IN AN ACTION PHASE.

THE CREATURE GAINS THE POINTS WHICH

ARE ADDED TO ITS ABILITY RATING'

-93

-94

FIRE BREATHING

MIND LURE

-95

-96

-97

ENERGY ABSORBER

ENERGY REFLECTOR

ENERGY CASTER

LIFE FORCE ABSORBER

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F E

06-15

16-25

26-40

41-50

51-60

61-70

71-80

81-90

91-95

96-98

99-00

ER

TIM

TIMES .75

TIMES 1.0

TIMES 1.25

TIMES

TIMES 2.0

M 2.5

TIMES 3.0

TIMES

TIMES

TIMES 10.0

ROLL A 6- OR 4-SIOEO DIE TO DETERMINE THE PRECISE NUMBE

FOR EXAMPLE: 1,2, R 3 WOU I A 1 2

FOR THE CREATURE'S ABILITY RATING.

Once you have determined shape, size, weapons of creature you then determine movement. Rol

pair of percentile dice to determine a basic movement and then modify movement by the creature's size and/or

Rating.

01- 1 68-77

02-03 2 78-82

04-06 3 83-86

07-09 4 14

10-13 5 91-93 15

14-17 6 94-95 16

18-22 7 96-97 17

23-27 8 -98 18

28-42 9 -99 19

1

MODIF IERS TO THE D ICE ROLL

1. Add 5 for each number over 12 in the Ability Rating.

2. Subtract 5 for each 10 centimeters of size over 200.

3. Flying movement is three times normal movement.

RES IN COMBAT

When an alien creature makes an attack on a character, the Mission Master rolls 1 for ev

number over 12 or minus 1 for every number below 9 of creature's Abil itv adding more dice as indicated by

creature's weapons or For initiation, Mission Master will modify the initiation roll 1 for ev

number over 12 or minus 1 for every number less than in creature's movement. Creatures are not affected losing Y 2

more of its current AR but can be stunned by weapons on stun like any character.

The numbers and other information concerning a particular alien creature are at the of the Mission Master.

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ADVANCED E EQU PM

TYPE MASS INITIATION

MODIF R

ANTI-CONTAMINATION SUIT 1.5 -1

BACKPACK .5 -1

BEL T LIGHT .2

CHRONOMETER .2

COMMUNICATOR .2

CUTTER BEAM 2.0 -2

ENVIRONMENTAL SUIT ; 2.0 -2

FILTER MASK .2

FORCEFIELD BOX 5.0

IRVINGOSCOPE .8

JUMP HARNESS 2.0 -1

KLiNGON COMMUNICATOR .2LASER BEACON .8

LIFE SUPPORT BELT .5

LIFE SUPPORT MASK .4

MAGNETIC PROBE .5

MEDICAL SCANNER .1

MEDIKIT .6

MEDIPOUCH 1.0 -1

PHASER BORE 3.0 -5

PHYNBURGER .4

PORTABLE ANTI-GRAVS 1.0 -3

PORTABLE BIOCOMPUTER 2.4 -6POLICE WEB 3.5 -6

POWER PACKS .1

PSYCHIC PROBE 8.0 -10

SAMPLE POUCH .3

SUBCUTANEOUS TRANSPONDER ,01

TELEFOCALS .4

TRICORDER (VARIOUS TYPES) .8

UNIVERSAL TRANSLATOR .6

VISOR .1

VODER .5

CAN HOLD U TO 10 UNITS OF MASS

RANGE OF 12000km, LINE OF SIGHT

ONLY

RANGE bern

FOR TOXIC MATERIAL IN ATMOSPHERE

USED FOR CARRYING ANTI-MATTER

USED TO TRACE CIRCUITRY

ALLOWS WEARER TO FLY 30m PER PHA

ALSO ACTS IKE ENERGY SENSOR

FOR TOXIC ATMOSPHERE

FOR PROBING AND CONTROLLING

FORCE FIELDS .

