Source
Meters (approximately 3 feet)
Charisma
Dexterity
Fate Points
Far Trek (v2.0)
Hit Points
Intelligence
Strength
Task Number
IN T R O D U C T IO N
I remembered that an old dearly departed gaming buddy from back in
the day had written a great article on roleplaying in Star Trek. This was
Montgomery Crabaugh (from Different Worlds #34). In trying to find this
article I stumbled across
by Paul
Montgomery Crabaugh that appeared in Different Worlds #18. This
sted called
officially licensed Star Trek roleplaying game and was written to
accommodate a set of 25mm lead Star Trek miniature figures.
kes!
I had to track down an electronic copy of this game and was amazed not
only at how good it is (for the time), but how much useful material there
was for gaming in the Final Frontier. I had to laugh at the introduction
it mentions that Star Trek has had fans for 10 years! But this game
came out in 1978!
So I thought it would be fun to see if these old ideas can still find life in
gaming. This will attempt to convert all the material from this game into
rules for use in Far Trek. Of course, all of it is purely optional to use or
disregard as desired.
Any comments, criticisms and corrections are welcomed.
ATTRIBUTE
-4
-3
-2
-1
+0
+1
+2
+3
+4
+5
+6
+7
[FT9].
[FT25].
INITIATION
Each two pluses (round down) is one purchase of the Aggressive
[Limitation] [FT65].
ARMOR
This is treated as Armor (+2/+4) [Talent]
[FT117].
SKILLS
There were no skills in any games of this period! Consider that a
character has 8 points, plus 2 points per rank (from O-1 to O-6). [FT35]
Rank
Ensign
Lieutenant
Lt. Commander
Commander
Captain
Skill Points
10 points
12 points
14 points
16 points
18 points
FP 1
FP 2
FP 1
FP 2
FP 2
FP 2
KZIN WARRIOR
ST +5
DX +3 IQ 0
CA 0
TN/HP 23
FP 1
Talents Aggressive 3, Alien Strength, Brawler 5, Claws/Fangs,
Fur/Reinforced Skeleton, Hard to Kill 4
Equipment: Communicator, Phaser II
FP 2
FP 2
FP 2
FP 2
[FT28].
See Tricorders
[FT39].
[FT120]
a new
b.
c.
d.
e.
f.
g.
h.
Initiation (p. 8)
This is treated as Initiative
roll.
[FT72]
Size
Size
Tiny
Small
Decision (p. 8)
a.
Character Size
[FT30]
Defense (Optional)
While a character may only execute one action, they may defend against
any number of attacks.
Record-Keeping (p. 8)
This can be used as written.
MOVEMENT (Optional)
Far Trek has a split personality with regards to measurement. Tricorders
[FT39] measure distance in meters while weapons [FT30] measure distance in
feet while space ship movement is abstracted. [FT40] Since FF measures in
meters, all ranges are roughly converted to meters. An abstract range
will also be given for those groups who wish to abstract all distances and
movement.
Short Range will be called Close Range for consistency.
All characters can move up to 10 meters in an action phase.
They can move from Close to Point Blank or from Point Blank to Close
in a single action phase (action b or c). They can also move from Close
to Medium or from Medium to Close (action a) in a single action phase.
Locked in Combat (Optional Rule)
If a character attempts to move away from an opponent in which the
character was locked in Melee combat (both at Point Blank range), the
opponent gets to attack the character, but the character may not attack
back.
Must Move First (Optional Rule)
In all cases, if a character plans to move and attack (actions b or c), the
movement is performed first.
[FT30].
Large
Giant-Sized
Monster-Sized
Enormous/Starship
Sized
Planet Sized/Earth's
Moon
Hit Points
-8 TN/HP
(minimum 1)
-6 TN/HP
(minimum 1)
x50
+200
+0 TN/HP
+4 TN/HP
+8
+16
+20
[FT30].
