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F in a l F r o n t ie r t o F a r T r e k

Sunday, January 10, 2016

STAR TREK: Adventure Gaming in the Final Frontier (usually


shortened to Final Frontier) is a registered trademark of Michael J. Scott
1978 Heritage Models.
https://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Fi
nal_Frontier. Use of the trademark in this
document is not intended to infringe upon or
devalue the trademark. YOU MUST OWN

STAR TREK: Adventure Gaming in the Final


Frontier TO USE THE VARIANTS!
Far Trek is a registered
trademark Based on Where
No Man Has Gone Before
2.0 by Mike Berke and FAR
TREK The Continuing Voyages v2.0 Edition rules,
layout and design by C.R. Brandon 2015.
http://fartrekrpg.blogspot.com/2015/07/these-arecontinuing-voyages.html. Use of the trademark in
this document is not intended to infringe upon or
devalue the trademark. YOU MUST OWN FAR TREK The
Continuing Voyages TO USE THE VARIANTS!
LEGEND
Code
#m
CA
DX
FP
FT
HP
IQ
ST
TN

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.

C-3 CHARACTERS (p. 3)


Luckily attributes are numbered 3-18 (nah, not really, EVERY game
numbered attributes 3-18 in that time) so converting them is relatively
easy:
ABILITIES
0-1
2
3
4-7
8-12
13-15
16-17
18-19
20-21
22-23
24-25
26-27

ATTRIBUTE
-4
-3
-2
-1
+0
+1
+2
+3
+4
+5
+6
+7

STRENGTH is converted to STRENGTH [FT9].


DEXTERITY is converted to DEXTERITY [FT9].
LUCK is converted as follows:
LUCK
3
4-7
8-12
13-15
16-17
18-19
20-21
22-23
24-25
26-27

Treat as: Talents/Limitations


Fatal Flaw: Unlucky [Limitation] x2 (works 2d6 times per
day)
Fatal Flaw: Unlucky [Limitation]
Ignore
Heroic [Talent] [FT18]
Heroic [Talent] x2 (2 additional Fate Points)[FT18]
Heroic [Talent] x3 (3 additional Fate Points) [FT18]
Heroic [Talent] x4 (4 additional Fate Points) [FT18]
Heroic [Talent] x5 (5 additional Fate Points) [FT18]
Heroic [Talent] x6 (6 additional Fate Points) [FT18]
Heroic [Talent] x7 (7 additional Fate Points) [FT18]

New Fatal Flaw


Unlucky: This character cannot get a break. 1d6 times per episode
they be undone by bad luck, either a roll that would normally be a
success fails, or a roll that fails will fail in a spectacular manner. All uses
of Fate Points will costs double as well.
MENTALITY is converted to INTELLIGENCE

[FT9].

CHARISMA is converted to CHARISMA [FT9].


CONSTITUTION is converted to Talents or Limitations as follows:
CONSTITUTION Talents/Limitations
3
Frail [Limitation] x2 (-4 TN/HP*) [FT64]
4-7
Frail [Limitation] (-2 TN/HP*) [FT64]
8-12
Ignore
13-15
Hard To Kill [Talent] (+2 TN/HP*) [FT64]
16-17
Hard To Kill [Talent] x2 (+4 TN/HP*) [FT64]
18-19
Hard To Kill [Talent] x3 (+6 TN/HP*) [FT64]
20-21
Hard To Kill [Talent] x4 (+8 TN/HP*) [FT64]
22-23
Hard To Kill [Talent] x5 (+10 TN/HP*) [FT64]
24-25
Hard To Kill [Talent] x6 (+12 TN/HP*) [FT64]
26-27
Hard To Kill [Talent] x7 (+14 TN/HP*) [FT64]
* HP = Hit Points: from starting 10+ST if using Hit Point optional rules.
HAND-TO-HAND CLASS
Each Class is one purchase of the Brawler [Talent]

[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

LIEUTENANT AREX (Gold Shirt/Command)


ST 0
DX 1
IQ 0
CA 0
TN/HP 10
Talents Aggressive, Brawler 2, Fast, Fine Manual Dexterity
Equipment: Communicator, Phaser II

FP 1

CAPTAIN KOLOTH (of the Klingon Battlecruiser DEVISOR)


ST 1
DX 1
IQ 0
CA 0
TN/HP 13
FP 1
Talents Aggressive, Brawler 2, Durable, Hard to Kill
Equipment: Communicator, Disruptor
LIEUTENANT KORAX (of the Klingon Battlecruiser DEVISOR)
ST 0
DX 1
IQ 0
CA 0
TN/HP 12
FP 1
Talents Aggressive, Brawler 3, Durable, Hard to Kill
Equipment: Communicator, Disruptor

STAR TREK PERSONALITIES (p. 4)


CAPTAIN JAMES T. KIRK (Gold Shirt/Command)
ST 1
DX 1
IQ +1
CA +2 TN/HP 13
FP 3
Talents Aggressive, Brawler 2, Flexibility, Hard to Kill, Heroic, Lucky
Equipment: Phaser II, Communicator
COMMANDER SPOCK (Blue Shirt/Sciences)
ST +2
DX +2 IQ +2
CA +1 TN/HP 16
FP 1
Talents Aggressive 2, Brawler 4, Desert-Adapted, Hard to Kill 2,
Psychic
Limitations Lack of Emotion
Equipment: Phaser II, Communicator, Tricorder
LT. COMMANDER MONTGOMERY SCOTT (Red
Shirt/Services)
ST 1
DX 0
IQ 0
CA +1 TN/HP 11
Talents Brawler, Flexibility, Lucky
Equipment: Phaser II, Communicator

Equipment: Communicator, Phaser II

FP 2

STANDARD KLINGON SOLDIER


ST 1
DX 1
IQ 0
CA +1 TN/HP 13
Talents Aggressive, Brawler 3, Durable, Hard to Kill
Equipment: Communicator, Disruptor

FP 1

SUB-COMMANDER TAL (of the Romulan Star Empire)


ST 1
DX 1
IQ 0
CA +1 TN/HP 13
FP 1
Talents Aggressive, Brawler 2, Desert Adapted, Duplicitous, Hard to Kill
Equipment: Communicator, Sonic Disruptor
STANDARD ROMULAN SOLDIER
ST 1
DX 1
IQ 0
CA 0
TN/HP 13
FP 1
Talents Aggressive, Brawler 3, Desert Adapted, Duplicitous, Hard to Kill
Equipment: Communicator, Sonic Disruptor
BASIC GORN
ST +6
DX -1
IQ 0
CA -1
TN/HP 26
FP 1
Talents Aggressive, Alien Strength, Armor (+4), Hard to Kill 5
Limitation: Slow
Equipment: Communicator, Sonic Disruptor
CHUFT-CAPTAIN (of the stolen Kzin police vessel
TRAITOR'S CLAW)
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
Limitation: Honor-Bound
Equipment: Communicator, Phaser II