GIVES DATA ON A LlFEFORM'S STATE

HEALTH

CAN EPAI R 1-4 POI NTS OF CT

CAN REPAIR 1-8 POINTS OF CT

LIKE PHASER RIFLE' CAN DRILL 1m PE

PHASE

USED TO TRACE ENERGY SOURCES

CAN SUPPORT 25 UNITS OF MASS

USED TO DIAGNOSE ALIEN DISEASESHOLDS SUBJECTS IMMOBILE

RECHARGE PACKS FOR WEAPONS OR

DEVICES

KLiNGON INTERROGATION DEVICE

PLASTIC CONTAINER FOR SPECIMENS

SURGICALLY IMPLANTED TRACER BUG

BINOCULARS WITH A RANGE OF 10 MIL

SHIELDS AGAINST OR INTENSIFIES LIG

ARTIFICIAL VOICE BOX

See the Equipment and Weapon Listings for more complete information. The Initiation modifier only applies when the un

bulk would interfere with a combat action.

D-6 A SELECTED LIST OF IPMENT AND WEAPONS

AGONIZER-A Klingon device which, when placed against i ts victim, causes excruiating pain and tissue damage.

AHN-WOON-A traditional Vulcan weapon consisting of a strip of leather which can be used asa sling or a whip.

ANTI-CONTAMINATION SUIT -A piece of Star Fleet equipment which protects the wearer from extremes of radiation a

temperature and also prevents exposure to harmful bacteria or other micro-organisms.

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BELT GHT - This is a small light carr ied on the belt. It can be turned on to illuminate an area while

hands free, or removed from the belt to direct in any area.

the wear

ARMORED PRESSURE SUiT -This is a space suit worn by the Kzin when fighting in a vaccum and other adverse environmen

ASSAULT RIFLE-Semi- or Full-Automatic firearm. We used the AK-47 as our

AUTOMATIC PISTOL-This is representative of all modern automatic hand weapons. The one particular that we used to de

mine its abilities was the Colt .45" Model 1911.

AX-A primitive weapon of Ten-an and other cultures

a meter long.

of a single or double blade on the end of handle at

BACKPACK-A light fabric container worn on the back, capable of carrying up to 10 units of mass.

BODY SHIELD-This type of primitive shield was used by ancient Terran and other alien cultures and consists of a light m

or leather framework strapped onto the non-weapon arm and c.overing almost all of the bearer's body in a fight. Ancient Gre

used body shields shaped like Others used ones.

BOW- This is a primitive weapon used to project finned darts.

BROJ\DSWORD-A meter long bladed weapon used in feudal cultures.

BUCKLER- THis is a shield considerably smaller than a body shield and usually much easier to manuever.

BU LLETPROOF VEST -A vest made of nylon and fiberglass designed to deflect small arms fire.

CAP + BALL PISTOL-Nineteenth Century firearm. We used the Colt.44 as our example.

CHRONOMETER-A simple wristwatch; or it coula be a precision instrument used to measure infinitesimable amounts of

time.

CHAINMAll-Links of steel woven into a jacket to protect the wearer from attack.

CLUB-This weapon can range anywhere from a reversed pistol to a large piece of wood.

opponent would be considered a club.

handy, used to stri k

COMBAT KNI edged blade weapon. A bayonet also qualifies as a combat knife.

COMMUNICATOR-Standard Star Fleet issue communications device with a range of 12000 km. It is also used to pinpo

a landing party for Transporter beam-up.

CROSSBOW-This is a sort of rifle version of a bow, used to fire much more powerful projectiles.

CUTTE R-BEAM-Star Fleet issue laser device with a very short range (5 cm) used to cut through most metals and plast

26

DAGGER-Small, two-edged blade weapon. Can be thrown or used in H-H combat.

DISRUPTOR I/II-Hand weapons which disrupt matter

Klingon and Romulan Empires.

beamed micro-wave energy. They are the standard weapons o

ENERGY SHIELD-A backpack unit which protects a forcefield around the bearers to protect them from energy weapon

is not effective against projectile weapons or personal attack.

ENVIRONMENTAL SUIT-This is the standard issue Star Fleet space suit, designed to protect the wearer from all adv

environments or the total lack of an environment.

F lLTE R MASK-Star Fleet issue face mask used to filter dust or dangerous gases out of- a wearer's breathing air.

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one without it

worn when a

and seems as soft silk until hit where it becomes as hard solid

piece of fl

Star hand weapon was the

versa ti Ie ph aser ,

to trace complex fluidic electron ic ci rcu its .