Stun (p. 9)
When a weapon is set on stun effect, the damage points caused must be
at least one half of the character's Hit Points to stun him. However, half
of the damage points caused by stun fire is taken from the character's
Hit Points. The amount needed to stun is listed after the slash next to
the Hit Points (i.e., TN/TN or HP/HP to stun). If stunned, the target
must make ST/TN 17 roll or fall unconscious. The amount the roll is
failed by determines how long the target is unconscious.
1d6 rounds if failed by 1-3
3d6 minutes if failed by 4-6
2d6x10 minutes if failed by 7 or more
Ammunition (p. 10)
Even though Far Trek gives the numbers of charges a phaser has
appears to treat every setting the same. These optional rules
distinguish between the types of shots.
[FT38]
it
Man-Sized/Medium
Example
5cm/2" to 15cm/6",
phaser 1, bar of soap
50cm/1'8" to 1.25m/4'1"
or smaller, loaf of bread,
microwave, television
1.5m/4'9" to 2.25m/7'4",
average 1.75m/5'9",
refrigerator
x2, 2.25m/7'5" to
3m/9'10"; car
x3, 4m to 7m {23'}
x4, 8m-10m
x5
Hit Points
10+ST
3+ST
Point
Blank
Close
Medium
Long
Far
1 meter (3ft)
+2 to hit (-2 TN )
+0 to hit (+0 TN )
-2 to hit (+2 TN )
-4 to hit (+4 TN )
-8 to hit (+8 TN )
Situation
Attacker moving
Defender moving
Defender partially hidden
Darkness
Attacker being fired at
Attack Modifier
+2 TN
+3 TN
+4 DN
+6 DN
+2 DN
WEAPON TYPE
Bump
Scratch
Bruise
Fist, Claws
DAMAGE
TN 2/1d3-2
TN 3/1d6-2
TN 4/1d6-1
TN 5/1d6
TN 6/1d6+1
TN 7/1d6+2
TN 8/2d6
TN 9/2d6+1
TN 10/2d6+2
TN 11/3d6
TN 12/3d6+1
TN 13/3d6+2
TN 14/4d6
TN 15/4d6+1
TN 16/4d6+2
TN 17/5d6
TN 18/5d6+1
TN 19/5d6+2
TN 20/6d6
TN 21/6d6+1
TN 22/6d6+2
TN 23/7d6
TN 24/7d6+1
TN 25/7d6+2
TN 26/8d6
TN 27/8d6+1
TN 28/8d6+2
TN 29/9d6
TN 29/9d6
TN 30/9d6+1
TN 31/9d6+2
TN 32/10d6
TN 33/10d6+1
TN 34/10d6+2
TN 35/11d6
TN 36/11d6+1
TN 37/11d6+2
TN 38/12d6
TN 39/12d6+1
TN 40/12d6+2
TN 41/13d6
TN 42/13d6+1
TN 43/13d6+2
TN 44/14d6
TN 45/14d6+1
TN 46/14d6+2
TN 47/15d6
TN 48/15d6+1
TN 49/15d6+2
TN 50/16d6
TN 51/16d6+1
TN 52/16d6+2
WEAPON EFFECTS:
Weapon (charges used, damage at Point Blank (PB); Close (CL); Medium
(MD); Long (LG); Far ranges (EX)).
4.
FP 0
E. Quicksand.
Quicksand (New Hazard)
Anyone entering here must make an Average (TN 11) Static DX roll to
escape or take TN 8/2d6 non-lethal damage per round.
4
CA 0
TN/HP 15/8
Move 12m/round
FP 0
Small Rodent
ST-3
DX-3
IQ -1
CA 0
HP 3/2
Size Small
Move 10m/round
Talents Energy Drain, Energy Reflection
FP 0
Energy Drain (New Talent): For every minute that phasers or other
electronic devices are within Close (15m) range, they will lose 3 energy.
Consider that most devices have 50 energy unless otherwise noted.
Energy Reflection (New Talent): This creature cannot be killed by
phaser/disruptor/sonic disruptor fire. The fire is absorbed and the shot
reflected back at the firer. Treat this as a Ranged attack using the
creatures DX.