DOCTOR LEONARD MCCOY (Blue Shirt/Sciences)


ST 0
DX 0
IQ +1
CA +1 TN/HP 10
Talents Brawler, Flexibility, Heroic, Lucky
Equipment: Phaser I, Communicator, Tricorder, Medkit

FP 2

LIEUTENANT UHURA (Red Shirt/Services)


ST 0
DX 1
IQ 0
CA +1 TN/HP 10
Talents Brawler, Flexibility, Lucky
Equipment: Phaser I, Communicator

FP 2

LIEUTENANT SULU (Gold Shirt/Command)


ST 1
DX 1
IQ +1
CA +1 TN/HP 11
Talents Aggressive, Brawler 3, Flexibility, Heroic, Lucky
Equipment: Communicator, Phaser II

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

STANDARD STAR FLEET SECURITY GUARD


ST 1
DX 1
IQ 0
CA 0
TN/HP 13
Talents Brawler 3, Flexibility, Hard to Kill, Lucky
Equipment: Communicator, Phaser II

ENSIGN PAVEL CHEKOV (Gold Shirt/Command)


ST 0
DX 0
IQ 0
CA 0
TN/HP 10
Talents Brawler, Flexibility, Lucky
Equipment: Communicator, Phaser II

FP 2

C-4 LEARNING (p. 7)


See Tests

YEOMAN JANICE RAND (Red Shirt/Services)


ST 0
DX 0
IQ 0
CA +1 TN/HP 10
Talents Brawler, Flexibility, Lucky
Equipment: Communicator, Phaser I, Tricorder

FP 2

NURSE CHRISTINE CHAPEL (Blue Shirt/Medical)


ST 0
DX 0
IQ 0
CA +1 TN/HP 10
Talents Flexibility, Lucky
Equipment: Communicator, Medkit, Phaser I

FP 2

[FT28].

See Tricorders

[FT39].

C-5 PSIONICS (p. 7)


See Mind Meld [Talent] [FT16]. Optionally you can add the target's IQ or
CA bonus (whichever is higher) to the TN of the Mind Meld attempt if
they are unwilling participants.

LIEUTENANT M'RESS (Red Shirt/Services)


ST 0
DX 1
IQ 0
CA 0
TN/HP 10
FP 1
Talents Aggressive, Brawler, Excellent, Heroic, Night Vision
Limitation: Vegetarian

With the Psychic Ability [Talent] [FT19], Telepathic [Talent]


psychic Talent, Suggestion may be taken.

[FT120]

a new

Suggestion [Talent]: Vulcans can also make suggestions to other life


forms if they are not too far away. If Mr. Spock wished an alien or other
character to perform a simple function, the alien would have to be within
5 meters and Mr. Spock's player would have roll 3d6+IQ with a TN of
2

14. Once again, the subject's IQ or CA (whichever is highest) would be


added to the TN.

C-5 BASIC GAME COMBAT RULES


The following can be considered optional rules to add more detail to Far
Trek combat [FT30].

Combat Actions (Optional)


The "one thing each round" can be defined as a single action as follows:

b.
c.
d.
e.
f.
g.
h.

Move up to the character's full movement in any direction or


combination of directions.
Move up to of the character's movement and perform a Melee
attack.
Move up to of the character's movement and perform Ranged
Combat.
Perform Ranged Combat.
Perform Melee Combat.
Reload Ranged weapon.
Stand Up.
Lie Down.

Initiation (p. 8)
This is treated as Initiative
roll.

[FT72]

Add to Hit Points (TN/HP)

Size
Size
Tiny
Small

Decision (p. 8)

a.

Character Size

[FT30]

. Ties are decided by an additional 1d6

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.

HAND-TO-HAND COMBAT (p. 9)


This is treated as Melee Combat

[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

Hand-To-Hand Damage (Optional)


The difference between the attacker's roll and the defender's roll [FT30] is
the non-lethal damage the target suffers. If a character loses or more
of their current Hit Points in one attack, the character is knocked out,
and falls to the ground. They are unconscious until they heal up to 1 Hit
Point (see Healing, below).

RANGED COMBAT (p. 9)


See Ranged Combat

[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

Effect of Wounds (p. 10)


For every three points of Hit Points that were lost during the phase, the
character's Dexterity must be reduced by 1 point to reflect how the
damage affects the character's ability to fight.
Healing (p. 10)
A character can get back 1 Hit Point per minute without outside help. If
a doctor or nurse is able to use their Medkit on a character, 1d3 Hit
Points can be restored per minute.

C-G CREATURES IN COMBAT (p. 10)


This can be used as written.
BASIC WEAPON TABLES (p. 10)
Because the energy charges are known [FT38], these figures will be used.

Hit Points (Optional)


If a group decides to use Hit Points, it is determined as follows:
Character Type
Most Classes, Animals and Creatures
Goons/Face in the Crowd [FT67-69]

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

WEAPON RANGES (p. 10)


RANGED ATTACK MODIFIERS (p. 10)
Range
Approximately
To Hit Modifier
(Difficulty)
3

Point
Blank
Close
Medium
Long
Far

1 meter (3ft)

+2 to hit (-2 TN )

2-15 meters (50ft)


16-60 meters (200ft)
61-150 meters (500ft)
151+ meters (501ft or
more)

+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

Knife, Arrow, Club, Cudgel


2d8
Sword, Axe, Mace, Pistol shot, agonizer

Rifle, Machine gun, Phaser/Disruptor on Stun

Phaser/Disruptor on Heavy Stun

Explosives, weapon set to kill

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)).

Phaser I (-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2


mass: Stun: 2 charges, TN 11/8/5/-/- non-lethal damage; Sweep: 6
charges, TN 11/8/5/-/- non-lethal damage; Disrupt (aka Heavy Stun): 4
charges, TN 14/11/8/-/- damage; Dematerialize: 8 charges, TN
17/11/-/-/- damage; Heat: 1 charge, TN 8/-/-/-/- damage, Overload:
TN 14/20 damage, TN 26/8 vs. non-living targets, Medium (2m/50m)
Radius)
Phaser II (-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload, 0.5
mass: Stun: 2 charges, TN 14/11/8/5/- non-lethal damage; Sweep: 6
charges, TN 14/11/8/5/- non-lethal damage; Disrupt (aka Heavy Stun):
4 charges, TN 14/11/8/-/- damage; Dematerialize: 12 charges, TN
17/14/11/-/- damage; Heat: 2 charges, TN 14/-/-/-/- damage,
Overload: TN 17/20 damage, TN 29/8 vs. non-living targets, Medium
(3m/135m) Radius)
Disruptor (100 charges)
Disrupt (6 charges/5d6/4d6/3d6/2d6/-)
Sonic Disruptor (100 charges)
Disrupt (6 charges/4d6/3d6/2d6/-/-)

C-10 BASIC EQUIPMENT RULES (p. 11)


1.
2.
3.