. The distant descendant of our modern Jet and Rocket

force field used to deflect material and It is ineffective against

feudal of old Earth.

somewhat Iike frisbee and is for primi-

part of the is the metal mesh which can partial pro-

tection from attacks.

the same as a Star Fleet communicator, the KI

capable of them.

device is also of detect-

which to an ship when conditions prevent the use of a

communicator.

heavier of the Hand Laser with greater range and

of leather that can help protect wearer from abrasions and weapon attacks.

Star Fleet issue belt device generates a forcefield which

extreme radiation.

an environmental suit. It is not

face mask worn in toxic atmospheres not an suit but still a proper

races.

Vulcan weapon a sickle shaped blade on end and a heavy on the other.

weapon irnrner and shorter broadsword.

with on end of a handle. Leverage it more power

tool by engineers exert partial control over and other types of force fields.

which, when passed close to a person, can give

It only used trained medical personnel.

on that person's

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but

MEDIKIT =This is a small field medical kit

4-sided die) of Constitution in a game turn when used

be from 1 to 4

field medical kit

an 8-sided die}

A weapon which fires scores of tiny steel needles in they

a concentrated pulse

cultures such as the

1/11-The is the standard hand weapon of Star Fleet, the older hand laser. The phaser

and easily hidden. It snaps into a pistol mount to form the phaser II with greater range and power. The

kill, and heat.

is sma

can be set

PHASER RIFLE~ This is a much phaser the same range of

ably greater range. It is used by Star Fleet in combat situations.

with consider-

PHASER similar to a

meter of native rock in one action

rifle but used as a tool to drill

but consumes 1 point of its 24 unit power

rock or metal. Can drill up

PHYNBURGE R-An engineering instrument used to trace energy sources in various machinery. Can also be used to detec

energy levels and trace energy control devices.

PHOTON GRENADE LAUNCHER-A small mortar-like launcher photon The photon is a dvlithlum

powered anti-matter with a tremendous explosion radius. This weapon is very restricted in its use, only designed f

extreme combat situations.

PLATE ARMOR-Armor worn feudal knights of overlapping of steel. and

POLICE STUNNER-A common hand weapon used by Federation

ments. Essentially a phaser incapable of any effect other than stun.

and the law enforcement agencies of other govern

POUCE WEB-A three meter diameter net which generates a tractor field on whoever stands on it. With the web turned o

persons standing on it cannot move. The web operates for 10 game turns on portable powerpack.

PORTABLE ANTI-GRAVS-Standard Star Fleet equipment deslqned to lift up to 25 units of mass per unit.

PORTABLE BIOCOMPUTER-An attache case sized unit which can help medical personnel diagnose alien diseases.

POWERPACKS-Various units used to power high energy devices. Somewhat similar to storage batteries

PRESSURE SUIT -Basic space suit used by various races to them from hostile environments. Gnerally made of flexibl

elastic material and to provide a breathable atmosphere to the wearer. Usually also has a communications unit an

environmental sensors.

PSYCHIC PROBE-A Klinqon weapon designed to Also known as a mind-ripper, the psychic probe w

cause 1-4 units of Mentality to be lost from the victim, per use. If the victim rolls greater than his or her Mentality with 3 dic

the victim must tell the interrogator what they wish to know.

REVOLVER-Modern firearm hand weapon. The example used is the Smith + Wesson .38.

RI FLE-Modern firearm. The model used as an example is the M-l Garand.

28

SAMPLE POUCH-A small plastic container used to hold specimens taken during a landing party.

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SHORT SWORD-Medium sized two-edged weapon similar to the Roman gladius.

SHUTTLECRAFT -Small spacecraft capable of carrying up to 7

SUNG-One of the most ancient weapons ever made, consisting of a leather strap and pouch made to project small stones ahigh veloci ties for short distance.

SONIC DISRUPTOR-Hand weapon firing a tightly focused beam of sound to tissue and other material.

RENADE-Hand-thrown bomb which releases a burst of sonic energy which will disrupt lifeforms and

-3 short radius.

within

pole with a tip. The staff can be used to jab or strike at an opponent. One form of the staff was a favored

weapon of Robin Hood and his merry men.

small transmitter-repeater that allows the bearer to be traced for purposes o

SUBMACHINE GUN-Short-barreled firearm capable of firing bursts of

the M-3 as our model. fire for relatively short distances. We used

LEFOCALS-Star Fleet issue electronic binoculars capable of picking out detail up to 10 miles away and up to half that

distance at abil itv.

nerve gas contained in Very efficient, the gas causes a loss of instead of Constitution

with subsequent loss of movement. When strength reaches zero the character cannot move at all. The loss is by rnedi

kit or medipouch.