N. Another rockfall.
Rattles (New Talent): The creature has rattles similar to the Terran
rattlesnake and will buzz them if anyone approaches.
I. This is the is the home of a giant reptile over 4 meters long. If anyone
enters the passage they must make an Active Average (TN 11) Mind roll
as the beast is telepathic and can sense approaching creatures. If it
senses anyone (who failed the roll) it will attack immediately.
Giant Reptile
ST +4
DX +4 IQ -1
CA 0
TN/HP 22/11
Size Giant-sized (4m)
Move 10m/round
Talents Fangs (+5 attack, TN 8/1d6 damage), Telepathic
Pod Plant
ST -1
DX -1
IQ -1
Size Man-sized (1m)
Talents Thorn Throwing
CA -1
HP 5/3
Move Immobile
FP 0
Thorn Throwing (New Talent): This creature can throw its thorns to a
distance of 15 meters, doing TN 11/3d6 damage.
P. This is the home of the humanoid's buddy.
Humanoid's Buddy
ST +4
DX 0
IQ -1
CA 0
HP 24/12
Size Large
Move 10m/round
Talents Hard To Kill x3 (+6 TN/HP)
Weapons: Club (-3 Initiative, TN 11/3d6, Reach 1, 2 mass)
FP 0
0-1
FP 0
Movement
Human movement is 10 meters per round. Add or subtract 1m for every
point of ST. If a character is capable of flight (such as an Aurelian), the
flying movement is three times the character's ground movement.
Character Size
[FT72]
Add to
Movement
+11m
+6m
(if
Wings)
(+33m)
(+18m)
+0m
(30m)
-6m
-11m
-26m
-35m
-429m
Encumbrance
Obviously, a character's Movement attribute is modified by how much
equipment the character is carrying. Players should keep track of when a
character gains or loses equipment as it can change his or her
movement. For each 2 units of mass carried subtract -1m from basic
movement. Every character has an Encumbrance rating which is equal to
10 plus 2 units per point of ST (-2 units per ST if negative).
0-2
All races except for those already defined as having psionic powers (such
as Vulcans or Talosians) have a 3 in 3d6 chance of having a psionic
ability (the Psychic Talent) [FT19]. On a roll of 3, a character's player would
roll on the table below to determine what type of psionic ability the
character possesses. If you are creating a Kzin character, rolling a 3
through 6 on 3d6 will result in a Kzinti telepath. [FT120]
3d6
3-8
9-11
12-13
14
15-16
17
18
Approximately
Point Blank
Close
Medium
Long
Far
1 meter (3ft)
2-15 meters (50ft)
16-60 meters (200ft)
61-150 meters (500ft)
151+ meters (501ft or more)
Clairvoyance
Difficulty
Easy (TN 8)
Average (TN 11)
Hard (TN 14)
Heroic (TN 17)
Legendary (TN 20)
successful, then the empath is told, by the Referee, the current emotions
of the subject.
Empathic Healing (New Psychic Ability)
If a character become an empath, there is a 2 in 12 chance that the
character will be a special empath like Gem on the STAR TREK show
"The Empath". This ability allows the empath to remove another's
damage points right up to the point of death. The drawback to this
system is that the empath then has the damage. However, the empath
can throw off this damage at the rate of 1 point per minute.
Mind Control
See Mind Control. [FT74] Here the user is attempting to take over the
mind of another sentient being. Roll 3 dice. This is an Active IQ test.
Success means you are able to control the action of the target for one
minute.
Precognition (New Psychic Ability)
Precognition is the ability. To see into the future. In this game, the
precog would tell the Referee that he or she was attempting to see what
would happen if a certain action is performed. Then 3 dice are rolled for
a Static IQ test and modified just as if for telepathy, empathy, or
clairvoyance. If the roll is successful, then the Referee must tell the
precog the probable result of the declared action. However, the catch is
that it is the Referee who rolls the 3 dice and keeps the result hidden
from the players. If the roll is not successful, the Mission Master may lie
to the precog. The difficulty is determined by the distance in the future
as follows.