4.

Tricorder To make a successful scan, the player must roll his or


her IQ or Static Test, usually an Average (TN 11) roll.
Communicator This can be used as written.
MediKit The medikit, when used by a doctor or nurse (someone
with the Medical Sciences skill), will repair 1d3 Hit Points, during a
minute.
Klingon/Romulan Communicator As written.

C-11 PLAYING A SCENARIO (p. 11)


MM: As you come around the passage, you enter a large open area. In
the center of the open area is a huge reptilian creature. Make a Static
Subterfuge (DX) roll to see if it hears you as its head is turned away from
the opening. GM's could have made this an Active test against the
creature's IQ.

BASIC GAME SCENARIO ONE THE


SHUTTLE CRASH
KEY
A. This can be used as written.
B. A rockfall.
Rockfall, Small (New Hazard)
The first person entering the area must make an Average (TN 11) Static
DX roll. If the roll
made, the falling rocks will cause TN 5/1d6
points of damage to the person.
C. A small cat-like creature lives here. It is currently asleep but if any of
the characters miss their Easy (TN 8) Static DX roll, the noise wakes the
cat-creature up and it will attack. It can move up to 14 meters in a turn
and with an Ability Rating of 10 and long talons, it can cause TN 8/2d6
worth of damage per action phase.
Cat-Creature
ST 0
DX 0
IQ -1
CA 0
TN/HP 3/2
Size Small
Move 14m/round
Talents Claws (TN 8/2d6 damage)

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

F. Large (2.5m) humanoid carrying a spear.


Large Humanoid
ST 3
DX 0
IQ-1
CA -1
TN/HP 17/9
FP 0
Size Large (2.5m)
Move 10m/round
Talent: Hard To Kill x2
Weapons: Huge Spear (TN 8/2d6 damage, Range Medium/20m)
G. A rockfall (small).
H. The lair of a large (3 meters long) snake.
Large Snake
ST 1
DX 1
IQ-2
Size Large (3m)
Talents Poison Bite, Rattles

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.

Poison Bite (New Talent): If this creature strikes someone, it will do


TN 8/2d6 damage immediately and the person will lose +1 TN/1 Hit
Point due to poison until someone repairs the damage with a Medkit.

Rockfall, Medium (New Hazard)


The first person entering the area must make a Hard (TN 14) Static DX
roll. If the roll isn't made, the falling rocks will cause TN 8/2d6 points of
damage to the person.

Rattles (New Talent): The creature has rattles similar to the Terran
rattlesnake and will buzz them if anyone approaches.

O. Another patch of Pod plants

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

Immobile (New Limitation): This creature cannot move.


FP 0

J. A bed of strangely purple grass.


Narcotic Purple Grass (New Hazard)
The grass emits a narcotic gas which will put a person to sleep unless
they make a Static Average (TN 11) Strength roll and notice the grassgas in time. Once asleep in the grass, a person will lose +1d3 TN/-1d3
HP per round until pulled away.

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

Q. Spiked Pit Trap.

L. A vein of radioactive ore.


Radioactive Ore (New Hazard)
High Radiation. It will cause the loss of 1d6 points of Strength per
person each minute spent in the area. See Radiation Sickness below.
Radiation Sickness (New Hazard)
When first exposed a Static Strength Test must be made. The TN
depends on the Degree of Exposure. If the first roll is successful, no
damage is done and the radiation has no effect. Each Incubation Period
after that another Static ST Test must be made. If failed, the damage is
done. If two successful Static Tests are made, the radiation has no
further effect. Treatment with a Medkit will add +2 ST to a patients test.
The tests are made in secret so the character does not know if they have
recovered or not.
Mild: Simple (TN 5) Static ST test each day or take TN 2/1d3-2
damage.
Low Radiation: Easy (TN 8) Static ST test each 4d6 hours or take
TN 3/1d6-2 damage.
Moderate Radiation: Average (TN 11) Static ST test each 3d6
hours or take TN 4/1d6-1 damage.
High Radiation: Hard (TN 14) Static ST test each 2d6 hours or
take TN 5/1d6 damage.
Severe Radiation: Heroic (TN 17) Static ST test each 1d6 hours
or take TN 8/2d6 damage.
M. For every minute that the crew is in the area, their phasers will be
drained by 3 points of energy unless they kill the creature.

Spiked Pit Trap (New Hazard)


A deep hole covered over by grass (a trap). Anyone who walks over the
trap (approximately 5 meters in diameter) must make an Average (TN
11) Static DX test. If the test fails, the person falls into the hole and
takes TN 14/4d6 damage from the sharp stakes on the bottom.
R. Another rockfall (small).

ADVANCED GAME SCENARIO THE


SLAVER RUINS
A. Stasis box containing personal flying belt capable of lifting a fullgrown human for 5 minutes.
B. Make Average (TN 11) Static IQ rolls to see if the aliens hear the
party opening the door.
C. Inside is a Vulcan Lematya.
Vulcan Le-Matya
ST +5
DX 1
IQ -3
CA -1
TN/HP 19
FP 0
Size Large
Move 15m/round
Talents Aggressive, Claws/Fangs, Fast, Thick Hide (AR +1), Toxic
Claws, Fangs
The room is a kitchen of sorts containing several plastic sealed packages
of synthetic protein, quite toxic, it will cause TN 9/2d6+1 damage if
eaten.
5

D. Inside the room are 2 Slaver Sunflowers.


Slaver Sunflower
ST -1
DX -1
IQ -4
CA 0
TN/HP 9/5
Size Man-sized
Move 10m/round
Talents Energy Reflection, Solar Energy Bolt