TRICORDER- The tricorder is a portable sensor, computer, recorder (tri-function}. There are various models of Star Fleet

tricorder available.

TRICORDER-Capable of measuring and the electromagnetic spectrum, for energy

sources, lifeforms, force fields, density and volume, out to a range of about 100 meters. Sensing is blocked by

forcefields, armor, and amounts of material, being limited to line of only.

MEDICAL TRICORDER-Can sense lifeforms, scan the functions of a character or other lifeforms, and can also

diagnose ailments up to a {determined by the Mission Master}. The Medical Tricorder also contains a small medikit which

any Star Fleet officer can use to repair between 1 and 2 points of per game turn.

PSYCHOTRICORDER-A specialized unit which can be used to scan a memory up to 24 hours prior to the

itmust be operated a trained Star Fleet {Medical Science Section}

ENGINEERiNG TRICORDER-Can sense and trace energy sources, fluidic and electronic circuitry, and analyze force-

fields and radiation sources. Also contains a small repair kit wh ich can be used to repair damage to phasers, communicators, and,

or course, tricorders.

Star Fleet unit the operations of a standard Sciences Tricorderew

while worn on the user's forearm.

small device about the size of a which can analyze various forms of speech and other

communications and translate them into the user's terms when the Universal Translator is in contact with a back-up system such

as a shuttlecraft's or a starships main computer. The restrictions to such communication are the same as that for communicators

and tricorders (see Basic Rules).

small electronic knife capable of cutting most substances.

A larger version of the vibro-blade often used by the Gorn a hand-to-hand weapon.

VISOR-An eye mask used to protect the wearer trom Intense

with Medusans. (See Life Form Listings).

sources and certain frequences. Is a requirement for dealing

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VODER-An artificial voice box, which when operated

ancestors, modern Moog Synthesizers.

a skilled technician, can any sound or It has

GAM

NI ON

In the Basic Game Rules,the character with the h was the one that got to his or her action first.

Advanced Game Rules, each player rolls 1 6-sided die for their characters. This die roll modified plus

12 or minus 1 for each number below g'in the character's The die roll is further modified

weapon the character is attempting to use or according to any equipment worn or carried which would affect the

movement. (It is recommended that the players record such movement and combat initiation modifiers on their chara

record cards for handy reference). The highest number rolled will perform their action first and so on until the nu

rolled has performed their action. If two players roll the same number, even after all modification to the

both characters Will pertorm their action at the same time with simultaneous results.

In the Advanced Game a character is allowed to carry certain weapons which will aid him or her in combat

example, Soldiers always carry Aqonizcrs which are very deadly hand-held devices victim's nervous sy

When using an H-H weapon, the character's Initiation Roll is further modified by the specific Initiation modifi

listed on the Hand-to-Hand Weapon Table. When it is time for the character to make his or her attack, the player

appropriate number of damage dice for the particular weapon. For example: Klingon Soldier uses his

Federation Security Guard. The KI would subtract 1 from his initiation roll for an Agonizer and when he got

the weapon, the player would roll 4 dice and add them to get the total attack made on the Guard.

Some H-H weapons allow the user to better defend themselves from H-H attacks. For example, a short sword in the ha

a defending character would allow him or her to add 2 to their defense roll.

The deployment range of an H-H weapon may allow him or her to make an attack without hit back from an opp

with a shorter deployment range. Refer to the Hand-To-Hand Weapons Table for the different weapons various deploy

ranges.

Explanations of the various weaponry are found in the Equipment and Weapons list.