Future
Next round
Next minute
Next hour
Next day
Next week
Difficulty
Easy (TN 8)
Average (TN 11)
Hard (TN 14)
Heroic (TN 17)
Legendary (TN 20)
D-3
FAMILIAR STAR TREK LIFE FORMS
(p. 19)
NEW TALENTS
Alien Physiology (Basto Neuron)
This creature is only stunned by full dematerialize phaser fire. The only
way to kill them is with ultraviolet light.
Energy Generation
This creature can direct up to TN 11/3d6 of energy from an outside
source, against a target up to 20m away.
Flying (New Talent)
As Wings. [FT116]
LIFE FORMS
Andorians
See Andorians. [FT11] Move 11m.
Aquans
Size Medium
Move 15m in water, 7m on land
Talent: Aquatic
Basto Neuron (Flying Parasites)
Size Tiny (TN/HP 1)
Move 15m through air, 1m on ground
Talent: Alien Physiology, Flying, Hive Mind, Mind Control
Caitian
See Caitian. [FT108] Move 10m.
Capellan Power Cat
See Capallen Power Cat. [FT116]
Size Medium. Move 15m.
Oramians
Size Medium. Move 9m
Edoan
See Edoan. [FT110] Size Medium. Move 10m.
Eiasians
Size Medium, Move 10m. Talents Pheromones (if the male touches her
tears).
EM/3/Green
See Kaferian. [FT118] Size Small, Move 8m. ST -2, CA -2.
Giant Dryworm
ST 4
DX 4
IQ -3
Size Giant-sized
Talents Energy Generation
CA 0
TN/HP 22/11
Move 5m/round
FP 0
Glommer
ST -1
DX -1
IQ -3
CA 0
TN/HP 3/2
FP 0
Size Small
Move 10m/round
Talents Acid (can eat up to 3 tribbles per minute), Aggressive
Gorn
See Gorn. [FT64] Usually armed with sonic disruptor and/or vibro-sword.
Size Large (2.25m/7'5"; +4 TN/HP). Move 6m.
7
Gossamer Mice
ST -4
DX 0
IQ -2
CA 0
TN/HP 1
FP 0
Size Tiny (5cm/2")
Move 8m/round
Talents Alien Physiology (react to minute changes to the surrounding
environment), Camouflage (transparent)
Halo Fish
ST -4
DX 0
IQ -2
CA 0
TN/HP 1
FP 0
Size Tiny (5cm/2")
Move 8m/round
Talents Alien Physiology (colorful aura, the aura loses color if the
environment changes in any way)
Hate Entity
ST -1
DX -1
IQ -1
CA 0
TN/HP 10/5
FP 0
Size Man-sized
Move 10m/round
Talents Alien Physiology (cluster of rotating lights), Mind Control (gains
+1 TN/HP for every 3 damage it causes people to commit. If the
character fails the Active IQ test, that character will attack the nearest
other character. The entity loses 1 TN/HP point per minute in which no
combat takes place. If the Entity's TN/HP drops to 1, it will leave
immediately.
Horta
See Horta
ST 1
DX -2
IQ 0
CA -1
TN/HP 14/8
FP 0
Size Large
Move 10m/round in native rock.
Talents Acid (TN 14/4d6, Range 4m), Burrowing (10m), Flight (12m in
air), Tough Hide (AR 4)
Humans (Homo Sol)
See Humans. [FT11] Size. Man-sized (1.75m), Movement 10m/round.
Kzinti
See Kzin.
[FT130]
[FT119]
Lactrans
See Lactrans. [FT121] Size Giant-Sized (18 TN/HP). Move 10m/round.
Psychic Talent is Psychic (Empathy).
Le-Matya
See Le-Matya.
[FT128]
Orions
See Orions.
[FT64]
Phylosians
See Phylosian.