0-1
FP 0

Solar Energy Bolt (New Talent): If a lifeform approaches, this


creature will concentrate solar energy on it (TN 11/3d6 damage). There
is a 2 in 6 chance that the sun is hidden by clouds and the creature
cannot fire solar energy.
E. A stasis box rests inside this room containing a 1 foot black wand
with a metallic tip.
Neuronic Whip (New Equipment)
If the whip is held in the hand with the metallic tip out, and the wand is
squeezed, a hum will be heard. If the tip is touched to any life form it will
cause TN 14/4d6 non-lethal damage. It has 50 charges.
G. Inside are 3 Sandbats.
Sandbat
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
H. Sonic Grenade (-1 Initiative, TN 26/6 non-lethal damage, Close
(2m/4m) Radius, carries 1-4, 0.4 mass)
I. Energy Shield (-2 Initiative, Armor (+15): All, protects from energy
weapons only, 3 mass). If whoever reaches for the belt makes a Static
Average (TN 11) Mind test, they will notice a metallic ring on the ceiling,
surrounding the table.
J. The box contains a psionic amplifier.
Psionic Amplifier (New Equipment)
If someone puts the helmet on, they must make a Static Average (TN
11) IQ test. If they miss the roll, they will lose 1 point of IQ. If they make
their roll, their IQ will gain 1 point and they will temporarily gain 1
psionic power. Roll on the Psionic Power Table to see which power is
acquired. The gain in IQ is permanent, but the psionic power will fade
away in 3 minutes. The helmet may only be put on twice, after that it
will burn out.
K. Inside are a pair of Swoopers from Phylos.
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)
L. Whoever first enters the corridor must make a Static Easy (TN 8) DX
test. If the test is made, the beams fire and narrowly miss the person. If
the test is failed, the laser beams will strike the person like a laser rifle.
Laser Rifle (-3 Initiative, 2 ROF, TN 20/17/14/11/5 damage, 40
charges, 1 round to reload, 1.2 mass). The beam requires three rounds
to regenerate before they can fire again.
If they fire at the hologram the room will be flooded by Severe radiation.
M. As written.
N. As written.
O-T. As written.
The crewmen in the lead should make a Static Average (TN 11) IQ roll
to see if the creature spots the landing party before they spot it.

CHARACTER CREATING (p. 18)

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]

Tiny (phaser 1, bar of soap)


Small (loaf of bread, microwave,
television)
Man-Sized/Medium (1.75m,
refrigerator)
Large (x2, car, 2.5m-3m)
Giant-Sized (x3, 4m)
Monster-Sized (x4, 7m)
Enormous/Starship Sized (x5,
8.75m)
Planet Sized/Earth's Moon (x50,
85.5m)

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

ADVANCED GAME PSIONICS (p 18)

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

Psionic Power Table


Empathy
Telepathy
Telekinesis
Clairvoyance
Precognition
Mind Control
Teleportation

Psychic Ability Descriptions


Clairvoyance (New Psychic Ability)
This is the ability to see things that cannot normally be seen by the eye.
The ability to do this is determined in the same way as empathy or
telepathy. If the dice roll is successful, the clairvoyant would be able to
see hidden objects or through walls. The difficulty of the Static IQ test
depends on the distance as follows:
Range

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)

Empathic Sense (New Psychic Ability)


Empathy is the ability to sense another's emotions. If somebody was
about to kill her, the empath could sense the hatred or killing lust. To
use empathy successfully, the Empath makes an Active IQ test [FT28]. If
6

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)

Telekinesis (New Psychic Ability)


This can be used for Telekinesis [FT72]. This is the ability to move objects
by mental power. The object must be in the sight of the telekinetic.
Make a Static IQ test based on the size of the object. If the test is
successful, then the object has been lifted.
Size [FT72]
Telekinesis Test
Tiny
Easy (TN 8)
Small
Average (TN 11)
Man-Sized/Medium
Hard (TN 14)
Large
Heroic (TN 17)
Giant-Sized
Legendary (TN 20)
Monster-Sized
TN 23
Enormous/Starship Sized
TN 26
Planet Sized/Earth's Moon
TN 29
Telepathy
See also Telepathic. [FT120] This is the ability to sense what another entity
is thinking. This is worked just like empathy using the same 3 dice Active
IQ test as described above. If the telepath is successful, the Referee must
describe the subject's thoughts to the telepath's player.
Teleport Self
See Teleport Self or Others. [FT75] This is the ability to transport one's
body from one location to another by a means other than physical
movement. The main pre-requisite is that the teleporter must have been
to the place he or she wished to teleport to before attempting the
teleportation. It is also possible to teleport to a location that is in view
but farther away; for example: teleporting from one end of a hall to the
other. Roll 3 dice for a Static IQ roll. If the test is successful, then a
successful teleportation has been made. If the test is failed, then the
teleportation either did not work, or it worked in a random fashion. Roll
1 die. If the result is an odd number, the teleport attempt did not work. If
an even number is rolled, roll an six-sided die twice. The first roll is to

determine in what compass direction (1 = N, 2 = NE, 3 = E, 4 = SE, 5


= W, 6 = S, etc.) the jump is made and the second roll is to determine
the distance in meters. If the jump results in the teleporter ending up
inside a material object, like a wall, an explosion like that of a photon
grenade will result. Refer to the Advanced Game Weapons Tables for
further information. Photon Grenade Launcher (-4 Initiative, TN 20/6d6
up to Far (2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass).

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]

Size Men-sized (1.75m). Movement 10m/round.

Size Large (14 TN/HP). Movement 14m/round.

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]

Size Man-sized (1.5m). Movement 8m.

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

Size Man-sized (1.5m). Movement 15m/round.

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]

Size Large (TN/HP 14, 3m). Movement

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.

Size Small (1.25m). Movement 10m.

[FT127]

Size Man-Sized (2m). Movement 12m.

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.

GENERAL TYPE AND SHAPE (p. 22)


Roll 3d6 to determine the general type of creature.
3d6
3-5
6
7
8
9
10
11
12
13
14
15
16
17
18
3d6
3
4
5
6
7
8-10
11-12
13
14
15-16
17
18

Type and/or Shape


Amoeboid
Insectoid
Reptilian
Felinoid
Canine
Bovine
Ursunoid
Anthropoid
Humanoid
Plant
Polymorph
Crystalline
Gaseous
Energy
BASIC SIZE
Small (-6 TN/HP, 0.5m)
Small (-6 TN/HP, 0.75m)
Small (-6 TN/HP, 1m)
Small (-6 TN/HP, 1.25m)
Man-Sized (1.5m)
Man-Sized (1.75m)
Large (+4 TN/HP, 2.25m)
Large (+4 TN/HP, 2.5m)
Large (+4 TN/HP, 2.75m)
Large (+4 TN/HP, 3m)
Giant-sized (+8 TN/HP, 3.25m)
Giant-sized (+8 TN/HP, 3.5m)

SPECIAL WEAPONS AND CAPABILITIES


Roll 1d6 to determine how many times you will roll 4d6 on the table
below for any special characteristics the creature may have.
1d6
1-2
3
4
5-6
4d6
4-8
9
10
11
12
13

How Many Special Talents


Roll once on the Special Talents Table
Roll twice on the Special Talents Table
Roll three times on the Special Talents Table
Roll four times on the Special Talents Table
Special Talents
None
Size Difference (see below)
Armor [FT117]
Wings [Talent] [FT116]
Fangs [Talent] [FT115]
Claws [Talent] [FT124]