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TABLE

WEAPON MASS INITIATION RANGE DEFENSE DAMAGE

MODIFIER DEPLOYMENT FIER DICE

CLUB 2 . 0 -3 1 . 0

STAF 1.0 - 2 2 . 0 3 2

DAGGER .3 -1 .5 2 2

CO MB AT K NIF E .4 -1 . 5 2 2

SH ORT SW OR D 1.0 -2 1.0 2 3

LO NG SW OR D 1.5 -3 1.5 3 3

B ROA D SW ORD 2.0 -4 2 . 0 2

SPEAR 1.5 -3 2 . 5 1 3

LlRPA 2 . 0 -4 2 . 0 4

AX 2 . 0 -4 1.5 3

MACE 1.0 -3 1 . 0 3

MORN IN G STA R 1 . 0 -5 1 . 0 4

AGONIZER .3 -1 .5 4

VIBRO-BLADE .3 -1 .5 3VIBRO-SWORD 1 -3 1 5

"The firs t number is when u sed the second is when b ot h h and s.

is is the number added to th e bea rer's defense roll.

comba t differs from the ba s ic gam e in a grea ter range of weapons to u se in comba t and in Init ia t io

M odifiers for the u se of a pa rt icu la r weapon. Refer to the Table. A grea t range of weapons have been p rov ide

the th e gamut of dev ices from ancient t im es into the fa r fu tu re. W e have only given ba s ic typ

for ea ch ca tegory and we a re su re tha t there a re som e weapons th a t p layers w ill feel tha t we have neglected . Cons tra in ts of spa

and time were our restr ictions bu t the inten t of the table is obvious and the dedica ted p layer can ea s ily fit h is or her favoriweapon in to th e STAR TREK adventure system . Some of the weapons lis ted a re definitely intended for comba t u

only and would not be to a s tanda rd pa rty. F or the Pha ser R ifle and the Photon G renade Launch

appea red once on STAR TR E K, and then only in extreme situ a t ions (W here No M an Has Gone Before and A rena , respec

The M iss ion M as ter could use restra in t in wha t he or she a llows cha ra cters to u se in a pa rt icu la r scena rio.

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WEAPON MASS

MODIFIER

ROCK/GRENADE .2 -1

S LI NG/ AHN-WOON .1 -2 50

KLiGAT .1 -1 80

SPEAR 1.0 -3 25

DAGGER .3 -3 1

BOW 1.0 -2 20 70 3 3

CROSSBOW 1.5 -3 20 100 4 3

F LINTLO CK PISTO L 1.0 i 02 '10 4 30 3 3

F LINTLOCK M USKET 2.0 -3 1 10 6 100 3 3 2

CA P + BAL L PIS TO L 1.0 -2 2 6/20 -/8 30 3

REVOLVER .5 -1 2 6/1 -/3 40 3 2

RIFLE 2.0 -3 2 8/40 -2/4 300 4 4

A UTOMA TIC PISTO L .7 -2 2 7/35 -/1/4 50SUB-M ACH INE GUNt 1.7 -3 4 30/90 -/2/6 100

A SSAULT RIF LEt 1.8 -3 2/4 30/90 -/2/6 50 4 4 3

GYROJET .6 -2 2 6/12 -/4 90 3

NEEDLER 1.0 -2 3 3/12 -/3 200 4 4 3

HA ND LA SER .6 -1 2 6 -/1 50 6 4 2

LA SER RIF LE 1.2 -3 2 -/ 1 200 5 4 3

PHASER I .2 -1 2 9* -/2

STUN I 2 30 3 2 1

DISRUPT 3 20 4 3 2

DEMATERIALIZE 8 10 5 3

HEAT 1 1 2

PHASER II .5 -2 2 24* -/2

STUN / 2 90 4 3 2

DISRUPT 4 60 4 3 2

DEMATERIALIZE 12 30 5 4 3

HEAT 2 2 4

PH ASER RIF LE 1.5 -3 2 36* -/2

STUN I 3 150 5 4 3 2

DISRUPT 6 100 5 4 3 2

DEMATERIALIZE 12 50 6 5 4

HEAT 4 4 6

DISRUPTOR I .3 -1 2 5 -/1 60 4 3 2

DISRUPTOR 11 .8 -2 2 6 -/ 2 100 5 5 4 3

SON IC D IS RU PTOR 1.0 -2 2 8 -/2 60 4 3 2

NU CLEA R B LA STER .8 -2 2 5 -/2 80 6 5 4 3

PO LIC E S TU NN ER .6 -2 6 -/2 100 5 4 3 2

PHOTON GRENADE LAUNCHER 2.5 -4 1-6 1 2000

ROUNDS- These are the rounds carried in the weapon and/or carried on the person.