[FT112]
Pod Plant
ST -1
DX -1
IQ -1
Size Man-sized (1m)
Talents Thorn Throwing
CA -1
TN/HP 5/3
Move Immobile
FP 0
Retlaw Plant
See Phylosian Retlaw Plant. [FT122] Size Man-sized (1.5m). Movement
5m/round.
Rigellian Hypnoid
See Rigellian Hypnoid. [FT124] Size Small (m). Movement 11m/round.
[FT118].
Klingons
See Klingons.
Organians
ST 0
DX 0
IQ -1
CA 0
TN/HP 10/5
FP 0
Size Man-sized
Move 10m/round
Talents Alien Physiology (beings of pure though), Cause Illusion, modify
Machinery (can render weapons inoperable through extreme heat),
Possession, Psychic
Limitations Pacifists
Medusan
ST 0
DX 0
IQ -1
CA 0
TN/HP 10/5
FP 0
Size Man-sized
Move 10m/round
Talents Alien Physiology (non-corporeal, the unvisored view of a
Medusan will send a person into a paranoia, driving that person to run
and/or attack the nearest other person. Only a telepath can cure such a
person), Telepathic, Skill Bonuses (Medusans are fantastic interstellar
navigators)
M-113 Creature (Salt Vampire)
ST 0
DX 0
IQ 0
CA 0
TN/HP 10/5
FP 0
Size Man-sized (1.75m)
Move 10m/round
Talents Alien Physiology (requires large amounts of salt especially a
lifeforms body and blood salts (sodium chloride only), in order to live),
Blood Drain, Shape Change (the ability to appear like any person an
observer thinks of)
Blood Drain (New Special Ability)
Can reduce a person's TN/HP by 5 points per round while in contact.
The person being attacked is paralyzed.
Mugato
See Neuralian Mugato. [FT125] Size Large (TN/HP 14/7, 2.5m).
Movement 12m/round.
Romulans
See ROMULANS. [FT141] Size Man-sized (1.75m). Movement
10m/round.
Sandbats
ST -1
DX -1
IQ -1
CA 0
TN/HP 3/2
FP 0
Size Small
Move 10m/round in air, m ground
Talents Camouflage, Teeth and Claws (+2 TN, TN 8/1d6 damage),
Wings
Sehlat
See Vulcanian Sehlat.
10m/round
[FT129]
Skorr
See Aurelian. [FT108] Size Man-sized (2m). Movement 9m/round (27m in
the air).
Sord
ST 3
DX 1
IQ -1
CA 0
TN/HP 15/8
Size Man-Sized (1.75m)
Movement 8m
Talents Armor (+3), Hard to Kill (+2 TN/HP)
FP 0
Swooper
ST 1
DX 1
IQ -3
CA 0
TN/HP 10/5
FP 0
Size Giant-Sized (4m)
Movement 10m/round ground
Talents Aggressive, Wings (20m air)
Talosians
ST -2
DX -2
IQ 4
CA 0
TN/HP 6/3
Size Man-sized (1.75m)
Movement 10m/round
Talents Cause Illusion, Psychic, Telepathy
FP 0
Tellarite
Size Man-sized (1.75m). Movement 10m
Tholian
See Tholians.
[FT66]
Tribbles
See Tribble. [FT26] Alien Physiology (they multiply, if fed, in litters of 10,
once every 12 hours. They have voracious appetites, consuming several
times their own weight in a single day).
Vampire Cloud
See Cloud Monster. [FT71] Talents Alien Physiology (a gaseous energy
creature than cannot be hit by phaser fire due to its ability to displace
itself by microseconds in time. It smells like honey, gives tricorder
readings of di-kironium. Can only be destroyed by the massive
detonation of anti-matter). Blood Drain (see above, Vulcans are
immune), Psychic, Teleportation (can move up to warp factor 6 on
gravity waves)
Vedala
See Vedala.
[FT114]
Vendorian
See Vendorian.