14
15
16
17
18
19
20
21
22
23
24

Stinger (see below)


Horn [FT125]
Poison [Talent] [FT33]
Shape Change [Power] [FT72]
Cause Illusion [Power] [FT72]
Fiery Breath [Talent] [FT116]
Pheromones [Bonus] [FT64]
Energy Absorber (New Special Ability)
Energy Reflector (New Special Ability)
Electrical Discharge [Talent] [FT116]
Drains Energy [Power] [FT72]

Armor Rating (p. 23)


Roll 2d6 to determine Armor. [FT117]
2d6
Armor Rating
2-3
Armor (+1)
4
Armor (+2)
5
Armor (+3)
6
Armor (+4)
7
Armor (+5)
8
Armor (+6)
9
Armor (+7)
10-12
Armor (+8)

Cause Illusion [Power]

[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

Energy Lost Per Minute


1 charge per minute
2 charges per minute
3 charges per minute
4 charges per minute
5 charges per minute
6 charges per minute
7 charges per minute
8 charges per minute
9 charges per minute
10 charges per minute
11 charges per minute
12 charges per minute

Electrical Discharge [Talent]


See Electrical Discharge. [FT116] This creatures energy (usually from the
sun, but sometimes as an Energy Absorber) and can discharge it when
touched. Roll 3d6 to determine the size of the discharge.
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

Energy Reflection (New Special Ability)


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. Roll 3d6 to determine how
much damage can be reflected back. The maximum it can reflect back is
the power of the energy it is attacked with.
3d6
3-4
5
6
7
8
9
10
11
12
13
14
15-18
Fangs
See Fangs [Talent]

Energy Reflected Back


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
[FT115].

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

Fiery Breath Damage


TN 5/1d6
TN 8/2d6
TN 11/3d6
TN 14/4d6
TN 17/5d6
TN 20/6d6

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].

This ability is not necessarily limited to males.

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 (New Special Ability)


Stinger which give a natural +1 attack (plus ST bonus). Roll 1d6 to
determine the ST bonus. If the creature also has the Poison Special
Ability, it is delivered through this stinger.
1d6
1-2
3
4
5-6

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

SIZE MODIFIER TABLE (p. 24)


3d6
Size Modifier
3-5
6-7
8
9
10
11
12
13
14
1516
17
18

1d6

x0.25 or Tiny (-8 TN/HP, 5-15cm)


x0.5 or Small (-6 TN/HP, 0.5m)
x0.75 or Man-Sized (1.5m)
x1.0 or Man-Sized (1.75m)
x1.25 or Large (+4 TN/HP,
2.25m)
x1.5 or Large (+4 TN/HP, 2.5m)
x2 or Large (+4 TN/HP, 2.75m)
x2.5 or Large (+4 TN/HP, 3m)
x3.0 or Giant-sized (+8 TN/HP,
3.25m)
x4.0 or Giant-sized (+8 TN/HP,
3.5m)
x6 or Monster-Sized (+16 HP,
8m+)
x10 or Monster-Sized (+16 HP,
10m)

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)

D-6 A SELECTED LIST OF EQUIPMENT


AND WEAPONS (p. 25)
Burst Fire: The weapon will expend 4 charges and all have attack and
damage rolls but firing a burst is increasingly inaccurate. The first shot is
rolled for normally but each of the following shots has a -1 DX to the
attack roll (for example, you would attack at -3 DX for the fourth shot). 4
charges is the minimum fire for a burst.
Charges: Primitive weapons have rounds or shots, rather than charges.
Damage: The amount of damage of a ranged weapon can vary
depending on the range. Damage is given for Point-Blank (3m,
PB)/Close (15m, CL)/Medium Range (60m, MD)/Long Range (150m,
LG)/Extreme Range (151m+, EX).
Defense: You can adopt a cautious posture with this weapon that gives
you a bonus to your defending roll (Active Test) in combat [FT30], but this
gives you are -1 to attack rolls in the same round.
Hit Location (Optional Rules): Hit Points (or TN ) can be divided up
between four primary locations: Arms, Legs, Chest, and Head. The
division of your base HP is as follows (round up):
Location
Arms
Chest
Head
Legs

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 **

* Roll again to determine right (1-3) or left (4-6) side, if necessary.


Each location will have a minimum of one (1 HP) point, regardless of
percentage breakdown.
** Any hit to the Head of any figure, does an additional +4 HP damage.
When using Hit Location, assign armor protection to individual
locations: Arms, Legs, Chest or Head or All (in the case of shields).
Mass: Approximately 1 pound = 0.1 mass.
Radioactive: They leave the area radioactive (Mild Radiation worth)
whenever they are fired.
Rate of Fire (ROF): The number of rounds that can be fired while
using this mode are listed separately.
Reach: Hand to hand weapons can break ties in Initiative [FT30] by
having the highest Reach number go first in the same round,
Reload Time: Unless otherwise indicated a weapon will take one
round to load in which no other action can be performed. When a
Reload time is given the number indicates the number of rounds required
to reload the weapon. If there is a second number, the first number
indicates the time to load the weapon with a magazine, the second
number indicates the time needed to load the magazine by itself from
individual rounds.
Rounds: These are called 'Charges' (regardless of their physical
makeup) to distinguish them from combat rounds [FT30]. Note that in the
original Final Frontier (FF) rules they are much more limited than in Far
Trek. Therefore, treat convert each 'round' in the FF rules to 5 'charges'
in FT when it comes to advanced (greater than 20th century weaponry).
For example, change the Hand Laser (p. 32) to 30 charges rather than
6 charges, but do not change the Revolver from 6 charges (i.e., shots) to
30 charges. In the edge cases, a judgment call is made. For example, I
did not change the Gryrojet and Needler charges.
Semi: A Semi-Automatic Weapon can fire 2 shots in one round,
making separate attack rolls for each shot. The number of rounds that
can be fired while using this mode are listed separately.
Space Suit: This allows approximately 10 hours of survival in space
and provides Armor (+1). usually also has a communications unit and
environmental sensors.
Stun: See FT37. The damage caused must be at least half of the
character's TN/Hit Points in order to stun them. If it is beneath that
amount then half of the damage is 'real' damage. If it is greater than half
their TN/HP then the character must make a Static TN 17 ST roll or fall
unconscious. Stun damage is non-lethal and heals at the rate of 1 point
per minute. The character wakes up when all non-lethal damage is
healed.
Sweep: A stun effect may also be set at 'sweep'. the range for sweep is
Close (4 meters), all life forms within 4 meters to the front of the firer
must make a Static ST roll as if they had been hit. The energy cost is
tripled though.
Agonizer (-1 Initiative, TN 14/4d6 non-lethal damage, 0.5 Reach,
0.3 mass)
Ahn-Woon (-2 Initiative, TN 11/8/8/-/- damage, carry 1-12
charges, 1 round to reload, 0.1 mass)
Armored Pressure Suit (-5 Initiative, Armor (+7): All, Space Suit,
4 mass)