*This is the amount of energy the phaser carries in its power pack. When a particula r e ffect is used, the appropria te amo

energy is removed from the pack.

RE TIME-W ith a double entry, such as the indica te s the next round is loaded in the weapon. When there is

entry the second number indica te s the time to load a fresh magazine in the weapon and the th ird number is the time to l

magazine itse lf. Stun damage points must a t lea st equa l % of the ta rge t 's current CT or AR to s tun. A stun effect may be a

a t 'sweep '. The range for sweep is 4 mete rs,a ll life forms with in 4 meters to the front of the fire r must be rolled for a s if th

been h i t. The energy cost is tri p led though.

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armor or

example: If a Star Fleet crewman

deflect 14 units of

points are

material

the kinetic shield

BUCKLE

ITE SHIE

SHIELD -4 6

LEATHER 1.5 3

CHA!NMAIL -2 5

PLATE ARMOR -5 7BULLETPROOF VEST 1.5 8 ONLY PROTECTS UPPER BODYPRESSURE SUIT 3.0 4 SPACE SUITARMORED PRESSUR 7 SPACE SULIFE SUPPORT BELT 5 SPACE SUITENERGY SHIELD -2 15 PROTECTS FROM ENERGY WEAPONS ONLYKINETIC SHIELD -1 15 PROTECTS FROM MATERIAL WEAPONS ONLYFLEXMESH SUIT 1.0 14KLiNGON ARMOR VEST . 3 ONL Y PROTECTS UPPER BODY

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HIT

DEXTERITY POINT RANGE

BLANK CLOSEMEDIUM lONG EXTREME1 2-15 16-60 61·150 151· +

1- 3 2 1 MISS MISS MISS

4- 6 3 2 1 MISS MISS

7- 9 4 3 2 1 MISS

10-12 5 4 3 2 1

13-15 6 5 4 3 2

16-18 7 6 5 4 3

19- + 8 7 6 5 4

ADVANCED MODIFIERS TO DIE ROLL

1. Attacker moving +2 10. Aimed fire * NEXT LESSER RANGE

2. Defender moving 1-5m +1 11. Using odd hand for fire +4

3. Defender moving 6-1Om +2 12. Smoke or dust +24. Defender moving 11 or more +3 13. Very small target (less than .5m) +3

5. Attacker being fired at +2 14. Very large target (larger than 3m) -2

6. Consecutive fire@ . , 15. Target scope ·3

7. Target 50% obscured -3 16. Telepathy -2

8. Target 75% obscured +4 17. Moonlit night +3

9. Target 100% obscured +6 18. Dark night +6

GRENADE TYPE

*One phase not moving or firing while aiming rifle type weapon at one target.

@Fire made at the same target on the next and subsequent phases. Modifier is never more than 1. If the target moves, the mo

does not apply.

TYPE MASS INiTIATiON

MODIFIER

NUMBER

CARRIED

RADIUS OR RANGE OF

EFFECT/D

HE GRENADE .2

SONIC GRENADE .4

PHOTON GRENADE .5

PHASER I OVERLOAD .2

-PHASER II OVERLOAD .5

PHASER RIFLE OVERLOAD 1.5

1·6

1-4

1-6

1

1

1

25 6/2

2/4 8/1

4/XXX 8/6 16/2

2/XXX 4/6 8/2

3/XXX 5/6 9/2

4/XXX 6/6 10/2

·1-1

-1

-2

-3

MISS LOCATION

FIRED WEAPONS DISTANCE MISSED

DIE ROLL DIRECTION

1 N

2 NE

3 SE

4 S

5 SW

6 NW

DIE ROLL

1-2

3-4

5

6

DIRECTION

LEFT

RIGHT

LOW

HIGH

FIRED

.5

1.0

1.5

2.0

2.5

3.0

DIE ROLL

1

2

3

4

5

6

THROWN

1

2

3

4

5

6

34

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You are not limited to the scenarios contained in these rules, indeed you have entire universe to adventure in.

be devised to cover many of the various episodes the show or devise your very own adventures. To create a

and take the part of a Mission Master, you will need some of scrap and The use of 8%

small paper is very useful the movement and range. An adventure cain any location from surface the area in which the scenario w

then fill in the map with letters or numbers Then a separate sheet, list thes

letters to make where section is described. For an alien starship there

be a room with the code-letter 'F'. the

with a sonic under his

and should also keep in mind that the

each monster. when

did. The Horta may have killed

have realistic motivations too. It is not have the Gorn Cestus III. They do it because the outpost is

violation of their territory, whether the humans know it or not, and the humans are alien monsters.