[FT127]
Vulcans
See Vulcans. [FT12] Alien Physiology (they have a protective nictating
membranes to protect their eyes from dirt and glare. Once every seven
years they must mate or die). Size Man-Sized (2m). Movement 11m.
14
15
16
17
18
19
20
21
22
23
24
[FT72]
This creature can project a duplicate of itself. Roll 2d6 to determine how
far away it can protect a duplicate.
2d6
2-3
4
5
6
7
8
9
10-12
Duplicate Distance
1 meter
2 meters
3 meters
4 meters
5 meters
6 meters
7 meters
8 meters
Claws
See Claws [Talent]. [FT124]
Drain Energy
See Drains Energy [Power] [FT72]. Can reduce a person's TN/HP by #
per round while in contact. The person being attacked is paralyzed. The
creature gains/heals the points from the victim (but no higher than their
natural TN/HP. Roll 1d6 to determine how much energy is drained from
the victim.
Energy Absorber (New Talent)
For every minute that phasers or other electronic devices are within
Close (15m) range, they will lose # energy. Consider that most devices
have 50 energy unless otherwise noted. Roll 3d6 to determine how
much energy is lost per minute.
3d6
3-4
5
6
7
8
9
10
11
12
13
14
15-18
Electric Discharge
TN 9/2d6+1
TN 10/2d6+2
TN 11/3d6
TN 12/3d6+1
TN 13/3d6+2
TN 14/4d6 (around 2,000 volts)
TN 15/4d6+1
TN 16/4d6+2
TN 17/5d6
TN 18/5d6+1
TN 19/5d6+2
TN 20/6d6
Fiery Breath
See Fiery Breath [Talent] [FT116]. Roll 1d6 to determine the damage the
breath does. Even if the creature does not fly, it can only use its fiery
breath three times before it must rest for at least 8 hours.
1d6
1
2
3
4
5
6
Horn
See Horn (FT125). Roll 2d6 to determine its attack bonus.
2d6
2-3
4
5
6
7
8
9
10-12
Pheromones
See Pheromones
Attack Bonus
+1 ST
+2 ST
+3 ST
+4 ST
+5 ST
+6 ST
+7 ST
+8 ST
[FT64].
Poison
Roll 1d6 to determine its potency.
1d6
1
2
3
4
5
6
Poison Potency
Simple (TN 5)
Easy (TN 8)
Average (TN 11)
Hard (TN 14)
Heroic (TN 17)
Legendary (TN 20)
Shape Change
Roll 1d6 to determine how many additional shapes
1d6
1-4
5-6
Additional Shapes
1 Additional Shape (roll on the Type and/or Shape Table)
2 Additional Shapes (roll on the Type and/or Shape Table)
Size Modifier
This creature is especially large or small. Roll 3d6 on the table below.
3d6
3-5
6-7
8-10
11-14
15
16
17
18
Size Modifier
-2 Size/Tiny (-8 TN/HP)
-1 Size/Small (-6 TN/HP)
No Effect
+1 Size/Large (+4 TN/HP)
+2 Size/Giant-Sized (+8 TN/HP)
+3 Size/Monster-Sized (+16 TN/HP)
+4 Size/Enormous/Starship Sized (+20 TN/HP)
+5/Size/Planet Sized/Earth's Moon (+200 TN/HP)
Stinger Bonus
+1 ST
+2 ST
+3 ST
+4 ST
Wings
See Wings [Talent] (FT111/[FT116]).