Assault Rifle (-3 Initiative, 2 ROF/4 ROF Burst Fire, TN


14/14/14/11/- damage, 30 charges in weapon, 90 charges can
be carried, 2 rounds to reload the weapon, 6 rounds to reload to
magazine, Semi, Burst Fire, 1.8 mass)
Automatic Pistol (-2 Initiative, 2 ROF, TN 11/11/11/-/- damage,
7 charges in weapon, 35 charges if carried, 1/4 rounds to reload.
0.7 mass)
Ax (-4 Initiative, TN 11/3d6 damage, 1.5 Reach, 2 mass)
Body Shield (Armor (+6): All, -4 Initiative, 2.5 mass)
Bow (-2 Initiative, TN 11/11/8/5/-, 20 rounds, 1 round to reload,
1 mass)
Broadsword (-4 Initiative, TN 11/3d6 if used one-handed, TN
14/4d6 if used two-handed, +2 Defense, 2 Reach, 2 mass)
Buckler (-2 Imitative, Armor (+4): All, 1.5 mass)
Bulletproof Vest (-1 Initiative, Armor (+8): Torso, Arms, 1.5 mass)
Cap & Ball Pistol (-2 Initiative, TN 11/11/8/-/- damage, 2 ROF,
6 rounds in weapon, 20 carried on person, 8 rounds to reload, 1
mass)
Chainmail (-2 Initiative, Armor (+5): All, 2 mass)
Club (-3 Initiative, TN 11/3d6, 1 Reach, 2 mass)
Combat Knife (-1 Initiative, +2 Defense, TN 8/2d6, 0.4 mass)
Crossbow (-3 Initiative, TN 14/11/11/8/- damage, 20 charges, 3
rounds to reload, 1.5 mass)
Cutter-Beam: Star Fleet issue laser device with a very short range
(5cm/2") used to cut through most metals and plastics.
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)
Disruptor I (pistol, -1 Initiative, 2 ROF, Disrupt: 1 charge, TN
14/11/8/-/- damage, Stun: 2 charges, TN 11/8/5/-/- non-lethal
damage; Sweep: 6 charges, TN 11/8/5/-/- non-lethal damage;
100 charges, 1 round to reload 0.3 mass)
Disruptor II (rifle, -2 Initiative, 2 ROF, Disrupt: 1 charge, TN
17/17/14/11/- damage, Stun: 2 charges, TN 14/11/8/5/- nonlethal damage; Sweep: 6 charges, TN 14/11/8/5/- non-lethal
damage; 100 charges, 2 rounds to reload, 0.8 mass)
Energy Shield (-2 Initiative, Armor (+15): All, protects from energy
weapons only, 3 mass)
Flex-Mesh Armor (Armor (+14): All, 1 mass)
Flintlock Pistol (-2 Initiative, TN 11/11/8/-/- damage, 10 rounds,
4 rounds to reload 1 mass)
Flintlock Musket (-3 Initiative, TN 11/11/11/8/- damage, 10
rounds, 6 rounds to reload 2 mass)
Gryrojet (-2 Initiative, 2 ROF, TN 17/14/11/8/- damage, 6
charges in weapon, 12 charges if carried, 4 rounds to reload, 0.6
mass)
Hand Laser (-1 Initiative, 2 ROF, TN 20/14/8/-/- damage, 30
charges, 1 round to reload, 0.6 mass)
HE Grenade (high explosive, -1 Initiative, can carry 1 to 6, 1
round to reload, TN 8/8/5/-/- damage, 0.2 mass)
Kinetic Shield (-1 Initiative, Armor (+15): All, protects from
material weapons (not energy weapons) only, 2 mass)
Kite Shield (-3 Initiative, Armor (+5): All, 2 mass)
Kligat (-1 Initiative, TN 11/11/8/5/- damage, 1-2 can be carried,
1 round to reload, 0.1 mass)
Klingon Armor Vest (Armor (+3): Torso, 0.3 mass)
Laser Rifle (-3 Initiative, 2 ROF, TN 20/17/14/11/5 damage, 40
charges, 1 round to reload, 1.2 mass)
Leather (Armor (+3): All, 1.5 mass)
Life Support Belt Field (Armor (+5): All, Space Suit, 0.5 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)
Medikit: This is a small field medical kit containing medical
equipment which can be used to repair from 1d3 TN/HP in a
minute when used by trained medical personnel.
12