Some of different kinds of scenario are listed below:

various law breakers were either be itvarious stories in the series dealt with Orion Thus, and one assumes the

has similar the party could be part of a from a another vessel

criminals or victims. It may happen that those who seem

iate concern of the party. should be remembered, that some will resent and

cop, just because don't like bothered. One of our more popular scenarios involved a Star Fleet

a liner among its many alien passengers and crew, small amount of the heinou

The scenario involved the ship for the

SPACE SALVAGE-In this which has come across an apparent derelict. It may hav

live passengers, automatic defenses, or It may not even be a true it may be manned

pirates, crew, slaves, botanical specimens, and so on. The party would be to aid th

wrongs and so forth.

WAR-From time to the party will descend from their to find themselves in the middle of a shootingwar. If the people involved are primitives, it may be necessary, in the of the Prime to extricate themselves

as If it concerns an by the baddies, it may be necessary to one side or the other. It may b

necessary to stop the whole

LANDING PARTY-This is really the basic game format, in that it seemed to appear the most often and be the most flexible

Here the are contact with a new world, a world conceived the Mission Master. The participants may find th

role of diplomat thrust upon them and be their brains for ways to wow the natives. may find themselves face-to

face with a threat to civilization, be it tribbles or invasion. Their ship may be damaged and they are forced to scour the surface

for the very necessities of life. Or may even find themselves face-to-face with some smug race that wants to test their' righ

to live.

You may have realized that the of a scenario do not have to be Star Fleet crewmembers. They could be Klingons, Rom

ulans, or some other race. Think how nice it would be sometime to be able to solve a problem technologically and not b

"mnPI,prt by the Prime Directive your every action. the Star Fleet crew has the harder job, having to pla

the United Federation of Planets' rules and still get the done. But Kirk seemed to manage from week-to-week, and yo

can too.

35

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36

Considerable ideas can be gained from the following sources:

THE STAR FLEET TECHNICAL MANUAL

THE STAR TREK CONCORDANCE

THE MAKING OF STAR TREK

THE IIVORLD OF STAR TREK

STAR TREK LOGS 1 TO 10

STAR TREK 1 TO 12 (Bantam)

THE STAR TREK BLUEPRINTS

THE STAR FLEET MEDICAL REFERENCE

We would like to thank Geoffrey Mandel for his considerable support and for the information provided in his series of

FLEET HANDBOOKS (New Eye Studios).

This set of rules is based on the systems developed for SPACE PATROL (Lou Zocchi Associates, 7604 Newton Drive,

Mississippi 39532) and both games can be used together to make even more interesting scenarios and enter even more

worlds of science fiction adventure gaming.

TO THE MISSION MASTER

At this point we should get into some of the points that separate the good Mission Master from the indifferent one. Whil

game has pr eplanned scenarios for the players. It should be obvious that extended play by a given group of players will

exhaust the possibilities of these games. Thus in the advanced game there are a number of aids for developing completely u

play.

It is possible for the Mission Master to crib heavily from the episode synopsis in such standard Star Trek Works as the

cordance by Bjo Trimble, or consult the Log Series by Alan Dean Foster. But successfuly play here relies on the players

unfamiliar with the originals. In this and the basic scenarios, the Mission Master has a relatively easy job. He merely goes b

scripts of the original shows. Using the advanced systems presents its own problems. The bulk of the original episodes res

around a rnvsterv of some sort which needs to be cracked for the success of the mission. While in the cult adulation

resulted from the show, the character of Speck assumed supreme importance, it was in the solving of the original mysteries

made Kirk into something special. When the Mission Master seeks to create an original script, he should remember the sub

of the puzzle. He should remember that the thing that took the adventure from the show to new heights of tension, wa

mystery which had to be solved.