1d6
1-4
5-6
Flight
Movement x2
Movement x3
1d6
Attribute
Modification
AM Table 1
AM Table 1
AM Table 2
No Effect
AM Table 3
AM
AM
AM
AM
Table
Table
Table
Table
4
5
6
7
AM Table 8
AM Table 9
AM Table 10
AM Table 1
10
1-3
4-6
-1 to Strength
-2 to Strength
1d6
1-3
4-6
AM Table 2
+0 to Strength
-1 to Strength
1d6
1-3
4-6
AM Table 3
+0 to Strength
+1 to Strength
1d6
1-3
4-6
AM Table 4
+1 to Strength
+2 to Strength
1d6
1-2
3-4
5-6
AM Table 5
+1 to Strength
+2 to Strength
+3 to Strength
1d6
1-2
3-4
5-6
AM Table 6
+2 to Strength
+3 to Strength
+4 to Strength
1d6
1-2
3-4
5-6
AM Table 7
+3 to Strength
+4 to Strength
+5 to Strength
1d6
1-2
3
4
5-6
AM Table 8
+3 to Strength
+4 to Strength
+5 to Strength
+6 to Strength
1d6
1-2
3
4
5-6
AM Table 9
+4 to Strength
+5 to Strength
+6 to Strength
+7 to Strength
1d6
1-2
3
4
5-6
AM Table 10
+5 to Strength
+6 to Strength
+7 to Strength
+8 to Strength
B A S IC M O V E M E N T (p .
2 4 )
Roll 4d6 for basic movement.
Add +1 if Strength is greater than +0.
Subtract -1 for each 10cm/4" of size over 200cm/2m/6'7"
Flying movement is three times normal
4d6
4-5
6
7
8
9
10
11
12
13
14
15
Movement
1m
2m
3m
4m
5m
6m
7m
8m
9m
10m
11m
16
17
18
19
20
21
22
23
24
12m
13m
14m
15m
16m
17m
18m
19m
20m
D-5
ADVANCED GAME EQUIPMENT
TABLE (p. 25)
The Initiative modifier only applies when the unit's bulk would interfere
with a combat action.
Anti-Contamination Suit (1.5 mass, -1 Initiative)
Backpack (.5 mass, -1 Initiative, can hold up to 10 units of mass)
Cutter Beam (2 mass, -2 Initiative, Range 5cm/2")
Environmental Suit (2 mass, -2 Initiative)
Jump Harness (2 mass, -1 Initiative, Allows wearer to Fly 30m per
round)
Medkit (.6 mass, Can repair 1d3 TN/HP)
Medipouch (1 mass, Can repair 1d6 TN/HP)
Phaser Bore (3 mass, -5 Initiative, like Phaser Rifle, but can drill
1m per round)
Portable Anti-Gravs (1 mass, -3 Initiative, Can support 25 units of
mass)
Portable Biocomputer (2.4 mass, -6 Initiative, Used to diagnose
alien diseases)
Police Web (3.5 mass, -6 Initiative, Holds subjects immobile)
Psychic Probe (10 mass, -10 Initiative, Klingon Interrogation
device)
Telefocals (.4 mass, Binoculars with a range of 16km/10 miles)
Hit Points
25%
75%
25%
50%
HP 10
3 each
8
3
5 each
HP 11
3 each
9
3
6 each
HP 12
3 each
9
3
6 each
HP 13
4 each
10
4
7 each
HP 14
4 each
11
4
7 each
After determining who hit who in combat, roll an additional 1d6 and
consult the following table:
ROLL
1
2
3-5
LOCATION
Arms*
Legs *
Torso (including back)
11
Head **
D-7
ADVANCED GAME COMBAT RULES
(p. 30)
INITIATION
Treat as Initiative [FT30]. This die roll is modified by the DX of the
characters. If two characters roll the same number, even after all
modification to the numbers (ST and Defense for Melee, DX for Ranged)
has been calculated, the character with highest Reach number (in Melee
only) will attack first. Otherwise, both characters will perform their action
at the same time with simultaneous results.
Otherwise these rules can be used as written.
HAND-TO-HAND COMBAT (p. 30)
When using a Melee weapon, the character's Initiative roll is further
modified by the weapon's specific In initiative modifier, as listed on the
Hand-to-Hand Weapon Table. When it is time for the character to make
his or her attack, the defender makes a Defense roll (a Static Test + ST,
see FT31) against the Weapon Type TN or the player rolls the
appropriate number of damage dice (if using Hit Points, on page 3) for
the particular weapon. For example: A Klingon Soldier uses his
Agonizer on a Federation Security Guard. The Klingon would subtract -1
to his Initiative roll for using an Agonizer and when he got to use the
weapon, the defender would either roll his Defense against TN 14 or the
player would roll 4d6 non-lethal damage dice and add them together to
get the total attack made on the Security Guard.