Medipouch: This is a larger field medical kit which can be used to


repair much larger amounts of damage including semi-major
surgery. It can repair 1d6 TN/HP points of damage in a minute if
used by a doctor.
Morning Star (-5 Initiative, TN 14/4d6 damage, 1 Reach, 1 mass)
Needler (-2 Initiative, 3 ROF, TN 17/14/14/11/5 damage, 3
charges in weapon, 12 charges can be carried, 3 rounds to reload,
1 mass)
Nuclear Blaster (-2 Initiative, 2 ROF, TN 20/17/14/11/damage, 5 charges, 2 rounds to reload, 0.8 mass)
Phaser I (-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2
mass: Stun: 2 charges, TN 11/8/5/-/- non-lethal damage; Sweep:
6 charges, TN 11/8/5/-/- non-lethal damage; Disrupt (aka Heavy
Stun): 4 charges, TN 14/11/8/-/- damage; Dematerialize: 8
charges, TN 17/11/-/-/- damage; Heat: 1 charge, TN 8/-/-/-/damage, Overload: TN 14/20 damage, TN 26/8 vs. non-living
targets, Medium (2m/50m) Radius)
Phaser II (-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload,
0.5 mass: Stun: 2 charges, TN 14/11/8/5/- non-lethal damage;
Sweep: 6 charges, TN 14/11/8/5/- non-lethal damage; Disrupt
(aka Heavy Stun): 4 charges, TN 14/11/8/-/- damage;
Dematerialize: 12 charges, TN 17/14/11/-/- damage; Heat: 2
charges, TN 14/-/-/-/- damage, Overload: TN 17/20 damage, TN
29/8 vs. non-living targets, Medium (3m/135m) Radius)
Phaser Rifle (-3 Initiative, 2 ROF, 150 charges, 2 rounds to reload,
1.5 mass: Stun: 3 charges, TN 17/14/11/8/- non-lethal damage;
Sweep: 9 charges, TN 17/14/11/8/- non-lethal damage; Disrupt
(aka Heavy Stun): 6 charges, TN 17/14/11/8/- damage;
Dematerialize: 12 charges, TN 20/17/14/-/- damage; Heat: 4
charges, TN 20/-/-/-/- damage, Overload: TN 20/20 damage, TN
32/8 vs. non-living targets, Medium (4m/135m) Radius)
Phaser Bore: Can drill up to 1 meter of native rock in one round
but consumes 1 charge of its 120 charges.
Photon Grenade Launcher (-4 Initiative, TN 20/6d6 up to Far
(2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass)
Plate Armor (-5 Initiative, Armor (+7): All, 4 mass)
Police Stunner (-2 Initiative, Stun: 1 charge, TN 17/14/11/8/non-lethal damage, Sweep: 3 charges, TN 17/14/11/8/- nonlethal damage, 30 charges, 2 rounds to reload, Stun, 0.6 mass)
Police Web: The web operates for 10 minutes on a portable
powerpack.
Pressure Suit (-4 Initiative, Armor (+4): All, Space Suit, 3 mass)
Psychic Probe: Also known as a mind-ripper, the psychic probe
will cause 1 to 4 points of Intelligence to be lost from the victim,
per use, depending on the setting (TN 5/8/11 or 14). The victim
must make a Static IQ test against the setting. if they fail the test,
the victim must tell the interrogator what they wish to know.
Revolver (-1 Initiative, 2 ROF, TN 11/11/8/-/- damage, 6
charges in weapon, 18 charges if carried, 3 rounds to reload, 0.5
mass)
Rifle (-3 Initiative, 2 ROF, TN 14/14/14/11/8 damage, 8 charges
in weapon, 40 charges if carried, 2 mass)
Rock, Thrown (-1 Initiative, can carry 1 to 6, 1 round to reload,
TN 8/8/5/-/- damage, 0.2 mass)
Short Sword (-2 Initiative, TN 11/3d6 damage, +2 Defense, 1
Reach, 1 mass)
Sling (-2 Initiative, TN 11/8/8/-/- damage, carry 1-12 charges, 1
round to reload, 0.1 mass)
Sonic Disruptor (-2 Initiative, 2 ROF, TN 14,11/8/-/- damage,
40 charges, 2 rounds to reload, 1 mass)
Spear (-3 Initiative, TN 11/3d6 damage, +1 Defense, 2.5 Reach,
1.5 mass)
Sub-Machine Gun (-3 Initiative, 4 ROF, TN 17/14/11/2/damage, 30 charges in weapons, 90 charges in magazine, 2
rounds to reload, 6 rounds to reload magazine, 1.7 mass)
Tricorder Sciences Tricorder: Capable of sensing, measuring
and analyzing through the electromagnetic spectrum, for energy

sources, lifeforms, force fields, determining density and volume, out


to a range of about Long.
Tricorder Medical Tricorder: The Medical Tricorder also
contains a small medikit which any Star Fleet Officer can use to
repair between 1 and 2 points of damage per minute (1d2).
Consider it to have 50 charges.
Vibro-Blade (-1 Initiative, TN 11/3d6 damage, 0.5 Reach, 0.3
mass)
Vibro-Sword (-3 Initiative, TN 17/5d6 damage, +2 Defense, 1.5
Reach, 1.2 mass)

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

Vibro-Blade (-1 Initiative, TN 11/3d6 damage, 0.5 Reach, 0.3


mass)
Vibro-Sword (-3 Initiative, TN 17/5d6 damage, +2 Defense, 1.5
Reach, 1.2 mass)
RANGED WEAPON COMBAT (p. 31)
See Combat [FT30].
ADVANCED RANGED WEAPONS TABLE (p. 32)
Ahn-Woon (-2 Initiative, TN 11/8/8/-/- damage, 1 round to
reload, carry 1-12 charges, 0.1 mass)
Assault Rifle (-3 Initiative, 2 ROF/4 ROF Burst Fire, TN
14/14/14/11/- damage, 30 charges in weapon, 90 charges can
be carried, 2 rounds to reload the weapon, 6 rounds to reload to
magazine, Semi, Burst Fire, 1.8 mass)
Automatic Pistol (-2 Initiative, 2 ROF, TN 11/11/11/-/- damage,
7 charges in weapon, 35 charges if carried, 1/4 rounds to reload.
0.7 mass)
Bow (-2 Initiative, TN 11/11/8/5/-, 20 rounds, 1 round to reload,
1 mass)
Dagger, Thrown (-3 Initiative, TN 11/8/5/-/- damage, 1 round to
reload, can carry 1, 0.3 mass)
Cap & Ball Pistol (-2 Initiative, TN 11/11/8/-/- damage, 2 ROF,
6 rounds in weapon, 20 carried on person, 8 rounds to reload, 1
mass)
Crossbow (-3 Initiative, TN 14/11/11/8/- damage, 20 charges, 3
rounds to reload, 1.5 mass)
Disruptor I (pistol, -1 Initiative, 2 ROF, Disrupt: 1 charge, TN
14/11/8/-/- damage, Stun: 2 charges, TN 11/8/5/-/- non-lethal
damage; Sweep: 6 charges, TN 11/8/5/-/- non-lethal damage;
100 charges, 1 round to reload 0.3 mass)
Disruptor II (rifle, -2 Initiative, 2 ROF, Disrupt: 1 charge, TN
17/17/14/11/- damage, Stun: 2 charges, TN 14/11/8/5/- nonlethal damage; Sweep: 6 charges, TN 14/11/8/5/- non-lethal
damage; 100 charges, 2 rounds to reload, 0.8 mass)
Flintlock Pistol (-2 Initiative, TN 11/11/8/-/- damage, 10 rounds,
4 rounds to reload 1 mass)
Flintlock Musket (-3 Initiative, TN 11/11/11/8/- damage, 10
rounds, 6 rounds to reload 2 mass)
Grenade (-1 Initiative, can carry 1 to 6, 1 round to reload, TN
8/8/5/-/- damage, 0.2 mass)
Gryrojet (-2 Initiative, 2 ROF, TN 17/14/11/8/- damage, 6
charges in weapon, 12 charges if carried, 4 rounds to reload, 0.6
mass)
Hand Laser (-1 Initiative, 2 ROF, TN 20/14/8/-/- damage, 30
charges, 1 round to reload, 0.6 mass)
Kligat (-1 Initiative, TN 11/11/8/5/- damage, 1-2 can be carried,
1 round to reload, 0.1 mass)
Laser Rifle (-3 Initiative, 2 ROF, TN 20/17/14/11/5 damage, 40
charges, 1 round to reload, 1.2 mass)
Needler (-2 Initiative, 3 ROF, TN 17/14/14/11/5 damage, 3
charges in weapon, 12 charges can be carried, 3 rounds to reload,
1 mass)
Nuclear Blaster (-2 Initiative, 2 ROF, TN 20/17/14/11/damage, 5 charges, 2 rounds to reload, 0.8 mass)
Phaser I (-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2
mass: Stun: 2 charges, TN 11/8/5/-/- non-lethal damage; Sweep:
6 charges, TN 11/8/5/-/- non-lethal damage; Disrupt (aka Heavy
Stun): 4 charges, TN 14/11/8/-/- damage; Dematerialize: 8
charges, TN 17/11/-/-/- damage; Heat: 1 charge, TN 8/-/-/-/damage, Overload: TN 14/20 damage, TN 26/8 vs. non-living
targets, Medium (2m/50m) Radius)
Phaser II (-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload,
0.5 mass: Stun: 2 charges, TN 14/11/8/5/- non-lethal damage;
Sweep: 6 charges, TN 14/11/8/5/- non-lethal damage; Disrupt
(aka Heavy Stun): 4 charges, TN 14/11/8/-/- damage;
Dematerialize: 12 charges, TN 17/14/11/-/- damage; Heat: 2