Secondly, the dangers of the situation and the difficulties of the rnvsterv should never be so imposing that they become in

albe. While it rnav boost the Mission Masters sense of self worth to produce the inconquerable beast, it makes play frustra

for the other players. The players must have a chance to win. This does not mean that Kirk or Spock or Sulu cannot

means only that the antogonist cannot be unbeatable. This, of course, requires judgement with the Mission Master. If the f

lets the players convince him that given scenario is too tough, when, in fact, they only wish to earn more points for their

acter, then the play will become boring to all but the hard core types. On the other hand, if the concept is indeed too

for even the celebrated Bridge crew of the Enterprise, plavers will again drop out, even the serious full time players. Of s

bent, the rules allow a bit of latitude for the judgement of the Mission Master. If the Mission Master allows himself

vindictive because of a character once lost to another Mission Master, or his love of killing overcomes his sense of fair

then he alone can ruin a game.

But onto the details of play.

It helps to prepare maps beforehand. While the abilities of the scanners protrayed in the series are sometimes amazing in

abilities, it makes it quite difficult to surprise the party if the ship is always pegging the movements of all the life forms o

planet. While there are a number of things portrayed as muddying the picture, any that the Mission Master uses shoul

consistent with the rest of the scenario. It would not do to produce a pure ancient culture where Dylityium is common

have for no reason, a machine producing a field distortion effect, unless that was part of the mystery. Be consistent. The

should try to produce simplistic maps that would be available from decent orbital photography. There should also be s

information like unusual hot 01' cold spots that would be available from an infraed scan. This should produce few play prob

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in takes place inside structures. If the place is well it should be difficult for t

scanners to separate at range, one life form from another. characters should decent idea of direction whethe

or not there is a north. Standard equipment in usual tricorders alone would this equipment

This does not mean local conditions cannot present problems with the equipment, but it does mean that if the

is some effect that the players, if were really starfleet personnel, would to be told. It is

for the MM to on h better knowledge of Trek Trivia or the inside workings the rules to tricks on the

lesser funds of Also, if a form of bothersome to the Mission Master's play, he should

of the equ ipment. When the players piece of equ ipmentthe missio

master must decide personnel should familiar with it. If is something of recognize

able alien manufacture, it should be described as such.

While there are random systems, the Judge (Here come should save the game time by the table

Generate the th beforehand. If, as some of our players in the past you wish to have things wander in at random

generate the order of appearance and then just roll to find when it enters.

One of the problems the Mission Master is to suffer from is the statements of the While on ra

occassions the players will out think the Mission Master's systems, more usually the players will want to take something bac

In this case we must insist on inflexible rule. the says will held him. If the

another's says: shoot that stupid " He is shot! Even if this means that the character may

solving the problem of the mission but return horne to a court martial. Likewise, anything unstated is undone.

to state that he would like to shoot that raving gO-foot tall wart he gets down unless

Of, by extention, the Mission Master does not volunteer answers to questions that are not asked.

commonly available {in the frame of Star Trek information is there it must be stated by the MM for those who ma

not But suppose that was the semi-sentient talking computer of the ship system

to scan an area. the computer to report relevant It would be asking too much of the computer

understand Spook's unreasonable fear of the Star Trek convention. Thus, unless our favorite vulcan asked, th

computer would see no reason to mention his in the area

Above all, remember, this is Star Trek If, as a Mission Master, you fail as a scriptwriter, people will n

like your show and you will get cancelled. So, cheat, lise all the tricks the writers did in . When things get too slow

throw in a disaster. Make an adventure! not Humor, Pathos, Drama and all that stuff. But make an Adventure.

STARTREK CATALOG

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1632 Rornulnn Assault Unit (6)

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Introduction. . . . . . . . . . . . . . . . . . ........ ~~.~... ~.... ,~ .... ~... ~~....... ~ 3··~····.~ ~ .. $~ • G~·~···~ ~.~.s .. ~ .

The Basic Game .

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Basic Game Combat Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .

Movement. . . . .. .

Hand-To-Hand Combat

Combat. . . . . . . . . . . . . . .

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Scenario " .

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. . . . . . . . . . . . . . . . . 22

................................. 25

••••••••••• ~ ••• ~ ••• ~ ••••••• * •••• ~~ •• ~ •• " .... 30

............................................. 35

............................................................ 36

List . . 37

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(

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