Defense
Some Melee weapons allow the user to better defend themselves from
Melee attacks (ONLY). For example, a short sword in the hands of a
defending character would allow him or her to add +2 to their Static +
ST Defense roll.
ADVANCED HAND-TO-HAND WEAPON TABLE (p. 31)
Agonizer (-1 Initiative, TN 14/4d6 non-lethal damage, 0.5 Reach,
0.3 mass)
Ax (-4 Initiative, TN 11/3d6 damage, 1.5 Reach, 2 mass)
Broadsword (-4 Initiative, TN 11/3d6 if used one-handed, TN
14/4d6 if used two-handed, +2 Defense, 2 Reach, 2 mass)
Club (-3 Initiative, TN 11/3d6, 1 Reach, 2 mass)
Combat Knife (-1 Initiative, TN 8/2d6 damage, +2 Defense, 0.5
Reach, 0.4 mass)
Dagger (-1 Initiative, +2 Defense, TN 8/2d6 damage, 0.5 Reach,
0.3 mass)
Dagger, Thrown (-3 Initiative, 1 round to reload, TN 11/8/5/-/-,
0.3 mass)
Lirpa (-4 Initiative, TN 14/4d6 damage, +1 Defense, 2 Reach, 2
mass)
Long Sword (-3 Initiative, TN 11/3d6 damage, +3 Defense, 1.5
Reach, 1.5 mass)
Mace (-3 Initiative, TN 11/3d6 damage, 1 Reach, 1 mass)
Morning Star (-5 Initiative, TN 14/4d6 damage, 1 Reach, 1 mass)
Short Sword (-2 Initiative, TN 11/3d6 damage, +2 Defense, 1
Reach, 1 mass)
Spear (-3 Initiative, TN 11/3d6 damage, +1 Defense, 2.5 Reach,
1.5 mass)
Staff (-2 Initiative, TN 8/2d6 non-lethal damage, +3 Defense, 2
Reach, 1 mass)
13
Direction Missed
North
Northeast
Southeast
South
Southwest
Northwest
1d6
1
2
3
4
5
6
Distance Missed
1m
2m
3m
4m
5m
6m
Direction Missed
Left
Right
Low
High
1d6
Distance Missed
1
0.5m
2
1m
3
1.5m
4
2m
5
2.5m
6
3m
Radius is given in both Range. This is an area - as in, it affects
everything with Close (for example) range of the target area hit).
Phaser Rifle Overload (-3 Initiative, TN 20/20 damage, TN 32/8
vs. non-living targets, Medium (4m/135m) Radius, 1.5 mass)
Photon Grenade (TN 26/20 damage, TN 50/8 to non-living
targets, Medium (4m/60m) Radius, carries 1-6, 0.5 mass)
Sonic Grenade (-1 Initiative, TN 26/6 non-lethal damage, Close
(2m/4m) Radius, carries 1-4, 0.4 mass)
HE Grenade (-1 Initiative, TN 20/8 damage, Close (2m/5m)
Radius, carries 1-6, 0.2 mass)
Phaser I Overload (-1 Initiative, TN 14/20 damage, TN 26/8 vs.
non-living targets, Medium (2m/50m) Radius, 0.2 mass)
Phaser II Overload (-2 Initiative, TN 17/20 damage, TN 29/8 vs.
non-living targets, Medium (3m/135m) Radius, 0.5 mass)
Theragen Grenade (-1 Initiative, can carry 1 to 6, 1 round to
reload, TN 8/8/5/-/- damage to ST only. When ST reaches zero,
the character cannot move at all, 0.2 mass)
15