charges, TN 14/-/-/-/- damage, Overload: TN 17/20 damage, TN


29/8 vs. non-living targets, Medium (3m/135m) Radius)
Phaser Rifle (-3 Initiative, 2 ROF, 150 charges, 2 rounds to reload,
1.5 mass: Stun: 3 charges, TN 17/14/11/8/- non-lethal damage;
Sweep: 9 charges, TN 17/14/11/8/- non-lethal damage; Disrupt
(aka Heavy Stun): 6 charges, TN 17/14/11/8/- damage;
Dematerialize: 12 charges, TN 20/17/14/-/- damage; Heat: 4
charges, TN 20/-/-/-/- damage, Overload: TN 20/20 damage, TN
32/8 vs. non-living targets, Medium (4m/135m) Radius)
Photon Grenade Launcher (-4 Initiative, TN 20/6d6 up to Far
(2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass)
Police Stunner (-2 Initiative, Stun: 1 charge, TN 17/14/11/8/non-lethal damage, Sweep: 3 charges, TN 17/14/11/8/- nonlethal damage, 30 charges, 2 rounds to reload, Stun, 0.6 mass)
Revolver (-1 Initiative, 2 ROF, TN 11/11/8/-/- damage, 6
charges in weapon, 18 charges if carried, 3 rounds to reload, 0.5
mass)
Rifle (-3 Initiative, 2 ROF, TN 14/14/14/11/8 damage, 8 charges
in weapon, 40 charges if carried, 2 mass)
Rock, Thrown (-1 Initiative, can carry 1 to 6, 1 round to reload,
TN 8/8/5/-/- damage, 0.2 mass)
Sling (-2 Initiative, TN 11/8/8/-/- damage, carry 1-12 charges, 1
round to reload, 0.1 mass)
Sonic Disruptor (-2 Initiative, 2 ROF, TN 14,11/8/-/- damage,
40 charges, 2 rounds to reload, 1 mass)
Spear, Thrown (-3 Initiative, TN 11/8/8/-/- damage, can carry 1,
0 rounds to reload, 1 mass)
Sub-Machine Gun (-3 Initiative, 4 ROF, TN 17/14/11/2/damage, 30 charges in weapons, 90 charges in magazine, 2
rounds to reload, 6 rounds to reload magazine, 1.7 mass)
ARMOR AND SHIELDING (p. 33)
Each type of armor or shielding has a mass and an Initiative modifier.
When a character wears or carries a piece of armor it will reduce his or
her movement according to the overall mass the character is carrying
and will modify the
Initiative roll if the character will attempt
to move as a part of his or her action during the round.
If a character is hit by any weapon, the armor rating of the armor or
shielding will accordingly add a bonus to their roll to stay conscious or
reduce the amount of damage that the character must take against their
Hit Points (if using Hit Points).
ADVANCED GAME ARMOR AND SHIELDING (p. 33)
-5 Initiative, Armor Rating (+7: All), Space
Suit, 4 mass)
Body Shield (-4 Initiative, Armor Rating (+6: All), 2.5 mass)
Buckler (-2 Initiative, Armor Rating (+4: All), 1.5 mass
Bulletproof Vest (-1 Initiative, Armor Rating (+8: Torso), 1.5
mass)
Chainmail (-2 Initiative, Armor Rating (+5: All), 2 mass)
Energy Shield (-2 Initiative, Armor Rating (+15: All, Only Against
Energy Weapons), 3 mass): Can be operated for 20 rounds. If the
AR is exceeded, the shield loses one point of armor rating and any
excess damage points are taken against the characters TN/HP. It
protects from energy weapons only and must be turned off in order
to fire a weapon during a round.
Flexmesh Suit (Armor Rating (+14: All), 1 mass)
Kinetic Shield (-1 Initiative, Armor Rating (+15: All, Only Against
Material Weapons), 2 mass): The shield may absorb up to 15
points per round. Each point of damage absorbed reduces the AR
value. It regenerates AR at the rate of 5 points per round. If an
energy weapon hits a kinetic shield, both the weapon and the
shield detonate like a photon grenade due to feedback. This is also
the type of shielding used by Star Fleet instead of bars on their
security cells. However, the Star Fleet Security Cells have an Armor
Rating of 25 and are not portable.
14

Kite Shield (-3 Initiative, Armor Rating (+5: All), 2 mass)


Klingon Armor Vest (-3 Initiative, Armor Rating (+3: Torso), 0.3
mass)
Leather Armor (Armor Rating (+3: All), 1.5 mass)
Life Support Belt Field (Armor Rating (+5: All), Space Suit, 0.5
mass)
Plate Armor (-5 Initiative, Armor Rating (+7: All), 4 mass)
Pressure Suit (-4 Initiative, Armor Rating (+4: All), Space Suit, 3
mass)
GRENADE TYPE WEAPONS (p. 34)
See the Throw an Explosive rules (FT33). Instead of a 5ft x 5ft radius,
these weapons radius are listed with the weapon description. In most
cases there are two radius values given because the damage differs
depending on how close you are to the area that is hit.
Damage: Weapons can have additional damage against non-living
targets. If the additional damage is not given, assume it is the same as
the damage to living targets.
Miss: If a Ranged Attack is missed, the weapon 2d6 are rolled to
determine the direction and distance of the miss (in case there is a
chance that the weapon will hit something else nearby).
Thrown Weapons (including Grenades)
1d6
1
2
3
4
5
6

Direction Missed
North
Northeast
Southeast
South
Southwest
Northwest

1d6
1
2
3
4
5
6

Distance Missed
1m
2m
3m
4m
5m
6m

Ranged Weapons (all others)


1d6
1-2
3-4
5
6

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)

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